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#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;
}
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