fix winding order
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4
main.cpp
4
main.cpp
@@ -150,7 +150,7 @@ public:
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fov_increasing = false;
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else if (fov <= 75)
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fov_increasing = true;
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J3D::ChangeFOV(fov);
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//J3D::ChangeFOV(fov);
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sprite_radians += 0.005;
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textAngle.y += .05f;
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@@ -169,7 +169,7 @@ public:
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J3D::WireframeSphere(Colors::Green, {0,0,0.5f}, 0.25f, 1.f, 10, 10);
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J3D::FillAABB(Colors::Whites::AliceBlue, {0,0,0.5f}, {0.1f, 0.05f, 0.1f});
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J3D::WireframeAABB(Colors::Gray, {0,0,0.5f}, {0.11f, 0.06f, 0.11f});
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//J3D::WireframeAABB(Colors::Gray, {0,0,0.5f}, {0.11f, 0.06f, 0.11f});
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//J3D::WireframeIcosahedron(Colors::Green, {0,0,0.5f}, 0.125f, 1.f);
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J3D::End();
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47
src/JGL.cpp
47
src/JGL.cpp
@@ -1284,58 +1284,55 @@ namespace JGL {
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void J3D::FillAABB(const Color4 &color, const Vector3 &pos, const Vector3 &radii) {
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// Top of cube
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Vector3 top_right_top = pos + Vector3(radii.x, radii.y, -radii.z);
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Vector3 top_left_top = pos + Vector3(-radii.x, radii.y, -radii.z);
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Vector3 bottom_left_top = pos - radii;
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Vector3 bottom_right_top = pos + Vector3(radii.x, radii.y, radii.z);
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Vector3 bottom_left_top = pos + Vector3(-radii.x, radii.y, radii.z);
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Vector3 top_left_top = pos + Vector3(-radii.x, radii.y, -radii.z);
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// Bottom of cube
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Vector3 top_right_bottom = pos + Vector3(radii.x, -radii.y, radii.z);
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Vector3 top_left_bottom = pos + Vector3(-radii.x, -radii.y, radii.z);
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Vector3 bottom_left_bottom = pos - radii;
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Vector3 bottom_right_bottom = pos + Vector3(radii.x, -radii.y, -radii.z);
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Vector3 bottom_left_bottom = pos + Vector3(-radii.x, -radii.y, -radii.z);
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Vector3 top_left_bottom = pos + Vector3(-radii.x, -radii.y, radii.z);
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// front of cube
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Vector3 top_right_front = pos + radii;
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Vector3 top_left_front = pos + Vector3(-radii.x, radii.y, radii.z);
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Vector3 bottom_left_front = pos + Vector3(-radii.x, -radii.y, radii.z);
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Vector3 top_right_front = pos + Vector3(radii.x, radii.y, radii.z);
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Vector3 bottom_right_front = pos + Vector3(radii.x, -radii.y, radii.z);
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Vector3 bottom_left_front = pos + Vector3(-radii.x, -radii.y, radii.z);
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Vector3 top_left_front = pos + Vector3(-radii.x, radii.y, radii.z);
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// back of cube
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Vector3 top_right_back = pos + Vector3(radii.x, -radii.y, -radii.z);
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Vector3 top_left_back = pos - radii;
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Vector3 bottom_left_back = pos + Vector3(-radii.x, radii.y, -radii.z);
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Vector3 bottom_right_back = pos + Vector3(radii.x, radii.y, -radii.z);
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Vector3 top_right_back = pos + Vector3(radii.x, radii.y, -radii.z);
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Vector3 bottom_right_back = pos + Vector3(radii.x, -radii.y, -radii.z);
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Vector3 bottom_left_back = pos + Vector3(-radii.x, -radii.y, -radii.z);
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Vector3 top_left_back = pos + Vector3(-radii.x, radii.y, -radii.z);
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// left of cube
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Vector3 top_right_left = pos + Vector3(-radii.x, radii.y, radii.z);
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Vector3 top_left_left = pos + Vector3(-radii.x, radii.y, -radii.z);
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Vector3 bottom_left_left = pos - radii;
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Vector3 bottom_right_left = pos + Vector3(-radii.x, -radii.y, radii.z);
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Vector3 bottom_left_left = pos + Vector3(-radii.x, -radii.y, -radii.z);
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Vector3 top_left_left = pos + Vector3(-radii.x, radii.y, -radii.z);
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// right of cube
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Vector3 top_right_right = pos + Vector3(radii.x, radii.y, -radii.z);
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Vector3 top_left_right = pos + radii;
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Vector3 bottom_left_right = pos + Vector3(radii.x, -radii.y, radii.z);
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Vector3 bottom_right_right = pos + Vector3(radii.x, -radii.y, -radii.z);
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Vector3 bottom_left_right = pos + Vector3(radii.x, -radii.y, radii.z);
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Vector3 top_left_right = pos + Vector3(radii.x, radii.y, radii.z);
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std::vector<Vector3> vertices
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{
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top_right_top, top_left_top, bottom_left_top, bottom_right_top,
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top_right_bottom, top_left_bottom, bottom_left_bottom, bottom_right_bottom,
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top_right_front, top_left_front, bottom_left_front, bottom_right_front,
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top_right_back, top_left_back, bottom_left_back, bottom_right_back,
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top_right_left, top_left_left, bottom_left_left, bottom_right_left,
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top_right_right, top_left_right, bottom_left_right, bottom_right_right
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top_right_top, bottom_right_top, bottom_left_top, top_left_top,
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top_right_bottom, bottom_right_bottom, bottom_left_bottom, top_left_bottom,
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top_right_front, bottom_right_front, bottom_left_front, top_left_front,
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top_right_back, bottom_right_back, bottom_left_back, top_left_back,
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top_right_left, bottom_right_left, bottom_left_left, top_left_left,
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top_right_right, bottom_right_right, bottom_left_right, top_left_right
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};
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glColor4ubv(color.ptr());
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//glBindBuffer(GL_ARRAY_BUFFER, vertices.size());
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glVertexPointer(3, GL_FLOAT, sizeof(Vector3), vertices.data());
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glDrawArrays(GL_TRIANGLE_FAN, 0, vertices.size());
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glDrawArrays(GL_QUADS, 0, vertices.size());
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glColor4fv(baseColor);
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}
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