feat: triangle is perfectly draw

This commit is contained in:
2026-01-07 19:52:30 +01:00
parent 3c7e931a89
commit 8dd67e5ca9
10 changed files with 277 additions and 136 deletions

View File

@@ -1,64 +1,65 @@
#include "res/inc/cube.hpp"
// #include "primitives/cube.hpp"
#include "ebo.hpp"
#include "glm/ext/matrix_clip_space.hpp"
#include "glm/ext/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#include "p_cube.hpp"
#include "vao.hpp"
#include "vbo.hpp"
// #include "core/vbo.hpp"
// #include "ebo.hpp"
// #include "glm/ext/matrix_clip_space.hpp"
// #include "glm/ext/matrix_transform.hpp"
// #include "glm/gtc/type_ptr.hpp"
// #include "p_cube.hpp"
// #include "vao.hpp"
// #include "vbo.hpp"
static GLsizei stride = 8 * sizeof(float);
// static GLsizei stride = 8 * sizeof(float);
Cube::Cube(Camera &camera, glm::vec3 pos, std::string texture)
: Shape(camera, pos, Shader{}, Texture{texture})
{
this->vao.bind();
this->vbo.bind();
this->ebo.bind();
// Cube::Cube(Camera &camera, glm::vec3 pos, std::string texture)
// : Shape(camera, pos, Shader{}, Texture{texture})
// {
// this->vao.bind();
// this->vbo.bind();
// this->ebo.bind();
this->vbo.setData(P_CUBE_VERTICE, sizeof(P_CUBE_VERTICE));
// this->vbo.setData(P_CUBE_VERTICE, sizeof(P_CUBE_VERTICE));
// positions
this->vao.setAttributePointer(0, 3, GL_FLOAT, stride, (void *)(0));
// normales
this->vao.setAttributePointer(1, 3, GL_FLOAT, stride,
(void *)(3 * sizeof(float)));
// texture
this->vao.setAttributePointer(2, 2, GL_FLOAT, stride,
(void *)(6 * sizeof(float)));
// // positions
// this->vao.setAttributePointer(0, 3, GL_FLOAT, stride, (void *)(0));
// // normales
// this->vao.setAttributePointer(1, 3, GL_FLOAT, stride,
// (void *)(3 * sizeof(float)));
// // texture
// this->vao.setAttributePointer(2, 2, GL_FLOAT, stride,
// (void *)(6 * sizeof(float)));
this->ebo.setData(P_CUBE_INDICE, sizeof(P_CUBE_INDICE));
// this->ebo.setData(P_CUBE_INDICE, sizeof(P_CUBE_INDICE));
this->shader.compile((char *)P_CUBE_VERT, (char *)P_CUBE_FRAG);
}
// this->shader.compile((char *)P_CUBE_VERT, (char *)P_CUBE_FRAG);
// }
void Cube::render(int width, int height)
{
shader.use();
glActiveTexture(GL_TEXTURE0);
// void Cube::render(int width, int height)
// {
// shader.use();
// glActiveTexture(GL_TEXTURE0);
glm::vec3 coordinate = glm::vec3(0.0f, 0.0f, -1.0f);
glm::mat4 projection = glm::perspective(
glm::radians(this->camera.getFov()),
static_cast<float>(width) / static_cast<float>(height), 0.1f, 100.0f);
// glm::vec3 coordinate = glm::vec3(0.0f, 0.0f, -1.0f);
// glm::mat4 projection = glm::perspective(
// glm::radians(this->camera.getFov()),
// static_cast<float>(width) / static_cast<float>(height), 0.1f, 100.0f);
GLint texLoc =
glGetUniformLocation(shader.getShaderProgramID(), "material.diffuse");
glUniform1i(texLoc, 0);
// GLint texLoc =
// glGetUniformLocation(shader.getShaderProgramID(), "material.diffuse");
// glUniform1i(texLoc, 0);
GLint projectionLoc =
glGetUniformLocation(shader.getShaderProgramID(), "projection");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
// GLint projectionLoc =
// glGetUniformLocation(shader.getShaderProgramID(), "projection");
// glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
GLint viewLoc = glGetUniformLocation(shader.getShaderProgramID(), "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE,
glm::value_ptr(camera.getViewMatrix()));
// GLint viewLoc = glGetUniformLocation(shader.getShaderProgramID(), "view");
// glUniformMatrix4fv(viewLoc, 1, GL_FALSE,
// glm::value_ptr(camera.getViewMatrix()));
glm::mat4 model = glm::translate(glm::mat4(1.0f), coordinate);
GLint modelLoc = glGetUniformLocation(shader.getShaderProgramID(), "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
// glm::mat4 model = glm::translate(glm::mat4(1.0f), coordinate);
// GLint modelLoc = glGetUniformLocation(shader.getShaderProgramID(), "model");
// glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
vao.drawElement(GL_TRIANGLES, sizeof(P_CUBE_INDICE) / sizeof(unsigned int),
GL_UNSIGNED_INT, 0);
}
// vao.drawElement(GL_TRIANGLES, sizeof(P_CUBE_INDICE) / sizeof(unsigned int),
// GL_UNSIGNED_INT, 0);
// }