Camera follows object in 3rd person

This commit is contained in:
var
2026-04-01 22:07:55 -05:00
parent 299cb740d4
commit 06535ccf01
7 changed files with 107 additions and 33 deletions

View File

@@ -227,6 +227,7 @@ bool Render_Init(GameState *gs)
if (gs->shaderProgramId < 0)
{
printf("Failed to load shaders.\n");
return false;
}
glEnable(GL_DEPTH_TEST);
@@ -236,17 +237,32 @@ bool Render_Init(GameState *gs)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
printf("Initialized OpenGL.\n");
gs->numShapes = 2;
Shape *shape = Shape_MakePyramid(5);
gs->testShape = shape;
gs->shapes[0] = shape;
glGenVertexArrays(1, &shape->VAO);
glGenBuffers(1, &shape->VBO);
glGenBuffers(1, &shape->IBO);
glGenBuffers(1, &shape->EBO);
printf("Created shape 0.\n");
shape = Shape_MakePlane();
gs->shapes[1] = shape;
glGenVertexArrays(1, &shape->VAO);
glGenBuffers(1, &shape->VBO);
glGenBuffers(1, &shape->IBO);
glGenBuffers(1, &shape->EBO);
printf("Created shape 1.\n");
LoadTexture(gs);
printf("Loaded textures.\n");
Camera_Init(&gs->camera);
InitShapeBuffers(gs->testShape);
InitShapeBuffers(gs->shapes[0]);
InitShapeBuffers(gs->shapes[1]);
printf("Initialized buffers.\n");
return true;
}
void Render_Destroy(GameState *gs)
@@ -302,35 +318,38 @@ void Render_Draw(GameState *gs)
glBindTexture(GL_TEXTURE_2D, gs->textureId);
vec3 scale = { 0, 0, 0 };
Shape *shape = gs->testShape;
glBindVertexArray(shape->VAO);
// apply transformations to each instance
for (int j = 0; j < shape->numInstances; j++)
for (int i = 0; i < gs->numShapes; i++)
{
ShapeInstance* instance = shape->instances + j;
mat4* matrix = (void*)(shape->instanceData + (j * 17) + 1);
mat4 tempMat;
glm_mat4_identity(tempMat);
Shape *shape = gs->shapes[i];
glBindVertexArray(shape->VAO);
glm_translate(tempMat, instance->position);
glm_rotate_x(tempMat, instance->rotation[0], tempMat);
glm_rotate_y(tempMat, instance->rotation[1], tempMat);
glm_rotate_z(tempMat, instance->rotation[2], tempMat);
// apply transformations to each instance
for (int j = 0; j < shape->numInstances; j++)
{
ShapeInstance* instance = shape->instances + j;
mat4* matrix = (void*)(shape->instanceData + (j * 17) + 1);
mat4 tempMat;
glm_mat4_identity(tempMat);
glm_translate(tempMat, instance->position);
glm_rotate_x(tempMat, instance->rotation[0], tempMat);
glm_rotate_y(tempMat, instance->rotation[1], tempMat);
glm_rotate_z(tempMat, instance->rotation[2], tempMat);
scale[0] = instance->scale;
scale[1] = instance->scale;
scale[2] = instance->scale;
glm_scale(tempMat, scale);
memcpy(matrix, tempMat, sizeof(mat4));
}
scale[0] = instance->scale;
scale[1] = instance->scale;
scale[2] = instance->scale;
glm_scale(tempMat, scale);
// re-buffer the instance data because transformations may have changed
glBindBuffer(GL_ARRAY_BUFFER, shape->IBO);
glBufferData(GL_ARRAY_BUFFER, shape->numInstances * SHAPE_INSTANCE_SIZE, shape->instanceData, GL_DYNAMIC_DRAW);
memcpy(matrix, tempMat, sizeof(mat4));
glDrawElementsInstanced(GL_TRIANGLES, shape->numIndices, GL_UNSIGNED_SHORT, 0, shape->numInstances);
}
// re-buffer the instance data because transformations may have changed
glBindBuffer(GL_ARRAY_BUFFER, shape->IBO);
glBufferData(GL_ARRAY_BUFFER, shape->numInstances * SHAPE_INSTANCE_SIZE, shape->instanceData, GL_DYNAMIC_DRAW);
glDrawElementsInstanced(GL_TRIANGLES, shape->numIndices, GL_UNSIGNED_SHORT, 0, shape->numInstances);
SDL_GL_SwapWindow(gs->window);
}