Got projection and view matrices working
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@ -7,6 +7,7 @@ SDL_Window *window = NULL;
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SDL_GLContext gl_context;
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int main_shader = 0;
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mat4x4 projection_matrix;
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mat4x4 view_matrix;
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float triangle_vertices[9] = {
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0.0f, 0.0f, -1.0f,
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@ -22,6 +23,9 @@ typedef struct tc_vec3
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} tc_vec3_s;
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tc_vec3_s tc_camera_position = { 0.0f, 0.0f, 0.0f };
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tc_vec3_s tc_camera_rotation = { 0.0f, 0.0f, 0.0f };
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typedef struct tc_object
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{
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int vbo;
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@ -149,16 +153,156 @@ void render()
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float color[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
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glClearBufferfv(GL_COLOR, 0, color);
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mat4x4_perspective(projection_matrix, 120, 1200 / 800, 0.0001f, 1000.0f);
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mat4x4_translate(view_matrix, -tc_camera_position.x, -tc_camera_position.y, tc_camera_position.z);
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glUseProgram(main_shader);
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int projection_uniform_location = glGetUniformLocation(main_shader, "projection_matrix");
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printf("%d\n", projection_uniform_location);
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glUniformMatrix4fv(projection_uniform_location, 1, GL_FALSE, &projection_matrix[0][0]);
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int view_uniform_location = glGetUniformLocation(main_shader, "view_matrix");
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glUniformMatrix4fv(view_uniform_location, 1, GL_FALSE, &view_matrix[0][0]);
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// printf("%d\n", view_uniform_location);
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// mat4x4_rotate_X(view_matrix, view_matrix, tc_camera_rotation.x);
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// mat4x4_rotate_Y(view_matrix, view_matrix, tc_camera_rotation.y);
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// mat4x4_rotate_Z(view_matrix, view_matrix, tc_camera_rotation.z);
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render_block(block);
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SDL_GL_SwapWindow(window);
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}
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bool shift_pressed = false;
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bool go_up = false;
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bool go_left = false;
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bool go_right = false;
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bool go_forward = false;
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bool go_backwards = false;
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bool update()
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{
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SDL_Event event;
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while(SDL_PollEvent(&event))
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{
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switch(event.type)
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{
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case SDL_QUIT:
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SDL_HideWindow(window);
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return false;
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break;
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case SDL_WINDOWEVENT:
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{
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if(event.window.event == SDL_WINDOWEVENT_RESIZED)
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{
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puts("RESIZED");
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}
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} break;
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case SDL_KEYDOWN:
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if(event.key.keysym.scancode == SDL_SCANCODE_W)
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{
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go_forward = true;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_S)
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{
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go_backwards = true;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_A)
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{
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go_left = true;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_D)
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{
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go_right = true;;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_SPACE)
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{
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go_up = true;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_LSHIFT)
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{
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shift_pressed = true;
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}
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break;
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case SDL_KEYUP:
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if(event.key.keysym.scancode == SDL_SCANCODE_W)
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{
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go_forward = false;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_S)
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{
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go_backwards = false;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_A)
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{
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go_left = false;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_D)
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{
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go_right = false;;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_SPACE)
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{
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go_up = false;
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}
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if(event.key.keysym.scancode == SDL_SCANCODE_LSHIFT)
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{
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shift_pressed = false;
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}
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break;
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}
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}
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if(shift_pressed)
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{
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tc_camera_position.y -= 0.25;
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}
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if(go_up)
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{
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tc_camera_position.y += 0.25;
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}
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if(go_left)
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{
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tc_camera_position.x -= 0.25;
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}
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if(go_right)
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{
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tc_camera_position.x += 0.25;
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}
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if(go_forward)
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{
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tc_camera_position.z += 0.25;
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}
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if(go_backwards)
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{
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tc_camera_position.z -= 0.25;
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}
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return true;
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}
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int main(int argc, char **argv)
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{
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SDL_Init(SDL_INIT_EVERYTHING);
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@ -176,7 +320,6 @@ int main(int argc, char **argv)
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gladLoadGLLoader(&SDL_GL_GetProcAddress);
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gladLoadGL();
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mat4x4_perspective(projection_matrix, 120, 1200 / 800, 0.0001f, 1000.0f);
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main_shader = setup_shaders("vertex_shader.glsl", "fragment_shader.glsl");
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block = tc_new_block_at_3f(0.0, 0.0, 0.0);
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@ -184,27 +327,10 @@ int main(int argc, char **argv)
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int64_t frame_index = 1;
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while(frame_index > 0)
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{
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SDL_Event event;
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while(SDL_PollEvent(&event))
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if(!update())
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{
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switch(event.type)
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{
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case SDL_QUIT:
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SDL_HideWindow(window);
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frame_index = -1;
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break;
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break;
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case SDL_WINDOWEVENT:
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{
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if(event.window.event == SDL_WINDOWEVENT_RESIZED)
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{
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puts("RESIZED");
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}
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} break;
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}
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frame_index = -1;
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}
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render();
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if(frame_index == 1)
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@ -3,9 +3,10 @@
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layout(location=0) in vec3 pos;
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uniform mat4 projection_matrix;
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uniform mat4 view_matrix;
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uniform mat4 model_matrix;
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void main() {
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gl_Position = vec4(pos, 1.0) * projection_matrix;
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}
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gl_Position = projection_matrix * view_matrix * vec4(pos, 1.0);
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