merge kuba to master

This commit is contained in:
Jakub Adamski 2021-02-22 18:40:10 +01:00
commit aa3dada9fb
2 changed files with 16 additions and 16 deletions

View File

@ -32,9 +32,9 @@ float appLoadingTime;
obj::Model planeModel; obj::Model planeModel;
obj::Model shipModel; obj::Model shipModel;
obj::Model sphereModel; obj::Model sphereModel;
obj::Model boxModel; obj::Model stationModel;
Core::RenderContext planeContext, shipContext, sphereContext, boxContext; Core::RenderContext planeContext, shipContext, sphereContext, stationContext;
float cameraAngle = glm::radians(0.0f); float cameraAngle = glm::radians(0.0f);
glm::vec3 cameraPos = glm::vec3(0, 0 , 250); glm::vec3 cameraPos = glm::vec3(0, 0 , 250);
@ -105,7 +105,7 @@ glm::mat4 createCameraMatrix()
// Obliczanie kierunku patrzenia kamery (w plaszczyznie x-z) przy uzyciu zmiennej cameraAngle kontrolowanej przez klawisze. // Obliczanie kierunku patrzenia kamery (w plaszczyznie x-z) przy uzyciu zmiennej cameraAngle kontrolowanej przez klawisze.
cameraPos = glm::rotate(cameraPos, orbitSpeed, glm::vec3(0, 1, 0)); cameraPos = glm::rotate(cameraPos, orbitSpeed, glm::vec3(0, 1, 0));
//cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle)); //cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
cameraDir = glm::normalize(glm::vec3(0, -1, 0) - cameraPos); cameraDir = glm::normalize(glm::vec3(0, 0, 0) - cameraPos);
glm::vec3 up = glm::vec3(0, 1, 0); glm::vec3 up = glm::vec3(0, 1, 0);
return Core::createViewMatrix(cameraPos, cameraDir, up); return Core::createViewMatrix(cameraPos, cameraDir, up);
@ -176,7 +176,7 @@ void renderScene()
// Aktualizacja macierzy widoku i rzutowania. // Aktualizacja macierzy widoku i rzutowania.
cameraMatrix = createCameraMatrix(); cameraMatrix = createCameraMatrix();
perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1500.f); perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1000.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.3f, 0.3f, 1.0f); glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
@ -185,11 +185,14 @@ void renderScene()
Skybox::drawSkybox(programSkybox, cameraMatrix, perspectiveMatrix, cubemapTexture); Skybox::drawSkybox(programSkybox, cameraMatrix, perspectiveMatrix, cubemapTexture);
//SHIP //SHIP
glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.6f + glm::vec3(0, -0.25f, 0)) * glm::rotate(-cameraAngle + glm::radians(90.0f), glm::vec3(0, 1, 0)); glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 4.f + glm::vec3(0, -0.25f, 0)) * glm::rotate(glm::orientedAngle(glm::vec3(0, 0, 1), cameraDir, glm::vec3(0, 1, 0)), glm::vec3(0,1,0)) * glm::scale(glm::vec3(0.2)) * glm::translate(glm::vec3(2, 0, 0));
drawObjectTexture(&shipContext, shipModelMatrix, textureShip); drawObjectColor(&shipContext, shipModelMatrix, glm::vec3(0.5));
//SUN //SUN
//drawObjectTexture(&sphereContext, glm::translate(glm::vec3(0, 0, -800)) * glm::scale(glm::vec3(10.f)), textureSun); //drawObjectTexture(&sphereModel, glm::translate(glm::vec3(0, 0, 0)) * glm::scale(glm::vec3(20.f)), textureSun);
//STATION
drawObjectColor(&stationContext, glm::rotate(time / 2.0f, glm::vec3(0, 1, 0)) * glm::translate(glm::vec3(0, 0, 200)) * glm::scale(glm::vec3(5)), glm::vec3(0.5));
//EARTH nieruchoma - ³atwiejsze dla naszej cutscenki //EARTH nieruchoma - ³atwiejsze dla naszej cutscenki
drawObjectTexture(&sphereContext, glm::scale(glm::vec3(45)), textureEarthHighres); drawObjectTexture(&sphereContext, glm::scale(glm::vec3(45)), textureEarthHighres);
@ -217,18 +220,15 @@ void init()
programTexture = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag"); programTexture = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_4_2.vert", "shaders/shader_4_2.frag"); programSun = shaderLoader.CreateProgram("shaders/shader_4_2.vert", "shaders/shader_4_2.frag");
shipModel = obj::loadModelFromFile("models/ship.obj"); shipModel = obj::loadModelFromFile("models/box.obj");
shipContext.initFromOBJ(shipModel); shipContext.initFromOBJ(shipModel);
stationModel = obj::loadModelFromFile("models/box.obj");
stationContext.initFromOBJ(stationModel);
sphereModel = obj::loadModelFromFile("models/sphere.obj"); sphereModel = obj::loadModelFromFile("models/sphere.obj");
sphereContext.initFromOBJ(sphereModel); sphereContext.initFromOBJ(sphereModel);
boxModel = obj::loadModelFromFile("models/box.obj");
boxContext.initFromOBJ(boxModel);
programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
cubemapTexture = Skybox::loadCubemap(faces);
textureShip = Core::LoadTexture("textures/spaceship.png"); textureShip = Core::LoadTexture("textures/spaceship.png");
textureEarthHighres = Core::LoadTexture("textures/4k_earth_daymap.png"); textureEarthHighres = Core::LoadTexture("textures/4k_earth_daymap.png");
textureAsteroid = Core::LoadTexture("textures/asteroid.png"); textureAsteroid = Core::LoadTexture("textures/asteroid.png");

View File

@ -319,9 +319,9 @@ void renderScene()
boxBodies[1]->setLinearVelocity(PxVec3(0, time * 0.8, 0)); boxBodies[1]->setLinearVelocity(PxVec3(0, time * 0.8, 0));
} }
if (time > 7 && !applied2) { if (time > 7) {
applied2 = true; applied2 = true;
boxBodies[1]->setLinearVelocity(PxVec3(0, 25, 0)); boxBodies[1]->setLinearVelocity(PxVec3(0, 15, 0));
} }