@@ -17,8 +17,8 @@ use learn::{
1717 null_str, Buffer , BufferType , Shader , ShaderProgram , ShaderType , VertexArray ,
1818} ;
1919use learn_opengl as learn;
20- use learn_opengl:: math:: * ;
2120use ogl33:: * ;
21+ use ultraviolet:: * ;
2222
2323type Vertex = [ f32 ; 3 + 2 ] ;
2424/// Draw this with glDrawArrays(GL_TRIANGLES, 0, 36)
@@ -262,7 +262,7 @@ fn main() {
262262 glGetUniformLocation ( shader_program. 0 , name)
263263 } ;
264264
265- let projection = perspective_view (
265+ let projection = ultraviolet :: projection :: lh_yup :: perspective_gl (
266266 45.0_f32 . to_radians ( ) ,
267267 ( WINDOW_WIDTH as f32 ) / ( WINDOW_HEIGHT as f32 ) ,
268268 0.1 ,
@@ -296,9 +296,11 @@ fn main() {
296296
297297 // update the "world state".
298298 let time = sdl. get_ticks ( ) as f32 / 10_000.0_f32 ;
299- let view =
300- Mat4 :: euler_angles ( 0.0 , view_pitch. to_radians ( ) , view_yaw. to_radians ( ) )
301- * Mat4 :: translate ( vec3 ( 0.0 , 0.0 , -3.0 ) ) ;
299+ let view = Mat4 :: from_euler_angles (
300+ 0.0 ,
301+ view_pitch. to_radians ( ) ,
302+ view_yaw. to_radians ( ) ,
303+ ) * Mat4 :: from_translation ( Vec3 :: new ( 0.0 , 0.0 , -3.0 ) ) ;
302304
303305 // and then draw!
304306 unsafe {
@@ -307,10 +309,10 @@ fn main() {
307309 glUniformMatrix4fv ( view_loc, 1 , GL_FALSE , view. as_ptr ( ) ) ;
308310
309311 for ( i, position) in CUBE_POSITIONS . iter ( ) . copied ( ) . enumerate ( ) {
310- let model = Mat4 :: translate ( position)
311- * Mat4 :: rotate_x ( 3.0 )
312- * Mat4 :: rotate_y ( ( 1.0 + i as f32 ) * 0.8 )
313- * Mat4 :: rotate_z ( time * ( 1.0 + i as f32 ) ) ;
312+ let model = Mat4 :: from_translation ( position)
313+ * Mat4 :: from_rotation_x ( 3.0 )
314+ * Mat4 :: from_rotation_y ( ( 1.0 + i as f32 ) * 0.8 )
315+ * Mat4 :: from_rotation_z ( time * ( 1.0 + i as f32 ) ) ;
314316
315317 glUniformMatrix4fv ( model_loc, 1 , GL_FALSE , model. as_ptr ( ) ) ;
316318
0 commit comments