Remove cubes, restore back to drawing squares
This commit is contained in:
		
							parent
							
								
									7295d4712c
								
							
						
					
					
						commit
						17a89269f0
					
				| @ -222,67 +222,8 @@ int main() | ||||
| 
 | ||||
| 	Dengine::Texture *containerTex = assetManager.getTexture("container"); | ||||
| 	Dengine::Shader *shader = assetManager.getShader("default"); | ||||
| 	//if (!containerTex) return -1;
 | ||||
| 
 | ||||
| 	/* Create OGL Vertex objects */ | ||||
| 	GLfloat vertices[] = { | ||||
| 		-0.5f, -0.5f, -0.5f,  0.0f, 0.0f, | ||||
| 		 0.5f, -0.5f, -0.5f,  1.0f, 0.0f, | ||||
| 		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f, | ||||
| 		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f, | ||||
| 		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f, | ||||
| 		-0.5f, -0.5f, -0.5f,  0.0f, 0.0f, | ||||
| 
 | ||||
| 		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f, | ||||
| 		 0.5f, -0.5f,  0.5f,  1.0f, 0.0f, | ||||
| 		 0.5f,  0.5f,  0.5f,  1.0f, 1.0f, | ||||
| 		 0.5f,  0.5f,  0.5f,  1.0f, 1.0f, | ||||
| 		-0.5f,  0.5f,  0.5f,  0.0f, 1.0f, | ||||
| 		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f, | ||||
| 
 | ||||
| 		-0.5f,  0.5f,  0.5f,  1.0f, 0.0f, | ||||
| 		-0.5f,  0.5f, -0.5f,  1.0f, 1.0f, | ||||
| 		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f, | ||||
| 		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f, | ||||
| 		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f, | ||||
| 		-0.5f,  0.5f,  0.5f,  1.0f, 0.0f, | ||||
| 
 | ||||
| 		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f, | ||||
| 		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f, | ||||
| 		 0.5f, -0.5f, -0.5f,  0.0f, 1.0f, | ||||
| 		 0.5f, -0.5f, -0.5f,  0.0f, 1.0f, | ||||
| 		 0.5f, -0.5f,  0.5f,  0.0f, 0.0f, | ||||
| 		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f, | ||||
| 
 | ||||
| 		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f, | ||||
| 		 0.5f, -0.5f, -0.5f,  1.0f, 1.0f, | ||||
| 		 0.5f, -0.5f,  0.5f,  1.0f, 0.0f, | ||||
| 		 0.5f, -0.5f,  0.5f,  1.0f, 0.0f, | ||||
| 		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f, | ||||
| 		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f, | ||||
| 
 | ||||
| 		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f, | ||||
| 		 0.5f,  0.5f, -0.5f,  1.0f, 1.0f, | ||||
| 		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f, | ||||
| 		 0.5f,  0.5f,  0.5f,  1.0f, 0.0f, | ||||
| 		-0.5f,  0.5f,  0.5f,  0.0f, 0.0f, | ||||
| 		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f | ||||
| 	}; | ||||
| 
 | ||||
| 	glm::vec3 cubePositions[] = { | ||||
| 		glm::vec3( 0.0f,  0.0f,  0.0f), | ||||
| 		glm::vec3( 2.0f,  5.0f, -15.0f), | ||||
| 		glm::vec3(-1.5f, -2.2f, -2.5f), | ||||
| 		glm::vec3(-3.8f, -2.0f, -12.3f), | ||||
| 		glm::vec3( 2.4f, -0.4f, -3.5f), | ||||
| 		glm::vec3(-1.7f,  3.0f, -7.5f), | ||||
| 		glm::vec3( 1.3f, -2.0f, -2.5f), | ||||
| 		glm::vec3( 1.5f,  2.0f, -2.5f), | ||||
| 		glm::vec3( 1.5f,  0.2f, -1.5f), | ||||
| 		glm::vec3(-1.3f,  1.0f, -1.5f) | ||||
| 	}; | ||||
| 
 | ||||
| #if 0 | ||||
| 	GLfloat vertices[] = { | ||||
| 		// Positions          Colors             Texture Coords
 | ||||
| 		+0.5f, +0.5f, +0.0f,  1.0f, 0.0f, 0.0f,  1.0f, 1.0f, // Top Right
 | ||||
| @ -290,20 +231,17 @@ int main() | ||||
| 		-0.5f, -0.5f, +0.0f,  0.0f, 0.0f, 1.0f,  0.0f, 0.0f, // Bottom left
 | ||||
| 		-0.5f, +0.5f, +0.0f,  1.0f, 1.0f, 0.0f,  0.0f, 1.0f, // Top left
 | ||||
| 	}; | ||||
| 
 | ||||
| 	GLuint indices[] = { | ||||
| 	    0, 1, 3, // First triangle
 | ||||
| 	    1, 2, 3, // First triangle
 | ||||
| 	}; | ||||
| #endif | ||||
| 
 | ||||
| 
 | ||||
| 	GLuint vbo, vao; | ||||
| 	glGenVertexArrays(1, &vao); | ||||
| 	glGenBuffers(1, &vbo); | ||||
| #if 0 | ||||
| 	GLuint ebo; | ||||
| 	glGenBuffers(1, &ebo); | ||||
| #endif | ||||
| 
 | ||||
| 	// 1. Bind vertex array object
 | ||||
| 	glBindVertexArray(vao); | ||||
| @ -312,7 +250,6 @@ int main() | ||||
| 	glBindBuffer(GL_ARRAY_BUFFER, vbo); | ||||
| 	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | ||||
| 
 | ||||
| #if 0 | ||||
| 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); | ||||
| 	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); | ||||
| 
 | ||||
| @ -336,15 +273,6 @@ int main() | ||||
| 	glVertexAttribPointer(2, numTexCoord, GL_FLOAT, GL_FALSE, vertexSize, | ||||
| 	                      (GLvoid *)texCoordByteOffset); | ||||
| 	glEnableVertexAttribArray(2); | ||||
| #endif | ||||
| 
 | ||||
| 	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), | ||||
| 	                      (GLvoid *)0); | ||||
| 	glEnableVertexAttribArray(0); | ||||
| 	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), | ||||
| 	                      (GLvoid *)(3 * sizeof(GLfloat))); | ||||
| 	glEnableVertexAttribArray(2); | ||||
| 		 | ||||
| 
 | ||||
| 	// 4. Unbind to prevent mistakes
 | ||||
| 	glBindBuffer(GL_ARRAY_BUFFER, 0); | ||||
| @ -376,6 +304,7 @@ int main() | ||||
| 		shader->use(); | ||||
| 
 | ||||
| 		/* Camera/View transformation */ | ||||
| 		glm::mat4 model; | ||||
| 		glm::mat4 view; | ||||
| 		// NOTE(doyle): Lookat generates the matrix for camera coordinate axis
 | ||||
| 		view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); | ||||
| @ -389,26 +318,16 @@ int main() | ||||
| 		/* Get shader uniform locations */ | ||||
| 		GLuint modelLoc = glGetUniformLocation(shader->mProgram, "model"); | ||||
| 		GLuint viewLoc  = glGetUniformLocation(shader->mProgram, "view"); | ||||
| 		GLuint projectionLoc = glGetUniformLocation(shader->mProgram, "projection"); | ||||
| 		GLuint projectionLoc = | ||||
| 		    glGetUniformLocation(shader->mProgram, "projection"); | ||||
| 
 | ||||
| 		/* Pass matrices to the shader */ | ||||
| 		glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); | ||||
| 		glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); | ||||
| 		glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); | ||||
| 
 | ||||
| 		glBindVertexArray(vao); | ||||
| 		// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
 | ||||
| 		for (GLuint i = 0; i < 10; i++) | ||||
| 		{ | ||||
| 			/* Calculate model matrix for each object and pass it to shader */ | ||||
| 			glm::mat4 model; | ||||
| 			model = glm::translate(model, cubePositions[i]); | ||||
| 
 | ||||
| 			GLfloat angle = glm::radians(20.0f * i); | ||||
| 			model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f)); | ||||
| 
 | ||||
| 			glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); | ||||
| 			glDrawArrays(GL_TRIANGLES, 0, 36); | ||||
| 		} | ||||
| 		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); | ||||
| 		glBindVertexArray(0); | ||||
| 
 | ||||
| 		/* Swap the buffers */ | ||||
|  | ||||
		Loading…
	
	
			
			x
			
			
		
	
		Reference in New Issue
	
	Block a user