diff --git a/OpenGL/playground/src/main.cpp b/OpenGL/playground/src/main.cpp index 1e3f004..77e4ac3 100644 --- a/OpenGL/playground/src/main.cpp +++ b/OpenGL/playground/src/main.cpp @@ -99,14 +99,14 @@ int main(int argc, char** argv) { // Load, compile, apply and link shader programs Shader simpleShader{ logger }; simpleShader.load("./resources/shaders/simple").attatch().link().use(); - + GLint posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position"); glEnableVertexAttribArray(posAttrib); glVertexAttribPointer(posAttrib, 4, GL_FLOAT, GL_FALSE, 0, 0); // Model matrice glm::mat4 model = glm::mat4(1.0f); - model = glm::translate(model, {-12.0f, -20.0f, -20.0f}); + model = glm::translate(model, {-20.0f, -20.0f, -20.0f}); // Gets uniform for model matrice, to be used later GLint uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model"); @@ -135,8 +135,8 @@ int main(int argc, char** argv) { // Update tick (60ups) if (UPSTimer()) { - model = glm::rotate(model, glm::radians(1.0f), glm::vec3(0.0f, 0.0f, 1.0f)); - model = glm::rotate(model, glm::radians(1.0f), glm::vec3(1.0f, 0.0f, 0.0f)); + model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 0.0f, 1.0f)); + model = glm::rotate(model, glm::radians(0.5f), glm::vec3(1.0f, 0.0f, 0.0f)); glm::vec4 result = model * glm::vec4(1.0f, 0.0f, 0.0f, 1.0f); glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model)); diff --git a/OpenGL/playground/src/object.cpp b/OpenGL/playground/src/object.cpp index 87b049c..7c78ad3 100644 --- a/OpenGL/playground/src/object.cpp +++ b/OpenGL/playground/src/object.cpp @@ -26,16 +26,16 @@ void LoadOBJ(Logger& logger, std::string file, std::vector& vertices, else {} } - normals.resize(vertices.size(), glm::vec3(0.0, 0.0, 0.0)); - for (int i = 0; i < elements.size(); i += 3) { - GLushort ia = elements[i]; - GLushort ib = elements[i+1]; - GLushort ic = elements[i+2]; - glm::vec3 normal = glm::normalize(glm::cross( - glm::vec3(vertices[ib]) - glm::vec3(vertices[ia]), - glm::vec3(vertices[ic]) - glm::vec3(vertices[ia]))); - normals[ia] = normals[ib] = normals[ic] = normal; - } +// normals.resize(vertices.size(), glm::vec3(0.0, 0.0, 0.0)); +// for (int i = 0; i < elements.size(); i += 3) { +// GLushort ia = elements[i]; +// GLushort ib = elements[i+1]; +// GLushort ic = elements[i+2]; +// glm::vec3 normal = glm::normalize(glm::cross( +// glm::vec3(vertices[ib]) - glm::vec3(vertices[ia]), +// glm::vec3(vertices[ic]) - glm::vec3(vertices[ia]))); +// normals[ia] = normals[ib] = normals[ic] = normal; +// } logger << LOGGER_INFO << "Loaded OBJ: " << file << LOGGER_ENDL; }