added rounded rectangle, first iteration works but still needs improved corners

This commit is contained in:
Omar Mohamed Ali Mudhir
2017-01-16 03:58:21 +00:00
parent baaaf213cc
commit 8c217af051
4 changed files with 131 additions and 45 deletions

View File

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