diff --git a/grk-project.vcxproj b/grk-project.vcxproj index 3f9afce..6373cff 100644 --- a/grk-project.vcxproj +++ b/grk-project.vcxproj @@ -32,6 +32,7 @@ + @@ -39,10 +40,12 @@ + + diff --git a/grk-project.vcxproj.filters b/grk-project.vcxproj.filters index 6d70fd8..ff3535b 100644 --- a/grk-project.vcxproj.filters +++ b/grk-project.vcxproj.filters @@ -92,6 +92,9 @@ Source Files + + Source Files + @@ -127,5 +130,11 @@ Source Files + + Header Files + + + Source Files + \ No newline at end of file diff --git a/src/Object.cpp b/src/Object.cpp new file mode 100644 index 0000000..2226333 --- /dev/null +++ b/src/Object.cpp @@ -0,0 +1,137 @@ +#include "Object.h" + +void Object::Draw(glm::mat4 perspectiveMatrix, glm::mat4 cameraMatrix) +{ + glUseProgram(shaderID); + + glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelM; + + glUniformMatrix4fv(glGetUniformLocation(shaderID, "modelMatrix"), 1, GL_FALSE, (float*)&modelM); + glUniformMatrix4fv(glGetUniformLocation(shaderID, "transformation"), 1, GL_FALSE, (float*)&transformation); + + glUniform3f(glGetUniformLocation(shaderID, "objectColor"), color.r, color.g, color.b); + if (textureID != -1) + Core::SetActiveTexture(textureID, "diffuseTexture", shaderID, 0); + + modelParent->Draw(shaderID); + glUseProgram(0); +} + +void Object::ChangePosition(glm::vec3 movement) +{ + modelM = glm::translate(modelM, movement); + this->position += movement; +} + +void Object::SetPosition(glm::vec3 position) +{ + this->position = position; + SetMatrix(); +} + +void Object::ChangeScale(glm::vec3 scale) +{ + modelM = glm::scale(modelM, scale); + this->scale += scale; +} + +void Object::SetScale(glm::vec3 scale) +{ + this->scale = scale; + SetMatrix(); +} + +void Object::ChangeRotation(glm::vec3 rotate, float angle) +{ + modelM = glm::rotate(modelM, angle, rotate); + this->rotation += rotate; + this->angle += angle; +} + +void Object::SetRotation(glm::vec3 rotate, float angle) +{ + this->rotation = rotate; + this->angle = angle; + SetMatrix(); + +} + +void Object::SetMatrix() +{ + modelM = glm::translate(glm::mat4(1.0f), position); + modelM = glm::rotate(modelM, angle, rotation); + modelM = glm::scale(modelM, scale); + invModelM = glm::inverseTranspose(modelM); +} + +void Object::SetMatrix(glm::vec3 position, glm::vec3 scale, glm::vec3 rotate, float angle) +{ + this->position = position; + this->rotation = rotate; + this->scale = scale; + this->angle = angle; + SetMatrix(); +} + +Object::Object( std::string name, + std::shared_ptr modelParent, + GLuint textureID, + GLuint shaderID, + glm::vec3 color, + glm::vec3 position, + glm::vec3 rotation, + glm::vec3 scale, + float angle, + bool dynamic) +{ + this->name = name; + SetMatrix(position, scale, rotation, angle); + this->modelParent = modelParent; + this->textureID = textureID; + this->shaderID = shaderID; + this->color = color; + this->dynamic = dynamic; +} + +Object::Object( std::string name, + std::shared_ptr modelParent, + GLuint shaderID, + glm::vec3 color, + glm::vec3 position, + glm::vec3 rotation, + glm::vec3 scale, + float angle, + bool dynamic) +{ + this->name = name; + SetMatrix(position, scale, rotation, angle); + this->textureID = -1; + this->modelParent = modelParent; + this->shaderID = shaderID; + this->color = color; + this->dynamic = dynamic; +} + + +glm::vec3 Object::getScaleFromMatrix(glm::mat4 modelMatrix) +{ + float x = glm::length(glm::vec3(modelMatrix[0][0], modelMatrix[1][0], modelMatrix[2][0])); + float y = glm::length(glm::vec3(modelMatrix[0][1], modelMatrix[1][1], modelMatrix[2][1])); + float z = glm::length(glm::vec3(modelMatrix[0][2], modelMatrix[1][2], modelMatrix[2][2])); + + return glm::vec3(x, y, z); +} + +glm::vec3 Object::getPositionFromMatrix(glm::mat4 modelMatrix) +{ + return glm::vec3(modelMatrix[3][0], modelMatrix[3][1], modelMatrix[3][2]); +} + +glm::vec3 Object::findOrbit(float time, glm::vec3 center, glm::vec3 orbit, glm::vec3 radius) +{ + glm::mat4 planetModelMatrix = glm::mat4(1.0f); + planetModelMatrix = glm::translate(planetModelMatrix, center); + planetModelMatrix = glm::rotate(planetModelMatrix, time, orbit); + planetModelMatrix = glm::translate(planetModelMatrix, radius); + return getPositionFromMatrix(planetModelMatrix); +} \ No newline at end of file diff --git a/src/Object.h b/src/Object.h new file mode 100644 index 0000000..493c2af --- /dev/null +++ b/src/Object.h @@ -0,0 +1,86 @@ +#pragma once +#include +#include +#include +#include +#include +#include +#include + +#include "glew.h" +#include "freeglut.h" +#include "glm.hpp" +#include "ext.hpp" +#include "model.h" +#include "Texture.h" + + +class Object +{ +public: + + void Draw(glm::mat4 perspectiveMatrix, glm::mat4 cameraMatrix); + void ChangePosition(glm::vec3 movement); + void SetPosition(glm::vec3 position); + + void ChangeScale(glm::vec3 scale); + void SetScale(glm::vec3 scale); + + void ChangeRotation(glm::vec3 rotate, float angle); + void SetRotation(glm::vec3 rotate, float angle); + + void SetMatrix(glm::vec3 position, glm::vec3 scale, glm::vec3 rotate, float angle); + void SetMatrix(glm::mat4 _mat) { this->modelM = _mat; } + + std::string GetName() { return this->name; } + glm::mat4 GetMatrix() { return this->modelM; } + glm::mat4 GetInvMatrix() { return this->invModelM; } + glm::vec3 GetColor() { return this->color; } + glm::vec3 GetPosition() { return position; } + glm::vec3 GetScale() { return scale; } + bool isDynamic() { return dynamic; } + std::shared_ptr GetParent() { return modelParent; } + + Object( std::string name, + std::shared_ptr modelParent, + GLuint textureID, + GLuint shaderID, + glm::vec3 color, + glm::vec3 position, + glm::vec3 rotation, + glm::vec3 scale, + float angle, + bool dynamic); + + Object(std::string name, + std::shared_ptr modelParent, + GLuint shaderID, + glm::vec3 color, + glm::vec3 position, + glm::vec3 rotation, + glm::vec3 scale, + float angle, + bool dynamic); + + glm::vec3 getScaleFromMatrix(glm::mat4 modelMatrix); + glm::vec3 getPositionFromMatrix(glm::mat4 modelMatrix); + glm::vec3 findOrbit(float time, glm::vec3 center, glm::vec3 orbit, glm::vec3 radius); +private: + + void SetMatrix(); + + std::shared_ptr modelParent; + + std::string name; + glm::mat4 modelM; + glm::mat4 invModelM; + GLuint textureID; + GLuint shaderID; + glm::vec3 color; + glm::vec3 position; + glm::vec3 rotation; + glm::vec3 scale; + float angle; + bool dynamic; + +}; \ No newline at end of file diff --git a/src/main.cpp b/src/main.cpp index ce6f757..da1e970 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -14,8 +14,11 @@ #include "Shader_Loader.h" #include "Camera.h" #include "Texture.h" +#include "Object.h" #include "model.h" #include +#define STB_IMAGE_IMPLEMENTATION +#include "stb_image.h" static PxFilterFlags simulationFilterShader(PxFilterObjectAttributes attributes0, PxFilterData filterData0, PxFilterObjectAttributes attributes1, PxFilterData filterData1, @@ -81,12 +84,8 @@ Physics pxScene(0.0 /* gravity (m/s^2) */, simulationFilterShader, const double physicsStepTime = 1.f / 60.f; double physicsTimeToProcess = 0; - int SCR_WIDTH = 1240; int SCR_HEIGHT = 720; - -#define STB_IMAGE_IMPLEMENTATION -#include "stb_image.h" int winId; Core::Shader_Loader shaderLoader; @@ -195,18 +194,6 @@ int FindUnusedParticle() { return 0; // All particles are taken, override the first one } -struct Object -{ - std::string name; - glm::mat4 modelM; - glm::mat4 invModelM; - std::shared_ptr modelParent; - GLuint textureID; - GLuint shaderID; - glm::vec3 color; - bool isDynamic; -}; - //Light struct Light { glm::vec3 position; @@ -372,54 +359,6 @@ glm::mat4 createCameraMatrix() return Core::createViewMatrix(cameraPos, cameraDir, up); } -//funkcja rysujaca modele za pomoca assimpa -void drawFromAssimpModel(GLuint program, std::shared_ptr model, glm::mat4 modelMatrix) -{ - glUseProgram(program); - - glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix; - - glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix); - glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation); - - model->Draw(program); - - glUseProgram(0); -} - -//funkcja rysujaca modele, ktore nie maja wlasnej tekstury za pomoca assimpa -void drawFromAssimpTexture(GLuint program, std::shared_ptr model, glm::mat4 modelMatrix, GLuint texID) -{ - glUseProgram(program); - - glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix; - - glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix); - glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation); - - Core::SetActiveTexture(texID, "diffuseTexture", program, 0); - - model->Draw(program); - glUseProgram(0); -} - -void drawObject(Object & obj) -{ - glUseProgram(obj.shaderID); - - glm::mat4 transformation = perspectiveMatrix * cameraMatrix * obj.modelM; - - glUniformMatrix4fv(glGetUniformLocation(obj.shaderID, "modelMatrix"), 1, GL_FALSE, (float*)&obj.modelM); - glUniformMatrix4fv(glGetUniformLocation(obj.shaderID, "transformation"), 1, GL_FALSE, (float*)&transformation); - - glUniform3f(glGetUniformLocation(obj.shaderID, "objectColor"), obj.color.r, obj.color.g, obj.color.b); - if (obj.textureID != -1) - Core::SetActiveTexture(obj.textureID, "diffuseTexture", obj.shaderID, 0); - - obj.modelParent->Draw(obj.shaderID); - glUseProgram(0); -} - void drawAsteroids() { glUseProgram(programAsteroid); @@ -593,7 +532,7 @@ Object* findObject(std::string name) { for (int i = 0; i < objects.size(); i++) { - if (objects[i].name == name) + if (objects[i].GetName() == name) return &objects[i]; } return nullptr; @@ -601,11 +540,9 @@ Object* findObject(std::string name) physx::PxRigidDynamic* getActor(std::string name) { - cout << "meh " << name << std::endl; for (int i = 0; i < dynamicObjects.size(); i++) { - cout << ((Object*)dynamicObjects[i]->userData)->name << std::endl <userData)->name == name) + if (((Object*)dynamicObjects[i]->userData)->GetName() == name) return dynamicObjects[i]; } return nullptr; @@ -615,10 +552,9 @@ void updateObjects() { Object* obj = findObject("Corvette"); - glm::mat4 shipModelMatrix = obj->modelM; + glm::mat4 shipModelMatrix = obj->GetMatrix(); //glm::translate(cameraPos + cameraDir * 0.7f + glm::vec3(0, -0.25f, 0)) * glm::rotate(-cameraAngle + glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.0001f)); //obj->modelM = shipModelMatrix; - obj->invModelM = glm::inverse(obj->modelM); //glm::mat4 offset = glm::translate(shipModelMatrix, glm::vec3(0, 0, 1000)); //cameraPos = glm::vec3(offset[3][0], offset[3][1], offset[3][2]); @@ -633,25 +569,31 @@ void updateObjects() obj->modelM = crewmateModelMatrix; obj->invModelM = glm::inverse(crewmateModelMatrix); */ - //earth & moon - glm::mat4 earthModelMatrix = drawPlanet(lastTime / 5.0f, sunPos*glm::vec3(1.5f, 1, 1), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-10.5f, 0.0f, -10.5f), glm::vec3(0.5f, 0.5f, 0.5f)); - glm::mat4 moonModelMatrix = drawMoon(earthModelMatrix, lastTime / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0, 2, 2), glm::vec3(1.5f, 1.0f, 1.0f), glm::vec3(0.3f, 0.3f, 0.3f)); - earthModelMatrix = glm::rotate(earthModelMatrix, lastTime / 5.0f, glm::vec3(0.0f, 0.0f, 0.1f)); + //glm::mat4 earthModelMatrix = drawPlanet(lastTime / 5.0f, sunPos*glm::vec3(1.5f, 1, 1), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-10.5f, 0.0f, -10.5f), glm::vec3(0.5f, 0.5f, 0.5f)); + //glm::mat4 moonModelMatrix = drawMoon(earthModelMatrix, lastTime / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0, 2, 2), glm::vec3(1.5f, 1.0f, 1.0f), glm::vec3(0.3f, 0.3f, 0.3f)); + //earthModelMatrix = glm::rotate(earthModelMatrix, lastTime / 5.0f, glm::vec3(0.0f, 0.0f, 0.1f)); - obj = findObject("Moon"); - obj->modelM = moonModelMatrix; - obj->invModelM = glm::inverse(moonModelMatrix); + Object *moon = findObject("Moon"); + Object *earth = findObject("Earth"); - obj = findObject("Earth"); - obj->modelM = earthModelMatrix; - obj->invModelM = glm::inverse(earthModelMatrix); + //auto earthPos = glm::vec3(-10.5f, 0.0f, -10.5f); + auto earthPos = earth->findOrbit(lastTime / 5.0f, sunPos, glm::vec3(0, 1, 0), glm::vec3(-10.5f, 0.0f, -10.5f)); + earth->SetPosition(earthPos); + earth->SetRotation(glm::vec3(0, 0, 1), lastTime); - obj = findObject("Mars"); + auto moonPos = moon->findOrbit(lastTime, earthPos, glm::vec3(1,0,0), glm::vec3(0, 1.5, 0)); + moon->SetPosition(moonPos); + moon->SetRotation(glm::vec3(1, 0, 0), lastTime / 5.0f); + + + Object *mars = findObject("Mars"); glm::mat4 marsModelMatrix = drawPlanet(lastTime / 5.0f, sunPos2, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-6.5f, 0.0f, -6.5f), glm::vec3(0.4f, 0.4f, 0.4f)); marsModelMatrix = glm::rotate(marsModelMatrix, lastTime / 3.0f, glm::vec3(0.0f, 0.0f, 1.0f)); - obj->modelM = marsModelMatrix; - obj->invModelM = glm::inverse(marsModelMatrix); + + auto marsPos = mars->findOrbit(lastTime / 5.0f, sunPos2, glm::vec3(0, 1, 0), glm::vec3(-6.5f, 0.0f, -6.5f)); + mars->SetPosition(marsPos); + mars->SetRotation(glm::vec3(0, 0, 1), lastTime / 2.0f); } void updatePhysics() @@ -677,7 +619,7 @@ void updatePhysics() auto &c3 = transform.column3; // set up the model matrix used for the rendering - obj->modelM = glm::mat4( + obj->GetMatrix() = glm::mat4( c0.x, c0.y, c0.z, c0.w, c1.x, c1.y, c1.z, c1.w, c2.x, c2.y, c2.z, c2.w, @@ -737,8 +679,11 @@ void renderScene() updatePhysics(); updateObjects(); - for (Object & obj : objects) - drawObject(obj); + //for (Object & obj : objects) + // drawObject(obj); + + for (Object &obj : objects) + obj.Draw(perspectiveMatrix, cameraMatrix); //asteroidpart glUseProgram(programAsteroid); @@ -849,20 +794,6 @@ void renderScene() glutSwapBuffers(); } -glm::vec3 getScale(glm::mat4 modelMatrix) -{ - float x = glm::length(glm::vec3(modelMatrix[0][0], modelMatrix[1][0], modelMatrix[2][0])); - float y = glm::length(glm::vec3(modelMatrix[0][1], modelMatrix[1][1], modelMatrix[2][1])); - float z = glm::length(glm::vec3(modelMatrix[0][2], modelMatrix[1][2], modelMatrix[2][2])); - - return glm::vec3(x, y, z); -} - -glm::vec3 getPosition(glm::mat4 modelMatrix) -{ - return glm::vec3(modelMatrix[3][0], modelMatrix[3][1], modelMatrix[3][2]); -} - physx::PxMat44 transformMat(glm::mat4 mat) { float newMat[16] = {mat[0][0], mat[0][1], mat[0][2], mat[0][3], @@ -873,6 +804,17 @@ physx::PxMat44 transformMat(glm::mat4 mat) return PxMat44(newMat); } +void compareMat(physx::PxMat44 mat1, glm::mat4 mat2) +{ + for (int i = 0; i <= 3; i++) + { + for (int j = 0; j <= 3; j++) + { + cout << mat1[i][j] << " " << mat2[i][j] << std::endl; + } + } +} + void initPhysics() { material = pxScene.physics->createMaterial(0.5, 0.5, 0.5); @@ -881,11 +823,13 @@ void initPhysics() for (auto &obj : objects) { - if (obj.isDynamic == true) + if (obj.isDynamic() == true) { - glm::vec3 pos = getPosition(obj.modelM); + glm::vec3 pos = obj.getPositionFromMatrix(obj.GetMatrix()); dynamicObjects.emplace_back(pxScene.physics->createRigidDynamic(PxTransform(pos.x, pos.y, pos.z))); - dynamicObjects.back()->setGlobalPose(PxTransform(transformMat(obj.modelM))); + auto trans2 = transformMat(obj.GetMatrix()); + auto trans = PxTransform(trans2); + dynamicObjects.back()->setGlobalPose(trans); dynamicObjects.back()->attachShape(*rectangleShape); dynamicObjects.back()->userData = &obj; dynamicObjects.back()->setLinearVelocity(physx::PxVec3(0, 0, 0)); @@ -894,9 +838,9 @@ void initPhysics() } else { - glm::vec3 pos = getPosition(obj.modelM); + glm::vec3 pos = obj.getPositionFromMatrix(obj.GetMatrix()); staticObjects.emplace_back(pxScene.physics->createRigidStatic(PxTransform(pos.x, pos.y, pos.z))); - staticObjects.back()->setGlobalPose(PxTransform(transformMat(obj.modelM))); + staticObjects.back()->setGlobalPose(PxTransform(transformMat(obj.GetMatrix()))); staticObjects.back()->attachShape(*sphereShape); staticObjects.back()->userData = &obj; pxScene.scene->addActor(*staticObjects.back()); @@ -1027,88 +971,33 @@ void initBloom() void initObjects() { - Object obj; - glm::mat4 sunModelMatrix = glm::mat4(1.0f); - sunModelMatrix = glm::translate(sunModelMatrix, sunPos); - sunModelMatrix = glm::scale(sunModelMatrix, glm::vec3(3.0f, 3.0f, 3.0f)); - obj.name = "BigSun"; - obj.modelM = sunModelMatrix; - obj.invModelM = glm::inverse(sunModelMatrix); - obj.modelParent = sphere; - obj.textureID = sunTexture; - obj.shaderID = programSun; - obj.color = glm::vec3(3.5f, 3.8f, 3.8f); - obj.isDynamic = false; + Object obj = Object("BigSun", sphere, sunTexture, programSun, glm::vec3(3.5f, 3.8f, 3.8f), + sunPos, glm::vec3(0.1f), glm::vec3(3.0f, 3.0f, 3.0f), 0.0f, false); objects.push_back(obj); - glm::mat4 sunModelMatrix2 = glm::mat4(1.0f); - sunModelMatrix2 = glm::translate(sunModelMatrix2, sunPos2); - obj.name = "SmollSun"; - obj.modelM = sunModelMatrix2; - obj.invModelM = glm::inverse(sunModelMatrix2); - obj.color = glm::vec3(0.9f, 0.9f, 2.0f); - obj.isDynamic = false; + obj = Object("SmollSun", sphere, sunTexture, programSun, glm::vec3(0.9f, 0.9f, 2.0f), + sunPos2, glm::vec3(0.1f), glm::vec3(1), 0, false); objects.push_back(obj); - glm::mat4 earthModelMatrix; - glm::mat4 moonModelMatrix; - - Object planet; - planet.name = "Earth"; - planet.modelM = earthModelMatrix; - planet.invModelM = glm::inverse(earthModelMatrix); - planet.modelParent = sphere; - planet.textureID = earthTexture; - planet.shaderID = programTex; - planet.color = glm::vec3(1.0f); - planet.isDynamic = false; + Object planet = Object("Earth", sphere, earthTexture, programTex, glm::vec3(1.0f), + glm::vec3(-10.5f, 0.0f, -10.5f), glm::vec3(0.0f, 0.0f, 0.1f), glm::vec3(0.5f, 0.5f, 0.5f), 0, false); objects.push_back(planet); - glm::mat4 marsModelMatrix; - - planet.name = "Mars"; - planet.modelM = marsModelMatrix; - planet.invModelM = glm::inverse(marsModelMatrix); - planet.modelParent = sphere; - planet.textureID = marsTexture; - planet.shaderID = programTex; - planet.color = glm::vec3(1.0f); - planet.isDynamic = false; + planet = Object("Mars", sphere, marsTexture, programTex, glm::vec3(1.0f), + glm::vec3(-6.5f, 0.0f, -6.5f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.4f), 0, false); objects.push_back(planet); - Object moon; - moon.name = "Moon"; - moon.modelM = moonModelMatrix; - moon.invModelM = glm::inverse(moonModelMatrix); - moon.modelParent = sphere; - moon.textureID = moonTexture; - moon.shaderID = programTex; - moon.color = glm::vec3(1.0f); - moon.isDynamic = false; + Object moon = Object("Moon", sphere, moonTexture, programTex, glm::vec3(1.0f), + glm::vec3(0, 2, 2), glm::vec3(1.5f, 1.0f, 1.0f), glm::vec3(0.3f, 0.3f, 0.3f), 0, false); objects.push_back(moon); - glm::mat4 crewmateModelMatrix = glm::translate(glm::vec3(0, 1, 1)) * glm::rotate(lastTime / 10, glm::vec3(1, 0, 1)) * glm::scale(glm::vec3(0.01)); - - Object crewmateObj; - crewmateObj.name = "Space Humster"; - crewmateObj.modelM = crewmateModelMatrix; - crewmateObj.invModelM = glm::inverse(crewmateModelMatrix); - crewmateObj.modelParent = crewmate; - crewmateObj.shaderID = programNormal; - crewmateObj.color = glm::vec3(1.0f); - crewmateObj.isDynamic = true; + Object crewmateObj = Object("Space Humster", crewmate, programNormal, glm::vec3(1.0f), + glm::vec3(0, 1, 1), glm::vec3(1, 0, 1), glm::vec3(0.01), 0, true); objects.push_back(crewmateObj); - glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.7f + glm::vec3(0, -0.25f, 0)) * glm::rotate(-cameraAngle + glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.0001f));; - - Object ship; - ship.name = "Corvette"; - ship.modelM = shipModelMatrix; - ship.invModelM = glm::inverse(shipModelMatrix); - ship.modelParent = corvette; - ship.shaderID = programNormal; - ship.color = glm::vec3(1.0f); - ship.isDynamic = true; + //glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.7f + glm::vec3(0, -0.25f, 0)) * glm::rotate(-cameraAngle + glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.0001f));; + Object ship = Object("Corvette", corvette, programNormal, glm::vec3(1.0f), + cameraPos+glm::vec3(0.6,-0.3,0), glm::vec3(0, 1, 0), glm::vec3(0.0001f), 75, true); objects.push_back(ship); } diff --git a/src/model.h b/src/model.h index 2d7bff5..9f8312d 100644 --- a/src/model.h +++ b/src/model.h @@ -1,31 +1,27 @@ #pragma once - - - +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include #include "glew.h" #include "freeglut.h" #include "glm.hpp" #include "ext.hpp" -#include -#include -#include -#include -#include - #include "stb_image.h" #include "mesh.h" -#include -#include -#include -#include -#include -#include + using namespace std; -unsigned int TextureFromFile(const char* path, const string& directory, bool gamma = false); +static unsigned int TextureFromFile(const char* path, const string& directory, bool gamma = false); class Model { @@ -216,7 +212,7 @@ private: }; -unsigned int TextureFromFile(const char* path, const string& directory, bool gamma) +static unsigned int TextureFromFile(const char* path, const string& directory, bool gamma) { string filename = string(path); filename = directory + '/' + filename;