engine lights
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8b3c045237
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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</WindowsTargetPlatformVersion>
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<WindowsTargetPlatformVersion>10.0.17134.0</WindowsTargetPlatformVersion>
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<ProjectName>grk-project</ProjectName>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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@ -64,7 +64,7 @@
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v142</PlatformToolset>
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<PlatformToolset>v141</PlatformToolset>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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@ -6,7 +6,7 @@ struct PointLight {
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float intensity;
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};
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#define NR_POINT_LIGHTS 3
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#define NR_POINT_LIGHTS 5
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uniform vec3 objectColor;
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uniform vec3 lightPos;
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30
src/main.cpp
30
src/main.cpp
@ -97,6 +97,7 @@ void keyboard(unsigned char key, int x, int y)
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{
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cameraPos += cameraDir * moveSpeed;
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lights[2].intensity = 0.001;
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lights[3].intensity = 0.001;
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engineLightTimer = 0;
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break;
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}
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@ -273,13 +274,13 @@ 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 * 0.5f + 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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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 engineLeft = glm::translate(shipModelMatrix, glm::vec3(500,0,-1500));
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lights[2].position = glm::vec3(engineLeft[3][0], engineLeft[3][1], engineLeft[3][2]);
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glm::mat4 engineRight = glm::translate(shipModelMatrix, glm::vec3(-500, 0, -1500));
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lights[3].position = glm::vec3(engineRight[3][0], engineRight[3][1], engineRight[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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@ -296,8 +297,8 @@ 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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drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
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@ -310,7 +311,11 @@ drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
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drawObjectTexture(programTex, sphereContext, moon, glm::vec3(0.9f, 1.0f, 0.9f), moonTexture);
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if (engineLightTimer < 50) engineLightTimer++;
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else lights[2].intensity = 0.0001;
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else
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{
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lights[2].intensity = 0.00001;
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lights[3].intensity = 0.00001;
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}
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glUseProgram(0);
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glutSwapBuffers();
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@ -355,10 +360,17 @@ void init()
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Light l3;
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l3.position = engineLight;
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l3.color = glm::vec3(0.5f, 0.5f, 0.5f);
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l3.color = glm::vec3(1.0f, -0.0f, 0.0f);
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l3.intensity = 0.0001;
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lights.push_back(l3);
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Light l4;
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l4.position = engineLight;
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l4.color = glm::vec3(1.0f, -0.0f, 0.0f);
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l4.intensity = 0.0001;
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lights.push_back(l4);
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}
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void shutdown()
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