Implement translation rotation zoom using uniform buffers, improvement?

This commit is contained in:
jgk
2021-02-25 04:14:52 +01:00
parent 32bfab2e02
commit 37e26dcb07
6 changed files with 76 additions and 12 deletions
+18 -2
View File
@@ -10,10 +10,26 @@ uniform float zoom;
uniform vec2 translation;
uniform float rotation;
vec2 tran(vec2 v)
{
return (v - translation);
}
vec2 rot(vec2 v)
{
return vec2 ( v.x * cos(-rotation) - v.y * sin(-rotation)
, v.x * sin(-rotation) + v.y * cos(-rotation)
);
}
vec2 scal(vec2 v)
{
return vec2 ( 2 * v.x * zoom / winSize.x
, 2 * v.y * zoom / winSize.y
);
}
void main()
{
gl_Position = vec4(position,1);
//gl_Position = vec4(0,0,0,1);
gl_Position = vec4(scal(rot(tran(position.xy))),position.z,1);
vColor = color;
vparams = saEaRadWdth;
}
+4 -2
View File
@@ -6,6 +6,8 @@ in vec2 vWinSize [];
out vec2 gTexPos;
uniform vec2 translation;
uniform float zoom;
uniform float rotation;
vec2 rotBy( float rot, vec2 v)
{
@@ -18,8 +20,8 @@ vec2 rotBy( float rot, vec2 v)
void main()
{
vec2 cPos = vec2(translation.x / 250 , translation.y /250 );
float zoom = vParams[0].w;
float rot = 0 - vParams[0].z;
// float zoom = vParams[0].w;
float rot = 0 - rotation;
float x = vWinSize[0].x / (500*zoom) ;
float y = vWinSize[0].y / (500*zoom) ;
+18 -1
View File
@@ -8,8 +8,25 @@ uniform float zoom;
uniform float rotation;
uniform vec2 translation;
vec2 tran(vec2 v)
{
return (v - translation);
}
vec2 rot(vec2 v)
{
return vec2 ( v.x * cos(-rotation) - v.y * sin(-rotation)
, v.x * sin(-rotation) + v.y * cos(-rotation)
);
}
vec2 scal(vec2 v)
{
return vec2 ( 2 * v.x * zoom / winSize.x
, 2 * v.y * zoom / winSize.y
);
}
void main()
{
gl_Position = vec4(position,1);
gl_Position = vec4(scal(rot(tran(position.xy))),position.z,1);
vColor = color;
}
+17 -2
View File
@@ -10,10 +10,25 @@ uniform float zoom;
uniform vec2 translation;
uniform float rotation;
vec2 tran(vec2 v)
{
return (v - translation);
}
vec2 rot(vec2 v)
{
return vec2 ( v.x * cos(-rotation) - v.y * sin(-rotation)
, v.x * sin(-rotation) + v.y * cos(-rotation)
);
}
vec2 scal(vec2 v)
{
return vec2 ( 2 * v.x * zoom / winSize.x
, 2 * v.y * zoom / winSize.y
);
}
void main()
{
gl_Position = vec4(position,1);
//gl_Position = vec4(0,0,0,1);
gl_Position = vec4(scal(rot(tran(position.xy))),position.z,1);
vColor = color;
vRad = rad;
}