Add asteroids (something is wrong with them, but it compiles)
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parent
0b24cbc7ae
commit
19d7977344
14
models/Asteroid_X.mtl
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14
models/Asteroid_X.mtl
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@ -0,0 +1,14 @@
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# Blender MTL File: 'Asteroid_Small_6X.blend'
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# Material Count: 1
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newmtl Aster_Small_5_
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Ns 225.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd textures\\Aster_Small_5_Color.png
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map_Bump textures\\Aster_Small_5_NM.png
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3743
models/Asteroid_X.obj
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3743
models/Asteroid_X.obj
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File diff suppressed because it is too large
Load Diff
BIN
models/textures/Aster_Small_5_Color.png
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models/textures/Aster_Small_5_Color.png
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After Width: | Height: | Size: 3.2 MiB |
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models/textures/Aster_Small_5_NM.png
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models/textures/Aster_Small_5_NM.png
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After Width: | Height: | Size: 7.1 MiB |
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models/textures/Mars/2k_mars.png
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models/textures/Mars/2k_mars.png
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After Width: | Height: | Size: 4.0 MiB |
@ -54,7 +54,7 @@ void main()
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
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fragColor += texture*diffuse+specular;
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fragColor += texture*(diffuse+specular);
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}
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}
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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@ -6,6 +6,7 @@ layout(location = 2) in vec3 vertexNormal;
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layout (location = 3) in vec3 aTangent;
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layout (location = 3) in vec3 aTangent;
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layout (location = 4) in vec3 aBitangent;
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layout (location = 4) in vec3 aBitangent;
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layout (location = 5) in mat4 aInstanceMatrix;
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layout (location = 5) in mat4 aInstanceMatrix;
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layout (location = 9) in mat3 normalMatrix;
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struct PointLight {
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struct PointLight {
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vec3 position;
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vec3 position;
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@ -21,7 +22,6 @@ uniform vec3 cameraPos;
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uniform PointLight pointLights[MAX_POINT_LIGHTS];
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uniform PointLight pointLights[MAX_POINT_LIGHTS];
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uniform int LightsCount;
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uniform int LightsCount;
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out vec3 fragPos;
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out vec3 fragPos;
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out vec2 vTexCoord;
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out vec2 vTexCoord;
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out vec3 LightPosTS[MAX_POINT_LIGHTS];
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out vec3 LightPosTS[MAX_POINT_LIGHTS];
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@ -32,7 +32,7 @@ void main()
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{
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{
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gl_Position = projection * view * aInstanceMatrix * vec4(vertexPosition, 1.0);
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gl_Position = projection * view * aInstanceMatrix * vec4(vertexPosition, 1.0);
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mat3 normalMatrix = transpose(inverse(mat3(aInstanceMatrix)));
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//mat3 normalMatrix = transpose(inverse(mat3(aInstanceMatrix)));
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vec3 T = normalize(normalMatrix * aTangent);
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vec3 T = normalize(normalMatrix * aTangent);
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vec3 N = normalize(normalMatrix * vertexNormal);
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vec3 N = normalize(normalMatrix * vertexNormal);
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@ -54,7 +54,7 @@ void main()
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
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fragColor += texture*diffuse+specular;
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fragColor += texture*(diffuse+specular);
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}
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}
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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@ -26,14 +26,14 @@ in vec2 vTexCoord;
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void main()
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void main()
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{
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{
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vec3 fragColor = vec3(0,0,0);
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vec3 fragColor = vec3(0,0,0);
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vec4 textureColor = texture2D(diffuseTexture, vTexCoord);
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vec3 texture = texture2D(diffuseTexture, vTexCoord).rgb;
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vec3 ambient = vec3(0.2) * textureColor.xyz;
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vec3 ambient = vec3(0.2) * texture;
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vec3 normal = normalize(interpNormal);
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vec3 normal = normalize(interpNormal);
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vec3 V = normalize(cameraPos-fragPos);
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for(int i = 0; i < LightsCount; i++)
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for(int i = 0; i < LightsCount; i++)
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{
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{
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vec3 lightDir = normalize(pointLights[i].position - fragPos);
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vec3 lightDir = normalize(pointLights[i].position - fragPos);
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vec3 V = normalize(cameraPos-fragPos);
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vec3 R = reflect(-lightDir,normal);
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vec3 R = reflect(-lightDir,normal);
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float dist = distance(fragPos, pointLights[i].position);
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float dist = distance(fragPos, pointLights[i].position);
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@ -43,10 +43,9 @@ void main()
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float diff = max(0,dot(normal,normalize(lightDir)));
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float diff = max(0,dot(normal,normalize(lightDir)));
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vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity;
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vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity;
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/(dist*2));
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/(dist*5));
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vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z); // * pointLights[i].color;
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fragColor += texture*(diffuse+specular);
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fragColor += texture*diffuse+vec3(1)*specular;
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}
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}
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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172
src/main.cpp
172
src/main.cpp
@ -25,7 +25,9 @@ int SCR_HEIGHT = 720;
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include "stb_image.h"
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int winId;
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int winId;
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Core::Shader_Loader shaderLoader;
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//shader programs
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GLuint programTex;
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GLuint programTex;
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GLuint programSkybox;
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GLuint programSkybox;
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GLuint programSun;
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GLuint programSun;
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@ -51,12 +53,10 @@ GLuint particles_position_buffer;
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GLuint particles_color_buffer;
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GLuint particles_color_buffer;
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bool bothEngines = true;
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bool bothEngines = true;
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Core::Shader_Loader shaderLoader;
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//textures
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int asteroidAmount = 100;
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GLuint sunTexture;
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GLuint sunTexture;
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GLuint earthTexture;
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GLuint earthTexture;
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GLuint marsTexture;
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GLuint moonTexture;
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GLuint moonTexture;
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GLuint skyboxTexture;
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GLuint skyboxTexture;
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GLuint particleTexture;
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GLuint particleTexture;
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@ -66,11 +66,16 @@ std::shared_ptr<Model> cube;
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std::shared_ptr<Model> sphere;
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std::shared_ptr<Model> sphere;
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std::shared_ptr<Model> corvette;
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std::shared_ptr<Model> corvette;
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std::shared_ptr<Model> asteroid;
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std::shared_ptr<Model> asteroid;
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//std::vector<Core::RenderContext> corvetteMeshes;
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std::shared_ptr<Model> crewmate;
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std::shared_ptr<Model> crewmate;
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//asteroids
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GLuint bufferAsteroids;
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int asteroidAmount = 100;
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//cameraPos
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int engineLightTimer = 50;
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float frustumScale = 1.f;
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//camera
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float cameraAngle = 0;
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float cameraAngle = 0;
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glm::vec3 cameraPos = glm::vec3(-6, 0, 0);
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glm::vec3 cameraPos = glm::vec3(-6, 0, 0);
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glm::vec3 cameraDir;
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glm::vec3 cameraDir;
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@ -93,16 +98,6 @@ struct Particle {
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}
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}
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};
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};
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struct Object
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{
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glm::mat4 modelM;
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glm::mat4 invModelM;
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std::shared_ptr<Model> modelParent;
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GLuint textureID;
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GLuint shaderID;
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glm::vec3 color;
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};
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const int MaxParticles = 1000;
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const int MaxParticles = 1000;
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Particle ParticlesContainer[MaxParticles];
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Particle ParticlesContainer[MaxParticles];
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int LastUsedParticle = 0;
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int LastUsedParticle = 0;
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@ -130,6 +125,17 @@ int FindUnusedParticle() {
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return 0; // All particles are taken, override the first one
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return 0; // All particles are taken, override the first one
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}
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}
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struct Object
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{
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glm::mat4 modelM;
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glm::mat4 invModelM;
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std::shared_ptr<Model> modelParent;
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GLuint textureID;
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GLuint shaderID;
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glm::vec3 color;
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};
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//Light
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//Light
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struct Light {
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struct Light {
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glm::vec3 position;
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glm::vec3 position;
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@ -137,8 +143,17 @@ struct Light {
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float intensity;
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float intensity;
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};
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};
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int engineLightTimer = 50;
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struct Asteroid
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{
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glm::mat4 model;
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glm::mat3 inv;
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};
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//vectors
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std::vector<Object> objects;
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std::vector<Light> lights;
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std::vector<Asteroid> asteroids;
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std::vector<glm::mat4> asteroidsMatrixes;
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//wczytywanie skyboxa (musi byc jpg!)
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//wczytywanie skyboxa (musi byc jpg!)
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std::vector<std::string> faces
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std::vector<std::string> faces
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{
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{
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@ -150,9 +165,7 @@ std::vector<std::string> faces
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"skybox/back.jpg"
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"skybox/back.jpg"
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};
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};
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std::vector<Object> objects;
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std::vector<Light> lights;
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std::vector<glm::mat4> asteroids;
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void keyboard(unsigned char key, int x, int y)
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void keyboard(unsigned char key, int x, int y)
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{
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{
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@ -221,6 +234,53 @@ void renderQuad()
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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glm::mat4 orbitAsteroids(float time, glm::vec3 objectPos, glm::mat4 asteroidModelMatrix, glm::vec3 orbit);
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void updateAsteroid()
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{
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for (int i=0; i<asteroids.size();i++)
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{
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asteroids[i].model = orbitAsteroids(lastTime, sunPos, asteroidsMatrixes[i], glm::vec3(0.0f, 1.0f, 0.0f));
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asteroids[i].inv = glm::transpose(glm::inverse(glm::mat3(asteroids[i].model)));
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}
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glBindBuffer(GL_ARRAY_BUFFER, bufferAsteroids);
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glBufferData(GL_ARRAY_BUFFER, asteroidAmount * sizeof(Asteroid), &asteroids[0], GL_DYNAMIC_DRAW);
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for (unsigned int i = 0; i < asteroid->meshes.size(); i++)
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{
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unsigned int VAO = asteroid->meshes[i].VAO;
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glBindVertexArray(VAO);
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// set attribute pointers for matrix (4 times vec4)
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glEnableVertexAttribArray(5);
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glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(Asteroid), (void*)0);
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Asteroid), (void*)(sizeof(glm::vec4)));
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, sizeof(Asteroid), (void*)(2 * sizeof(glm::vec4)));
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glEnableVertexAttribArray(8);
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glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, sizeof(Asteroid), (void*)(3 * sizeof(glm::vec4)));
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glEnableVertexAttribArray(9);
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glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(Asteroid), (void*)(4 * sizeof(glm::vec4)));
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glEnableVertexAttribArray(10);
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glVertexAttribPointer(10, 3, GL_FLOAT, GL_FALSE, sizeof(Asteroid), (void*)(4 * sizeof(glm::vec4) + sizeof(glm::vec3)));
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glEnableVertexAttribArray(11);
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glVertexAttribPointer(11, 3, GL_FLOAT, GL_FALSE, sizeof(Asteroid), (void*)(4 * sizeof(glm::vec4) + 2 * sizeof(glm::vec3)));
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glVertexAttribDivisor(5, 1);
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glVertexAttribDivisor(6, 1);
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glVertexAttribDivisor(7, 1);
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glVertexAttribDivisor(8, 1);
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glVertexAttribDivisor(9, 1);
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glVertexAttribDivisor(10, 1);
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glVertexAttribDivisor(11, 1);
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glBindVertexArray(0);
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}
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}
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glm::mat4 createCameraMatrix()
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glm::mat4 createCameraMatrix()
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{
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{
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// Obliczanie kierunku patrzenia kamery (w plaszczyznie x-z) przy uzyciu zmiennej cameraAngle kontrolowanej przez klawisze.
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// Obliczanie kierunku patrzenia kamery (w plaszczyznie x-z) przy uzyciu zmiennej cameraAngle kontrolowanej przez klawisze.
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@ -231,7 +291,7 @@ glm::mat4 createCameraMatrix()
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return Core::createViewMatrix(cameraPos, cameraDir, up);
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return Core::createViewMatrix(cameraPos, cameraDir, up);
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}
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}
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float frustumScale = 1.f;
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//funkcja rysujaca modele za pomoca assimpa
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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)
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void drawFromAssimpModel(GLuint program, std::shared_ptr<Model> model, glm::mat4 modelMatrix)
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@ -248,6 +308,7 @@ void drawFromAssimpModel(GLuint program, std::shared_ptr<Model> model, glm::mat4
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glUseProgram(0);
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glUseProgram(0);
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}
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}
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//funkcja rysujaca modele, ktore nie maja wlasnej tekstury za pomoca assimpa
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void drawFromAssimpTexture(GLuint program, std::shared_ptr<Model> model, glm::mat4 modelMatrix, GLuint texID)
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void drawFromAssimpTexture(GLuint program, std::shared_ptr<Model> model, glm::mat4 modelMatrix, GLuint texID)
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{
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{
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glUseProgram(program);
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glUseProgram(program);
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@ -288,6 +349,15 @@ void drawAsteroids()
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asteroid->DrawInstances(programAsteroid, asteroidAmount);
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asteroid->DrawInstances(programAsteroid, asteroidAmount);
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}
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}
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glm::mat4 orbitAsteroids(float time, glm::vec3 objectPos, glm::mat4 asteroidModelMatrix, glm::vec3 orbit)
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{
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glm::mat4 orbitModelMatrix = glm::translate(objectPos);
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orbitModelMatrix = glm::rotate(orbitModelMatrix, time / 100, orbit);
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//orbitModelMatrix = glm::translate(asteroidModelMatrix, -objectPos) * orbitModelMatrix;
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return orbitModelMatrix * asteroidModelMatrix;
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}
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//Skybox
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//Skybox
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unsigned int loadCubemap(std::vector<std::string> faces)
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unsigned int loadCubemap(std::vector<std::string> faces)
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{
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{
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@ -489,12 +559,10 @@ void renderScene()
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glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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drawFromAssimpModel(programTex, crewmate, crewmateModelMatrix);
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drawFromAssimpModel(programTex, crewmate, crewmateModelMatrix);
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//rysowanie Ziemi z ksiezycem
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drawFromAssimpTexture(programTex, sphere, earth, earthTexture);
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drawFromAssimpTexture(programTex, sphere, earth, earthTexture);
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drawFromAssimpTexture(programTex, sphere, moon, moonTexture);
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drawFromAssimpTexture(programTex, sphere, moon, moonTexture);
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drawFromAssimpTexture(programTex, sphere, planet1, moonTexture);
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drawFromAssimpTexture(programTex, sphere, planet1, marsTexture);
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glUseProgram(programNormal);
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glUseProgram(programNormal);
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@ -535,6 +603,7 @@ void renderScene()
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}
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}
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glUniform3f(glGetUniformLocation(programAsteroid, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glUniform3f(glGetUniformLocation(programAsteroid, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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updateAsteroid();
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drawAsteroids();
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drawAsteroids();
|
||||||
|
|
||||||
//particlepart
|
//particlepart
|
||||||
@ -545,10 +614,8 @@ void renderScene()
|
|||||||
lastTime = time;
|
lastTime = time;
|
||||||
|
|
||||||
glm::mat4 transformation = perspectiveMatrix * cameraMatrix;
|
glm::mat4 transformation = perspectiveMatrix * cameraMatrix;
|
||||||
|
|
||||||
int newparticles = 0;
|
int newparticles = 0;
|
||||||
|
|
||||||
|
|
||||||
if (engineLightTimer < 30)
|
if (engineLightTimer < 30)
|
||||||
{
|
{
|
||||||
engineLightTimer++;
|
engineLightTimer++;
|
||||||
@ -654,8 +721,8 @@ void renderScene()
|
|||||||
void initAsteroids()
|
void initAsteroids()
|
||||||
{
|
{
|
||||||
int amount = asteroidAmount;
|
int amount = asteroidAmount;
|
||||||
float radius = 15.0;
|
float radius = 7.0;
|
||||||
float offset = 25.0f;
|
float offset = 2.0f;
|
||||||
|
|
||||||
for (int i=0; i < amount; i++)
|
for (int i=0; i < amount; i++)
|
||||||
{
|
{
|
||||||
@ -666,7 +733,7 @@ void initAsteroids()
|
|||||||
float x = sin(angle) * radius + displacement;
|
float x = sin(angle) * radius + displacement;
|
||||||
displacement = (rand() % (int)(2 * offset * 100)) / 100.0f - offset;
|
displacement = (rand() % (int)(2 * offset * 100)) / 100.0f - offset;
|
||||||
|
|
||||||
float y = displacement * 0.4f;
|
float y = displacement * 0.1f;
|
||||||
displacement = (rand() % (int)(2 * offset * 100)) / 100.0f - offset;
|
displacement = (rand() % (int)(2 * offset * 100)) / 100.0f - offset;
|
||||||
|
|
||||||
float z = cos(angle) * radius + displacement;
|
float z = cos(angle) * radius + displacement;
|
||||||
@ -677,36 +744,15 @@ void initAsteroids()
|
|||||||
|
|
||||||
float rotAngle = (rand() % 360);
|
float rotAngle = (rand() % 360);
|
||||||
model = glm::rotate(model, rotAngle, glm::vec3(0.4f, 0.6f, 0.8f));
|
model = glm::rotate(model, rotAngle, glm::vec3(0.4f, 0.6f, 0.8f));
|
||||||
|
Asteroid obj;
|
||||||
asteroids.push_back(model);
|
obj.model = model;
|
||||||
|
obj.inv = glm::transpose(glm::inverse(glm::mat3(model)));
|
||||||
|
asteroidsMatrixes.push_back(model);
|
||||||
|
asteroids.push_back(obj);
|
||||||
}
|
}
|
||||||
|
|
||||||
unsigned int buffer;
|
glGenBuffers(1, &bufferAsteroids);
|
||||||
glGenBuffers(1, &buffer);
|
updateAsteroid();
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, amount * sizeof(glm::mat4), &asteroids[0], GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
for (unsigned int i = 0; i < asteroid->meshes.size(); i++)
|
|
||||||
{
|
|
||||||
unsigned int VAO = asteroid->meshes[i].VAO;
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
// set attribute pointers for matrix (4 times vec4)
|
|
||||||
glEnableVertexAttribArray(5);
|
|
||||||
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)0);
|
|
||||||
glEnableVertexAttribArray(6);
|
|
||||||
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(glm::vec4)));
|
|
||||||
glEnableVertexAttribArray(7);
|
|
||||||
glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(2 * sizeof(glm::vec4)));
|
|
||||||
glEnableVertexAttribArray(8);
|
|
||||||
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(3 * sizeof(glm::vec4)));
|
|
||||||
|
|
||||||
glVertexAttribDivisor(5, 1);
|
|
||||||
glVertexAttribDivisor(6, 1);
|
|
||||||
glVertexAttribDivisor(7, 1);
|
|
||||||
glVertexAttribDivisor(8, 1);
|
|
||||||
|
|
||||||
glBindVertexArray(0);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void initParticles()
|
void initParticles()
|
||||||
@ -839,19 +885,15 @@ void init()
|
|||||||
|
|
||||||
corvette = std::make_shared<Model>("models/Corvette-F3.obj");
|
corvette = std::make_shared<Model>("models/Corvette-F3.obj");
|
||||||
crewmate = std::make_shared<Model>("models/space_humster.obj");
|
crewmate = std::make_shared<Model>("models/space_humster.obj");
|
||||||
asteroid = std::make_shared<Model>("models/Asteroid_4_LOW_MODEL_.obj");
|
asteroid = std::make_shared<Model>("models/Asteroid_X.obj");
|
||||||
//shipModel = obj::loadModelFromFile("models/spaceship.obj");
|
|
||||||
//sphereModel = obj::loadModelFromFile("models/sphere.obj");
|
|
||||||
sphere = std::make_shared<Model>("models/sphere.obj");
|
sphere = std::make_shared<Model>("models/sphere.obj");
|
||||||
cube = std::make_shared<Model>("models/cube.obj");
|
cube = std::make_shared<Model>("models/cube.obj");
|
||||||
|
|
||||||
//sphereContext.initFromOBJ(sphereModel);
|
|
||||||
//cubeContext.initFromOBJ(cubeModel);
|
|
||||||
//shipContext.initFromOBJ(shipModel);
|
|
||||||
sunTexture = Core::LoadTexture("textures/sun.png");
|
sunTexture = Core::LoadTexture("textures/sun.png");
|
||||||
earthTexture = Core::LoadTexture("textures/earth2.png");
|
earthTexture = Core::LoadTexture("textures/earth2.png");
|
||||||
moonTexture = Core::LoadTexture("textures/moon.png");
|
moonTexture = Core::LoadTexture("textures/moon.png");
|
||||||
particleTexture = Core::LoadTexture("textures/sun.png");
|
particleTexture = Core::LoadTexture("textures/sun.png");
|
||||||
|
marsTexture = Core::LoadTexture("models/textures/Mars/2k_mars.png");
|
||||||
skyboxTexture = loadCubemap(faces);
|
skyboxTexture = loadCubemap(faces);
|
||||||
|
|
||||||
|
|
||||||
@ -863,13 +905,13 @@ void init()
|
|||||||
Light l1;
|
Light l1;
|
||||||
l1.position = sunPos;
|
l1.position = sunPos;
|
||||||
l1.color = glm::vec3(0.8f, 0.8f, 0.7f);
|
l1.color = glm::vec3(0.8f, 0.8f, 0.7f);
|
||||||
l1.intensity = 25;
|
l1.intensity = 105;
|
||||||
lights.push_back(l1);
|
lights.push_back(l1);
|
||||||
|
|
||||||
Light l2;
|
Light l2;
|
||||||
l2.position = sunPos2;
|
l2.position = sunPos2;
|
||||||
l2.color = glm::vec3(0.5f, 0.5f, 0.5f);
|
l2.color = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||||
l2.intensity = 15;
|
l2.intensity = 55;
|
||||||
lights.push_back(l2);
|
lights.push_back(l2);
|
||||||
|
|
||||||
Light l3;
|
Light l3;
|
||||||
|
Loading…
Reference in New Issue
Block a user