Transformation matrices
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17
src/main.c
17
src/main.c
@@ -9,6 +9,9 @@
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#include "Input.h"
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float pos[3] = {0.0f, 0.0f, 0.0f};
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int main() {
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GLFWwindow* window;
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window = initOpenGL();
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@@ -23,8 +26,8 @@ int main() {
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};
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// CreateShader
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char* vertex1 = "../assets/shaders/vertex3.glsl\0";
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char* fragment1 = "../assets/shaders/fragment3.glsl\0";
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char* vertex1 = "../assets/shaders/vertex4.glsl\0";
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char* fragment1 = "../assets/shaders/fragment4.glsl\0";
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unsigned int shader1;
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shader1 = createShader(vertex1, fragment1);
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@@ -49,6 +52,7 @@ int main() {
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unsigned int texture;
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texture = createTexture("../assets/textures/wall.jpg");
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while(!glfwWindowShouldClose(window)) {
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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@@ -58,10 +62,19 @@ int main() {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(VAO);
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mat4x4 transform;
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mat4x4_identity(transform);
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mat4x4_translate(transform, pos[0], pos[1], pos[2]);
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unsigned int transformLoc = glGetUniformLocation(shader1, "transform");
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glUniformMatrix4fv(transformLoc, 1, GL_FALSE, *transform);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwPollEvents();
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processInput();
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}
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glDeleteVertexArrays(1, &VAO);
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