I think transformations should somewhat work now

This commit is contained in:
Robert 2021-01-23 19:11:55 +01:00
parent a9f169deba
commit 83b5453088
7 changed files with 47 additions and 240 deletions

View file

@ -70,6 +70,8 @@ int main(int argc, char** argv)
square.Move(-0.6f, 0.0f, 0.0f);
square2.Move(0.6f, 0.0f, 0.0f);
square.Rotate(0.0f, 0.0f, 45.0f);
// Create a shader
oglu::Shader shader;
try
@ -86,10 +88,14 @@ int main(int argc, char** argv)
oglu::Texture crate = oglu::MakeTexture("assets/crate.jpg");
oglu::Texture opengl = oglu::MakeTexture("assets/opengl.png");
oglu::Camera camera;
camera.Move(0.0f, 0.0f, -5.0f);
glm::mat4 view(1.0f);
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -5.0f));
glm::mat4 projection(1.0f);
projection = glm::perspective(45.0f, 1.0f, 0.1f, 100.0f);
// Window loop
oglu::Enable(GL_DEPTH_TEST);
float t = 0.0f;
while (!glfwWindowShouldClose(window))
{
@ -97,16 +103,17 @@ int main(int argc, char** argv)
oglu::ClearScreen(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, oglu::Color(0.29f, 0.13f, 0.23f));
square.Rotate(6.0f, 0.0f, 0.0f);
square2.Rotate(-6.0f, 0.0f, 0.0f);
camera.Rotate(0.0f, 1.0f, 0.0f);
view = glm::rotate(view, glm::radians(1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
// camera.Rotate(0.0f, 1.0f, 0.0f);
// camera.Pan(1.f);
shader->Use();
shader->SetUniform("texture1", crate, 0);
shader->SetUniform("texture2", opengl, 1);
shader->SetUniform("model", square);
shader->SetUniform("view", camera);
shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, camera.GetProjectionMatrix());
shader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(view));
shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(projection));
square.Render();