Even more so called debugging

This commit is contained in:
2022-04-18 12:24:53 +02:00
parent 3c8ba05952
commit e4ac76be59

View File

@@ -8,13 +8,10 @@
#include "Input.h"
float pos[3] = {0.0f, 0.0f, 0.0f};
int main(int argc, char *argv[]) {
GLFWwindow* window;
window = initOpenGL();
GLFWwindow* window = initOpenGL();
glfwSetKeyCallback(window, &key_pressed);
const float triangle[] = {
@@ -36,10 +33,7 @@ int main(int argc, char *argv[]) {
};
// CreateShader
char* vertex1 = "assets/shaders/vertex4.glsl\0";
char* fragment1 = "assets/shaders/fragment4.glsl\0";
unsigned int shader1;
shader1 = createShader(vertex1, fragment1);
unsigned int shader1 = createShader("assets/shaders/vertex4.glsl\0", "assets/shaders/fragment4.glsl\0");
// Initialise VBO and VAO
unsigned int VAO, VBO, EBO;
@@ -49,7 +43,7 @@ int main(int argc, char *argv[]) {
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(square), NULL, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(square), NULL, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0 );
glEnableVertexAttribArray(0);
@@ -60,19 +54,36 @@ int main(int argc, char *argv[]) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
float *buffer = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
memcpy(buffer, triangle, sizeof(triangle));
memcpy(buffer, square, sizeof(square));
glUnmapBuffer(GL_ARRAY_BUFFER);
unsigned int VAO1, VBO1;
glGenVertexArrays(1, &VAO1);
glGenBuffers(1, &VBO1);
glBindVertexArray(VAO1);
glBindBuffer(GL_ARRAY_BUFFER, VBO1);
glBufferData(GL_ARRAY_BUFFER, sizeof(square), square, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0 );
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3,GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
// Create Texture
unsigned int texture;
texture = createTexture("assets/textures/wall.jpg");
unsigned int texture = createTexture("assets/textures/wall.jpg");
unsigned int transformLoc = glGetUniformLocation(shader1, "transform");
mat4x4 transform;
mat4x4_identity(transform);
bool toogle=false;
float prev_time=0, dt=0, timer=0, time=0;
while(!glfwWindowShouldClose(window)) {
@@ -80,40 +91,47 @@ int main(int argc, char *argv[]) {
dt = time - prev_time;
prev_time = time;
// printf("dt: %f \n",dt*1000);
//printf("dt: %f", dt);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
timer += dt;
if(timer>= 1.5f){
timer=0;
buffer = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
if (toogle){
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
memcpy(buffer, triangle,sizeof(triangle));
buffer[16]=0.5f;
} else {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
memcpy(buffer, square, sizeof(square));
buffer[16]=0.0f;
}
printf("%f ", buffer[16]);
glUnmapBuffer(GL_ARRAY_BUFFER);
toogle = !toogle;
}
glClearColor(0.6f, 0.0f, 0.7f, 0.0f);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader1);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(VAO);
mat4x4_translate(transform, pos[0], pos[1], pos[2]);
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, *transform);
if(toogle){
glBindVertexArray(VAO);
if(!toogle){
glDrawArrays(GL_TRIANGLES, 0, 3);
} else {
glDrawElements(GL_TRIANGLES, 6,GL_UNSIGNED_INT, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
glBindVertexArray(VAO1);
glBindBuffer(GL_ARRAY_BUFFER, VBO1);
mat4x4_translate(transform, 0, 0, 0);
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, *transform);
glDrawArrays(GL_POINTS, 0, 4);
glfwSwapBuffers(window);
glfwPollEvents();