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-rw-r--r--src/renderer.cpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/renderer.cpp b/src/renderer.cpp index d0d2b75..3945e09 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp
@@ -363,7 +363,8 @@ GLFWwindow* initRenderer()
363 std::vector<glm::vec3> mesh_vertices; 363 std::vector<glm::vec3> mesh_vertices;
364 std::vector<glm::vec2> mesh_uvs; 364 std::vector<glm::vec2> mesh_uvs;
365 std::vector<glm::vec3> mesh_normals; 365 std::vector<glm::vec3> mesh_normals;
366 loadMesh("res/monitor-fef.obj", mesh_vertices, mesh_uvs, mesh_normals); 366
367 loadMesh("res/monitor-old.obj", mesh_vertices, mesh_uvs, mesh_normals);
367 368
368 mesh_numvertices = mesh_vertices.size(); 369 mesh_numvertices = mesh_vertices.size();
369 370
@@ -795,8 +796,8 @@ void Texture::renderScreen() const
795 glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1); 796 glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1);
796 797
797 // Initialize the MVP matrices 798 // Initialize the MVP matrices
798 glm::mat4 p_matrix = glm::perspective(42.5f, (float) buffer_width / (float) buffer_height, 0.1f, 100.0f); 799 glm::mat4 p_matrix = glm::perspective(glm::radians(25.0f), (float) buffer_width / (float) buffer_height, 0.1f, 100.0f);
799 glm::mat4 v_matrix = glm::lookAt(glm::vec3(2,0,0), glm::vec3(0,0,0), glm::vec3(0,1,0)); 800 glm::mat4 v_matrix = glm::lookAt(glm::vec3(3.75,0,0), glm::vec3(0,0,0), glm::vec3(0,1,0));
800 glm::mat4 m_matrix = glm::mat4(1.0); 801 glm::mat4 m_matrix = glm::mat4(1.0);
801 glm::mat4 mvp_matrix = p_matrix * v_matrix * m_matrix; 802 glm::mat4 mvp_matrix = p_matrix * v_matrix * m_matrix;
802 803
@@ -804,6 +805,7 @@ void Texture::renderScreen() const
804 glUniformMatrix4fv(glGetUniformLocation(finalShader, "worldMat"), 1, GL_FALSE, &m_matrix[0][0]); 805 glUniformMatrix4fv(glGetUniformLocation(finalShader, "worldMat"), 1, GL_FALSE, &m_matrix[0][0]);
805 glUniform2f(glGetUniformLocation(finalShader, "resolution"), buffer_width, buffer_height); 806 glUniform2f(glGetUniformLocation(finalShader, "resolution"), buffer_width, buffer_height);
806 glUniform1f(glGetUniformLocation(finalShader, "iGlobalTime"), glfwGetTime()); 807 glUniform1f(glGetUniformLocation(finalShader, "iGlobalTime"), glfwGetTime());
808 glUniform3f(glGetUniformLocation(finalShader, "frameColor"), 0.76f, 0.78f, 0.81f);
807 809
808 glEnableVertexAttribArray(0); 810 glEnableVertexAttribArray(0);
809 glBindBuffer(GL_ARRAY_BUFFER, mesh_vertexbuffer); 811 glBindBuffer(GL_ARRAY_BUFFER, mesh_vertexbuffer);