glm/doc/src/dummy.cpp

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#include "../../glm/glm.hpp" // glm::vec3, glm::vec4, glm::ivec4, glm::mat4
struct triangle
{
glm::vec3 Position[3];
glm::vec3 Normal;
};
void computeNormal(triangle & Triangle)
{
glm::vec3 const & a = Triangle.Position[0];
glm::vec3 const & b = Triangle.Position[1];
glm::vec3 const & c = Triangle.Position[2];
Triangle.Normal = glm::normalize(glm::cross(c - a, b - a));
}
#include "../../glm/gtc/matrix_projection.hpp" // glm::perspective
#include "../../glm/gtc/matrix_transform.hpp" // glm::translate, glm::rotate, glm::scale
#include "../../glm/gtc/type_ptr.hpp" // glm::value_ptr
glm::vec4 const ClearColor = glm::vec4(glm::vec3(0.0f), 1.0f);
glm::ivec4 const Viewport = glm::ivec4(0, 0, 640, 480);
void glUniformMatrix4fv(int location, int count, bool transpose, const float * value);
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int main()
{
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//triangle Triangle;
//computeNormal(Triangle);
float Translate = 1.0f;
glm::vec2 Rotate;
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glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.f);
glm::mat4 ViewTranslate = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -Translate));
glm::mat4 ViewRotateX = glm::rotate(ViewTranslate, Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f));
glm::mat4 View = glm::rotate(ViewRotateX, Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 Model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f));
glm::mat4 MVP = Projection * View * Model;
glUniformMatrix4fv(LocationMVP, 1, GL_FALSE, glm::value_ptr(MVP));
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}