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Add belly to triangle
author
Luke Lau
<luke_lau@icloud.com>
Fri, 12 Oct 2018 22:00:30 +0000
(23:00 +0100)
committer
Luke Lau
<luke_lau@icloud.com>
Fri, 12 Oct 2018 22:00:30 +0000
(23:00 +0100)
main.cpp
patch
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diff --git
a/main.cpp
b/main.cpp
index 1df11ec9417b9e7e94659686c276da0524ed9e71..67c3ebeeae849482ba27d7ea0f9be79cd76c70f7 100644
(file)
--- a/
main.cpp
+++ b/
main.cpp
@@
-86,7
+86,7
@@
void drawPyramids(float d, glm::vec3 lightPos) {
glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
- glDrawArrays(GL_TRIANGLES, 0, 1
2
);
+ glDrawArrays(GL_TRIANGLES, 0, 1
8
);
}
};
}
};
@@
-166,12
+166,20
@@
GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
1, 0, 0, 1,
0, 0, 1, 1,
1, 0, 0, 1,
0, 0, 1, 1,
+ 0, 1, 0, 1,
+ 1, 0, 0, 1,
+ 0, 0, 1, 1,
+
+ 0, 1, 0, 1,
+ 1, 0, 0, 1,
+ 0, 0, 1, 1,
+
0, 1, 0, 1,
1, 0, 0, 1,
0, 0, 1, 1
};
0, 1, 0, 1,
1, 0, 0, 1,
0, 0, 1, 1
};
- GLuint numVerts = 1
2
;
+ GLuint numVerts = 1
8
;
GLuint vbo;
glGenBuffers(1, &vbo);
GLuint vbo;
glGenBuffers(1, &vbo);
@@
-307,7
+315,7
@@
void validateProgram(GLuint progId) {
}
void init() {
}
void init() {
- glm::vec3 vertices[1
2
] = {
+ glm::vec3 vertices[1
8
] = {
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),
@@
-322,12
+330,19
@@
void init() {
glm::vec3(0.0f, 1.0f, 0.0f),
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(1.0f, -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
};
// work out the normals
- glm::vec3 normals[1
2
];
- for (int i = 0; i <
4
; i++) {
+ glm::vec3 normals[1
8
];
+ 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 a = vertices[i * 3];
glm::vec3 b = vertices[i * 3 + 1];
glm::vec3 c = vertices[i * 3 + 2];