Add the glm math library and use matrices to transform the object
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9801282409
commit
4395bf8a9f
6 changed files with 28 additions and 2 deletions
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@ -2,5 +2,6 @@ project('opengl-learning', 'cpp', 'c', default_options: ['cpp_std=c++20'])
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glfw = dependency('glfw3')
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libepoxy = dependency('epoxy')
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glm = dependency('glm')
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subdir('src')
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15
src/main.cc
15
src/main.cc
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@ -1,5 +1,7 @@
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#include <epoxy/gl.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <iostream>
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#include <format>
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@ -202,6 +204,10 @@ int main() {
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shader.setInt("texture1", 0);
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shader.setInt("texture2", 1);
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// glm::mat4 trans = glm::mat4(1.0f);
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// trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
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// trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
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// Create a render loop, which keeps the program open until glfw tells the loop that the window should close.
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while (!glfwWindowShouldClose(window)) {
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// Process input.
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@ -224,6 +230,15 @@ int main() {
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shader.activate();
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// create the identity matrix
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glm::mat4 trans(1);
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// translate it by this vector3
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trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
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// rotate by the z axis with the angle being controlled by time
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trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
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shader.setMat4("transform", trans);
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if (!rectangleToggled) {
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// Bind the state to use the vertexArrayObject object so OpenGL knows what to do with the verticies.
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glBindVertexArray(triangleRenderObjs.vertexArrayObject);
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@ -12,5 +12,5 @@ vertex = custom_target('vertex', output: 'vertex.glsl', input: 'vertex.glsl', co
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container = custom_target('container', output: 'container.jpg', input: 'container.jpg', command: [copy, '@INPUT@', '@OUTPUT@'])
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awesomeface = custom_target('awesomeface', output: 'awesomeface.png', input: 'awesomeface.png', command: [copy, '@INPUT@', '@OUTPUT@'])
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executable('main', [sources, fragment, vertex, container, awesomeface], dependencies: [glfw, libepoxy])
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executable('main', [sources, fragment, vertex, container, awesomeface], dependencies: [glfw, libepoxy, glm])
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executable('fixedfunction', ['fixedfunction.cc'], dependencies: [glfw, libepoxy])
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@ -103,3 +103,7 @@ void Shader::setInt(const char* name, int value) {
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void Shader::setFloat(const char* name, float value) const {
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glUniform1f(glGetUniformLocation(id, name), value);
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}
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void Shader::setMat4(const char* name, glm::mat4 matrix) {
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glUniformMatrix4fv(glGetUniformLocation(id, name), 1, GL_FALSE, glm::value_ptr(matrix));
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}
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@ -2,6 +2,9 @@
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#define SHADER_HH
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#include <string>
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#include <epoxy/gl.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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class Shader {
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public:
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// The Shader ID.
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@ -17,6 +20,7 @@ class Shader {
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void setBool(const char* name, bool value) const;
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void setInt(const char* name, int value) ;
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void setFloat(const char* name, float value) const;
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void setMat4(const char* name, glm::mat4 matrix);
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private:
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uint compileShader(std::string code, GLenum type, std::string shaderTypeName);
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uint compileVertexShader(std::string code);
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@ -7,8 +7,10 @@ layout (location = 2) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec2 TexCoord;
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uniform mat4 transform;
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void main() {
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gl_Position = vec4(aPos, 1.0);
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gl_Position = transform * vec4(aPos, 1.0);
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ourColor = aColor;
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TexCoord = aTexCoord;
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}
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