redraw on a timer; rotate quad

This commit is contained in:
Josh Holtrop 2015-10-13 21:38:24 -04:00
parent 9be9f3fc69
commit 17edc0a9d6

32
app.cc
View File

@ -67,7 +67,6 @@ bool init(void)
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat))); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(6 * sizeof(GLfloat))); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(6 * sizeof(GLfloat)));
modelview = glm::translate(glm::mat4(1.0), glm::vec3(0, 0, -2));
projection = glm::perspective(60.0f, (float)WIDTH / (float)HEIGHT, 0.1f, 1000.0f); projection = glm::perspective(60.0f, (float)WIDTH / (float)HEIGHT, 0.1f, 1000.0f);
for (int i = 0; i < 16; i++) for (int i = 0; i < 16; i++)
@ -106,12 +105,13 @@ bool init(void)
return true; return true;
} }
void display(SDL_Window * window) static void draw_cube()
{ {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glm::mat4 modelview_backup = modelview;
program->use(); program->use();
cube_array->bind(); cube_array->bind();
glUniform4f(uniforms.ambient, 1.0, 1.0, 1.0, 1.0); glUniform4f(uniforms.ambient, 1.0, 1.0, 1.0, 1.0);
glUniform4f(uniforms.specular, 1.0, 1.0, 1.0, 1.0); glUniform4f(uniforms.specular, 1.0, 1.0, 1.0, 1.0);
glUniform1f(uniforms.shininess, 150.0); glUniform1f(uniforms.shininess, 150.0);
@ -119,13 +119,30 @@ void display(SDL_Window * window)
glUniformMatrix4fv(uniforms.modelview, 1, GL_FALSE, &modelview[0][0]); glUniformMatrix4fv(uniforms.modelview, 1, GL_FALSE, &modelview[0][0]);
glUniformMatrix4fv(uniforms.projection, 1, GL_FALSE, &projection[0][0]); glUniformMatrix4fv(uniforms.projection, 1, GL_FALSE, &projection[0][0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
void display(SDL_Window * window)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
modelview = glm::translate(glm::mat4(1.0), glm::vec3(0, 0, -2));
modelview = glm::rotate(modelview, (float)(SDL_GetTicks() / 1000.0), glm::vec3(0, 1, 0));
draw_cube();
SDL_GL_SwapWindow(window); SDL_GL_SwapWindow(window);
} }
static SDL_Event UpdateEvent;
static Uint32 UpdateCallback(Uint32 interval, void * param)
{
SDL_PushEvent(&UpdateEvent);
return interval;
}
int main(int argc, char *argv[]) int main(int argc, char *argv[])
{ {
if (SDL_Init(SDL_INIT_VIDEO)) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER))
{ {
printf("Failed to initialize SDL!\n"); printf("Failed to initialize SDL!\n");
return 1; return 1;
@ -164,6 +181,9 @@ int main(int argc, char *argv[])
return 2; return 2;
} }
UpdateEvent.type = SDL_USEREVENT;
UpdateEvent.user.code = 0;
SDL_AddTimer(25, UpdateCallback, NULL);
display(window); display(window);
SDL_Event event; SDL_Event event;
while (SDL_WaitEvent(&event)) while (SDL_WaitEvent(&event))
@ -177,5 +197,9 @@ int main(int argc, char *argv[])
if (event.key.keysym.sym == SDLK_RETURN) if (event.key.keysym.sym == SDLK_RETURN)
display(window); display(window);
} }
else if (event.type == SDL_USEREVENT)
{
display(window);
}
} }
} }