diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/main.cc | 18 | ||||
-rw-r--r-- | src/shader/vertex.glsl | 1 |
2 files changed, 5 insertions, 14 deletions
diff --git a/src/main.cc b/src/main.cc index 71d1cbd..a691322 100644 --- a/src/main.cc +++ b/src/main.cc @@ -45,7 +45,7 @@ void updateMVP() { ); glm::mat4 view = glm::lookAt( - glm::vec3(0,0,20), + glm::vec3(0,0,1), glm::vec3(0,0,0), glm::vec3(0,1,0) ); @@ -96,10 +96,6 @@ int main() { return -1; } - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - GLFWwindow* const window = glfwCreateWindow(window_width, window_height, "computicle", NULL, NULL); if( window == nullptr ){ @@ -116,8 +112,6 @@ int main() { return -1; } - glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); - updateMVP(); for ( unsigned int i = 0; i < texture_count; ++i ) { @@ -131,11 +125,8 @@ int main() { GraphicShader sceneShader(VERTEX_SHADER_CODE, FRAGMENT_SHADER_CODE); ComputeShader computeShader( - getShaderFunction( - "cos(v.x*sin(v.y))", - "sin(v.x-v.y)" - ) - ); + getShaderFunction("cos(v.x*sin(v.y))", + "sin(v.x-v.y)")); computeShader.workOn(particleBuffer->getBuffer()); GraphicShader displayShader(DISPLAY_VERTEX_SHADER_CODE, @@ -147,7 +138,7 @@ int main() { bool justRotated = true; std::vector<GLuint> textures; - for ( auto& textureBuffer : textureBuffers ) { + for ( const auto& textureBuffer : textureBuffers ) { textures.emplace_back(textureBuffer->getTexture()); } @@ -165,6 +156,7 @@ int main() { std::rotate(textures.begin(), textures.end()-1, textures.end()); std::rotate(textureBuffers.begin(), textureBuffers.end()-1, textureBuffers.end()); justRotated = true; + lastRotate = std::chrono::high_resolution_clock::now(); } diff --git a/src/shader/vertex.glsl b/src/shader/vertex.glsl index 2d4009a..4c307d8 100644 --- a/src/shader/vertex.glsl +++ b/src/shader/vertex.glsl @@ -3,7 +3,6 @@ uniform mat4 MVP; void main() { gl_Position = MVP * vec4(gl_Vertex.xy, 0.0, 1.0); - //gl_FrontColor = vec4(max(1. - gl_Vertex.z/5., 0.1), 0., 0., 0.); gl_FrontColor = vec4(1., 0., 0., 0.); } )"; |