few comments
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22
src/main.cpp
22
src/main.cpp
@ -62,6 +62,7 @@ struct Light {
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glm::vec3 color;
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};
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//wczytywanie skyboxa (musi byc jpg!)
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std::vector<std::string> faces
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{
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"skybox/right.jpg",
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@ -120,6 +121,7 @@ void drawObject(GLuint program, Core::RenderContext context, glm::mat4 modelMatr
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glUseProgram(0);
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}
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//funkcja rysujaca modele za pomoca assimpa
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void drawFromAssimpModel(GLuint program, std::shared_ptr<Model> model, glm::mat4 modelMatrix, glm::vec3 color)
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{
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glUseProgram(program);
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@ -168,7 +170,6 @@ unsigned int loadCubemap(std::vector<std::string> faces)
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return textureID;
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}
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void drawSkybox(GLuint program, Core::RenderContext context, GLuint texID)
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{
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glUseProgram(program);
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@ -199,6 +200,7 @@ void drawObjectTexture(GLuint program, Core::RenderContext context, glm::mat4 mo
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glUseProgram(0);
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}
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//funkcja rysujaca planety (bez obracania wokol wlasnej osi bo ksiezyce sie psuja)
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glm::mat4 drawPlanet(float time, glm::vec3 orbit, glm::vec3 translation, glm::vec3 scale)
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{
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glm::mat4 planetModelMatrix = glm::mat4(1.0f);
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@ -209,6 +211,7 @@ glm::mat4 drawPlanet(float time, glm::vec3 orbit, glm::vec3 translation, glm::ve
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return planetModelMatrix;
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}
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//funkcja rysujaca ksiezyce orbitujace wokol danej planety
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glm::mat4 drawMoon(glm::mat4 planetModelMatrix, float time, glm::vec3 orbit, glm::vec3 translation, glm::vec3 rotation, glm::vec3 scale)
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{
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glm::mat4 moonModelMatrix = glm::mat4(planetModelMatrix);
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@ -233,9 +236,11 @@ void renderScene()
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glUseProgram(programSun);
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glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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//ustalanie pozycji słońc (lightPos)
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glm::vec3 sunPos = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 sunPos2 = glm::vec3(5.0f, -1.0f, 10.0f);
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//rysowanie słońc
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glm::mat4 sunModelMatrix = glm::mat4(1.0f);
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sunModelMatrix = glm::translate(sunModelMatrix, sunPos);
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drawObjectTexture(programSun, sphereContext, sunModelMatrix, glm::vec3(0.5f, 0.8f, 0.8f), sunTexture);
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@ -247,13 +252,8 @@ void renderScene()
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glUseProgram(programTex);
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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::scale(glm::vec3(0.0001f));
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//drawObjectTexture(programTex, shipContext, shipModelMatrix, glm::vec3(1.f), shipTexture);
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lights[0].position = sunPos;
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lights[1].position = sunPos2;
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@ -266,12 +266,18 @@ void renderScene()
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}
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glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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//rysowanie statku
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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::scale(glm::vec3(0.0001f));
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drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
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//rysowanie Ziemi z księżycem
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glm::mat4 earth = drawPlanet(time / 5.0f, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-3.5f, 0.0f, -3.5f), glm::vec3(0.5f, 0.5f, 0.5f));
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glm::mat4 moon = drawMoon(earth, time/2.0f, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0, 1, 1), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(0.2f, 0.2f, 0.2f));
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earth = glm::rotate(earth, time/3.0f, glm::vec3(0.0f, 0.0f, 1.0f));
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drawObjectTexture(programTex, sphereContext, earth, glm::vec3(0.8f, 0.8f, 0.8f), earthTexture);
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drawObjectTexture(programTex, sphereContext, moon, glm::vec3(0.9f, 1.0f, 0.9f), moonTexture);
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drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
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glUseProgram(0);
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glutSwapBuffers();
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