glm matrix initialization

This commit is contained in:
saschawillems 2017-09-24 18:17:07 +02:00
parent e7b371eef3
commit cd8274c294
49 changed files with 127 additions and 127 deletions

View file

@ -816,19 +816,19 @@ public:
float AR = (float)height / (float)width;
uboVSquad.projection = glm::ortho(2.5f / AR, 0.0f, 0.0f, 2.5f, -1.0f, 1.0f);
uboVSquad.model = glm::mat4();
uboVSquad.model = glm::mat4(1.0f);
memcpy(uniformBuffers.debug.mapped, &uboVSquad, sizeof(uboVSquad));
// 3D scene
uboVSscene.projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, zNear, zFar);
uboVSscene.view = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom));
uboVSscene.view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
uboVSscene.view = glm::rotate(uboVSscene.view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboVSscene.view = glm::rotate(uboVSscene.view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboVSscene.view = glm::rotate(uboVSscene.view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
uboVSscene.model = glm::mat4();
uboVSscene.model = glm::mat4(1.0f);
uboVSscene.lightPos = lightPos;
@ -849,7 +849,7 @@ public:
// Matrix from light's point of view
glm::mat4 depthProjectionMatrix = glm::perspective(glm::radians(lightFOV), 1.0f, zNear, zFar);
glm::mat4 depthViewMatrix = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(0, 1, 0));
glm::mat4 depthModelMatrix = glm::mat4();
glm::mat4 depthModelMatrix = glm::mat4(1.0f);
uboOffscreenVS.depthMVP = depthProjectionMatrix * depthViewMatrix * depthModelMatrix;