initial commit for coom in opengl

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2026-02-25 21:52:48 -05:00
commit 328f839da8
1692 changed files with 304900 additions and 0 deletions

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#include "glad/glad.h"
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#include <GLFW/glfw3.h>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/quaternion_transform.hpp>
#include <glm/ext/vector_float3.hpp>
#include <glm/trigonometric.hpp>
#include <stdlib.h>
#include <time.h>
#include "camera.hpp"
#include "shader.hpp"
#include "sphere.hpp"
#include "stb_image.h"
float deltaTime = 0.0f; // Time between current frame and last frame
float lastFrame = 0.0f; // Time of last frame
float lastX = 600 / 2.0f;
float lastY = 800 / 2.0f;
Camera camera(glm::vec3(1.0f, 0.0f, 1.0f));
bool firstMouse = true;
const int MAP_WIDTH = 20;
const int MAP_HEIGHT = 20;
int worldMap[MAP_WIDTH][MAP_HEIGHT] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1},
{1, 0, 2, 2, 2, 0, 1, 0, 2, 2, 2, 2, 0, 1, 0, 2, 2, 2, 0, 1},
{1, 0, 2, 0, 2, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 2, 0, 2, 0, 1},
{1, 0, 2, 2, 2, 0, 1, 0, 2, 2, 2, 2, 0, 1, 0, 2, 2, 2, 0, 1},
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1},
{1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1},
{1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 2, 2, 2, 2, 2, 2, 0, 1, 1, 0, 2, 2, 2, 2, 2, 2, 0, 1},
{1, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 1},
{1, 0, 2, 0, 0, 0, 0, 2, 0, 1, 1, 0, 2, 0, 0, 0, 0, 2, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}};
bool collision_check(float newX, float newZ) {
float playerRadius = 0.2f;
// We check the four corners of the player's "hitbox"
for (float offset_x = -playerRadius; offset_x <= playerRadius;
offset_x += playerRadius * 2) {
for (float offset_z = -playerRadius; offset_z <= playerRadius;
offset_z += playerRadius * 2) {
int gridX = (int)(newX + offset_x);
int gridZ = (int)(newZ + offset_z);
// 1. Check map boundaries
if (gridX < 0 || gridX >= MAP_WIDTH || gridZ < 0 || gridZ >= MAP_HEIGHT)
return false;
// 2. Check if the tile is a wall
if (worldMap[gridX][gridZ] > 0)
return false;
}
}
return true;
}
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
(void)window;
camera.ProcessMouseScroll(yoffset);
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
(void)window;
glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
(void)window;
if (firstMouse) {
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void updatePhysics(float deltaTime) {
// 1. Apply gravity to velocity (Velocity = Acceleration * Time)
if (!camera.isGrounded) {
camera.verticalVelocity += camera.gravity * deltaTime;
}
// 2. Apply velocity to position (Position = Velocity * Time)
camera.Position.y += camera.verticalVelocity * deltaTime;
// 3. Ground Collision (The Floor)
// If the floor is at y = 0
if (camera.Position.y <= 0.0f) {
camera.Position.y = 0.0f;
camera.verticalVelocity = 0.0f;
camera.isGrounded = true;
}
}
void processInput(GLFWwindow *window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, 1);
}
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
if (glfwGetKey(window, GLFW_KEY_H) == GLFW_PRESS) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
camera.verticalVelocity = camera.jumpForce;
camera.isGrounded = false;
}
}
int main() {
float planeVertices[] = {
// positions // texture coords
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int planeIndices[] = {
0, 1, 2, // first triangle
2, 3, 0 // second triangle
};
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_FLOATING, GLFW_TRUE); // This makes the window float
glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE);
glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
GLFWwindow *window =
glfwCreateWindow(800, 600, "testing open gl", NULL, NULL);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
if (window == NULL) {
printf("failed to create window");
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("failed to initlize glad");
return -1;
}
glViewport(0, 0, 800, 600);
Shader ourshader("../vertexshader.vs", "../fragmentshader.glsl");
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // cube one
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, // cube one
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // cube one
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // cube one
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // cube one
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // cube one
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // cube one
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, // cube one
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, // cube one
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // cube one
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // cube one
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // cube one
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // cube one
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // cube one
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // cube one
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // cube one
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, // cube one
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f // cube one
};
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3(2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3(1.3f, -2.0f, -2.5f),
glm::vec3(1.5f, 2.0f, -2.5f),
glm::vec3(1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
unsigned int EBO;
glGenBuffers(1, &EBO);
unsigned int VBO;
glGenBuffers(1, &VBO);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(planeIndices), planeIndices,
GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
unsigned int wallVAO, wallVBO, wallEBO;
glGenVertexArrays(1, &wallVAO);
glGenBuffers(1, &wallVBO);
glGenBuffers(1, &wallEBO);
glBindVertexArray(wallVAO);
glBindBuffer(GL_ARRAY_BUFFER, wallVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices,
GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wallEBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(planeIndices), planeIndices,
GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// Texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
// sphere
unsigned int sphereVAO, sphereVBO, sphereEBO;
std::vector<SphereVertex> sphereVerts;
std::vector<unsigned int> sphereIndices;
float ballRadius = 0.1f;
generateSphere(ballRadius, 36, 18, sphereVerts, sphereIndices);
glGenVertexArrays(1, &sphereVAO);
glGenBuffers(1, &sphereVBO);
glGenBuffers(1, &sphereEBO);
glBindVertexArray(sphereVAO);
glBindBuffer(GL_ARRAY_BUFFER, sphereVBO);
glBufferData(GL_ARRAY_BUFFER, sphereVerts.size() * sizeof(SphereVertex),
&sphereVerts[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sphereEBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sphereIndices.size() * sizeof(unsigned int), &sphereIndices[0],
GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(SphereVertex),
(void *)0);
glEnableVertexAttribArray(0);
// Normal attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(SphereVertex),
(void *)offsetof(SphereVertex, normal));
glEnableVertexAttribArray(1);
// TexCoord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(SphereVertex),
(void *)offsetof(SphereVertex, texCoord));
glEnableVertexAttribArray(2);
// loading textures
unsigned int texture1, texture2;
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true);
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
unsigned char *image =
stbi_load("../container.jpg", &width, &height, &nrChannels, 0);
if (image) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(image);
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
image = stbi_load("../awesomeface.png", &width, &height, &nrChannels, 0);
if (image) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(image);
ourshader.use();
ourshader.setInt("texture1", 0);
ourshader.setInt("texture2", 1);
// defines a model matrix which will rotate the plane
// ourshader.setMat4("mvp", glm::mat4(1.0f));
glEnable(GL_DEPTH_TEST);
glm::vec3 ballVelocity = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 ballPosition =
glm::vec3(camera.Position.x, 5.0f, camera.Position.z);
float gravity = -9.81f;
while (!glfwWindowShouldClose(window)) {
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
updatePhysics(deltaTime);
processInput(window);
ballVelocity.y += gravity * deltaTime;
ballPosition += ballVelocity * deltaTime;
float groundlevel = -0.5f;
if (ballPosition.y - ballRadius < groundlevel) {
ballPosition.y = groundlevel + ballRadius; // Snap to floor
ballVelocity.y =
-ballVelocity.y * 0.75f; // Reverse and dampen (75% energy kept)
// Friction: Slow down X and Z movement slightly on impact
ballVelocity.x *= 0.9f;
ballVelocity.z *= 0.9f;
}
printf("ball: \nx:%f\ny:%f\nz:%f\n", ballPosition.x, ballPosition.y,
ballPosition.z);
printf("camera: \nx:%f\ny:%f\nz:%f\n", camera.Position.x, camera.Position.y,
camera.Position.z);
// matrix transformations, remember to do them in reverse order to what
// you want glm::mat4 trans = glm::mat4(1.0f); trans =
// glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f)); trans =
// glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f,
// 0.0f, 1.0f));
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_CULL_FACE);
// use our shader program before passing in the uniform
ourshader.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
// model = glm::translate(
// model, glm::vec3(0.0f, sin(glfwGetTime() * 2) * 10e-4f, 0.0f));
// model = glm::rotate(model, glm::radians(90.0f) * (float)deltaTime,
// glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, ballPosition); // Put it somewhere in the map
glm::mat4 view;
view = camera.GetViewMatrix();
float aspect = (float)width / (float)height;
glm::mat4 projection = glm::mat4(1.0f);
projection =
glm::perspective(glm::radians(camera.Zoom), aspect, 0.1f, 100.0f);
ourshader.setMat4("mvp", projection * view * model);
glBindVertexArray(sphereVAO);
glDrawElements(GL_TRIANGLES, sphereIndices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(wallVAO);
for (int x = 0; x < MAP_WIDTH; x++) {
for (int y = 0; y < MAP_HEIGHT; y++) {
if (worldMap[x][y] > 0) {
// Set Texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,
(worldMap[x][y] == 1) ? texture1 : texture2);
if (y + 1 < MAP_HEIGHT && worldMap[x][y + 1] == 0) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(
model, glm::vec3(x, 0.0f, y + 0.5f)); // Move to edge
// No rotation needed if the plane naturally faces Z
ourshader.setMat4("mvp", projection * view * model);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
// Check East neighbor: if it's empty, draw the East face
if (x + 1 < MAP_WIDTH && worldMap[x + 1][y] == 0) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(x + 0.5f, 0.0f, y));
model = glm::rotate(model, glm::radians(90.0f),
glm::vec3(0.0f, 1.0f, 0.0f));
ourshader.setMat4("mvp", projection * view * model);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
if (y - 1 < MAP_HEIGHT && worldMap[x][y - 1] == 0) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(
model, glm::vec3(x, 0.0f, y - 0.5f)); // Move to edge
// No rotation needed if the plane naturally faces Z
ourshader.setMat4("mvp", projection * view * model);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
if (x - 1 < MAP_WIDTH && worldMap[x - 1][y] == 0) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(x - 0.5f, 0.0f, y));
model = glm::rotate(model, glm::radians(90.0f),
glm::vec3(0.0f, 1.0f, 0.0f));
ourshader.setMat4("mvp", projection * view * model);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
// Draw Floor
glm::mat4 floorModel = glm::mat4(1.0f);
floorModel =
glm::translate(floorModel, glm::vec3((float)x, -0.5f, (float)y));
floorModel = glm::rotate(floorModel, glm::radians(90.0f),
glm::vec3(1.0f, 0.0f, 0.0));
ourshader.setMat4("mvp", projection * view * floorModel);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// Draw Ceiling
glm::mat4 cielModel = glm::mat4(1.0f);
cielModel =
glm::translate(cielModel, glm::vec3((float)x, 0.5f, (float)y));
cielModel = glm::rotate(cielModel, glm::radians(90.0f),
glm::vec3(1.0f, 0.0f, 0.0));
ourshader.setMat4("mvp", projection * view * cielModel);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
}
}
// for (unsigned int i = 0; i < 10; i++) {
//
// glm::mat4 model = glm::mat4(1.0f);
// model = glm::translate(model, cubePositions[i]);
// float angle = 20.0f * i;
//
// if ((i + 1) % 3 == 0) {
// angle = glfwGetTime() * 25.0f;
// model = glm::rotate(model, glm::radians(angle),
// glm::vec3(0.5f, 1.0f, 0.3f));
// } else {
//
// model = glm::rotate(model, glm::radians(angle),
// glm::vec3(0.5f, 1.0f, 0.3f));
// }
//
// glm::mat4 mvp = projection * view * model;
//
// ourshader.setMat4("mvp", mvp);
// glDrawArrays(GL_TRIANGLES, 0, 36);
// }
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}