create visual studio project, add Windows initialization code
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@@ -58,7 +58,7 @@ void App::init()
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circle.create<10>(25, Circle::kUVMapping::Tube);
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circle2.create<10>(25, 12, Circle::kUVMapping::Tube);
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rounded.create<3>(50, 50, 10);
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slice.create(50, 50, 10, .3);
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slice.create(50, 50, 10, .3f);
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if (!tex.load("data/uvs.jpg"))
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printf("error loading image\n");
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@@ -66,15 +66,15 @@ void App::init()
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glEnable(GL_TEXTURE);
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glDisable(GL_DEPTH_TEST);
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glPointSize(5);
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glLineWidth(15);
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glLineWidth(1);
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int n;
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glGetIntegerv(GL_NUM_EXTENSIONS, &n);
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for (int i = 0; i < n; i++)
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{
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const unsigned char* s = glGetStringi(GL_EXTENSIONS, i);
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printf("GL ext %03d: %s\n", i, s);
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}
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//int n;
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//glGetIntegerv(GL_NUM_EXTENSIONS, &n);
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//for (int i = 0; i < n; i++)
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//{
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// const unsigned char* s = glGetStringi(GL_EXTENSIONS, i);
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// printf("GL ext %03d: %s\n", i, s);
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//}
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printf("GL version: %s\n", glGetString(GL_VERSION));
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printf("GL vendor: %s\n", glGetString(GL_VENDOR));
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printf("GL renderer: %s\n", glGetString(GL_RENDERER));
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@@ -94,7 +94,7 @@ void App::update(float dt)
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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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glm::mat4 proj = glm::ortho<float>(0, width, height, 0, -1, 1);
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glm::mat4 proj = glm::ortho(0.f, (float)width, (float)height, 0.f, -1.f, 1.f);
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Shape* shapes[] = { &circle, &circle2, &plane, &rounded, &slice };
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@@ -115,11 +115,11 @@ void App::update(float dt)
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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_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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shader_color.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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