0.2 Draw axis

This commit is contained in:
PedroEdiaz
2024-09-05 14:48:51 +00:00
parent a2f49afbf4
commit 06e8e9074b
11 changed files with 213 additions and 53 deletions

View File

@@ -2,25 +2,53 @@
#define inline
#include <cglm/cglm.h>
mat4 ortho[] =
{
{
{ 1, 0, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 1, 0 },
{ 0, 0, 0, 1 },
},
{
{ 0, 1, 0, 0 },
{ 1, 0, 0, 0 },
{ 0, 0, 1, 0 },
{ 0, 0, 0, 1 },
},
{
{ 0, 0, 1, 0 },
{ 0, 1, 0, 0 },
{ 1, 0, 0, 0 },
{ 0, 0, 0, 1 },
},
};
void load_fix_matrix( unsigned int shader, float ratio )
{
mat4 m;
mat4 m, n;
glm_lookat( (vec3){0,0,-5}, (vec3){0,0,0}, (vec3){0,1,0}, m );
gload_mat4( shader, "cam", (float*)m );
glm_perspective( 45.0, ratio, 2, 8, n );
glm_mat4_mul( n, m, m );
glm_perspective( 45.0, ratio, 3, 7, m );
gload_mat4( shader, "pry", (float*)m );
gload_mat4( shader, "fix", (float*)m );
}
void load_rot_matrix( unsigned int shader, char angle, unsigned char i )
void load_mdl_matrix( unsigned int shader, unsigned char i )
{
mat4 m;
char * name[] = {"rotx", "roty", "rotz"};
vec3 axis = {0,0,0};
axis[(int)i]=1;
glm_rotate_make( m, (float)angle/0xff*GLM_PI, axis );
gload_mat4( shader, name[(int)i], (float*)m );
gload_mat4( shader, "mdl", (float*)ortho[i] );
}
void load_rot_matrix( unsigned int shader, unsigned char * angle )
{
mat4 m, n;
glm_rotate_make( m, (float)angle[0]/0xff*2*GLM_PI, (vec3){1,0,0} );
glm_rotate_make( n, (float)angle[1]/0xff*2*GLM_PI, (vec3){0,1,0} );
glm_mat4_mul( n, m, m );
glm_rotate_make( n, (float)angle[2]/0xff*2*GLM_PI, (vec3){0,0,1} );
glm_mat4_mul( n, m, m );
gload_mat4( shader, "rot", (float*)m );
}