render vertex points and fundamental region

This commit is contained in:
2019-09-14 01:49:01 -04:00
parent 67c03a67da
commit fb1a22898b
7 changed files with 36 additions and 18 deletions

View File

@@ -33,10 +33,10 @@ public:
program = build_program("main", vs, fs);
verts_data = vertices<3>({}, Multiplicites<3>({
{0, 1, 4},
{0, 1, 5},
{1, 2, 3}
}), {
2.0f, .05f, 0.05f
10, 1, 1
});
glGenBuffers(1, &verts);
@@ -58,25 +58,32 @@ public:
glViewport(0, 0, w, h);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
const glm::mat4 id = glm::mat4(1);
const glm::vec3 ax = glm::vec3(0, 0, 1);
double t = glfwGetTime();
float angle = (float) t;
const auto id = glm::mat4(1);
const auto ax_1 = glm::vec3(0, 0, 1);
const auto ax_2 = glm::vec3(.5, 1, 0.2);
const auto t = glfwGetTime();
const auto angle = (float) t / 2;
float ar = (float) w / (float) h;
const float sc = 1.5f;
const float ar = (float) w / (float) h;
const glm::mat4 proj = glm::ortho(-ar, ar, -1.f, 1.f, -1.f, 1.f);
const glm::mat4 view = glm::rotate(id, angle, ax);
const glm::mat4 proj = glm::ortho(-ar * sc, ar * sc, -sc, sc, -10.f, 10.f);
const glm::mat4 view = glm::rotate(id, angle, ax_1) * glm::rotate(id, angle, ax_2);
const glm::mat4 mat = proj * view;
glUseProgram(program);
glUniformMatrix4fv(0, 1, false, glm::value_ptr(mat));
glUniformMatrix4fv(1, 1, false, glm::value_ptr(mat));
glEnable(GL_DEPTH_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPointSize(10.f);
glBindVertexArray(tri);
glDrawArrays(GL_POINTS, 0, verts_data.size());
glUniform4f(0, 1, 1, 1, 1);
glDrawArrays(GL_POINTS, 0, verts_data.size() - 3);
glUniform4f(0, 1, 1, 1, .1);
glDrawArrays(GL_TRIANGLES, verts_data.size() - 3, 3);
swapbuffers();
}