split transform into modelview/projection
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5adc26b089
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513599d855
@ -28,12 +28,14 @@ const GLushort indices[] = {
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0, 1, 2, 3, 4, 5
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0, 1, 2, 3, 4, 5
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};
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};
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GLuint program, vs, fs, data_vbo, index_vbo;
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GLuint program, vs, fs, data_vbo, index_vbo;
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GLint ambient_loc, diffuse_loc, specular_loc, shininess_loc, transform_loc;
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GLint ambient_loc, diffuse_loc, specular_loc, shininess_loc,
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projection_loc, modelview_loc;
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enum Locations {
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enum Locations {
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LOC_POSITION,
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LOC_POSITION,
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LOC_NORMAL
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LOC_NORMAL
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};
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};
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static guMatrix4x4 transform;
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static guMatrix4x4 projection;
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static guMatrix4x4 modelview;
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char * loadFile(const char *fname)
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char * loadFile(const char *fname)
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{
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{
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@ -133,14 +135,17 @@ bool init(int width, int height)
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glViewport(0, 0, WIDTH, HEIGHT);
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glViewport(0, 0, WIDTH, HEIGHT);
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guMatrixLoadIdentity(&transform);
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guMatrixLoadIdentity(&projection);
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guMatrixLoadIdentity(&modelview);
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float near = 0.1;
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float near = 0.1;
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float scale = near * 0.577 * 2;
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float scale = near * 0.577 * 2;
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float aspect = (float)width / (float)height;
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float aspect = (float)width / (float)height;
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guMatrixFrustum(&transform, -aspect * scale, aspect * scale, -scale, scale, near, 1000.0);
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guMatrixFrustum(&projection, -aspect * scale, aspect * scale, -scale, scale, near, 1000.0);
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// guPerspective(&transform, 60, (float)width / (float)height, 0.1, 1000.0);
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#if 0
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guMatrixTranslate(&transform, 0, 0, -1);
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guPerspective(&projection, 60, (float)width / (float)height, 0.1, 1000.0);
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// guMatrixTranslate(&transform, 1, 0.3, 0);
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#endif
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guMatrixTranslate(&modelview, 0, 0, -1);
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// guMatrixTranslate(&modelview, 1, 0.3, 0);
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vs = makeShader(GL_VERTEX_SHADER, "v_shader.glsl");
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vs = makeShader(GL_VERTEX_SHADER, "v_shader.glsl");
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fs = makeShader(GL_FRAGMENT_SHADER, "f_shader.glsl");
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fs = makeShader(GL_FRAGMENT_SHADER, "f_shader.glsl");
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@ -175,14 +180,16 @@ bool init(int width, int height)
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diffuse_loc = glGetUniformLocation(program, "diffuse");
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diffuse_loc = glGetUniformLocation(program, "diffuse");
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specular_loc = glGetUniformLocation(program, "specular");
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specular_loc = glGetUniformLocation(program, "specular");
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shininess_loc = glGetUniformLocation(program, "shininess");
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shininess_loc = glGetUniformLocation(program, "shininess");
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transform_loc = glGetUniformLocation(program, "transform");
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projection_loc = glGetUniformLocation(program, "projection");
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modelview_loc = glGetUniformLocation(program, "modelview");
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glUseProgram(program);
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glUseProgram(program);
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glUniform4f(ambient_loc, 0.2, 0.2, 0.2, 1.0);
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glUniform4f(ambient_loc, 0.2, 0.2, 0.2, 1.0);
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glUniform4f(diffuse_loc, 1.0, 0.6, 0.0, 1.0);
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glUniform4f(diffuse_loc, 1.0, 0.6, 0.0, 1.0);
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glUniform4f(specular_loc, 1.0, 1.0, 1.0, 1.0);
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glUniform4f(specular_loc, 1.0, 1.0, 1.0, 1.0);
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glUniform1f(shininess_loc, 85.0);
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glUniform1f(shininess_loc, 85.0);
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glUniformMatrix4fv(transform_loc, 1, GL_TRUE, &transform[0][0]);
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glUniformMatrix4fv(projection_loc, 1, GL_TRUE, &projection[0][0]);
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glUniformMatrix4fv(modelview_loc, 1, GL_TRUE, &modelview[0][0]);
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data_vbo = makeBuffer(GL_ARRAY_BUFFER, data, sizeof(data));
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data_vbo = makeBuffer(GL_ARRAY_BUFFER, data, sizeof(data));
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index_vbo = makeBuffer(GL_ELEMENT_ARRAY_BUFFER, indices, sizeof(indices));
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index_vbo = makeBuffer(GL_ELEMENT_ARRAY_BUFFER, indices, sizeof(indices));
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@ -1,5 +1,6 @@
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uniform mat4 transform;
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uniform mat4 projection;
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uniform mat4 modelview;
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attribute vec3 pos;
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attribute vec3 pos;
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attribute vec3 normal;
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attribute vec3 normal;
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@ -9,7 +10,7 @@ varying vec3 normal_i;
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void main(void)
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void main(void)
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{
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{
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gl_Position = transform * vec4(pos, 1);
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gl_Position = projection * modelview * vec4(pos, 1);
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pos_i = vec3(gl_Position.x, gl_Position.y, gl_Position.z);
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pos_i = vec3(gl_Position.x, gl_Position.y, gl_Position.z);
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normal_i = vec3(transform * vec4(normal, 0.0));
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normal_i = vec3(modelview * vec4(normal, 0.0));
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}
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}
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