engine offset not working, keyboard change, cameraFace change
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@ -49,7 +49,7 @@
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<ProjectGuid>{1B448102-E76C-4347-BDC7-40D02A567DB6}</ProjectGuid>
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<Keyword>Win32Proj</Keyword>
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<RootNamespace>grk-cw9</RootNamespace>
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<WindowsTargetPlatformVersion>10.0.17134.0</WindowsTargetPlatformVersion>
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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<ProjectName>grk-project</ProjectName>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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@ -57,14 +57,14 @@
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v141</PlatformToolset>
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v141</PlatformToolset>
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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36
src/main.cpp
36
src/main.cpp
@ -1,4 +1,4 @@
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#include "glew.h"
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#include "glew.h"
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#include "freeglut.h"
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#include "glm.hpp"
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#include "ext.hpp"
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@ -53,6 +53,8 @@ std::vector<Core::RenderContext> corvetteMeshes;
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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 cameraDir;
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glm::vec3 cameraSide;
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glm::mat4 cameraMatrix, perspectiveMatrix;
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@ -89,8 +91,8 @@ void keyboard(unsigned char key, int x, int y)
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float moveSpeed = 0.1f;
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switch (key)
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{
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case 'z': cameraAngle -= angleSpeed; break;
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case 'x': cameraAngle += angleSpeed; break;
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case 'q': cameraAngle -= angleSpeed; break;
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case 'e': cameraAngle += angleSpeed; break;
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case 'w':
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{
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cameraPos += cameraDir * moveSpeed;
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@ -101,8 +103,8 @@ void keyboard(unsigned char key, int x, int y)
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case 's': cameraPos -= cameraDir * moveSpeed; break;
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case 'd': cameraPos += glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
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case 'a': cameraPos -= glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
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case 'e': cameraPos += glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
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case 'q': cameraPos -= glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
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case 'z': cameraPos += glm::cross(cameraDir, glm::vec3(0, 0, 1)) * moveSpeed; break;
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case 'x': cameraPos -= glm::cross(cameraDir, glm::vec3(0, 0, 1)) * moveSpeed; break;
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}
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}
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@ -112,6 +114,8 @@ glm::mat4 createCameraMatrix()
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cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
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glm::vec3 up = glm::vec3(0, 1, 0);
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cameraSide = glm::cross(cameraDir,up);
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return Core::createViewMatrix(cameraPos, cameraDir, up);
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}
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float frustumScale = 1.f;
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@ -249,10 +253,10 @@ 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 s³oñc (lightPos)
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//ustalanie pozycji s³oñc (lightPos)
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//rysowanie s³oñc
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//rysowanie s³oñc
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glm::mat4 sunModelMatrix = glm::mat4(1.0f);
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sunModelMatrix = glm::translate(sunModelMatrix, sunPos);
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sunModelMatrix = glm::scale(sunModelMatrix, glm::vec3(3.0f, 3.0f, 3.0f));
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@ -269,8 +273,13 @@ void renderScene()
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lights[0].position = sunPos;
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lights[1].position = sunPos2;
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lights[2].position = cameraPos + cameraDir * 0.6f + glm::vec3(0, -0.25f, 0);
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lights[2].color = glm::vec3(1.0f, 0.0f, 0.0f);
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//lights[2].position = cameraPos + cameraDir * 0.5f + glm::vec3(0, -0.25f, 0);
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//lights[2].position = glm::vec3(cameraPos.x + cameraDir.x * 0.5f +0.f , cameraPos.y-0.25f, cameraPos.z + cameraDir.z * 0.5f );
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glm::mat4 engineLightPos = glm::translate(cameraPos + cameraDir * 0.3f + cameraSide * -0.5f + glm::vec3(0, -0.25f, 0)) * glm::rotate(-cameraAngle, glm::vec3(0, 1, 0));
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lights[2].position = glm::vec3(engineLightPos[3][0], engineLightPos[3][1], engineLightPos[3][2]);
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lights[2].color = glm::vec3(1.0f, -0.0f, 0.0f);
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for (int i = 0; i < lights.size(); i++)
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{
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@ -286,13 +295,14 @@ void renderScene()
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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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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 ksiê¿ycem
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//rysowanie Ziemi z ksiê¿ycem
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glm::mat4 earth = drawPlanet(time / 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));
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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(1.5f, 1.0f, 1.0f), glm::vec3(0.3f, 0.3f, 0.3f));
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earth = glm::rotate(earth, time/3.0f, glm::vec3(0.0f, 0.0f, 1.0f));
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@ -386,6 +396,12 @@ int main(int argc, char** argv)
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init();
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glutKeyboardFunc(keyboard);
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//to sprawia, że obiekty ukryte przed kamerą nie są renderowane
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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glutDisplayFunc(renderScene);
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glutIdleFunc(idle);
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