diff --git a/src/projekt.cpp b/src/projekt.cpp index 4c635b7..1179afb 100644 --- a/src/projekt.cpp +++ b/src/projekt.cpp @@ -40,6 +40,7 @@ GLuint boxTexture, groundTexture, shipTexture, stoneTexture, redTex, yellowTex; glm::vec3 cameraPos = glm::vec3(-40, 5, 0); glm::vec3 cameraDir; glm::vec3 cameraSide; +glm::vec3 stationPos; float cameraAngle = 0; glm::mat4 cameraMatrix, perspectiveMatrix; @@ -63,7 +64,7 @@ Core::RenderContext shipContextOrbit, sphereContextOrbit, stationContextOrbit; float frustumScale = 1.f; bool loading = false; bool reload = false; -float orbitSpeed = 0.005f; +float orbitSpeed = 0.003f; // skybox std::vector faces @@ -416,7 +417,7 @@ void renderScene() // Update of camera and perspective matrices cameraMatrix = createCameraMatrix(); - perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1000.f); + perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1500.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(0.0f, 0.1f, 0.3f, 1.0f); @@ -477,7 +478,8 @@ void renderScene() lightDir = glm::normalize(glm::vec3(1.0f, -1.0f, -1.0f)); lightPos = glm::vec3(0, 0, -800); cameraAngle = glm::radians(0.0f); - cameraPos = glm::vec3(0, 0, -250); + cameraPos = glm::vec3(0.f, 0.f, 250.f); + stationPos = glm::vec3(0.f, -0.65f, 245.5f); appLoadingTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0; } } @@ -513,18 +515,23 @@ void renderScene() //drawObjectTexture(&sphereModelOrbit, glm::translate(glm::vec3(0, 0, 0)) * glm::scale(glm::vec3(20.f)), textureSun); //STATION - glm::mat4 stationmat = glm::rotate(time / 2.0f, glm::vec3(0, 1, 0)) * glm::translate(glm::vec3(0, -0.7f, 245.5f)) * glm::scale(glm::vec3(0.4)) * glm::rotate(glm::radians(-90.0f), glm::vec3(0, 1, 0)); - drawObjectColor(&stationContextOrbit, stationmat, glm::vec3(0.5)); + glm::mat4 stationmat = glm::rotate(time / 5.0f, glm::vec3(0, 1, 0)) * glm::translate(stationPos) * glm::scale(glm::vec3(0.4)) * glm::rotate(glm::radians(-90.0f), glm::vec3(0, 1, 0)); + drawObjectTexture(&stationContextOrbit, stationmat, shipTexture); - stationmat = perspectiveMatrix * stationmat; + //stationmat = perspectiveMatrix * stationmat; glm::vec3 stationPos = glm::vec3(stationmat[3][0], stationmat[3][1], stationmat[3][2]); - glm::vec3 dif = stationPos - cameraPos; - float difference = dif.length(); + //glm::vec3 dif = stationPos - cameraPos; + //float difference = dif.length(); //if (difference < 5) { //shutdown(); //} + float distance = sqrt((cameraPos.x - stationPos.x)*(cameraPos.x - stationPos.x) + (cameraPos.z - stationPos.z)* (cameraPos.z - stationPos.z)); + std::cout << "distance: " << distance << std::endl; + //std::cout << "cameraPos.x: " << cameraPos.x << "cameraPos.z: " << cameraPos.z <