~ | Switching to glm vectors

This commit is contained in:
TheRedShip
2024-12-21 20:47:53 +01:00
parent 97fb7948f0
commit d92b2ca913
15 changed files with 9 additions and 249 deletions

View File

@ -19,14 +19,14 @@ int main(void)
shader.attach();
// RT::Vec2f vertices[6] = {
// glm::vec2 vertices[6] = {
// { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f },
// { 1.0f, -1.0f }, { 1.0f, 1.0f }, { -1.0f, 1.0f }
// };
RT::Vec2f vertices[3] = {
glm::vec2 vertices[3] = {
{-1.0f, -1.0f}, {3.0f, -1.0f}, {-1.0f, 3.0f}
};
size_t size = sizeof(vertices) / sizeof(RT::Vec2f) / 3;
size_t size = sizeof(vertices) / sizeof(glm::vec2) / 3;
shader.setupVertexBuffer(vertices, size);
@ -34,7 +34,7 @@ int main(void)
{
glClear(GL_COLOR_BUFFER_BIT);
shader.setVec2f("u_resolution", RT::Vec2f(WIDTH, HEIGHT));
shader.setVec2f("u_resolution", glm::vec2(WIDTH, HEIGHT));
glUseProgram(shader.getProgram());
shader.drawTriangles(size);

View File

@ -102,7 +102,7 @@ void Shader::checkCompileErrors(GLuint shader)
}
}
void Shader::setupVertexBuffer(const RT::Vec2f* vertices, size_t size)
void Shader::setupVertexBuffer(const glm::vec2* vertices, size_t size)
{
glGenVertexArrays(1, &_screen_VAO);
glGenBuffers(1, &_screen_VBO);
@ -110,7 +110,7 @@ void Shader::setupVertexBuffer(const RT::Vec2f* vertices, size_t size)
glBindVertexArray(_screen_VAO);
glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(RT::Vec2f), vertices, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(glm::vec2), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
@ -126,7 +126,7 @@ void Shader::drawTriangles(size_t size)
}
void Shader::setVec2f(const std::string &name, const RT::Vec2f &value) const
void Shader::setVec2f(const std::string &name, const glm::vec2 &value) const
{
glUniform2f(glGetUniformLocation(_program, name.c_str()), value[0], value[1]);
}

View File

@ -82,7 +82,6 @@ void Window::mouseMoveCallback(GLFWwindow* window, double xpos, double ypos)
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS)
{
win->camera->process_movement(xoffset, yoffset, true);
glfwSetCursorPos(window, WIDTH / 2, HEIGHT / 2);
// scene.frameCount = 0;
}