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@ -7,6 +7,7 @@ |
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#include <glm/gtc/type_ptr.hpp> |
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#include <glm/gtc/type_ptr.hpp> |
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#include <glm/gtc/matrix_transform.hpp> |
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#include <glm/gtc/matrix_transform.hpp> |
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#include <array> |
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#include <array> |
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#include <stack> |
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#define numVAOs 1 |
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#define numVAOs 1 |
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#define numVBOs 2 |
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#define numVBOs 2 |
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@ -16,11 +17,11 @@ GLuint vao[numVAOs]; |
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GLuint vbo[numVBOs]; |
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GLuint vbo[numVBOs]; |
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glm::vec3 camera; |
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glm::vec3 camera; |
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glm::vec3 cubeLoc,pyramidLoc; |
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GLuint mvLoc,projLoc; |
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GLuint mvLoc,projLoc; |
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int width, height; |
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int width, height; |
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float aspect; |
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float aspect; |
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glm::mat4 mMat, pMat, vMat, mvMat; |
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glm::mat4 mMat, pMat, vMat, mvMat; |
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std::stack<glm::mat4>transforms; |
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void setupVertices(void) { // 36 vertices, 12 triangles, makes 2x2x2 cube placed at origin
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void setupVertices(void) { // 36 vertices, 12 triangles, makes 2x2x2 cube placed at origin
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float cubePositions[108] = { |
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float cubePositions[108] = { |
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@ -58,14 +59,27 @@ void setupVertices(void) { // 36 vertices, 12 triangles, makes 2x2x2 cube placed |
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void init(GLFWwindow* window) { |
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void init(GLFWwindow* window) { |
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renderingProgram=utils::createShaderProgram("vertShader.glsl","fragShader.glsl"); |
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renderingProgram=utils::createShaderProgram("vertShader.glsl","fragShader.glsl"); |
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camera={0.0f,0.0f,-8.0f}; |
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camera={0.0f,0.0f,-12.0f}; |
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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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setupVertices(); |
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} |
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} |
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double lastTime=0; |
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double lastTime=0; |
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void DrawCube(){ |
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mMat)); |
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat)); |
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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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glDrawArrays(GL_TRIANGLES,0,36); |
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} |
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void DrawSquarePyramid(){ |
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mMat)); |
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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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void display(GLFWwindow* window, double currentTime) { |
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void display(GLFWwindow* window, double currentTime) { |
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double elapsedTime=currentTime-lastTime; |
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double elapsedTime=currentTime-lastTime; |
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lastTime=currentTime; |
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lastTime=currentTime; |
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@ -77,6 +91,7 @@ void display(GLFWwindow* window, double currentTime) { |
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glUseProgram(renderingProgram); |
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glUseProgram(renderingProgram); |
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glEnable(GL_DEPTH_TEST); |
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glEnable(GL_DEPTH_TEST); |
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glDepthFunc(GL_LEQUAL); |
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glDepthFunc(GL_LEQUAL); |
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glEnableVertexAttribArray(0); |
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mvLoc=glGetUniformLocation(renderingProgram,"mv_matrix"); |
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mvLoc=glGetUniformLocation(renderingProgram,"mv_matrix"); |
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projLoc=glGetUniformLocation(renderingProgram,"proj_matrix"); |
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projLoc=glGetUniformLocation(renderingProgram,"proj_matrix"); |
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@ -86,24 +101,37 @@ 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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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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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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transforms.push(vMat); |
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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[0]); |
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mMat=glm::translate(transforms.top(),{0.f,0.f,0.f}); |
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); |
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transforms.push(mMat); |
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glEnableVertexAttribArray(0); |
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mMat=glm::rotate(mMat,float(utils::degToRad(90)*currentTime),{0.f,1.f,0.f}); |
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glDrawArrays(GL_TRIANGLES,0,36); |
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mMat=glm::rotate(mMat,float(utils::degToRad(12)),{0.f,0.f,1.f}); |
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DrawSquarePyramid(); |
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mMat=glm::translate(glm::mat4(1.0f),pyramidLoc); |
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mMat=glm::translate(transforms.top(),{0.f,0.f,0.f}); |
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mvMat=vMat*mMat; |
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mMat=glm::rotate(mMat,float(utils::degToRad(90)*currentTime),{0.f,1.f,0.f}); |
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat)); |
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mMat=glm::rotate(mMat,float(utils::degToRad(192)),{0.f,0.f,1.f}); |
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat)); |
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mMat=glm::translate(mMat,{0.f,2.f,0.f}); |
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glBindBuffer(GL_ARRAY_BUFFER,vbo[1]); |
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mMat=glm::rotate(mMat,float(utils::degToRad(270)),{0.f,1.f,0.f}); |
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); |
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DrawSquarePyramid(); |
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glDrawArrays(GL_TRIANGLES,0,18); |
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mMat=glm::translate(transforms.top(),{sin(currentTime*0.5)*6,sin(currentTime*0.5)*0.8-1,cos(currentTime*0.5)*6}); |
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transforms.push(mMat); |
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mMat=glm::rotate(mMat,float(utils::degToRad(24)-28),{0,0,1}); |
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mMat=glm::rotate(mMat,float(utils::degToRad(24)*currentTime+28),{0,1,0}); |
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DrawCube(); |
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mMat=glm::rotate(transforms.top(),utils::degToRad(90),{1,0,0}); |
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mMat=glm::translate(mMat,{sin(currentTime*3)*3,0,cos(currentTime*3)*3}); |
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mMat=glm::scale(mMat,{0.3,0.3,0.3}); |
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mMat=glm::rotate(mMat,float(-utils::degToRad(220)*currentTime+4),{0,1,0}); |
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DrawCube(); |
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mMat=glm::rotate(transforms.top(),utils::degToRad(90),{1,1,0}); |
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mMat=glm::translate(mMat,{sin(currentTime*3)*3,0,cos(currentTime*3)*3}); |
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mMat=glm::scale(mMat,{0.3,0.3,0.3}); |
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mMat=glm::rotate(mMat,float(utils::degToRad(120)*currentTime),{0,1,0}); |
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DrawCube(); |
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} |
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} |
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int main(void) { |
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int main(void) { |
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