Let's just call it debugging even tho it has notihing to do with it

This commit is contained in:
2022-04-06 23:19:27 +02:00
parent 993ec8fdb4
commit 3a32234aee

View File

@@ -2,6 +2,7 @@
#include <stdio.h>
#include <math.h>
#include <stdbool.h>
#include <unistd.h>
#include <linmath.h>
#include "Renderer.h"
@@ -33,20 +34,33 @@ int main(int argc, char *argv[]) {
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
//unsigned int EBO;
//glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vec3), NULL, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
glEnableVertexAttribArray(0);
vec3 vertices[3000];
int i=0;
float dx, dy, dz;
float dt=0.01;
vertices[0][0]=1.0;
vertices[0][1]=1.0;
vertices[0][2]=1.0;
float dx, dy, dz, dt=0.001;
vertices[0][0]=0.01;
vertices[0][1]=0.01;
vertices[0][2]=0.01;
for(i=0; i<3000; NULL) {
mat4x4 proj;
mat4x4_ortho(proj, 0.0, 400.0, 0.0, 400.0, 0.1, 100.0);
while(!glfwWindowShouldClose(window)) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader1);
//glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, *proj);
if(i<3000) {
float x, y, z;
x = vertices[i][0];
y = vertices[i][1];
@@ -63,29 +77,9 @@ int main(int argc, char *argv[]) {
vertices[i][1] = y+dy;
vertices[i][2] = z+dz;
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vec3), vertices[i]);
}
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, 3000 * sizeof(vec3), vertices, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
glEnableVertexAttribArray(0);
mat4x4 proj;
mat4x4_identity(proj);
mat4x4_ortho(proj, 0.0, 500.0, 0.0, 500.0, 0.1, 100.0);
while(!glfwWindowShouldClose(window)) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader1);
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, *proj);
glBindBuffer(GL_ARRAY_BUFFER, VAO);
glDrawArrays(GL_POINTS, 0, i);
glDrawArrays(GL_POINTS, 0, 1);
glfwSwapBuffers(window);
glfwPollEvents();