Working on model loading and added poker table

This commit is contained in:
2021-05-09 14:38:08 -07:00
parent 4a3b6c2f98
commit 848f3cc3b8
30 changed files with 1789 additions and 38 deletions

View File

@ -131,13 +131,41 @@ void shaderUsePosition(shader_t *shader,
//Rotation, we do each axis individually
axis[0] = 1, axis[1] = 0, axis[2] = 0;
glm_rotate(MATRIX_POSITION, pitch, axis);
axis[0] = 0, axis[1] = 1;
glm_rotate(MATRIX_POSITION, yaw, axis);
axis[1] = 0, axis[2] = 1;
glm_rotate(MATRIX_POSITION, roll, axis);
//Send to the shader.
glUniformMatrix4fv(shader->uniModl, 1, GL_FALSE, MATRIX_POSITION[0]);
}
void shaderUsePositionAndScale(shader_t *shader,
float x, float y, float z,
float pitch, float yaw, float roll,
float scaleX, float scaleY, float scaleZ
) {
mat4 MATRIX_POSITION;
vec3 axis;
// Identify mat.
glm_mat4_identity(MATRIX_POSITION);
// Position
axis[0] = x, axis[1] = y, axis[2] = z;
glm_translate(MATRIX_POSITION, axis);
// Rotation
axis[0] = 1, axis[1] = 0, axis[2] = 0;
glm_rotate(MATRIX_POSITION, pitch, axis);
axis[0] = 0, axis[1] = 1;
glm_rotate(MATRIX_POSITION, yaw, axis);
axis[1] = 0, axis[2] = 1;
glm_rotate(MATRIX_POSITION, roll, axis);
// Scale
axis[0] = scaleX, axis[1] = scaleY, axis[2] = scaleZ;
glm_scale(MATRIX_POSITION, axis);
glUniformMatrix4fv(shader->uniModl, 1, GL_FALSE, MATRIX_POSITION[0]);
}