Update GLM to latest version (0.9.9.3). This includes GLM's change of matrices no longer default initializing to the identity matrix. This commit thus also includes the update of all of LearnOpenGL's code to reflect this: all matrices are now constructor-initialized to the identity matrix where relevant.

This commit is contained in:
Joey de Vries
2018-12-30 14:27:14 +01:00
parent 239c456ae9
commit f4b6763356
474 changed files with 38219 additions and 38025 deletions

View File

@@ -134,7 +134,7 @@ int main()
shader.setVec3("camPos", camera.Position);
// render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively
glm::mat4 model;
glm::mat4 model = glm::mat4(1.0f);
for (int row = 0; row < nrRows; ++row)
{
shader.setFloat("metallic", (float)row / (float)nrRows);
@@ -144,7 +144,7 @@ int main()
// on direct lighting.
shader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(
(col - (nrColumns / 2)) * spacing,
(row - (nrRows / 2)) * spacing,
@@ -165,7 +165,7 @@ int main()
shader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
shader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, newPos);
model = glm::scale(model, glm::vec3(0.5f));
shader.setMat4("model", model);

View File

@@ -150,12 +150,12 @@ int main()
glBindTexture(GL_TEXTURE_2D, ao);
// render rows*column number of spheres with material properties defined by textures (they all have the same material properties)
glm::mat4 model;
glm::mat4 model = glm::mat4(1.0f);
for (int row = 0; row < nrRows; ++row)
{
for (int col = 0; col < nrColumns; ++col)
{
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(
(float)(col - (nrColumns / 2)) * spacing,
(float)(row - (nrRows / 2)) * spacing,
@@ -176,7 +176,7 @@ int main()
shader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
shader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, newPos);
model = glm::scale(model, glm::vec3(0.5f));
shader.setMat4("model", model);

View File

@@ -235,7 +235,7 @@ int main()
pbrShader.setVec3("camPos", camera.Position);
// render rows*column number of spheres with material properties defined by textures (they all have the same material properties)
glm::mat4 model;
glm::mat4 model = glm::mat4(1.0f);
for (int row = 0; row < nrRows; ++row)
{
pbrShader.setFloat("metallic", (float)row / (float)nrRows);
@@ -245,7 +245,7 @@ int main()
// on direct lighting.
pbrShader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(
(float)(col - (nrColumns / 2)) * spacing,
(float)(row - (nrRows / 2)) * spacing,
@@ -267,7 +267,7 @@ int main()
pbrShader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
pbrShader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, newPos);
model = glm::scale(model, glm::vec3(0.5f));
pbrShader.setMat4("model", model);

View File

@@ -280,7 +280,7 @@ int main()
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
// render rows*column number of spheres with material properties defined by textures (they all have the same material properties)
glm::mat4 model;
glm::mat4 model = glm::mat4(1.0f);
for (int row = 0; row < nrRows; ++row)
{
pbrShader.setFloat("metallic", (float)row / (float)nrRows);
@@ -290,7 +290,7 @@ int main()
// on direct lighting.
pbrShader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(
(float)(col - (nrColumns / 2)) * spacing,
(float)(row - (nrRows / 2)) * spacing,
@@ -312,7 +312,7 @@ int main()
pbrShader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
pbrShader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, newPos);
model = glm::scale(model, glm::vec3(0.5f));
pbrShader.setMat4("model", model);

View File

@@ -372,7 +372,7 @@ int main()
glBindTexture(GL_TEXTURE_2D, brdfLUTTexture);
// render rows*column number of spheres with material properties defined by textures (they all have the same material properties)
glm::mat4 model;
glm::mat4 model = glm::mat4(1.0f);
for (int row = 0; row < nrRows; ++row)
{
pbrShader.setFloat("metallic", (float)row / (float)nrRows);
@@ -382,7 +382,7 @@ int main()
// on direct lighting.
pbrShader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(
(float)(col - (nrColumns / 2)) * spacing,
(float)(row - (nrRows / 2)) * spacing,
@@ -404,7 +404,7 @@ int main()
pbrShader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
pbrShader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, newPos);
model = glm::scale(model, glm::vec3(0.5f));
pbrShader.setMat4("model", model);

View File

@@ -399,7 +399,7 @@ int main()
// render scene, supplying the convoluted irradiance map to the final shader.
// ------------------------------------------------------------------------------------------
pbrShader.use();
glm::mat4 model;
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = camera.GetViewMatrix();
pbrShader.setMat4("view", view);
pbrShader.setVec3("camPos", camera.Position);
@@ -424,7 +424,7 @@ int main()
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, ironAOMap);
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-5.0, 0.0, 2.0));
pbrShader.setMat4("model", model);
renderSphere();
@@ -441,7 +441,7 @@ int main()
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, goldAOMap);
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-3.0, 0.0, 2.0));
pbrShader.setMat4("model", model);
renderSphere();
@@ -458,7 +458,7 @@ int main()
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, grassAOMap);
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-1.0, 0.0, 2.0));
pbrShader.setMat4("model", model);
renderSphere();
@@ -475,7 +475,7 @@ int main()
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, plasticAOMap);
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(1.0, 0.0, 2.0));
pbrShader.setMat4("model", model);
renderSphere();
@@ -492,7 +492,7 @@ int main()
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, wallAOMap);
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(3.0, 0.0, 2.0));
pbrShader.setMat4("model", model);
renderSphere();
@@ -507,7 +507,7 @@ int main()
pbrShader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
pbrShader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, newPos);
model = glm::scale(model, glm::vec3(0.5f));
pbrShader.setMat4("model", model);