dokowanie i rozbicie
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@ -23,6 +23,9 @@ GLuint programSun;
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GLuint cubemapTexture;
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GLuint cubemapTexture2;
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GLuint cubemapTexture3;
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GLuint cubemapTexture4;
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GLuint cubemapTexture5;
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GLuint skyboxVAO, skyboxVBO;
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Core::Shader_Loader shaderLoader;
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@ -99,7 +102,27 @@ std::vector<std::string> faces3
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"textures/skybox/stars4.jpeg",
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};
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//dokwanie
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std::vector<std::string> faces4
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{
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"textures/skybox/stars3.jpeg",
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"textures/skybox/stars3.jpeg",
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"textures/skybox/stars3.jpeg",
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"textures/skybox/stars3.jpeg",
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"textures/skybox/stars3.jpeg",
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"textures/skybox/stars3.jpeg",
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};
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//rozbicie
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std::vector<std::string> faces5
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{
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"textures/skybox/stars4.jpeg",
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"textures/skybox/stars4.jpeg",
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"textures/skybox/stars4.jpeg",
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"textures/skybox/stars4.jpeg",
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"textures/skybox/stars4.jpeg",
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"textures/skybox/stars4.jpeg",
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};
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// Initalization of physical scene (PhysX)
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Physics pxScene(9.8 /* gravity (m/s^2) */);
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@ -533,6 +556,7 @@ void renderScene()
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float distance = sqrt((cameraPos.x - stationPos.x)*(cameraPos.x - stationPos.x) + (cameraPos.z - stationPos.z)* (cameraPos.z - stationPos.z));
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std::cout << "distance: " << distance << std::endl;
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std::cout << "speed: " << orbitSpeed << std::endl;
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//std::cout << "cameraPos.x: " << cameraPos.x << "cameraPos.z: " << cameraPos.z <<std::endl;
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//std::cout << "stationPos.x: " << stationPos.x << "stationPos.z: " << stationPos.z << std::endl;
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if (distance < 5) {
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@ -563,6 +587,9 @@ void renderScene()
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//end
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else
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{
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//rozbicie statku
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if (orbitSpeed > 0.01)
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{
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.0f - appLoadingTime;
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@ -571,10 +598,25 @@ void renderScene()
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cameraMatrix = createCameraMatrixLoading();
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perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1500.f);
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Skybox::drawSkybox(programSkybox, cameraMatrix, perspectiveMatrix, cubemapTexture3);
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Skybox::drawSkybox(programSkybox, cameraMatrix, perspectiveMatrix, cubemapTexture5);
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glutSwapBuffers();
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}
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else
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//dokowanie
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{
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.0f - appLoadingTime;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
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cameraMatrix = createCameraMatrixLoading();
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perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1500.f);
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Skybox::drawSkybox(programSkybox, cameraMatrix, perspectiveMatrix, cubemapTexture4);
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glutSwapBuffers();
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}
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}
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}
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@ -589,6 +631,8 @@ void init()
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cubemapTexture = Skybox::loadCubemap(faces);
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cubemapTexture2 = Skybox::loadCubemap(faces2);
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cubemapTexture3 = Skybox::loadCubemap(faces3);
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cubemapTexture4 = Skybox::loadCubemap(faces4);
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cubemapTexture5 = Skybox::loadCubemap(faces5);
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glEnable(GL_DEPTH_TEST);
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