#include #include #include "display.h" #include "mesh.h" #include "shader.h" #include "texture.h" #undef main int main(int argc, char** argv) { <<<<<<< HEAD Display display(600, 600, "Crumpet Engine"); glClearColor(0.1f, 0.45f, 0.9f, 1.0f); GLfloat vertices[] = { // positions // colors // texture coords 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right -0.5f,-0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right -0.5f,-0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left // 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right //-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left // 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top ======= Display display(800, 800, "Crumpet Engine"); glClearColor(0.1f, 0.45f, 0.9f, 1.0f); GLfloat vertices[] = { // positions // colors // texture coords 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right -0.5f,-0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left >>>>>>> 11f63887e9573415f2ed2fed84986ab4c4bd0b4f }; unsigned int indices[] = { 0, 1, 3, // first triangle 1, 2, 3 // second triangle }; <<<<<<< HEAD enum class ShaderMode { SHADER_TEXURE, SHADER_COLOUR, SHADER_GRADIENT, SHADER_TEXGRADIENT }; ShaderMode mode = ShaderMode::SHADER_COLOUR; Mesh mesh(vertices, indices, sizeof(vertices) / sizeof(vertices[0])); Texture chanceCube("C:/Users/Ben/Desktop/crumpet-engine/resources/textures/chance-cube.jpg"); ======= Mesh mesh(vertices, indices, sizeof(vertices) / sizeof(vertices[0])); Shader shader("E:/Games/Practicing/OpenGL/resources/shaders/simple2d"); Texture chanceCube("E:/Games/Practicing/OpenGL/resources/textures/chance-cube.jpg"); >>>>>>> 11f63887e9573415f2ed2fed84986ab4c4bd0b4f Shader shader("C:/Users/Ben/Desktop/crumpet-engine/resources/shaders/simple2d"); unsigned int ticks = SDL_GetTicks(); unsigned int frames = 0; while(!display.isClosed()) { glClear(GL_COLOR_BUFFER_BIT); switch(mode) { case ShaderMode::SHADER_TEXURE: break; case ShaderMode::SHADER_COLOUR: break; case ShaderMode::SHADER_GRADIENT: break; case ShaderMode::SHADER_TEXGRADIENT: break; default: break; } shader.Bind(); <<<<<<< HEAD ======= >>>>>>> 11f63887e9573415f2ed2fed84986ab4c4bd0b4f chanceCube.Bind(0); mesh.Draw(); display.Update(); frames++; } display.~Display(); return 0; }