Code/content re-work: getting started.

This commit is contained in:
Joey de Vries
2017-05-29 23:47:28 +02:00
parent 79e22d716e
commit 18e5fdb443
31 changed files with 315 additions and 118 deletions

View File

@@ -0,0 +1,15 @@
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
// linearly interpolate between both textures (80% container, 20% awesomeface)
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}

View File

@@ -0,0 +1,14 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

View File

@@ -46,7 +46,7 @@ int main()
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("4.2.texture_combined.vs", "4.2.texture_combined.fs");
Shader ourShader("4.3.texture.vs", "4.3.texture.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------

View File

@@ -0,0 +1,15 @@
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
// linearly interpolate between both textures (80% container, 20% awesomeface)
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}

View File

@@ -0,0 +1,14 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

View File

@@ -46,7 +46,7 @@ int main()
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("4.2.texture_combined.vs", "4.2.texture_combined.fs");
Shader ourShader("4.4.texture.vs", "4.4.texture.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------

View File

@@ -0,0 +1,14 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
// linearly interpolate between both textures (80% container, 20% awesomeface)
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}

View File

@@ -0,0 +1,13 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 transform;
void main()
{
gl_Position = transform * vec4(aPos, 1.0);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

View File

@@ -50,7 +50,7 @@ int main()
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("5.1.transform.vs", "5.1.transform.fs");
Shader ourShader("5.2.transform.vs", "5.2.transform.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------

View File

@@ -172,7 +172,7 @@ int main()
glm::mat4 projection;
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
// retrieve the matrix uniform locations
unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");

View File

@@ -204,7 +204,7 @@ int main()
glm::mat4 projection;
model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
// retrieve the matrix uniform locations
unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");

View File

@@ -214,7 +214,7 @@ int main()
// create transformations
glm::mat4 view;
glm::mat4 projection;
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
// pass transformation matrices to the shader
ourShader.setMat4("projection", projection); // note: currently we set the projection matrix each frame, but since the projection matrix rarely changes it's often best practice to set it outside the main loop only once.

View File

@@ -1,7 +1,7 @@
#version 330 core
out vec4 fragColor;
out vec4 FragColor;
in vec2 texCoord;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
@@ -10,5 +10,5 @@ uniform sampler2D texture2;
void main()
{
// linearly interpolate between both textures (80% container, 20% awesomeface)
fragColor = mix(texture(texture1, texCoord), texture(texture2, texCoord), 0.2);
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}

View File

@@ -2,7 +2,7 @@
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 texCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
@@ -11,5 +11,5 @@ uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
texCoord = vec2(aTexCoord.x, aTexCoord.y);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

View File

@@ -14,6 +14,10 @@
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
int main()
{
// glfw: initialize and configure
@@ -26,14 +30,14 @@ int main()
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
@@ -141,9 +145,9 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrComponents;
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
@@ -165,7 +169,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrChannels, 0);
if (data)
{
// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
@@ -186,7 +190,7 @@ int main()
// pass projection matrix to shader (as projection matrix rarely changes there's no need to do this per frame)
// -----------------------------------------------------------------------------------------------------------
glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("projection", projection);
@@ -222,7 +226,7 @@ int main()
// render boxes
glBindVertexArray(VAO);
for (GLuint i = 0; i < 10; i++)
for (unsigned int i = 0; i < 10; i++)
{
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model;

View File

@@ -0,0 +1,14 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
// linearly interpolate between both textures (80% container, 20% awesomeface)
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}

View File

@@ -0,0 +1,15 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

View File

@@ -14,11 +14,16 @@
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
@@ -34,14 +39,14 @@ int main()
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
@@ -58,7 +63,7 @@ int main()
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("7.1.camera.vs", "7.1.camera.fs");
Shader ourShader("7.2.camera.vs", "7.2.camera.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
@@ -149,9 +154,9 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrComponents;
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
@@ -173,7 +178,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrChannels, 0);
if (data)
{
// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
@@ -194,7 +199,7 @@ int main()
// pass projection matrix to shader (as projection matrix rarely changes there's no need to do this per frame)
// -----------------------------------------------------------------------------------------------------------
glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("projection", projection);
@@ -232,7 +237,7 @@ int main()
// render boxes
glBindVertexArray(VAO);
for (GLuint i = 0; i < 10; i++)
for (unsigned int i = 0; i < 10; i++)
{
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model;

View File

@@ -0,0 +1,14 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
// linearly interpolate between both textures (80% container, 20% awesomeface)
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}

View File

@@ -0,0 +1,15 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

View File

@@ -16,6 +16,10 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
@@ -28,6 +32,7 @@ float lastX = 800.0f / 2.0;
float lastY = 600.0 / 2.0;
float fov = 45.0f;
// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
@@ -43,14 +48,14 @@ int main()
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
@@ -72,7 +77,7 @@ int main()
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("7.1.camera.vs", "7.1.camera.fs");
Shader ourShader("7.3.camera.vs", "7.3.camera.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
@@ -163,9 +168,9 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrComponents;
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
@@ -187,7 +192,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrChannels, 0);
if (data)
{
// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
@@ -236,7 +241,7 @@ int main()
ourShader.use();
// pass projection matrix to shader (note that in this case it could change every frame)
glm::mat4 projection = glm::perspective(glm::radians(fov), 800.0f / 600.0f, 0.1f, 100.0f);
glm::mat4 projection = glm::perspective(glm::radians(fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("projection", projection);
// camera/view transformation
@@ -245,7 +250,7 @@ int main()
// render boxes
glBindVertexArray(VAO);
for (GLuint i = 0; i < 10; i++)
for (unsigned int i = 0; i < 10; i++)
{
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model;

View File

@@ -0,0 +1,14 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
// linearly interpolate between both textures (80% container, 20% awesomeface)
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}

View File

@@ -0,0 +1,15 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

View File

@@ -17,12 +17,17 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = 800.0f / 2.0;
float lastY = 600.0 / 2.0;
bool firstMouse = true;
// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
@@ -38,14 +43,14 @@ int main()
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
@@ -67,7 +72,7 @@ int main()
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("7.1.camera.vs", "7.1.camera.fs");
Shader ourShader("7.4.camera.vs", "7.4.camera.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
@@ -158,9 +163,9 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrComponents;
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
@@ -182,7 +187,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrChannels, 0);
if (data)
{
// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
@@ -231,7 +236,7 @@ int main()
ourShader.use();
// pass projection matrix to shader (note that in this case it could change every frame)
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("projection", projection);
// camera/view transformation
@@ -240,7 +245,7 @@ int main()
// render boxes
glBindVertexArray(VAO);
for (GLuint i = 0; i < 10; i++)
for (unsigned int i = 0; i < 10; i++)
{
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model;