fix some shapes generation and draw a grid of shapes for an overview
This commit is contained in:
@@ -29,6 +29,14 @@ void App::init()
|
||||
"void main(){"
|
||||
" frag = texture(tex, uv, 0.0);"
|
||||
"}";
|
||||
static const char* shader_uv_f =
|
||||
"#version 150\n"
|
||||
"uniform sampler2D tex;"
|
||||
"in vec2 uv;"
|
||||
"out vec4 frag;"
|
||||
"void main(){"
|
||||
" frag = vec4(uv,0,1);"
|
||||
"}";
|
||||
static const char* shader_color_v =
|
||||
"#version 150\n"
|
||||
"uniform mat4 mvp;"
|
||||
@@ -45,9 +53,12 @@ void App::init()
|
||||
"}";
|
||||
shader.create(shader_v, shader_f);
|
||||
shader_color.create(shader_color_v, shader_color_f);
|
||||
plane.create<15>(.5f, .5f);
|
||||
longPlane.create<1>(.3, .05f);
|
||||
circle.create<6>(.5f, .25f);
|
||||
shader_uv.create(shader_v, shader_uv_f);
|
||||
plane.create<5>(50, 50);
|
||||
longPlane.create<1>(50, 25);
|
||||
circle.create<6>(25, 12);
|
||||
circle1.create<4>(25, 12);
|
||||
circle2.create<15>(25, 12);
|
||||
if (!tex.load("data/image.png"))
|
||||
printf("error loading image\n");
|
||||
|
||||
@@ -79,24 +90,55 @@ void App::update(float dt)
|
||||
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));
|
||||
auto mvp = proj * view * model;
|
||||
// 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 };
|
||||
|
||||
//glClearColor(red, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
shader.use();
|
||||
shader.u_mat4("mvp", glm::mat4());
|
||||
shader.u_int("tex", 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
tex.bind();
|
||||
circle.draw_fill();
|
||||
tex.unbind();
|
||||
|
||||
shader_color.use();
|
||||
shader_color.u_mat4("mvp", glm::mat4());
|
||||
shader_color.u_vec4("col", {1, 1, 1, 1});
|
||||
circle.draw_stroke();
|
||||
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();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user