Added basic camera functionality

This commit is contained in:
Robert 2021-01-22 19:02:14 +01:00
parent 6c55ba6339
commit 06614dd1b0
7 changed files with 200 additions and 17 deletions

View file

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