From 1e8de01d3704c584e43e1b84947487c2aaddb7d7 Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger Date: Sun, 4 Feb 2018 21:57:24 -0500 Subject: Made some fixes to rendering I guess This is pretty old so I'm not exactly sure what it does but without it, the monitor gets rendered upside down. --- src/renderer.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'src') diff --git a/src/renderer.cpp b/src/renderer.cpp index 99d5389..ffe9d47 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp @@ -363,7 +363,7 @@ GLFWwindow* initRenderer() std::vector mesh_vertices; std::vector mesh_uvs; std::vector mesh_normals; - loadMesh("res/monitor-fef.obj", mesh_vertices, mesh_uvs, mesh_normals); + loadMesh("res/monitor-old.obj", mesh_vertices, mesh_uvs, mesh_normals); mesh_numvertices = mesh_vertices.size(); @@ -795,8 +795,8 @@ void Texture::renderScreen() const glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1); // Initialize the MVP matrices - glm::mat4 p_matrix = glm::perspective(42.5f, (float) buffer_width / (float) buffer_height, 0.1f, 100.0f); - glm::mat4 v_matrix = glm::lookAt(glm::vec3(2,0,0), glm::vec3(0,0,0), glm::vec3(0,1,0)); + glm::mat4 p_matrix = glm::perspective(glm::radians(25.0f), (float) buffer_width / (float) buffer_height, 0.1f, 100.0f); + glm::mat4 v_matrix = glm::lookAt(glm::vec3(3.75,0,0), glm::vec3(0,0,0), glm::vec3(0,1,0)); glm::mat4 m_matrix = glm::mat4(1.0); glm::mat4 mvp_matrix = p_matrix * v_matrix * m_matrix; @@ -804,6 +804,7 @@ void Texture::renderScreen() const glUniformMatrix4fv(glGetUniformLocation(finalShader, "worldMat"), 1, GL_FALSE, &m_matrix[0][0]); glUniform2f(glGetUniformLocation(finalShader, "resolution"), buffer_width, buffer_height); glUniform1f(glGetUniformLocation(finalShader, "iGlobalTime"), glfwGetTime()); + glUniform3f(glGetUniformLocation(finalShader, "frameColor"), 0.76f, 0.78f, 0.81f); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, mesh_vertexbuffer); -- cgit 1.4.1