#include "display.h" #include <SDL2/SDL.h> #include <cmath> #include <gfx/gl/camera.h> #include <gfx/gl/shader.h> #include <gfx/gl/transform.h> #include <gfx/models/mesh.h> #include <gfx/models/texture.h> #include <glm/glm.hpp> #include <memory> #include <numbers> static const int DISPLAY_WIDTH = 800; static const int DISPLAY_HEIGHT = 600; int main(int, char **) { Display display(DISPLAY_WIDTH, DISPLAY_HEIGHT, "OpenGL"); 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 = std::numbers::pi_v<double> + sin(counter); transform.GetRot().z = 0.3 * cos(counter * 10); // transform.GetScale()->x = absSinCounter; // transform.GetScale()->y = absSinCounter; shader.Bind(); texture.Bind(); shader.Update(transform, camera); monkey.Draw(); display.SwapBuffers(); SDL_Delay(1); counter += 0.01F; } return 0; }