I want to understand how to create loads of similar 2-D objects and then animate each one separately, using OpenGL.
I have a feeling that it will be done using this and glfwGetTime()
.
Can anyone here help point me in the right direction?
Ok, so here is what is the general thing that have tried so far:
We have this vector that handles translations created the following code, which I have modified slightly to make a shift in location based on time.
glm::vec2 translations[100];
int index = 0;
float offset = 0.1f;
float time = glfwGetTime(); // newcode
for (int y = -10; y < 10; y += 2)
{
for (int x = -10; x < 10; x += 2)
{
glm::vec2 translation;
translation.x = (float)x / 10.0f + offset + time; // new adjustment
translation.y = (float)y / 10.0f + offset + time*time; // new adjustmet
translations[index++] = translation;
}
}
Later, in the render loop,
while (!glfwWindowShouldClose(window))
{
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
glBindVertexArray(quadVAO);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100); // 100 triangles of 6 vertices each
glBindVertexArray(0);
time = glfwGetTime(); // new adjustment
glfwSwapBuffers(window);
glfwPollEvents();
}
is what I have tried. I suppose I am misunderstanding the way the graphics pipeline works. As I mentioned earlier, my guess is that I need to use some glm matrices to make this work as I imagined it, but am not sure ...