added perspective
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21
src/main.cpp
21
src/main.cpp
@@ -9,9 +9,10 @@
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#include "VertexBuffer.hpp"
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#include "Shader.hpp"
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#define STB_IMAGE_IMPLEMENTATION
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#include "../libs/stb_image.hpp"
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#include "../libs/glm/glm.hpp"
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#include "../libs/glm/ext/matrix_transform.hpp"
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#include "stb_image.hpp"
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#include "glm/glm.hpp"
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#include "glm/ext/matrix_transform.hpp"
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#include "glm/gtc/matrix_transform.hpp"
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void openGLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) {
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if (severity == GL_DEBUG_SEVERITY_NOTIFICATION) return; //ignore notifications (mostly performance information)
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@@ -165,10 +166,17 @@ int main() {
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uint64 lastCounter = SDL_GetPerformanceCounter();
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float32 delta = 0.0f;
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glm::mat4 model = glm::mat4(1.0f);
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auto model = glm::mat4(1.0f);
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model = glm::scale(model, glm::vec3(1.2f));
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int modelMatrixLocation = glGetUniformLocation(shader.getShaderId(), "u_model");
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auto projection = glm::ortho(-2.0f, 2.0f, -2.0f, 2.0f, -10.0f, 100.0f);
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projection = glm::perspective(glm::radians(45.0f), 4.0f/3.0f, 0.1f, 100.0f);
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auto view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -3.0f));
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auto modelViewProj = projection * view * model;
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int modelViewProjMatrixLocation = glGetUniformLocation(shader.getShaderId(), "u_modelViewProj");
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// WIREFRAME
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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@@ -183,6 +191,7 @@ int main() {
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time += delta;
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model = glm::rotate(model, 1.0f*delta, glm::vec3(0.0f, 1.0f, 0.0f));
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modelViewProj = projection * view * model;
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if (colorUniformLocation != 1) {
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glUniform4f(colorUniformLocation, sinf(time)*sinf(time), 0.0f, 1.0f, 1.0f);
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@@ -191,7 +200,7 @@ int main() {
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// FRAME GENERATION
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vertexBuffer.bind();
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indexBuffer.bind();
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glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &model[0][0]);
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glUniformMatrix4fv(modelViewProjMatrixLocation, 1, GL_FALSE, &modelViewProj[0][0]);
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//glActiveTexture(GL_TEXTURE0);
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//glBindTexture(GL_TEXTURE_2D, textureId);
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glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_INT, 0);
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