-void display() {
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- glUseProgram(progId);
- glBindVertexArray(vaos[0]);
-
- 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);
- glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj));
-
- GLuint viewId = glGetUniformLocation(progId, "view");
- 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);