- glm::vec3 vertices[18] = {
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(1.0f, -1.0f, -1.0f),
- glm::vec3(-1.0f, -1.0f, -1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(-1.0f, -1.0f, 1.0f),
- glm::vec3(1.0f, -1.0f, 1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(-1.0f, -1.0f, -1.0f),
- glm::vec3(-1.0f, -1.0f, 1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(1.0f, -1.0f, 1.0f),
- glm::vec3(1.0f, -1.0f, -1.0f),
-
- glm::vec3(1, -1, 1),
- glm::vec3(-1, -1, 1),
- glm::vec3(-1, -1, -1),
- glm::vec3(-1, -1, -1),
- glm::vec3(1, -1, -1),
- glm::vec3(1, -1, 1)
- };
-
- // work out the normals
- glm::vec3 normals[18];
- for (int i = 0; i < 6; i++) {
- glm::vec3 a = vertices[i * 3];
- glm::vec3 b = vertices[i * 3 + 1];
- glm::vec3 c = vertices[i * 3 + 2];
- glm::vec3 u = glm::normalize(a - c);
- glm::vec3 v = glm::normalize(b - c);
- glm::vec3 norm = glm::normalize(glm::cross(v, u));
- for(int j = 0; j < 3; j++) {
- normals[i * 3 + j] = -glm::vec3(norm);
- }
- }
-
- gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
- glUseProgram(gradientProgId);
- pyramidVao = setupBuffers(vertices, normals, gradientProgId);
- validateProgram(gradientProgId);