Added basic camera functionality
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6c55ba6339
commit
06614dd1b0
7 changed files with 200 additions and 17 deletions
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@ -69,28 +69,26 @@ int main(int argc, char** argv)
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return -1;
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}
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glm::mat4 view = glm::mat4(1.0f);
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view = glm::translate(view, glm::vec3(0.0f, -2.0f, -10.0f));
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oglu::Enable(GL_DEPTH_TEST);
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glm::mat4 projection;
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projection = glm::perspective(glm::radians(45.f), 1.0f, 0.1f, 100.0f);
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oglu::Camera camera(60.0f, 0.0f, 0.1f, 100.0f);
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camera.Move(0.0f, -4.0f, -10.0f);
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//camera.LookAt(utah);
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//camera.GetMatrix();
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// Window loop
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oglu::Enable(GL_DEPTH_TEST);
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while (!glfwWindowShouldClose(window))
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{
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processInput(window);
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oglu::ClearScreen(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, oglu::Color(0.29f, 0.13f, 0.23f));
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// view = glm::rotate(view, glm::radians(1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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utah.Rotate(0.0f, 1.0f, 0.0f);
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shader->Use();
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shader->SetUniform("model", utah);
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shader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(view));
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shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(projection));
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shader->SetUniformMatrix4fv("view", 1, GL_FALSE, camera.GetMatrix());
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shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, camera.GetProjectionMatrix());
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oglu::PolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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utah.Render();
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