redo look-at, test cube with lines
This commit is contained in:
parent
548b167968
commit
5fc371cded
51
src/main.c
51
src/main.c
|
@ -136,14 +136,14 @@ void init(void) {
|
|||
|
||||
GLfloat vertices[] = {
|
||||
// X // Y
|
||||
-0.5f, -0.5f, -0.5f,
|
||||
-0.5f, -0.5f, 0.5f,
|
||||
-0.5f, 0.5f, -0.5f,
|
||||
-0.5f, 0.5f, 0.5f,
|
||||
0.5f, -0.5f, -0.5f,
|
||||
0.5f, -0.5f, 0.5f,
|
||||
0.5f, 0.5f, -0.5f,
|
||||
0.5f, 0.5f, 0.5f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
1.0f, -1.0f, 1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
};
|
||||
|
||||
GLuint restart = 128;
|
||||
|
@ -151,8 +151,24 @@ void init(void) {
|
|||
glPrimitiveRestartIndex(restart);
|
||||
|
||||
GLuint indices[] = {
|
||||
0, 1, 2,
|
||||
0, 2, 5
|
||||
0, 1,
|
||||
0, 2,
|
||||
0, 4,
|
||||
|
||||
1, 3,
|
||||
1, 5,
|
||||
|
||||
2, 3,
|
||||
2, 6,
|
||||
|
||||
3, 7,
|
||||
|
||||
4, 5,
|
||||
4, 6,
|
||||
|
||||
5, 7,
|
||||
|
||||
6, 7
|
||||
};
|
||||
|
||||
DEBUG("Creating vertext buffer");
|
||||
|
@ -204,23 +220,26 @@ GLfloat currentHue = 0.0f;
|
|||
void draw(void) {
|
||||
updateStatusDisplay();
|
||||
|
||||
currentHue += 0.005f;
|
||||
currentHue += 0.0005f;
|
||||
if (currentHue > 1.0) currentHue = 0.0f;
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glUseProgram(program);
|
||||
|
||||
mat4 transformMatrix;
|
||||
vec3 position = {0.5f, 0.5f, 0.0f};
|
||||
vec3 scale = {0.2f, 0.2f, 0.2f};
|
||||
mat4Identity(transformMatrix);
|
||||
// mat4RotateZ(transformMatrix, transformMatrix, currentHue * PI * 2);
|
||||
// mat4RotateY(transformMatrix, transformMatrix, currentHue * PI * 2);
|
||||
mat4Scale(transformMatrix, transformMatrix, scale);
|
||||
|
||||
mat4RotateZ(transformMatrix, transformMatrix, currentHue * PI * 2);
|
||||
mat4RotateY(transformMatrix, transformMatrix, currentHue * PI * 2);
|
||||
|
||||
mat4 viewMatrix;
|
||||
mat4Identity(viewMatrix);
|
||||
vec3 cameraPos = {0.0f, sin(currentHue * PI * 2), 0.0f};
|
||||
vec3 cameraLookAt = {0.0f, 0.0f, -1.0f};
|
||||
vec3 cameraUp = {0.0f, 1.0f, 0.0f};
|
||||
mat4BuildLookAt(viewMatrix, cameraPos, cameraLookAt, cameraUp);
|
||||
// mat4BuildLookAt(viewMatrix, cameraPos, cameraLookAt, cameraUp);
|
||||
|
||||
GLuint transformLocation = glGetUniformLocation(program, "uTransform");
|
||||
glUniformMatrix4fv(transformLocation, 1, GL_FALSE, transformMatrix);
|
||||
|
@ -230,7 +249,7 @@ void draw(void) {
|
|||
|
||||
glBindVertexArray(vertexArrayObject);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
|
||||
glDrawElements(GL_TRIANGLES, 20, GL_UNSIGNED_INT, 0);
|
||||
glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
||||
|
|
|
@ -76,6 +76,18 @@ void mat4Translate(mat4 out, mat4 in, vec3 v) {
|
|||
|
||||
mat4Multiply(out, T, in);
|
||||
}
|
||||
|
||||
void mat4Scale(mat4 out, mat4 in, vec3 v) {
|
||||
mat4 T;
|
||||
mat4Identity(T);
|
||||
|
||||
T[0] = v[0];
|
||||
T[5] = v[1];
|
||||
T[10] = v[2];
|
||||
|
||||
mat4Multiply(out, T, in);
|
||||
}
|
||||
|
||||
void mat4RotateX(mat4 out, mat4 in, GLfloat a) {
|
||||
mat4 T;
|
||||
mat4Identity(T);
|
||||
|
@ -130,42 +142,42 @@ void vec3CrossProduct(vec3 out, vec3 a, vec3 b) {
|
|||
}
|
||||
|
||||
void vec3Normalise(vec3 out, vec3 in) {
|
||||
GLfloat length = sqrt(in[0] * in[0] + in[1] * in[1] + in[2] * in[2]);
|
||||
GLfloat length = vec3Length(in);
|
||||
out[0] = in[0] / length;
|
||||
out[1] = in[1] / length;
|
||||
out[2] = in[2] / length;
|
||||
}
|
||||
|
||||
GLfloat vec3Length(vec3 in) {
|
||||
return sqrt(in[0] * in[0] + in[1] * in[1] + in[2] * in[2]);
|
||||
}
|
||||
|
||||
GLfloat vec3DotProduct(vec3 a, vec3 b) {
|
||||
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
|
||||
}
|
||||
|
||||
void mat4BuildLookAt(mat4 out, vec3 eye, vec3 center, vec3 up) {
|
||||
void mat4BuildLookAt(mat4 out, vec3 eye, vec3 look, vec3 up) {
|
||||
vec3 n;
|
||||
vec3 u;
|
||||
vec3 v;
|
||||
vec3 t;
|
||||
|
||||
vec3Subtract(n, eye, center);
|
||||
vec3Subtract(n, eye, look);
|
||||
|
||||
vec3CrossProduct(u, up, n);
|
||||
|
||||
vec3CrossProduct(v, n, u);
|
||||
|
||||
mat4Identity(out);
|
||||
vec3Normalise(n, n);
|
||||
vec3Normalise(u, u);
|
||||
vec3Normalise(v, v);
|
||||
|
||||
out[0] = u[0];
|
||||
out[1] = v[0];
|
||||
out[2] = n[0];
|
||||
t[0] = - vec3DotProduct(u, eye);
|
||||
t[1] = - vec3DotProduct(v, eye);
|
||||
t[2] = - vec3DotProduct(n, eye);
|
||||
|
||||
out[4] = u[1];
|
||||
out[5] = v[1];
|
||||
out[6] = n[1];
|
||||
|
||||
out[8] = u[2];
|
||||
out[9] = v[2];
|
||||
out[10] = n[2];
|
||||
|
||||
out[12] = - vec3DotProduct(u, eye);
|
||||
out[13] = - vec3DotProduct(v, eye);
|
||||
out[14] = - vec3DotProduct(n, eye);
|
||||
out[0] = u[0]; out[4] = u[1]; out[8] = u[2]; out[12] = t[0];
|
||||
out[1] = v[0]; out[5] = v[1]; out[9] = v[2]; out[13] = t[1];
|
||||
out[2] = n[0]; out[6] = n[1]; out[10] = n[2]; out[14] = t[2];
|
||||
out[3] = 0; out[7] = 0; out[11] = 0; out[15] = 1;
|
||||
}
|
|
@ -18,10 +18,17 @@ extern void mat4Empty(mat4 mat);
|
|||
extern void mat4Multiply(mat4 result, mat4 A, mat4 B);
|
||||
extern void mat4Print(mat4 m);
|
||||
extern void mat4Translate(mat4 out, mat4 in, vec3 v);
|
||||
extern void mat4Scale(mat4 out, mat4 in, vec3 v);
|
||||
extern void mat4RotateX(mat4 out, mat4 in, GLfloat a);
|
||||
extern void mat4RotateY(mat4 out, mat4 in, GLfloat a);
|
||||
extern void mat4RotateZ(mat4 out, mat4 in, GLfloat a);
|
||||
extern void mat4BuildLookAt(mat4 out, vec3 eye, vec3 center, vec3 up);
|
||||
extern void mat4BuildProjection(mat4 out, GLfloat r, GLfloat l, GLfloat t, GLfloat b, GLfloat f, GLfloat n);
|
||||
|
||||
extern void vec3Subtract(vec3 out, vec3 a, vec3 b);
|
||||
extern void vec3CrossProduct(vec3 out, vec3 a, vec3 b);
|
||||
extern void vec3Normalise(vec3 out, vec3 in);
|
||||
extern GLfloat vec3Length(vec3 in);
|
||||
extern GLfloat vec3DotProduct(vec3 a, vec3 b);
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue