use perspective projection

This commit is contained in:
2026-02-16 12:28:13 -06:00
parent c25ed1949d
commit a422e5cfa2
2 changed files with 65 additions and 21 deletions

View File

@@ -2,7 +2,8 @@
perSystem = { config, system, pkgs, self', inputs', ... }: { perSystem = { config, system, pkgs, self', inputs', ... }: {
devShells.default = pkgs.mkShellNoCC { devShells = {
bash = pkgs.mkShellNoCC {
packages = with pkgs; [ packages = with pkgs; [
clang clang
@@ -25,5 +26,33 @@
''; '';
}; };
zsh = pkgs.mkShellNoCC {
packages = with pkgs; [
clang
glfw
glew
sdl3
curl
glm
nlohmann_json
stb
gamenetworkingsockets
];
shellHook = ''
exec zsh
'';
};
default = self'.devShells.bash;
};
}; };
} }

View File

@@ -94,12 +94,26 @@ void Sandbox::run() {
static glm::mat4 orthoCamera, perspCamera, cameraTransform; static glm::mat4 orthoCamera, perspCamera, cameraTransform;
/*
cameraTransform = glm::mat4(1.0f); cameraTransform = glm::mat4(1.0f);
cameraTransform = glm::translate(cameraTransform, camPos); cameraTransform = glm::translate(cameraTransform, camPos);
cameraTransform = glm::rotate(cameraTransform, camRot.x, glm::vec3(1.0f, 0.0f, 0.0f)); cameraTransform = glm::rotate(cameraTransform, camRot.x, glm::vec3(1.0f, 0.0f, 0.0f));
cameraTransform = glm::rotate(cameraTransform, camRot.y, glm::vec3(0.0f, 1.0f, 0.0f)); cameraTransform = glm::rotate(cameraTransform, camRot.y, glm::vec3(0.0f, 1.0f, 0.0f));
cameraTransform = glm::rotate(cameraTransform, camRot.z, glm::vec3(0.0f, 0.0f, 1.0f)); cameraTransform = glm::rotate(cameraTransform, camRot.z, glm::vec3(0.0f, 0.0f, 1.0f));
*/
cameraTransform = glm::lookAt(
camPos,
glm::normalize(glm::vec3(glm::cos(camRot.y) * glm::cos(camRot.x), glm::sin(camRot.x), glm::sin(camRot.y) * glm::cos(camRot.x))),
glm::vec3(0.0f, 1.0f, 0.0f)
);
/*
cameraTransform = glm::lookAt(
camPos,
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f)
);
*/
int w, h; int w, h;
window->getSize(w, h); window->getSize(w, h);
@@ -124,7 +138,8 @@ void Sandbox::run() {
//gridTransform = glm::scale(gridTransform, glm::vec3(800.0f)); //gridTransform = glm::scale(gridTransform, glm::vec3(800.0f));
cubeTransform = orthoCamera * cubeTransform; //cubeTransform = orthoCamera * cubeTransform;
cubeTransform = perspCamera * cubeTransform;
//gridTransform = orthoCamera * gridTransform; //gridTransform = orthoCamera * gridTransform;
@@ -158,11 +173,11 @@ void Sandbox::run() {
ImGui::SliderFloat("yaw", &rot.y, -3.14159265359f, 3.14159265359f); ImGui::SliderFloat("yaw", &rot.y, -3.14159265359f, 3.14159265359f);
ImGui::SliderFloat("roll", &rot.z, -3.14159265359f, 3.14159265359f); ImGui::SliderFloat("roll", &rot.z, -3.14159265359f, 3.14159265359f);
ImGui::SliderFloat("scale", &scale, 0.1f, 1000.0f); ImGui::SliderFloat("scale", &scale, 0.1f, 10.0f);
ImGui::SliderFloat("x", &pos.x, -100.0f, 100.0f); ImGui::SliderFloat("x", &pos.x, -10.0f, 10.0f);
ImGui::SliderFloat("y", &pos.y, -100.0f, 100.0f); ImGui::SliderFloat("y", &pos.y, -10.0f, 10.0f);
ImGui::SliderFloat("z", &pos.z, -100.0f, 100.0f); ImGui::SliderFloat("z", &pos.z, -10.0f, 10.0f);
ImGui::Text("Camera Properties"); ImGui::Text("Camera Properties");
@@ -170,9 +185,9 @@ void Sandbox::run() {
ImGui::SliderFloat("c_yaw", &camRot.y, -3.14159265359f, 3.14159265359f); ImGui::SliderFloat("c_yaw", &camRot.y, -3.14159265359f, 3.14159265359f);
ImGui::SliderFloat("c_roll", &camRot.z, -3.14159265359f, 3.14159265359f); ImGui::SliderFloat("c_roll", &camRot.z, -3.14159265359f, 3.14159265359f);
ImGui::SliderFloat("c_x", &camPos.x, -100.0f, 100.0f); ImGui::SliderFloat("c_x", &camPos.x, -10.0f, 10.0f);
ImGui::SliderFloat("c_y", &camPos.y, -100.0f, 100.0f); ImGui::SliderFloat("c_y", &camPos.y, -10.0f, 10.0f);
ImGui::SliderFloat("c_z", &camPos.z, -100.0f, 100.0f); ImGui::SliderFloat("c_z", &camPos.z, -10.0f, 10.0f);
if(ImGui::Button("Reset Window Size")) { if(ImGui::Button("Reset Window Size")) {