Rotation is now applied by moving the camera rather than the meshes.

This commit is contained in:
David Williams
2014-05-22 16:51:41 +02:00
parent 7d55e00f76
commit 16cbb94d90
2 changed files with 19 additions and 16 deletions

View File

@ -129,15 +129,6 @@ void OpenGLWidget::initializeGL()
std::cerr << shader.log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
shader.bind();
QMatrix4x4 worldToCameraMatrix{};
worldToCameraMatrix.translate(0, 0, -50); //Move the camera back by 50 units
shader.setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
shader.release();
}
void OpenGLWidget::resizeGL(int w, int h)
@ -163,9 +154,9 @@ void OpenGLWidget::paintGL()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 modelToWorldMatrix{};
modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
modelToWorldMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
modelToWorldMatrix.translate(-32, -32, -32); //centre the model on the origin
//modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
//modelToWorldMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
//modelToWorldMatrix.translate(-32, -32, -32); //centre the model on the origin
shader.bind();
@ -205,5 +196,17 @@ void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
m_yRotation += diff.y();
m_LastFrameMousePos = m_CurrentMousePos;
shader.bind();
QMatrix4x4 worldToCameraMatrix{};
worldToCameraMatrix.translate(0, 0, -50); //Move the camera back by 50 units
worldToCameraMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
worldToCameraMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
worldToCameraMatrix.translate(-32, -32, -32); //centre the model on the origin
shader.setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
shader.release();
update();
}