[ADD] custom rendering system

This commit is contained in:
Menno
2021-05-18 11:20:57 +02:00
parent e46e26c729
commit 0bb4cc5e1d
29 changed files with 8840 additions and 805 deletions

26
src/toolbox/Toolbox.cpp Normal file
View File

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#include "Toolbox.h"
namespace toolbox
{
glm::mat4 createModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale)
{
glm::mat4 matrix(1.0f);
matrix = glm::translate(matrix, translation);
matrix = glm::rotate(matrix, glm::radians(rotation.x), glm::vec3(1, 0, 0));
matrix = glm::rotate(matrix, glm::radians(rotation.y), glm::vec3(0, 1, 0));
matrix = glm::rotate(matrix, glm::radians(rotation.z), glm::vec3(0, 0, 1));
matrix = glm::scale(matrix, glm::vec3(scale, scale, scale));
return matrix;
}
glm::mat4 createViewMatrix(entities::Camera& camera)
{
glm::mat4 matrix(1.0f);
matrix = glm::rotate(matrix, glm::radians(camera.getRotation().x), glm::vec3(1, 0, 0));
matrix = glm::rotate(matrix, glm::radians(camera.getRotation().y), glm::vec3(0, 1, 0));
matrix = glm::rotate(matrix, glm::radians(camera.getRotation().z), glm::vec3(0, 0, 1));
const glm::vec3 negativeCamPos = glm::vec3(-camera.getPosition().x, -camera.getPosition().y, -camera.getPosition().z);
matrix = glm::translate(matrix, negativeCamPos);
return matrix;
}
}