#include "../../glm/glm.hpp" // glm::vec3, glm::vec4, glm::ivec4, glm::mat4 #include 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_transform.hpp" // glm::translate, glm::rotate, glm::scale #include "../../glm/gtc/type_ptr.hpp" // glm::value_ptr #include "../../glm/gtc/quaternion.hpp" // glm::quat //#include "../../glm/ext.hpp" 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); void ticket0023() { std::vector vals; vals.push_back(1); vals.push_back(2); vals.push_back(3); std::vector::iterator it1, it2; it1 = vals.begin(); it2 = vals.end(); it1 != it2; // <-- Here glm::vec3 c; glm::quat q; } int main() { //triangle Triangle; //computeNormal(Triangle); float Translate = 1.0f; glm::vec2 Rotate; 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)); ticket0023(); }