| @@ -32,6 +32,8 @@ class Cube : public WorldEntity | |||
| public: | |||
| Cube() | |||
| { | |||
| m_angle = 0; | |||
| /* Front */ | |||
| m_vertices[0] = vec3(-1.0, -1.0, 1.0); | |||
| m_vertices[1] = vec3( 1.0, -1.0, 1.0); | |||
| @@ -68,30 +70,16 @@ public: | |||
| virtual void TickGame(float deltams) | |||
| { | |||
| real x(4.08f); x.print(); | |||
| WorldEntity::TickGame(deltams); | |||
| m_angle += deltams; | |||
| m_angle += deltams / 1000.0f * 45.0f; | |||
| vec3 axis_y(0, 1, 0); | |||
| mat4 anim = mat4::rotate(m_angle * 0.0001f, axis_y); | |||
| mat4 anim = mat4::rotate(m_angle, vec3(0, 1, 0)); | |||
| mat4 model = mat4::translate(vec3(0, 0, -4)); | |||
| mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0)); | |||
| mat4 proj = mat4::perspective(M_PI / 4, 640.0f, 480.0f, -10.0f, 10.0f); | |||
| anim = mat4(1.0f); | |||
| model = mat4(1.0f); | |||
| view = mat4(1.0f); | |||
| mat4 proj = mat4::perspective(45.0f, 640.0f, 480.0f, 0.1f, 10.0f); | |||
| m_matrix = proj * view * model * anim; | |||
| proj.printf(); | |||
| view.printf(); | |||
| model.printf(); | |||
| anim.printf(); | |||
| printf("\n"); | |||
| m_matrix.printf(); | |||
| printf("\n"); | |||
| m_vertices[0].printf(); | |||
| (m_matrix * vec4(m_vertices[0], 1)).printf(); | |||
| printf("\n"); | |||
| } | |||
| virtual void TickDraw(float deltams) | |||
| @@ -102,24 +90,25 @@ printf("\n"); | |||
| { | |||
| m_shader = Shader::Create( | |||
| "#version 120\n" | |||
| "attribute vec3 coord3d;" | |||
| "attribute vec3 v_color;" | |||
| "uniform mat4 mvp;" | |||
| "varying vec3 f_color;" | |||
| "attribute vec3 in_Vertex;" | |||
| "attribute vec3 in_Color;" | |||
| "uniform mat4 in_Matrix;" | |||
| "varying vec3 pass_Color;" | |||
| "" | |||
| "void main(void) {" | |||
| " gl_Position = mvp * vec4(coord3d, 1.0);" | |||
| " f_color = v_color;" | |||
| " gl_Position = in_Matrix * vec4(in_Vertex, 1.0);" | |||
| " pass_Color = in_Color;" | |||
| "}", | |||
| "#version 120\n" | |||
| "varying vec3 f_color;" | |||
| "varying vec3 pass_Color;" | |||
| "" | |||
| "void main(void) {" | |||
| " gl_FragColor = vec4(f_color, 1.0);" | |||
| " gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);" | |||
| " gl_FragColor = vec4(pass_Color, 1.0);" | |||
| "}"); | |||
| m_coord = m_shader->GetAttribLocation("coord3d"); | |||
| m_color = m_shader->GetAttribLocation("v_color"); | |||
| m_mvp = m_shader->GetUniformLocation("mvp"); | |||
| m_coord = m_shader->GetAttribLocation("in_Vertex"); | |||
| m_color = m_shader->GetAttribLocation("in_Color"); | |||
| m_mvp = m_shader->GetUniformLocation("in_Matrix"); | |||
| m_ready = true; | |||
| #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ | |||
| @@ -143,6 +132,7 @@ printf("\n"); | |||
| } | |||
| m_shader->Bind(); | |||
| m_shader->SetUniform(m_mvp, m_matrix); | |||
| #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ | |||
| glEnableVertexAttribArray(m_coord); | |||
| glBindBuffer(GL_ARRAY_BUFFER, m_vbo); | |||
| @@ -156,7 +146,8 @@ printf("\n"); | |||
| int size; | |||
| glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); | |||
| glDrawElements(GL_TRIANGLES, size / sizeof(GLushort), GL_UNSIGNED_SHORT, 0); | |||
| glDrawElements(GL_TRIANGLES, size / sizeof(uint16_t), GL_UNSIGNED_SHORT, 0); | |||
| glDisableVertexAttribArray(m_coord); | |||
| glDisableVertexAttribArray(m_color); | |||