#include "ShaderProgram.h" #include "Texture2D.h" #include "engine.h" #include "loops.h" #include #include #include #include #include #include void djalim::cube(GLFWwindow* window, djalim::ShaderProgram shader, Objects3D& objects){ shader.use(); shader.setUniform("ourTexture", 0); (objects["cube"])->texture.bind(); //std::cout << &(objects["cube"].texture) << std::endl; //textures["cube"].bind(); // Matrice de Projection glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); shader.setUniform("projection", projection); // Assurez-vous que setUniform pour mat4 est implémenté // Matrice de Vue glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 0.0f, 11.0f), // Position caméra glm::vec3(0.0f, 2.0f, 0.0f), // Cible glm::vec3(0.0f, 1.0f, 0.0f)); // Axe Haut shader.setUniform("view", view); // Matrice Modèle glm::mat4 model = glm::mat4(1.0f); ///model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f)); shader.setUniform("model", model); // Dessiner le cube glBindVertexArray((objects["cube"])->VAO); glDrawArrays(GL_TRIANGLES, 0, (objects["cube"])->numFaces * 3); //std::cout << objects["cube"].VAO << std::endl; }