Basic model loading

This commit is contained in:
4VRDriver
2020-09-04 21:39:12 +02:00
parent 0f786f0216
commit 0c930a9892
11 changed files with 198 additions and 22 deletions

View File

@@ -14,7 +14,8 @@
#include "Controller.h"
#include "Texture.h"
#include "Mesh.h"
#include "Model.h"
//#include "Mesh.h"
Controller::Controller() {
if(!glfwInit()) exit(-1);
@@ -81,12 +82,14 @@ void Controller::run() {
1, 2, 3
};
std::vector<Texture*> textures {
new Texture("res/tex2.png", texture_diffuse),
new Texture("res/tex1.png", texture_diffuse)
std::vector<Texture> textures {
Texture("res/textures/tex2.png", texture_diffuse),
Texture("res/textures/tex1.png", texture_diffuse)
};
Mesh mesh1(vertices, indices, textures);
Model model1("res/models/cube.obj");
//Mesh mesh1(vertices, indices, textures);
glm::mat4 model = glm::mat4(1.0f);
@@ -120,13 +123,14 @@ void Controller::run() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for(int i=0;i<20;i++) {
mesh1.draw(&shaderProgram);
model = glm::translate(model, glm::vec3(0.0f, 0.0f, -1.0f));
//mesh1.draw(&shaderProgram);
model1.draw(&shaderProgram);
//model = glm::translate(model, glm::vec3(0.0f, 0.0f, -1.0f));
camera->updateVPM();
glm::mat4 modelViewProj = camera->getViewProj() * model;
shaderProgram.setUniform("u_modelViewProj", modelViewProj);
}
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 20.0f));
//model = glm::translate(model, glm::vec3(0.0f, 0.0f, 20.0f));
glfwSwapBuffers(gameWindow->getGLFWwindow());
@@ -141,8 +145,6 @@ void Controller::run() {
camera->updateDirectionFromMouseInput(gameEventHandler->getCursorDeltaX(), gameEventHandler->getCursorDeltaY());
}
delete textures[0];
}
void Controller::limit_framerate() {