Added model matrix

This commit is contained in:
Eric-Paul Ickhorn 2023-10-10 18:00:43 +02:00
parent 452081edcb
commit 68614f805f
2 changed files with 17 additions and 5 deletions

View File

@ -30,6 +30,8 @@ typedef struct tc_object
{
int vbo;
int vao;
tc_vec3_s position;
tc_vec3_s rotation;
} tc_object_s;
@ -44,6 +46,15 @@ tc_block_s block;
void render_block(tc_block_s block)
{
mat4x4 model_matrix;
mat4x4_translate(model_matrix, block.position.x, block.position.y, block.position.z);
// mat4x4_rotate_X(view_matrix, model_matrix, block.rotation.x);
// mat4x4_rotate_Y(view_matrix, model_matrix, block.rotation.y);
// mat4x4_rotate_Z(view_matrix, model_matrix, block.rotation.z);
int model_matrix_uniform_location = glGetUniformLocation(main_shader, "model_matrix");
glUniformMatrix4fv(model_matrix_uniform_location, 1, GL_FALSE, &model_matrix[0][0]);
glBindBuffer(GL_ARRAY_BUFFER, block.drawing.vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0);
glEnableVertexAttribArray(0);
@ -155,6 +166,9 @@ void render()
mat4x4_perspective(projection_matrix, 120, 1200 / 800, 0.0001f, 1000.0f);
mat4x4_translate(view_matrix, -tc_camera_position.x, -tc_camera_position.y, tc_camera_position.z);
// mat4x4_rotate_X(view_matrix, view_matrix, tc_camera_rotation.x);
// mat4x4_rotate_Y(view_matrix, view_matrix, tc_camera_rotation.y);
// mat4x4_rotate_Z(view_matrix, view_matrix, tc_camera_rotation.z);
glUseProgram(main_shader);
@ -165,10 +179,6 @@ void render()
glUniformMatrix4fv(view_uniform_location, 1, GL_FALSE, &view_matrix[0][0]);
// printf("%d\n", view_uniform_location);
// mat4x4_rotate_X(view_matrix, view_matrix, tc_camera_rotation.x);
// mat4x4_rotate_Y(view_matrix, view_matrix, tc_camera_rotation.y);
// mat4x4_rotate_Z(view_matrix, view_matrix, tc_camera_rotation.z);
render_block(block);
SDL_GL_SwapWindow(window);
@ -338,6 +348,8 @@ int main(int argc, char **argv)
SDL_ShowWindow(window);
}
block.position.x += 0.1f;
++frame_index;
SDL_Delay(1000/60);
}

View File

@ -8,6 +8,6 @@ uniform mat4 model_matrix;
void main() {
gl_Position = projection_matrix * view_matrix * vec4(pos, 1.0);
gl_Position = projection_matrix * view_matrix * model_matrix * vec4(pos, 1.0);
}