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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-11-16 00:07:48 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-11-16 00:07:48 +0000 |
commit | b7fadd730a78671a0eaf55c36df24c04661ef2c3 (patch) | |
tree | a9d5bce62b3c6e42008d7e0f637665aa97b73764 /gfx/gl | |
parent | Don't write null value for pointers (diff) | |
download | ilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.tar.bz2 ilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.tar.xz ilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.zip |
Swap y,z axis
This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
Diffstat (limited to 'gfx/gl')
-rw-r--r-- | gfx/gl/camera.cpp | 42 | ||||
-rw-r--r-- | gfx/gl/camera.h | 6 | ||||
-rw-r--r-- | gfx/gl/shaders/landmassShader.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/waterShader.vs | 6 |
4 files changed, 6 insertions, 50 deletions
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp index c98ff70..c957b2c 100644 --- a/gfx/gl/camera.cpp +++ b/gfx/gl/camera.cpp @@ -1,9 +1,9 @@ #include "camera.h" #include <glm/gtx/transform.hpp> +#include <maths.h> Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) : - pos {pos}, forward {0.0F, 0.0F, 1.0F}, up {0.0F, 1.0F, 0.0F}, projection { - glm::perspective(fov, aspect, zNear, zFar)} + pos {pos}, forward {::north}, up {::up}, projection {glm::perspective(fov, aspect, zNear, zFar)} { } @@ -12,41 +12,3 @@ Camera::GetViewProjection() const { return projection * glm::lookAt(pos, pos + forward, up); } - -void -Camera::MoveForward(float amt) -{ - pos += forward * amt; -} - -void -Camera::SlideForward(float amt) -{ - pos += forward * amt * glm::vec3 {1, 0, 1}; -} - -void -Camera::MoveRight(float amt) -{ - pos += glm::cross(up, forward) * amt; -} - -void -Camera::Pitch(float angle) -{ - const auto right = glm::normalize(glm::cross(up, forward)); - - forward = glm::vec3(glm::normalize(glm::rotate(angle, right) * glm::vec4(forward, 0.0))); - up = glm::normalize(glm::cross(forward, right)); -} - -void -Camera::RotateY(float angle) -{ - static constexpr glm::vec3 UP {0.0F, 1.0F, 0.0F}; - - const auto rotation = glm::rotate(angle, UP); - - forward = glm::vec3(glm::normalize(rotation * glm::vec4(forward, 0.0))); - up = glm::vec3(glm::normalize(rotation * glm::vec4(up, 0.0))); -} diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h index 3d8ece4..72f699d 100644 --- a/gfx/gl/camera.h +++ b/gfx/gl/camera.h @@ -9,12 +9,6 @@ public: [[nodiscard]] glm::mat4 GetViewProjection() const;
- void MoveForward(float amt);
- void SlideForward(float amt);
- void MoveRight(float amt);
- void Pitch(float angle);
- void RotateY(float angle);
-
glm::vec3 pos;
glm::vec3 forward;
glm::vec3 up;
diff --git a/gfx/gl/shaders/landmassShader.vs b/gfx/gl/shaders/landmassShader.vs index 44eed39..94d819d 100644 --- a/gfx/gl/shaders/landmassShader.vs +++ b/gfx/gl/shaders/landmassShader.vs @@ -15,5 +15,5 @@ void main() gl_Position = viewProjection * vec4(position, 1.0); texCoord0 = texCoord; normal0 = normal; - height = position.y; + height = position.z; } diff --git a/gfx/gl/shaders/waterShader.vs b/gfx/gl/shaders/waterShader.vs index 7a641b0..2bcedb4 100644 --- a/gfx/gl/shaders/waterShader.vs +++ b/gfx/gl/shaders/waterShader.vs @@ -14,9 +14,9 @@ void main() { vec3 wpos = vec3( position.x + cos(waves.x), - cos(waves.x + position.x + (position.z / 8)) * .3, - position.z + cos(waves.x * waves.z / 2)); + position.y + cos(waves.x * waves.y / 2), + cos(waves.x + position.x + (position.y / 8)) * .3); gl_Position = viewProjection * vec4(wpos, 1.0); texCoord0 = texCoord; - depth = position.y; + depth = position.z; } |