few comments

This commit is contained in:
xkamikoo 2021-01-24 19:21:05 +01:00
parent a261c758d6
commit 09eeec7f6c
2 changed files with 14 additions and 8 deletions

View File

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