still plenty of problems with angleaxis and other linear algebra stuff
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9bdc13e3fc
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5245ceb112
13 changed files with 146 additions and 166 deletions
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@ -62,6 +62,12 @@ struct mesh_renderer::impl {
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_vbos.clear();
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}
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void draw()
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{
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}
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};
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@ -38,8 +38,8 @@ struct triangle_renderer
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mesh::vertex3array_t vertices = {
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{0.0f, 0.5f, 0.0f}
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,{0.5f, -0.5f, 0.0f}
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{ 0.0f, 0.5f, 0.0f}
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,{ 0.5f, -0.5f, 0.0f}
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,{-0.5f, -0.5f, 0.0f}
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};
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@ -64,18 +64,26 @@ struct triangle_renderer
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertex_size_bytes , amesh.vertices().data(), GL_STATIC_DRAW);
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glGenVertexArrays(1, &vao);
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glGenVertexArrays(1,&vao);
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glBindVertexArray(vao);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glVertexAttribPointer(0, vertex_stride, GL_FLOAT, GL_FALSE, 0, nullptr);
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const char* vertex_shader =
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"#version 400\n"
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"in vec3 vp;"
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"void main() {"
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" gl_Position = vec4(vp, 1.0);"
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"}";
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const char* vertex_shader = R"(
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#version 400
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in vec3 vp;
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void main() {
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gl_Position = vec4(vp, 1.0);
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}
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)";
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// "#version 400\n"
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// "in vec3 vp;"
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// "void main() {"
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// " gl_Position = vec4(vp, 1.0);"
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// "}";
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const char *fragment_shader = R"(#version 400
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@ -219,8 +227,15 @@ void pipeline::impl::draw()
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glClearColor(1,1,1,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//
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// draw pass
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//
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tr.draw();
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// reset
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