glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glUseProgram(progId);
glBindVertexArray(vaos[0]);
- for (int i = 0; i < 100; i++) {
+
+ float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
GLuint projId = glGetUniformLocation(progId, "projection");
glm::mat4 proj = glm::perspective(glm::radians(45.f), 1.33f, 0.01f, 10000.f);
glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
+ GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos");
+ glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, 0);//10 * cos(d));
+ glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
+
+ GLuint viewPosLoc = glGetUniformLocation(progId, "viewPos");
+ glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
+
GLuint modelId = glGetUniformLocation(progId, "model");
+
+ for (int i = 0; i < 10; i++) {
+
glm::mat4 model = glm::mat4(1.f);
- float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
- model = glm::translate(model, glm::vec3(sin(i * 30) * 10, cos(i * 30) * 10, i * 2));
+ model = glm::translate(model, glm::vec3(sin(i * 30) * 10, 0, i * 2 - 10));
if (doRotate) {
model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-GLuint setupBuffers(GLfloat* vertices, GLuint progId) {
+GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
GLfloat colors[] = {
0, 1, 0, 1,
GLuint posId = glGetAttribLocation(progId, "vPosition");
GLuint colorId = glGetAttribLocation(progId, "vColor");
+ GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
+ GLuint normalLen = numVerts * 3 * sizeof(GLfloat);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen, NULL, GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, vertices);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, glm::value_ptr(vertices[0]));
glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
+ glBufferSubData(GL_ARRAY_BUFFER, vertsLen + colorsLen, normalLen, glm::value_ptr(normals[0]));
glBindVertexArray(vao);
+
glEnableVertexAttribArray(posId);
glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(colorId);
- glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(numVerts * 3 * sizeof(GLfloat)));
+ glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen));
+
+ glEnableVertexAttribArray(normalLoc);
+ glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen));
return vao;
}
}
void init() {
- GLfloat vertices[9*4] = {
- -1.0f, -1.0f, -1.0f,
- 1.0f, -1.0f, -1.0f,
- 0.0f, 1.0f, 0.0f,
-
- -1.0f, -1.0f, 1.0f,
- 1.0f, -1.0f, 1.0f,
- 0.0f, 1.0f, 0.0f,
-
- -1.0f, -1.0f, -1.0f,
- -1.0f, -1.0f, 1.0f,
- 0.0f, 1.0f, 0.0f,
-
- 1.0f, -1.0f, -1.0f,
- 1.0f, -1.0f, 1.0f,
- 0.0f, 1.0f, 0.0f
-
+ glm::vec3 vertices[12] = {
+ 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)
};
+ // work out the normals
+ glm::vec3 normals[12];
+ for (int i = 0; i < 4; 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);
+ }
+ }
+
vaos = new GLuint[2];
progId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
glUseProgram(progId);
- vaos[0] = setupBuffers(vertices, progId);
+ vaos[0] = setupBuffers(vertices, normals, progId);
validateProgram(progId);
glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
}
bool* keyStates = new bool[256];