Esempio n. 1
0
void drawGameMeshes(void)
{
    skybox.render();
    glmaze.render();

    for (unsigned int i=0; i<Player_List.size(); ++i) {
        Player_List[i]->draw();
    }

    cone1.render();
    cone2.render();
}
Esempio n. 2
0
		void run() {
			glUseProgram(wireframeShaderProgram);

			Vertex centre = {0,0,0};

			Cone cone = Cone(1, 1, centre, 30, 0);

			mat4 Projection = perspective(45.0f, 1.0f, 0.1f, 100.0f);
			mat4 View = lookAt(vec3(0,2,1), vec3(0,0,0), vec3(0,1,0));
			View = scale(View, vec3(0.7f));
			mat4 Model = mat4(1.0f);
			mat4 MVP;
			GLuint MatrixID = glGetUniformLocation(wireframeShaderProgram, "MVP");

			//Running stuff
			running = GL_TRUE;
			double old_time = 0, current_time = 0;
			ostringstream title;
			float rotation = 0.f;
			while( running ) { 
				current_time = glfwGetTime();
				rotation = (float)((current_time - old_time) * speed);
				if (rotation >= 360.f) {
					rotation = 0.f;
				}
				old_time = current_time;
				
				View = rotate(View, rotation, vec3(1, 1, 1));
				MVP = Projection * View * Model;
				glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
		
				glClearColor(0,0,0,0);
				glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
				cone.render();
				glFlush();
				glfwSwapBuffers();	
				if (!glfwGetWindowParam(GLFW_OPENED)) {
					running = GL_FALSE;
				}
			}
		}