Add in Square Pyramid render.
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@ -16,14 +16,14 @@ GLuint vao[numVAOs];
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GLuint vbo[numVBOs];
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glm::vec3 camera;
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glm::vec3 cubeLoc;
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GLuint vLoc,projLoc;
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glm::vec3 cubeLoc,pyramidLoc;
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GLuint mvLoc,projLoc;
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int width, height;
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float aspect;
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glm::mat4 pMat, vMat;
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glm::mat4 mMat, pMat, vMat, mvMat;
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void setupVertices(void) { // 36 vertices, 12 triangles, makes 2x2x2 cube placed at origin
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float vertexPositions[108] = {
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float cubePositions[108] = {
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-1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
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@ -37,23 +37,34 @@ void setupVertices(void) { // 36 vertices, 12 triangles, makes 2x2x2 cube placed
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-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f
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};
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float pyramidPositions[54]={
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-1.0f, -1.0f, 1.0f, 1.0f, - 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, - 1.0f, 1.0f, - 1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f
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};
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glGenVertexArrays(1, vao);
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glBindVertexArray(vao[0]);
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glGenBuffers(numVBOs, vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositions), vertexPositions, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cubePositions), cubePositions, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(pyramidPositions), pyramidPositions, GL_STATIC_DRAW);
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}
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void init(GLFWwindow* window) {
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renderingProgram=utils::createShaderProgram("vertShader.glsl","fragShader.glsl");
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camera={0.0f,0.0f,-200.0f};
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camera={0.0f,0.0f,-8.0f};
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cubeLoc={0.0f,-2.0f,0.0f};
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pyramidLoc={4.0f,4.0f,-4.0f};
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setupVertices();
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}
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double lastTime=0;
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GLuint tfLoc;
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void display(GLFWwindow* window, double currentTime) {
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double elapsedTime=currentTime-lastTime;
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@ -64,8 +75,10 @@ void display(GLFWwindow* window, double currentTime) {
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(renderingProgram);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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vLoc=glGetUniformLocation(renderingProgram,"v_matrix");
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mvLoc=glGetUniformLocation(renderingProgram,"mv_matrix");
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projLoc=glGetUniformLocation(renderingProgram,"proj_matrix");
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glfwGetFramebufferSize(window,&width,&height);
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@ -73,26 +86,31 @@ void display(GLFWwindow* window, double currentTime) {
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pMat=glm::perspective(utils::degToRad(60),aspect,0.1f,1000.f);
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vMat=glm::translate(glm::mat4(1.0f),glm::vec3{camera.x,camera.y,camera.z});
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mMat=glm::translate(glm::mat4(1.0f),cubeLoc);
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mvMat=vMat*mMat;
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glUniformMatrix4fv(vLoc,1,GL_FALSE,glm::value_ptr(vMat));
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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tfLoc=glGetUniformLocation(renderingProgram,"tf");
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glUniform1f(tfLoc,(float)currentTime);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[0]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glEnableVertexAttribArray(0);
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glDrawArrays(GL_TRIANGLES,0,36);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDrawArraysInstanced(GL_TRIANGLES,0,36,100000);
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mMat=glm::translate(glm::mat4(1.0f),pyramidLoc);
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mvMat=vMat*mMat;
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[1]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glDrawArrays(GL_TRIANGLES,0,18);
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}
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int main(void) {
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if (!glfwInit()) { exit(EXIT_FAILURE); }
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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GLFWwindow* window = glfwCreateWindow(1200, 1200, "Hello Cubes!", NULL, NULL);
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GLFWwindow* window = glfwCreateWindow(1920, 1080, "Hello Cubes!", NULL, NULL);
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glfwMakeContextCurrent(window);
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if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
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glfwSwapInterval(1);
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@ -1,8 +1,7 @@
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#version 430
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layout (location=0) in vec3 position;
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uniform mat4 v_matrix;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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uniform float tf;
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out vec4 varyingColor;
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mat4 buildTranslate(float x, float y, float z);
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@ -12,19 +11,6 @@ mat4 buildRotateZ(float rad);
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void main(void)
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{
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float i = gl_InstanceID + tf;
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float a = sin(203.0*i/8000.0)*403.0;
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float b = sin(301.0*i/4001.0)*401.0;
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float c = sin(400.0*i/6003.0)*405.0;
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mat4 localRotX = buildRotateX(1*i);
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mat4 localRotY = buildRotateY(1*i);
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mat4 localRotZ = buildRotateZ(1*i);
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mat4 localTrans = buildTranslate(a,b,c);
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mat4 newM_matrix = localTrans*localRotX*localRotY*localRotZ;
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mat4 mv_matrix = v_matrix*newM_matrix;
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gl_Position=proj_matrix*mv_matrix*vec4(position,1.0);
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varyingColor=vec4(position,1.0)*0.5+vec4(0.5,0.5,0.5,0.5);
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}
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