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@@ -1,4 +1,5 @@
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#include "../../glm/glm.hpp" // glm::vec3, glm::vec4, glm::ivec4, glm::mat4
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#include "../../glm/glm.hpp" // glm::vec3, glm::vec4, glm::ivec4, glm::mat4
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+#include <vector>
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struct triangle
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struct triangle
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{
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{
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@@ -17,12 +18,29 @@ void computeNormal(triangle & Triangle)
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#include "../../glm/gtc/matrix_projection.hpp" // glm::perspective
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#include "../../glm/gtc/matrix_projection.hpp" // glm::perspective
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#include "../../glm/gtc/matrix_transform.hpp" // glm::translate, glm::rotate, glm::scale
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#include "../../glm/gtc/matrix_transform.hpp" // glm::translate, glm::rotate, glm::scale
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#include "../../glm/gtc/type_ptr.hpp" // glm::value_ptr
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#include "../../glm/gtc/type_ptr.hpp" // glm::value_ptr
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+#include "../../glm/gtc/quaternion.hpp" // glm::quat
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+#include "../../glm/gtx/comparison.hpp" // == !=
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+//#include "../../glm/ext.hpp"
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glm::vec4 const ClearColor = glm::vec4(glm::vec3(0.0f), 1.0f);
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glm::vec4 const ClearColor = glm::vec4(glm::vec3(0.0f), 1.0f);
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glm::ivec4 const Viewport = glm::ivec4(0, 0, 640, 480);
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glm::ivec4 const Viewport = glm::ivec4(0, 0, 640, 480);
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void glUniformMatrix4fv(int location, int count, bool transpose, const float * value);
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void glUniformMatrix4fv(int location, int count, bool transpose, const float * value);
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+void ticket0023()
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+{
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+ std::vector<int> vals;
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+ vals.push_back(1);
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+ vals.push_back(2);
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+ vals.push_back(3);
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+ std::vector<int>::iterator it1, it2;
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+ it1 = vals.begin();
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+ it2 = vals.end();
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+ it1 != it2; // <-- Here
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+ glm::vec3 c;
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+ glm::quat q;
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+}
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+
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int main()
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int main()
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{
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{
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//triangle Triangle;
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//triangle Triangle;
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@@ -38,5 +56,7 @@ int main()
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glm::mat4 Model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f));
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glm::mat4 Model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f));
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glm::mat4 MVP = Projection * View * Model;
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glm::mat4 MVP = Projection * View * Model;
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- glUniformMatrix4fv(LocationMVP, 1, GL_FALSE, glm::value_ptr(MVP));
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+ //glUniformMatrix4fv(LocationMVP, 1, GL_FALSE, glm::value_ptr(MVP));
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+
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+ ticket0023();
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}
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}
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