feat(OpenGL-hello): more boxes
This commit is contained in:
parent
6721cec798
commit
fc8dcfe0b0
1 changed files with 36 additions and 55 deletions
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@ -9,61 +9,36 @@
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#include <iostream>
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#include <iostream>
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float vertices[] = {
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float vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f};
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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glm::vec3 cubePositions[] = {
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glm::vec3 cubePositions[] = {
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glm::vec3( 0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f),
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glm::vec3( 2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3(-1.5f, -2.2f, -2.5f),
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glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f),
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glm::vec3( 2.4f, -0.4f, -3.5f),
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glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f)};
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glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3( 1.3f, -2.0f, -2.5f),
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glm::vec3( 1.5f, 2.0f, -2.5f),
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glm::vec3( 1.5f, 0.2f, -1.5f),
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glm::vec3(-1.3f, 1.0f, -1.5f)
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};
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void processInput(GLFWwindow *window);
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void processInput(GLFWwindow *window);
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@ -183,14 +158,11 @@ int main() {
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shader.setInt("texture2", 1);
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shader.setInt("texture2", 1);
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// create transformations
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// create transformations
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 view = glm::mat4(1.0f);
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glm::mat4 view = glm::mat4(1.0f);
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glm::mat4 projection = glm::mat4(1.0f);
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glm::mat4 projection = glm::mat4(1.0f);
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model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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projection = glm::perspective(
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projection = glm::perspective(
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glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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shader.setMat4("model", model);
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shader.setMat4("view", view);
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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shader.setMat4("projection", projection);
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@ -204,7 +176,7 @@ int main() {
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// 设置为白色
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// 设置为白色
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// 绑定纹理
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// 绑定纹理
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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@ -217,11 +189,20 @@ int main() {
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// 设置变换矩阵
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// 设置变换矩阵
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glm::mat4 trans(1.0f);
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glm::mat4 trans(1.0f);
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trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.25,
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trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.25, 0.0));
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0.0));
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shader.setMat4("trans", trans);
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shader.setMat4("trans", trans);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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for (unsigned int i = 0; i < 10; i++) {
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glm::mat4 model(1.0f);
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model = glm::translate(model, cubePositions[i]);
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float angle = 20.0f * i;
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model =
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glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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shader.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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// 检查并调用事件,交换缓冲
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// 检查并调用事件,交换缓冲
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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