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@paulhoux
Last active January 23, 2016 06:52
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Circle of Quads
#include "cinder/app/App.h"
#include "cinder/app/RendererGl.h"
#include "cinder/gl/gl.h"
#include "cinder/Camera.h"
#include "cinder/CameraUi.h"
#include "cinder/ip/Checkerboard.h"
using namespace ci;
using namespace ci::app;
struct Quad {
mat4 transform;
Quad( const vec3 &position )
{
vec3 scale = vec3( 100 );
vec3 target = vec3( 0 );
vec3 up = vec3( 0, 1, 0 );
transform = glm::translate( position );
// Instead of glm::lookAt, we can simply create a rotation from the default orientation
// (looking down the positive Z-axis) to the desired one (looking at the target).
// The glm::rotation() method creates a quaternion which we can convert to a mat4 and
// apply to our transform.
transform *= glm::toMat4( glm::rotation( vec3( 0, 0, 1 ), glm::normalize( target - position ) ) );
transform *= glm::scale( scale );
}
};
class QuadCircle : public App {
public:
static void init( App::Settings *settings );
void setup() override;
void draw() override;
gl::TextureRef _texture;
std::vector<Quad> _quads;
gl::BatchRef _quadBatch;
CameraPersp _camera;
CameraUi _camUi;
};
void QuadCircle::init( App::Settings *settings )
{
settings->setWindowSize( 1280, 720 );
}
void QuadCircle::setup()
{
const int num_quads = 12;
const double radius = 250.0f;
for( auto i = 0; i < num_quads; i++ ) {
double angle = (double)i * 2.0f * M_PI / num_quads;
double x = cos( angle ) * radius;
double y = 0;
double z = sin( angle ) * radius;
vec3 pos = vec3( x, y, z );
_quads.emplace_back( pos );
}
_camera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.1f, 1000.0f );
_camera.lookAt( vec3( 0, 0, radius ), vec3( 0 ) );
_camUi = CameraUi( &_camera, getWindow() );
_texture = gl::Texture::create( ip::checkerboard( 1024, 1024, 128 ) );
_quadBatch = gl::Batch::create(
geom::Rect().rect( Rectf( -0.5, -0.5, 0.5, 0.5 ) ),
gl::getStockShader( gl::ShaderDef().color().texture() ) );
}
void QuadCircle::draw()
{
gl::ScopedColor scpColor( Color( 0.8f, 0.8f, 0.3f ) );
gl::ScopedTextureBind scpTex0( _texture );
gl::ScopedDepth scpDepth( true );
gl::ScopedFaceCulling scpCull( true );
gl::ScopedMatrices scpMatrices;
gl::clear( Color( 0.0f, 0.0f, 0.0f ) );
gl::setMatrices( _camera );
for( auto &q : _quads ) {
gl::setModelMatrix( q.transform );
_quadBatch->draw();
}
}
CINDER_APP( QuadCircle, RendererGl, QuadCircle::init )
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