diff --git a/src/engine/Engine.java b/src/engine/Engine.java index 1f3a370..5673693 100644 --- a/src/engine/Engine.java +++ b/src/engine/Engine.java @@ -60,7 +60,7 @@ public class Engine { glfwSetFramebufferSizeCallback(window, resizeWindow); - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + glClearColor(0.2f, 0.3f, 0.3f, 1.0f); System.out.println("OpenGL: " + glGetString(GL_VERSION)); this.scene = new Scene("shaders/vert.vert", "shaders/frag.frag", Primitive.rectangle, Primitive.rectangle_indices, Primitive.rectangle_color, Primitive.rectangle_texture); diff --git a/src/engine/Scene.java b/src/engine/Scene.java index 588e594..fce704e 100644 --- a/src/engine/Scene.java +++ b/src/engine/Scene.java @@ -4,6 +4,7 @@ import engine.graphics.Shader; import engine.graphics.Texture; import engine.graphics.VertexArray; import engine.math.Matrix4f; +import engine.math.Vector3f; public class Scene { @@ -39,12 +40,14 @@ public class Scene { this.vertexArray = new VertexArray(this.vertices, this.indices, this.color, this.texture); shader.setUniform1i("texture1", 0); shader.setUniform1i("texture2", 1); - this.transform = Matrix4f.rotateZ(3.14f/2.0f); + this.transform = Matrix4f.translate(new Vector3f(-0.1f, 0.2f, 0.0f)); + this.transform = this.transform.multiply(Matrix4f.rotateZ(90.0f)); shader.setUniformMat4f("transform", this.transform); } public void render(){ -// this.transform = this.transform.multiply(Matrix4f.rotateZ(0.001f)); + this.transform = this.transform.multiply(Matrix4f.rotateZ(1.0f)); + this.transform = this.transform.multiply(Matrix4f.translate(new Vector3f(-0.001f, 0.0f, 0.0f))); shader.setUniformMat4f("transform", this.transform); this.shader.enable(); this.texture_map.bind(); diff --git a/src/engine/math/Matrix4f.java b/src/engine/math/Matrix4f.java index af542db..8ad6cb9 100644 --- a/src/engine/math/Matrix4f.java +++ b/src/engine/math/Matrix4f.java @@ -51,8 +51,8 @@ public class Matrix4f { public static Matrix4f rotateX(float angle){ Matrix4f result = identity(); float r = (float) Math.toRadians(angle); - float cos = (float) Math.cos(angle); - float sin = (float) Math.sin(angle); + float cos = (float) Math.cos(r); + float sin = (float) Math.sin(r); result.elements[1 + 1 * 4] = cos; result.elements[2 + 1 * 4] = -sin; @@ -66,8 +66,8 @@ public class Matrix4f { public static Matrix4f rotateY(float angle){ Matrix4f result = identity(); float r = (float) Math.toRadians(angle); - float cos = (float) Math.cos(angle); - float sin = (float) Math.sin(angle); + float cos = (float) Math.cos(r); + float sin = (float) Math.sin(r); result.elements[0 + 0 * 4] = cos; result.elements[2 + 0 * 4] = sin; @@ -81,8 +81,8 @@ public class Matrix4f { public static Matrix4f rotateZ(float angle){ Matrix4f result = identity(); float r = (float) Math.toRadians(angle); - float cos = (float) Math.cos(angle); - float sin = (float) Math.sin(angle); + float cos = (float) Math.cos(r); + float sin = (float) Math.sin(r); result.elements[0 + 0 * 4] = cos; result.elements[1 + 0 * 4] = -sin;