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-rw-r--r--main.cpp72
1 files changed, 15 insertions, 57 deletions
diff --git a/main.cpp b/main.cpp
index 431610b..7f67ad4 100644
--- a/main.cpp
+++ b/main.cpp
@@ -5,84 +5,43 @@
#include "texture.h"
#include "transform.h"
#include <SDL2/SDL.h>
-#include <iostream>
+#include <cmath>
+#include <glm/glm.hpp>
+#include <memory>
+#include <numbers>
static const int DISPLAY_WIDTH = 800;
static const int DISPLAY_HEIGHT = 600;
int
-main(int argc, char ** argv)
+main(int, char **)
{
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);
+ 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;
+ float counter = 0.0F;
while (isRunning) {
while (SDL_PollEvent(&e)) {
- if (e.type == SDL_QUIT)
+ if (e.type == SDL_QUIT) {
isRunning = false;
+ }
}
- display.Clear(0.0f, 0.0f, 0.0f, 1.0f);
+ display.Clear(0.0F, 0.0F, 0.0F, 1.0F);
- float sinCounter = sinf(counter);
- float absSinCounter = abs(sinCounter);
+ // float sinCounter = sinf(counter);
+ // float absSinCounter = abs(sinCounter);
// transform.GetPos()->x = sinCounter;
- transform.GetRot()->y = counter * 100;
- // transform.GetRot()->z = counter * 100;
+ transform.GetRot().y = std::numbers::pi_v<double> + sin(counter);
+ transform.GetRot().z = 0.3 * cos(counter * 10);
// transform.GetScale()->x = absSinCounter;
// transform.GetScale()->y = absSinCounter;
@@ -90,11 +49,10 @@ main(int argc, char ** argv)
texture.Bind();
shader.Update(transform, camera);
monkey.Draw();
- // mesh.Draw();
display.SwapBuffers();
SDL_Delay(1);
- counter += 0.01f;
+ counter += 0.01F;
}
return 0;