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