/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* RT.cpp :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: ycontre +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */ /* Updated: 2024/10/14 19:54:42 by ycontre ### ########.fr */ /* */ /* ************************************************************************** */ #include "RT.hpp" int main(void) { Window window(WIDTH, HEIGHT, "RT_GPU", 0); Shader shader("shaders/vertex.vert", "shaders/frag.frag"); shader.attach(); // glm::vec2 vertices[6] = { // { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, // { 1.0f, -1.0f }, { 1.0f, 1.0f }, { -1.0f, 1.0f } // }; glm::vec2 vertices[3] = { {-1.0f, -1.0f}, {3.0f, -1.0f}, {-1.0f, 3.0f} }; size_t size = sizeof(vertices) / sizeof(glm::vec2) / 3; shader.setupVertexBuffer(vertices, size); while (!window.shouldClose()) { glClear(GL_COLOR_BUFFER_BIT); glm::mat4 view = window.get_camera()->get_view_matrix(); glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WIDTH / HEIGHT, 0.1f, 100.0f); shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); shader.set_vec3("u_cameraPosition", window.get_camera()->get_position()); shader.set_mat4("u_viewMatrix", view); shader.set_mat4("u_projectionMatrix", projection); glUseProgram(shader.getProgram()); shader.drawTriangles(size); std::cout << "\rFPS: " << int(window.getFps()) << " " << std::flush; window.display(); window.pollEvents(); } return (0); }