feat: practica1 done
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							| @@ -56,9 +56,9 @@ int main() { | ||||
|  | ||||
| 	// Logic | ||||
| 	std::vector<Vertex> vertices = { | ||||
| 		{{-0.5f, -0.5f, 0.0f}}, | ||||
| 		{{0.5f, -0.5f, 0.0f}},  | ||||
| 		{{0.0f, 0.5f, 0.0f}} | ||||
| 		{{0.0f, 0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}}, | ||||
| 		{{-0.5f, -0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}}, | ||||
| 		{{0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}}  | ||||
| 	}; | ||||
| 	std::vector<uint16_t> indices = { 0, 1, 2 }; | ||||
|  | ||||
| @@ -69,21 +69,23 @@ int main() { | ||||
| 	} | ||||
|  | ||||
| 	glm::mat4 projection = glm::perspective(glm::radians(45.0f), static_cast<float>(SCREEN_WIDTH) / SCREEN_HEIGHT, 0.1f, 100.0f); | ||||
| 	glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, 6)); | ||||
| 	//glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, 6)); | ||||
| 	glm::mat4 view = glm::lookAt(glm::vec3(0, 0, 6), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0)); | ||||
|  | ||||
| 	// main loop | ||||
| 	double angle = 0; | ||||
| 	double angle = 0.0; | ||||
| 	double lastTime = glfwGetTime(); | ||||
| 	while (!glfwWindowShouldClose(win) && !glfwGetKey(win, GLFW_KEY_ESCAPE)) { | ||||
| 		// Delta | ||||
| 		double delta_time = glfwGetTime() - lastTime; | ||||
| 		lastTime = glfwGetTime(); | ||||
|  | ||||
| 		// Reset window | ||||
| 		int screenWidth, screenHeight; | ||||
| 		glfwGetWindowSize(win, &screenWidth, &screenHeight); | ||||
| 		glViewport(0, 0, screenWidth, screenHeight); | ||||
|  | ||||
| 		glClearColor(0.3f, 0.3f, 0.3f, 1.0f); | ||||
| 		glClearColor(0.1f, 0.1f, 0.1f, 1.0f); | ||||
| 		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||||
|  | ||||
| 		shader.Use(); | ||||
| @@ -91,21 +93,22 @@ int main() { | ||||
| 		// Logic | ||||
| 		angle += 32.0 * delta_time; | ||||
|  | ||||
| 		glm::mat4 model = glm::translate(glm::mat4(1.0), glm::vec3(-3.0f + 0.0f * 3.0f, 0.0f, -0.0f * 3.0f)); | ||||
| 		model = glm::rotate(model, glm::radians(static_cast<float>(angle)), glm::vec3(0, 1, 0)); | ||||
| 		for (int row = 0; row < 3; ++row) { | ||||
| 			for (int col = 0; col < 3; ++col) { | ||||
| 				glm::mat4 model = glm::translate(glm::mat4(1.0), glm::vec3(-3.0f + static_cast<float>(col) * 3.0f, 0.0f, static_cast<float>(-row) * 3.0f)); | ||||
| 				model = glm::rotate(model, glm::radians(static_cast<float>(angle)), glm::vec3(0, 1, 0)); | ||||
|  | ||||
| 		glm::mat4 mvp = projection * view * model; | ||||
| 				glm::mat4 mvp = projection * view * model; | ||||
|  | ||||
| 		Shader::setMat4(shader.getLocation("mvp"), mvp); | ||||
| 				Shader::setMat4(shader.getLocation("mvp"), mvp); | ||||
|  | ||||
| 		buffer.Draw(shader); | ||||
| 				buffer.Draw(shader); | ||||
| 			} | ||||
| 		} | ||||
|  | ||||
| 		// Refresh screen | ||||
| 		glfwSwapBuffers(win); | ||||
| 		glfwPollEvents(); | ||||
|  | ||||
| 		// Delta | ||||
| 		lastTime = glfwGetTime(); | ||||
| 	} | ||||
|  | ||||
| 	// Shutdown | ||||
|   | ||||
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