finished coordinate system section

This commit is contained in:
Daniel 2023-08-02 11:52:04 +02:00
parent 6485de44cd
commit 178fb8a9bf

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@ -11,8 +11,8 @@
#include "textures/Texture2D.h" #include "textures/Texture2D.h"
#include "util/stb_image.h" #include "util/stb_image.h"
// Continue: https://learnopengl.com/Getting-started/Coordinate-Systems // Continue: https://learnopengl.com/Getting-started/Camera
// Chapter: More Cubes! // Chapter: Not started
// //
// TODO: look at project->properties->VC++ Directories-> change everything to the Environment var // TODO: look at project->properties->VC++ Directories-> change everything to the Environment var
// For the "real" Nebulix Engine setup everything so it can be compiled/used with VSCode/CLion and not just VS // For the "real" Nebulix Engine setup everything so it can be compiled/used with VSCode/CLion and not just VS
@ -128,6 +128,18 @@ int main()
0, 1, 3, 0, 1, 3,
1, 2, 3 1, 2, 3
}; };
vec3 cubePositions[] = {
vec3(0.0f, 0.0f, 0.0f),
vec3(2.0f, 5.0f, -15.0f),
vec3(-1.5f, -2.2f, -2.5f),
vec3(-3.8f, -2.0f, -12.3f),
vec3(2.4f, -0.4f, -3.5f),
vec3(-1.7f, 3.0f, -7.5f),
vec3(1.3f, -2.0f, -2.5f),
vec3(1.5f, 2.0f, -2.5f),
vec3(1.5f, 0.2f, -1.5f),
vec3(-1.3f, 1.0f, -1.5f)
};
// VBO == all verticies; EBO == connection of vertices (faces) and is optional although it is a bit more efficient than using VBOs; // VBO == all verticies; EBO == connection of vertices (faces) and is optional although it is a bit more efficient than using VBOs;
// VAO == collection of VBOs/EBOs used for rendering // VAO == collection of VBOs/EBOs used for rendering
@ -171,8 +183,6 @@ int main()
Texture2D containerImage("images/container.jpg"); Texture2D containerImage("images/container.jpg");
Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA); Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA);
mat4 modelMatrix = mat4(1.0f);
modelMatrix = glm::rotate(modelMatrix, glm::radians(-55.0f), vec3(1.0f, 0, 0));
mat4 viewMatrix = mat4(1.0f); mat4 viewMatrix = mat4(1.0f);
viewMatrix = glm::translate(viewMatrix, vec3(0, 0, -3.0f)); viewMatrix = glm::translate(viewMatrix, vec3(0, 0, -3.0f));
mat4 projectionMatrix = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); mat4 projectionMatrix = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
@ -186,23 +196,33 @@ int main()
ProcessInput(window); ProcessInput(window);
float time = glfwGetTime();
modelMatrix = glm::rotate(modelMatrix, time * (time - timeLastFrame) + 0.001f * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
shader->Use(); shader->Use();
shader->SetInt("ourTexture1", 0); shader->SetInt("ourTexture1", 0);
shader->SetInt("ourTexture2", 1); shader->SetInt("ourTexture2", 1);
shader->SetMatrix("modelMatrix", modelMatrix); shader->SetMatrix("viewMatrix", viewMatrix); // more or less the camera
shader->SetMatrix("viewMatrix", viewMatrix);
shader->SetMatrix("projectionMatrix", projectionMatrix); shader->SetMatrix("projectionMatrix", projectionMatrix);
containerImage.BindTexture(); containerImage.BindTexture();
faceImage.BindTexture(GL_TEXTURE0 + 1); // GL_TEXTURE0 + 1 == GL_TEXTURE1, this means looping over multiple units is easily possible faceImage.BindTexture(GL_TEXTURE0 + 1); // GL_TEXTURE0 + 1 == GL_TEXTURE1, this means looping over multiple texture units is easily possible
glBindVertexArray(vertexArrayObject); glBindVertexArray(vertexArrayObject);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // for EBOs
glDrawArrays(GL_TRIANGLES, 0, 36); // for VAOs float time = glfwGetTime();
for (int i = 0; i < 10; i++) // somehow cubePositions->length() does not return the correct number?
{
std::cout << i << ": " << i % 3;
mat4 model = mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
float angle = (20.0f * i);
if (i % 3 == 0)
angle = time * 25;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
shader->SetMatrix("modelMatrix", model);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // for EBOs
glDrawArrays(GL_TRIANGLES, 0, 36); // for VAOs
std::cout << std::endl;
}
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();