i dont care
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20
ogl.cpp
20
ogl.cpp
@@ -28,7 +28,6 @@
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <pnglite.h>
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#include "ogl.hpp"
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#include "GLSLProgram.hpp"
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@@ -41,21 +40,24 @@ namespace ogl
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static CGLSLProgram m_program;
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static PheromoneMap * m_phero_map = NULL;
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static GLuint m_textureHandle;
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static GLuint m_gradientHandle;
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// Quad definition
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static glm::vec4 vec_points[6];
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static glm::vec2 vec_tex_coords[6];
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static void quad() {
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vec_tex_coords[0] = glm::vec2( 0.0f, 0.0f); vec_points[0] = glm::vec4( -0.5f, -0.5f, 0.0f, 1.0f );
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vec_tex_coords[1] = glm::vec2( 0.0f, 1.0f); vec_points[1] = glm::vec4( -0.5f, 0.5f, 0.0f, 1.0f );
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vec_tex_coords[2] = glm::vec2( 1.0f, 0.0f); vec_points[2] = glm::vec4( 0.5f, -0.5f, 0.0f, 1.0f );
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vec_tex_coords[3] = glm::vec2( 1.0f, 0.0f); vec_points[3] = glm::vec4( 0.5f, -0.5f, 0.0f, 1.0f );
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vec_tex_coords[4] = glm::vec2( 0.0f, 1.0f); vec_points[4] = glm::vec4( -0.5f, 0.5f, 0.0f, 1.0f );
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vec_tex_coords[5] = glm::vec2( 1.0f, 1.0f); vec_points[5] = glm::vec4( 0.5f, 0.5f, 0.0f, 1.0f );
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vec_tex_coords[0] = glm::vec2( 0.0f, 1.0f); vec_points[0] = glm::vec4( -0.5f, -0.5f, 0.0f, 1.0f );
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vec_tex_coords[1] = glm::vec2( 0.0f, 0.0f); vec_points[1] = glm::vec4( -0.5f, 0.5f, 0.0f, 1.0f );
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vec_tex_coords[2] = glm::vec2( 1.0f, 1.0f); vec_points[2] = glm::vec4( 0.5f, -0.5f, 0.0f, 1.0f );
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vec_tex_coords[3] = glm::vec2( 1.0f, 1.0f); vec_points[3] = glm::vec4( 0.5f, -0.5f, 0.0f, 1.0f );
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vec_tex_coords[4] = glm::vec2( 0.0f, 0.0f); vec_points[4] = glm::vec4( -0.5f, 0.5f, 0.0f, 1.0f );
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vec_tex_coords[5] = glm::vec2( 1.0f, 0.0f); vec_points[5] = glm::vec4( 0.5f, 0.5f, 0.0f, 1.0f );
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}
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void initialize(PheromoneMap * phero_map) {
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glEnable(GL_TEXTURE_2D);
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glewInit();
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quad();
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@@ -74,7 +76,7 @@ namespace ogl
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void display() {
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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if(m_phero_map != NULL)
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m_textureHandle = m_phero_map->s_build_texture(); // Good grief!
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@@ -82,7 +84,7 @@ namespace ogl
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m_program.enable();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_textureHandle);
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glUniform1i(m_program.getLocation("sTexture"), 0);
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glUniform1i(m_program.getLocation("sTexture"), GL_TEXTURE0);
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glBegin(GL_TRIANGLES); {
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for(int i = 0; i < 6; i++) {
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