added rounded rectangle, first iteration works but still needs improved corners
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@@ -59,6 +59,7 @@ void App::init()
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circle.create<6>(25, 12);
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circle1.create<4>(25, 12);
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circle2.create<15>(25, 12);
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rounded.create<5>(50, 50, 10);
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if (!tex.load("data/image.png"))
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printf("error loading image\n");
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@@ -86,15 +87,14 @@ void App::init()
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void App::update(float dt)
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{
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static float theta = 0;
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theta += M_PI * 0.5f * dt;
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float red = fabsf(sinf(theta));
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// static float theta = 0;
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// theta += M_PI * 0.5f * dt;
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// float red = fabsf(sinf(theta));
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// glm::mat4 proj = glm::perspective(glm::radians(85.f), 1.f, .1f, 100.f);
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// glm::mat4 model = glm::translate(glm::vec3(0, 0, 0));
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// glm::mat4 view = glm::lookAt(glm::vec3(sinf(theta), 0, 1), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
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float ar = width / height;
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glm::mat4 proj = glm::ortho<float>(0, width, height, 0, -1, 1);
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Shape* shapes[] = { &circle, &circle1, &circle2, &plane, &longPlane };
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@@ -103,42 +103,43 @@ void App::update(float dt)
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glClear(GL_COLOR_BUFFER_BIT);
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auto s = glm::scale(glm::vec3(2));
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for (int i = 0; i < 5; i++)
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{
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shader.use();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glActiveTexture(GL_TEXTURE0);
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tex.bind();
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shader.u_int("tex", 0);
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shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 1, 75 + 120 * i, 0.f}) * s);
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shapes[i]->draw_fill();
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tex.unbind();
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shader_color.use();
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shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 2, 75 + 120 * i, 0.f}) * s);
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shader_color.u_vec4("col", {1, 1, 1, 1});
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shapes[i]->draw_stroke();
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shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 0, 75 + 120 * i, 0.f}) * s);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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shapes[i]->draw_fill();
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shader_uv.use();
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shader_uv.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 3, 75 + 120 * i, 0.f}) * s);
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shader_uv.u_int("tex", 0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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shapes[i]->draw_fill();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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shader_uv.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 4, 75 + 120 * i, 0.f}) * s);
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shapes[i]->draw_fill();
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tex.unbind();
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}
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// shader.use();
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// shader.u_mat4("mvp", proj * glm::translate(glm::vec3{width/2, height/2, 0.f}) * glm::scale(glm::vec3(10)));
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// shader.u_int("tex", 0);
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// glActiveTexture(GL_TEXTURE0);
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// tex.bind();
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// circle.draw_fill();
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// tex.unbind();
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// for (int i = 0; i < 5; i++)
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// {
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// shader.use();
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//
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// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// glActiveTexture(GL_TEXTURE0);
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// tex.bind();
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// shader.u_int("tex", 0);
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// shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 1, 75 + 120 * i, 0.f}) * s);
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// shapes[i]->draw_fill();
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// tex.unbind();
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//
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// shader_color.use();
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// shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 2, 75 + 120 * i, 0.f}) * s);
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// shader_color.u_vec4("col", {1, 1, 1, 1});
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// shapes[i]->draw_stroke();
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//
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// shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 0, 75 + 120 * i, 0.f}) * s);
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// shapes[i]->draw_fill();
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//
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// shader_uv.use();
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// shader_uv.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 3, 75 + 120 * i, 0.f}) * s);
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// shader_uv.u_int("tex", 0);
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// shapes[i]->draw_fill();
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// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// shader_uv.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 4, 75 + 120 * i, 0.f}) * s);
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// shapes[i]->draw_fill();
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// tex.unbind();
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// }
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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shader_uv.use();
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shader_uv.u_mat4("mvp", proj * glm::translate(glm::vec3{width/2, height/2, 0.f}) * glm::scale(glm::vec3(10)));
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shader_uv.u_int("tex", 0);
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glActiveTexture(GL_TEXTURE0);
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tex.bind();
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rounded.draw_fill();
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tex.unbind();
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}
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