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authorDan Goodliffe <dan@randomdan.homeip.net>2021-01-16 18:09:15 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-01-16 18:09:15 +0000
commit400410fcd436d5e4310bfa779f0309c5fae5b2c2 (patch)
tree89661918c487e63b6c71f2e9281b553928010606 /main.cpp
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Initial commit
Stripped back and formatted from https://github.com/BennyQBD/ModernOpenGLTutorial/
Diffstat (limited to 'main.cpp')
-rw-r--r--main.cpp101
1 files changed, 101 insertions, 0 deletions
diff --git a/main.cpp b/main.cpp
new file mode 100644
index 0000000..431610b
--- /dev/null
+++ b/main.cpp
@@ -0,0 +1,101 @@
+#include "camera.h"
+#include "display.h"
+#include "mesh.h"
+#include "shader.h"
+#include "texture.h"
+#include "transform.h"
+#include <SDL2/SDL.h>
+#include <iostream>
+
+static const int DISPLAY_WIDTH = 800;
+static const int DISPLAY_HEIGHT = 600;
+
+int
+main(int argc, char ** argv)
+{
+ Display display(DISPLAY_WIDTH, DISPLAY_HEIGHT, "OpenGL");
+
+ Vertex vertices[] = {
+ Vertex(glm::vec3(-1, -1, -1), glm::vec2(1, 0), glm::vec3(0, 0, -1)),
+ Vertex(glm::vec3(-1, 1, -1), glm::vec2(0, 0), glm::vec3(0, 0, -1)),
+ Vertex(glm::vec3(1, 1, -1), glm::vec2(0, 1), glm::vec3(0, 0, -1)),
+ Vertex(glm::vec3(1, -1, -1), glm::vec2(1, 1), glm::vec3(0, 0, -1)),
+
+ Vertex(glm::vec3(-1, -1, 1), glm::vec2(1, 0), glm::vec3(0, 0, 1)),
+ Vertex(glm::vec3(-1, 1, 1), glm::vec2(0, 0), glm::vec3(0, 0, 1)),
+ Vertex(glm::vec3(1, 1, 1), glm::vec2(0, 1), glm::vec3(0, 0, 1)),
+ Vertex(glm::vec3(1, -1, 1), glm::vec2(1, 1), glm::vec3(0, 0, 1)),
+
+ Vertex(glm::vec3(-1, -1, -1), glm::vec2(0, 1), glm::vec3(0, -1, 0)),
+ Vertex(glm::vec3(-1, -1, 1), glm::vec2(1, 1), glm::vec3(0, -1, 0)),
+ Vertex(glm::vec3(1, -1, 1), glm::vec2(1, 0), glm::vec3(0, -1, 0)),
+ Vertex(glm::vec3(1, -1, -1), glm::vec2(0, 0), glm::vec3(0, -1, 0)),
+
+ Vertex(glm::vec3(-1, 1, -1), glm::vec2(0, 1), glm::vec3(0, 1, 0)),
+ Vertex(glm::vec3(-1, 1, 1), glm::vec2(1, 1), glm::vec3(0, 1, 0)),
+ Vertex(glm::vec3(1, 1, 1), glm::vec2(1, 0), glm::vec3(0, 1, 0)),
+ Vertex(glm::vec3(1, 1, -1), glm::vec2(0, 0), glm::vec3(0, 1, 0)),
+
+ Vertex(glm::vec3(-1, -1, -1), glm::vec2(1, 1), glm::vec3(-1, 0, 0)),
+ Vertex(glm::vec3(-1, -1, 1), glm::vec2(1, 0), glm::vec3(-1, 0, 0)),
+ Vertex(glm::vec3(-1, 1, 1), glm::vec2(0, 0), glm::vec3(-1, 0, 0)),
+ Vertex(glm::vec3(-1, 1, -1), glm::vec2(0, 1), glm::vec3(-1, 0, 0)),
+
+ Vertex(glm::vec3(1, -1, -1), glm::vec2(1, 1), glm::vec3(1, 0, 0)),
+ Vertex(glm::vec3(1, -1, 1), glm::vec2(1, 0), glm::vec3(1, 0, 0)),
+ Vertex(glm::vec3(1, 1, 1), glm::vec2(0, 0), glm::vec3(1, 0, 0)),
+ Vertex(glm::vec3(1, 1, -1), glm::vec2(0, 1), glm::vec3(1, 0, 0)),
+ };
+
+ unsigned int indices[] = {0, 1, 2, 0, 2, 3,
+
+ 6, 5, 4, 7, 6, 4,
+
+ 10, 9, 8, 11, 10, 8,
+
+ 12, 13, 14, 12, 14, 15,
+
+ 16, 17, 18, 16, 18, 19,
+
+ 22, 21, 20, 23, 22, 20};
+
+ Mesh mesh(vertices, sizeof(vertices) / sizeof(vertices[0]), indices, sizeof(indices) / sizeof(indices[0]));
+ Mesh monkey("./res/monkey3.obj");
+ Shader shader("./res/basicShader");
+ Texture texture("./res/bricks.jpg");
+ Transform transform;
+ Camera camera(glm::vec3(0.0f, 0.0f, -5.0f), 70.0f, (float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT, 0.1f, 100.0f);
+
+ SDL_Event e;
+ bool isRunning = true;
+ float counter = 0.0f;
+ while (isRunning) {
+ while (SDL_PollEvent(&e)) {
+ if (e.type == SDL_QUIT)
+ isRunning = false;
+ }
+
+ display.Clear(0.0f, 0.0f, 0.0f, 1.0f);
+
+ float sinCounter = sinf(counter);
+ float absSinCounter = abs(sinCounter);
+
+ // transform.GetPos()->x = sinCounter;
+ transform.GetRot()->y = counter * 100;
+ // transform.GetRot()->z = counter * 100;
+ // transform.GetScale()->x = absSinCounter;
+ // transform.GetScale()->y = absSinCounter;
+
+ shader.Bind();
+ texture.Bind();
+ shader.Update(transform, camera);
+ monkey.Draw();
+ // mesh.Draw();
+
+ display.SwapBuffers();
+ SDL_Delay(1);
+ counter += 0.01f;
+ }
+
+ return 0;
+}