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#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;
}