3d cube
This commit is contained in:
parent
335c79e23e
commit
b06cf47480
@ -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"
|
||||
|
||||
29
src/main.cpp
29
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();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user