draw a cube; rotate cube over time; enable cull face
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37
app.cc
37
app.cc
@ -32,6 +32,7 @@ bool init(void)
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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#if 0
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -107,6 +108,19 @@ bool init(void)
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static void draw_cube()
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{
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static const struct
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{
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int counts;
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float axis[3];
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} rotations[] = {
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{0, {0, 0, 0}},
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{1, {1, 0, 0}},
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{2, {1, 0, 0}},
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{3, {1, 0, 0}},
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{1, {0, 1, 0}},
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{3, {0, 1, 0}},
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};
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glm::mat4 modelview_backup = modelview;
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program->use();
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@ -116,16 +130,33 @@ static void draw_cube()
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glUniform4f(uniforms.specular, 1.0, 1.0, 1.0, 1.0);
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glUniform1f(uniforms.shininess, 150.0);
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glUniform1i(uniforms.tex, 0);
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glUniformMatrix4fv(uniforms.modelview, 1, GL_FALSE, &modelview[0][0]);
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glUniformMatrix4fv(uniforms.projection, 1, GL_FALSE, &projection[0][0]);
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for (int i = 0; i < sizeof(rotations) / sizeof(rotations[0]); i++)
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{
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if (rotations[i].counts > 0)
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{
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modelview = glm::rotate(modelview_backup,
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(float)(M_PI / 2.0 * rotations[i].counts),
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glm::vec3(rotations[i].axis[0],
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rotations[i].axis[1],
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rotations[i].axis[2]));
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}
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glUniformMatrix4fv(uniforms.modelview, 1, GL_FALSE, &modelview[0][0]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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modelview = modelview_backup;
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}
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void display(SDL_Window * window)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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modelview = glm::translate(glm::mat4(1.0), glm::vec3(0, 0, -5));
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modelview = glm::rotate(modelview, (float)(SDL_GetTicks() / 1000.0), glm::vec3(0, 1, 0));
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modelview = glm::lookAt(glm::vec3(-1, -8, 7),
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glm::vec3(0, 0, 0),
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glm::vec3(0, 0, 1));
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modelview = glm::rotate(modelview, (float)(SDL_GetTicks() / 1000.0), glm::vec3(0, 0, 1));
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modelview = glm::translate(modelview, glm::vec3(3, 0, 0));
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draw_cube();
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