diff --git a/src/main.cpp b/src/main.cpp index 8c7b65c..a26678f 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -14,6 +14,19 @@ void processInput(GLFWwindow *window); void framebuffer_size_callback(GLFWwindow *window, int width, int height); +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) +}; + int main(void) { int tmp = 0; @@ -84,10 +97,8 @@ int main(void) { stbi_image_free(data); while (!glfwWindowShouldClose(window)) { - glm::mat4 model = glm::mat4(1.0f); /*move model*/ glm::mat4 view = glm::mat4(1.0f); /*move camera*/ view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f)); - model = glm::rotate(model, (float)glfwGetTime()*glm::radians(55.0f), glm::vec3(1.0f, 0.5f, 0.0f)); glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); /*camera settings*/ processInput(window); @@ -97,15 +108,27 @@ int main(void) { shaderProgram->use(); shaderProgram->setInt("Tex0",0); - shaderProgram->setMat4("model",model); shaderProgram->setMat4("view",view); shaderProgram->setMat4("projection",projection); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glBindVertexArray(VAO); - glEnable(GL_DEPTH_TEST); + + for(unsigned int i = 0; i < 10; i++) + { + glm::mat4 model = glm::mat4(1.0f); + model = glm::translate(model, cubePositions[i]); + float angle = 20.0f * i; + model = glm::rotate(model, glm::radians(angle), + glm::vec3(1.0f, 0.3f, 0.5f)); + model = glm::rotate(model, (float)glfwGetTime() * glm::radians(55.0f), + glm::vec3(1.0f, 0.5f, 0.0f)); + shaderProgram->setMat4("model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + glDrawArrays(GL_TRIANGLES, 0, 36); //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glfwSwapBuffers(window);