0.2 Clean up

This commit is contained in:
PedroEdiaz
2024-09-05 15:05:33 +00:00
parent 06e8e9074b
commit 0f387f8a71
3 changed files with 12 additions and 16 deletions

View File

@@ -48,30 +48,24 @@ int main( void )
if( !( m_axis = create_mesh( axis ) ) ) if( !( m_axis = create_mesh( axis ) ) )
goto error_mesh_axis; goto error_mesh_axis;
texture=create_palette_texture( palette ); texture=create_palette_texture( palette );
use_texture( texture ); use_texture( texture );
while( is_open_window( window ) ) while( is_open_window( window ) )
{ {
load_rot_matrix( shader, rot );
++rot[1]; ++rot[1];
load_rot_matrix( shader, rot );
draw_color(); draw_color();
load_mdl_matrix( shader, 2 ); load_mdl_matrix( shader, 0, 0 );
gload_float( shader, "idx", 2 );
draw_mesh( m_axis ); draw_mesh( m_axis );
load_mdl_matrix( shader, 1, 1 );
load_mdl_matrix( shader, 1 );
gload_float( shader, "idx", 1 );
draw_mesh( m_axis ); draw_mesh( m_axis );
load_mdl_matrix( shader, 2, 2 );
load_mdl_matrix( shader, 0 );
gload_float( shader, "idx", 0 );
draw_mesh( m_axis ); draw_mesh( m_axis );
gload_float( shader, "idx", 3 ); load_mdl_matrix( shader, 0, 3 );
draw_mesh( m_cube ); draw_mesh( m_cube );
} }

View File

@@ -37,7 +37,7 @@ void gload_mat4( unsigned int program, char * var, float * m );
void load_fix_matrix( unsigned int shader, float ratio ); void load_fix_matrix( unsigned int shader, float ratio );
void load_mdl_matrix( unsigned int shader, unsigned char i ); void load_mdl_matrix( unsigned int shader, unsigned char i, unsigned char c );
void load_rot_matrix( unsigned int shader, unsigned char * angle ); void load_rot_matrix( unsigned int shader, unsigned char * angle );

View File

@@ -27,16 +27,18 @@ mat4 ortho[] =
void load_fix_matrix( unsigned int shader, float ratio ) void load_fix_matrix( unsigned int shader, float ratio )
{ {
mat4 m, n; mat4 m, n;
const int d = 7;
glm_lookat( (vec3){0,0,-5}, (vec3){0,0,0}, (vec3){0,1,0}, m ); glm_lookat( (vec3){0,0,-d}, (vec3){0,0,0}, (vec3){0,1,0}, m );
glm_perspective( 45.0, ratio, 2, 8, n ); glm_perspective( CGLM_PI/4, ratio, d-3, d+3, n );
glm_mat4_mul( n, m, m ); glm_mat4_mul( n, m, m );
gload_mat4( shader, "fix", (float*)m ); gload_mat4( shader, "fix", (float*)m );
} }
void load_mdl_matrix( unsigned int shader, unsigned char i ) void load_mdl_matrix( unsigned int shader, unsigned char i, unsigned char c )
{ {
gload_float( shader, "idx", c );
gload_mat4( shader, "mdl", (float*)ortho[i] ); gload_mat4( shader, "mdl", (float*)ortho[i] );
} }