0.2 Draw axis
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54
src/matrix.c
54
src/matrix.c
@@ -2,25 +2,53 @@
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#define inline
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#include <cglm/cglm.h>
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mat4 ortho[] =
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{
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{
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{ 1, 0, 0, 0 },
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{ 0, 1, 0, 0 },
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{ 0, 0, 1, 0 },
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{ 0, 0, 0, 1 },
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},
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{
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{ 0, 1, 0, 0 },
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{ 1, 0, 0, 0 },
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{ 0, 0, 1, 0 },
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{ 0, 0, 0, 1 },
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},
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{
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{ 0, 0, 1, 0 },
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{ 0, 1, 0, 0 },
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{ 1, 0, 0, 0 },
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{ 0, 0, 0, 1 },
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},
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};
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void load_fix_matrix( unsigned int shader, float ratio )
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{
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mat4 m;
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mat4 m, n;
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glm_lookat( (vec3){0,0,-5}, (vec3){0,0,0}, (vec3){0,1,0}, m );
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gload_mat4( shader, "cam", (float*)m );
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glm_perspective( 45.0, ratio, 2, 8, n );
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glm_mat4_mul( n, m, m );
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glm_perspective( 45.0, ratio, 3, 7, m );
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gload_mat4( shader, "pry", (float*)m );
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gload_mat4( shader, "fix", (float*)m );
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}
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void load_rot_matrix( unsigned int shader, char angle, unsigned char i )
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void load_mdl_matrix( unsigned int shader, unsigned char i )
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{
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mat4 m;
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char * name[] = {"rotx", "roty", "rotz"};
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vec3 axis = {0,0,0};
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axis[(int)i]=1;
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glm_rotate_make( m, (float)angle/0xff*GLM_PI, axis );
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gload_mat4( shader, name[(int)i], (float*)m );
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gload_mat4( shader, "mdl", (float*)ortho[i] );
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}
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void load_rot_matrix( unsigned int shader, unsigned char * angle )
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{
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mat4 m, n;
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glm_rotate_make( m, (float)angle[0]/0xff*2*GLM_PI, (vec3){1,0,0} );
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glm_rotate_make( n, (float)angle[1]/0xff*2*GLM_PI, (vec3){0,1,0} );
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glm_mat4_mul( n, m, m );
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glm_rotate_make( n, (float)angle[2]/0xff*2*GLM_PI, (vec3){0,0,1} );
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glm_mat4_mul( n, m, m );
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gload_mat4( shader, "rot", (float*)m );
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}
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