Use glm::radians instead of deg_to_rad (Fixes #37)
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25 changed files with 129 additions and 131 deletions
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@ -437,24 +437,24 @@ public:
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switch (faceIndex)
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{
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case 0: // POSITIVE_X
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viewMatrix = glm::rotate(viewMatrix, deg_to_rad(90.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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viewMatrix = glm::rotate(viewMatrix, deg_to_rad(180.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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viewMatrix = glm::rotate(viewMatrix, glm::radians(90.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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viewMatrix = glm::rotate(viewMatrix, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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break;
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case 1: // NEGATIVE_X
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viewMatrix = glm::rotate(viewMatrix, deg_to_rad(-90), glm::vec3(0.0f, 1.0f, 0.0f));
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viewMatrix = glm::rotate(viewMatrix, deg_to_rad(180.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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viewMatrix = glm::rotate(viewMatrix, glm::radians(-90.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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viewMatrix = glm::rotate(viewMatrix, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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break;
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case 2: // POSITIVE_Y
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viewMatrix = glm::rotate(viewMatrix, deg_to_rad(-90), glm::vec3(1.0f, 0.0f, 0.0f));
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viewMatrix = glm::rotate(viewMatrix, glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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break;
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case 3: // NEGATIVE_Y
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viewMatrix = glm::rotate(viewMatrix, deg_to_rad(90), glm::vec3(1.0f, 0.0f, 0.0f));
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viewMatrix = glm::rotate(viewMatrix, glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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break;
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case 4: // POSITIVE_Z
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viewMatrix = glm::rotate(viewMatrix, deg_to_rad(180), glm::vec3(1.0f, 0.0f, 0.0f));
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viewMatrix = glm::rotate(viewMatrix, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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break;
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case 5: // NEGATIVE_Z
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viewMatrix = glm::rotate(viewMatrix, deg_to_rad(180), glm::vec3(0.0f, 0.0f, 1.0f));
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viewMatrix = glm::rotate(viewMatrix, glm::radians(180.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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break;
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}
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@ -986,13 +986,13 @@ public:
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void updateUniformBuffers()
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{
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// 3D scene
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uboVSscene.projection = glm::perspective(deg_to_rad(45.0f), (float)width / (float)height, zNear, zFar);
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uboVSscene.projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, zNear, zFar);
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uboVSscene.view = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, displayCubeMap ? 0.0f : zoom));
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uboVSscene.model = glm::mat4();
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uboVSscene.model = glm::rotate(uboVSscene.model, deg_to_rad(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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uboVSscene.model = glm::rotate(uboVSscene.model, deg_to_rad(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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uboVSscene.model = glm::rotate(uboVSscene.model, deg_to_rad(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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uboVSscene.model = glm::rotate(uboVSscene.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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uboVSscene.model = glm::rotate(uboVSscene.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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uboVSscene.model = glm::rotate(uboVSscene.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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uboVSscene.lightPos = lightPos;
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@ -1005,8 +1005,8 @@ public:
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void updateUniformBufferOffscreen()
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{
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lightPos.x = sin(deg_to_rad(timer * 360.0f)) * 1.0f;
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lightPos.z = cos(deg_to_rad(timer * 360.0f)) * 1.0f;
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lightPos.x = sin(glm::radians(timer * 360.0f)) * 1.0f;
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lightPos.z = cos(glm::radians(timer * 360.0f)) * 1.0f;
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uboOffscreenVS.projection = glm::perspective((float)(M_PI / 2.0), 1.0f, zNear, zFar);
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