Add vector of quads instead of just one
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1b9b0d85e6
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4ce0f0d2f4
20
src/main.cc
20
src/main.cc
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@ -92,6 +92,8 @@ static const GLuint vertex_data_position = 0;
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static Quad *o1;
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static Quad *o1;
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static std::vector<Quad *> quads = {};
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static std::array<glm::vec2, 6> verts({
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static std::array<glm::vec2, 6> verts({
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// Tri 2
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// Tri 2
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{0.0f, 0.0f},
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{0.0f, 0.0f},
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@ -103,6 +105,17 @@ static std::array<glm::vec2, 6> verts({
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{0.0f, 0.5f},
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{0.0f, 0.5f},
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});
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});
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static std::array<glm::vec2, 6> verts2({
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// Tri 2
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{1.0f, 0.0f},
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{1.5f, 0.0f},
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{1.5f, 0.5f},
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// Tri 1
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{1.0f, 0.0f},
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{1.5f, 0.5f},
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{1.0f, 0.5f},
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});
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// Do the work of initialising opengl so we can draw stuff
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// Do the work of initialising opengl so we can draw stuff
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static void init_opengl() {
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static void init_opengl() {
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dbg_log("Initialising opengl");
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dbg_log("Initialising opengl");
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@ -116,7 +129,8 @@ static void init_opengl() {
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init_shaders();
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init_shaders();
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o1 = new Quad(std::span(verts), (Uniform){.world_pos = translate_unif, .rotation = rotate_unif});
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quads.push_back(new Quad(std::span<glm::vec2>(verts), (Uniform){.world_pos = translate_unif, .rotation = rotate_unif}));
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quads.push_back(new Quad(std::span<glm::vec2>(verts2), (Uniform){.world_pos = translate_unif, .rotation = rotate_unif}));
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}
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}
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int main() {
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int main() {
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@ -150,7 +164,9 @@ int main() {
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while(!glfwWindowShouldClose(w)) {
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while(!glfwWindowShouldClose(w)) {
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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o1->draw();
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for(auto q : quads) {
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q->draw();
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}
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glfwSwapBuffers(w);
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glfwSwapBuffers(w);
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glfwPollEvents();
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glfwPollEvents();
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