More cubes
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parent
b06cf47480
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8f7ca3ae38
31
src/main.cpp
31
src/main.cpp
@ -14,6 +14,19 @@
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void processInput(GLFWwindow *window);
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void processInput(GLFWwindow *window);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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glm::vec3 cubePositions[] = {
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glm::vec3( 0.0f, 0.0f, 0.0f),
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glm::vec3( 2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f),
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glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3( 2.4f, -0.4f, -3.5f),
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glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3( 1.3f, -2.0f, -2.5f),
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glm::vec3( 1.5f, 2.0f, -2.5f),
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glm::vec3( 1.5f, 0.2f, -1.5f),
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glm::vec3(-1.3f, 1.0f, -1.5f)
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};
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int main(void) {
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int main(void) {
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int tmp = 0;
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int tmp = 0;
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@ -84,10 +97,8 @@ int main(void) {
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stbi_image_free(data);
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stbi_image_free(data);
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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glm::mat4 model = glm::mat4(1.0f); /*move model*/
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glm::mat4 view = glm::mat4(1.0f); /*move camera*/
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glm::mat4 view = glm::mat4(1.0f); /*move camera*/
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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model = glm::rotate(model, (float)glfwGetTime()*glm::radians(55.0f), glm::vec3(1.0f, 0.5f, 0.0f));
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); /*camera settings*/
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); /*camera settings*/
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processInput(window);
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processInput(window);
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@ -97,15 +108,27 @@ int main(void) {
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shaderProgram->use();
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shaderProgram->use();
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shaderProgram->setInt("Tex0",0);
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shaderProgram->setInt("Tex0",0);
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shaderProgram->setMat4("model",model);
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shaderProgram->setMat4("view",view);
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shaderProgram->setMat4("view",view);
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shaderProgram->setMat4("projection",projection);
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shaderProgram->setMat4("projection",projection);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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for(unsigned int i = 0; i < 10; i++)
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{
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, cubePositions[i]);
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float angle = 20.0f * i;
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model = glm::rotate(model, glm::radians(angle),
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glm::vec3(1.0f, 0.3f, 0.5f));
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model = glm::rotate(model, (float)glfwGetTime() * glm::radians(55.0f),
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glm::vec3(1.0f, 0.5f, 0.0f));
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shaderProgram->setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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