Add translation, rotation and scale matrices

This commit is contained in:
Abdelrahman Said 2024-09-22 20:22:38 +01:00
parent 1f593b96ac
commit e9f6f59678

View File

@ -1,4 +1,5 @@
#include "glad/glad.h" #include "glad/glad.h"
#include "glm/ext/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp" #include "glm/gtc/type_ptr.hpp"
#include "glm/trigonometric.hpp" #include "glm/trigonometric.hpp"
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
@ -49,9 +50,14 @@ struct App {
GLuint shader_program; GLuint shader_program;
float speed; float speed;
glm::mat4 translation;
glm::mat4 rotation;
glm::mat4 scale;
// Model matrix to be sent as uniform to the vertex shader // Model matrix to be sent as uniform to the vertex shader
glm::mat4 model_mat; glm::mat4 model_mat;
GLint u_model_idx; GLint u_model_idx;
bool recalc_model_mat;
// Projection matrix to be sent as uniform to the vertex shader // Projection matrix to be sent as uniform to the vertex shader
glm::mat4 projection_mat; glm::mat4 projection_mat;
@ -129,7 +135,10 @@ int init(App &app) {
); );
app.speed = 0.02f; app.speed = 0.02f;
app.model_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f)); app.translation = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -1.5f));
app.rotation = glm::mat4(1.0f);
app.scale = glm::mat4(1.0f);
app.model_mat = app.translation * app.rotation * app.scale;
app.projection_mat = glm::perspective(glm::radians(60.0f), app.projection_mat = glm::perspective(glm::radians(60.0f),
(float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT,
0.1f, 0.1f,
@ -142,16 +151,16 @@ int init(App &app) {
void create_vertex_spec(App &app) { void create_vertex_spec(App &app) {
const std::vector<GLfloat> vertices = { const std::vector<GLfloat> vertices = {
// vert0 // vert0
-0.5f, -0.5f, -1.5f, // position -0.5f, -0.5f, 0.0f, // position
1.0f, 0.0f, 0.0f, // colour 1.0f, 0.0f, 0.0f, // colour
// vert1 // vert1
0.5f, -0.5f, -1.5f, // position 0.5f, -0.5f, 0.0f, // position
0.0f, 1.0f, 0.0f, // colour 0.0f, 1.0f, 0.0f, // colour
// vert2 // vert2
-0.5f, 0.5f, -1.5f, // position -0.5f, 0.5f, 0.0f, // position
0.0f, 0.0f, 1.0f, // colour 0.0f, 0.0f, 1.0f, // colour
// vert3 // vert3
0.5f, 0.5f, -1.5f, // position 0.5f, 0.5f, 0.0f, // position
1.0f, 1.0f, 0.0f, // colour 1.0f, 1.0f, 0.0f, // colour
}; };
@ -238,11 +247,38 @@ void run_main_loop(App &app) {
app.running = false; app.running = false;
break; break;
case SDL_KEYDOWN: case SDL_KEYDOWN:
if (app.event.key.keysym.sym == SDLK_UP) { if (app.event.key.keysym.sym == SDLK_w) {
app.model_mat = glm::translate(app.model_mat, glm::vec3(0.0f, app.speed, 0.0f)); app.translation = glm::translate(app.translation, glm::vec3(0.0f, 0.0f, app.speed));
} else if (app.event.key.keysym.sym == SDLK_DOWN) { app.recalc_model_mat = true;
app.model_mat = glm::translate(app.model_mat, glm::vec3(0.0f, -app.speed, 0.0f)); } else if (app.event.key.keysym.sym == SDLK_s) {
app.translation = glm::translate(app.translation, glm::vec3(0.0f, 0.0f, -app.speed));
app.recalc_model_mat = true;
} else if (app.event.key.keysym.sym == SDLK_d) {
app.translation = glm::translate(app.translation, glm::vec3(app.speed, 0.0f, 0.0f));
app.recalc_model_mat = true;
} else if (app.event.key.keysym.sym == SDLK_a) {
app.translation = glm::translate(app.translation, glm::vec3(-app.speed, 0.0f, 0.0f));
app.recalc_model_mat = true;
} else if (app.event.key.keysym.sym == SDLK_RIGHT) {
app.rotation = glm::rotate(app.rotation, glm::radians(10.0f), glm::vec3(0.0f, 1.0f, 0.0f));
app.recalc_model_mat = true;
} else if (app.event.key.keysym.sym == SDLK_LEFT) {
app.rotation = glm::rotate(app.rotation, glm::radians(-10.0f), glm::vec3(0.0f, 1.0f, 0.0f));
app.recalc_model_mat = true;
} else if (app.event.key.keysym.sym == SDLK_r) {
app.scale = glm::scale(app.scale, glm::vec3(1.2f));
app.recalc_model_mat = true;
} else if (app.event.key.keysym.sym == SDLK_e) {
app.scale = glm::scale(app.scale, glm::vec3(0.8f));
app.recalc_model_mat = true;
} }
if (app.recalc_model_mat) {
app.recalc_model_mat = false;
app.model_mat = app.translation * app.rotation * app.scale;
}
break;
} }
} }