diff --git a/headers/shapes.h b/headers/shapes.h index 9a110e6..c19cf05 100644 --- a/headers/shapes.h +++ b/headers/shapes.h @@ -26,6 +26,51 @@ float sqr_tex_vertices[] = { -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f /*top left*/ }; +float cube_vertices[] = { + /*positions*texture cords*/ + -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 +}; + const char *basicVertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" diff --git a/src/main.cpp b/src/main.cpp index 6aa2357..8c7b65c 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -39,22 +39,23 @@ int main(void) { glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(sqr_tex_vertices), sqr_tex_vertices, + glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices),cube_vertices, GL_STATIC_DRAW); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), - (void *)(3 * sizeof(float))); + + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), + (void *)0); glEnableVertexAttribArray(1); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), - (void *)(6 * sizeof(float))); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), + (void *)(3 * sizeof(float))); glEnableVertexAttribArray(2); - glGenBuffers(1, &EBO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sqr_indices), sqr_indices, - GL_STATIC_DRAW); + // glGenBuffers(1, &EBO); + // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); + // glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sqr_indices), sqr_indices, + // GL_STATIC_DRAW); Shader *shaderProgram = new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl"); @@ -86,13 +87,13 @@ int main(void) { 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, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f)); + 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); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); shaderProgram->use(); shaderProgram->setInt("Tex0",0); @@ -104,7 +105,9 @@ int main(void) { glBindTexture(GL_TEXTURE_2D, texture); glBindVertexArray(VAO); - glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); + glEnable(GL_DEPTH_TEST); + glDrawArrays(GL_TRIANGLES, 0, 36); + //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glfwSwapBuffers(window); glfwPollEvents();