diff --git a/grk-project.vcxproj b/grk-project.vcxproj
index 09917c8..4fdbc9a 100644
--- a/grk-project.vcxproj
+++ b/grk-project.vcxproj
@@ -57,7 +57,7 @@
Application
true
Unicode
- v141
+ v142
Application
diff --git a/shaders/shader_4_tex.frag b/shaders/shader_4_tex.frag
index 096d4ce..d897c8e 100644
--- a/shaders/shader_4_tex.frag
+++ b/shaders/shader_4_tex.frag
@@ -6,7 +6,7 @@ struct PointLight {
float intensity;
};
-#define NR_POINT_LIGHTS 3
+#define NR_POINT_LIGHTS 5
uniform vec3 objectColor;
uniform vec3 lightPos;
diff --git a/src/main.cpp b/src/main.cpp
index b97423c..a74a9f1 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -1,4 +1,4 @@
-#include "glew.h"
+#include "glew.h"
#include "freeglut.h"
#include "glm.hpp"
#include "ext.hpp"
@@ -53,6 +53,8 @@ std::vector corvetteMeshes;
float cameraAngle = 0;
glm::vec3 cameraPos = glm::vec3(-6, 0, 0);
glm::vec3 cameraDir;
+glm::vec3 cameraSide;
+
glm::mat4 cameraMatrix, perspectiveMatrix;
@@ -89,20 +91,21 @@ void keyboard(unsigned char key, int x, int y)
float moveSpeed = 0.1f;
switch (key)
{
- case 'z': cameraAngle -= angleSpeed; break;
- case 'x': cameraAngle += angleSpeed; break;
+ case 'q': cameraAngle -= angleSpeed; break;
+ case 'e': cameraAngle += angleSpeed; break;
case 'w':
{
cameraPos += cameraDir * moveSpeed;
lights[2].intensity = 0.001;
+ lights[3].intensity = 0.001;
engineLightTimer = 0;
break;
}
case 's': cameraPos -= cameraDir * moveSpeed; break;
case 'd': cameraPos += glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
case 'a': cameraPos -= glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
- case 'e': cameraPos += glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
- case 'q': cameraPos -= glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
+ case 'z': cameraPos += glm::cross(cameraDir, glm::vec3(0, 0, 1)) * moveSpeed; break;
+ case 'x': cameraPos -= glm::cross(cameraDir, glm::vec3(0, 0, 1)) * moveSpeed; break;
}
}
@@ -112,6 +115,8 @@ glm::mat4 createCameraMatrix()
cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
glm::vec3 up = glm::vec3(0, 1, 0);
+ cameraSide = glm::cross(cameraDir,up);
+
return Core::createViewMatrix(cameraPos, cameraDir, up);
}
float frustumScale = 1.f;
@@ -249,10 +254,10 @@ void renderScene()
glUseProgram(programSun);
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
- //ustalanie pozycji s³oñc (lightPos)
+ //ustalanie pozycji s³oñc (lightPos)
- //rysowanie s³oñc
+ //rysowanie s³oñc
glm::mat4 sunModelMatrix = glm::mat4(1.0f);
sunModelMatrix = glm::translate(sunModelMatrix, sunPos);
sunModelMatrix = glm::scale(sunModelMatrix, glm::vec3(3.0f, 3.0f, 3.0f));
@@ -269,8 +274,13 @@ void renderScene()
lights[0].position = sunPos;
lights[1].position = sunPos2;
- lights[2].position = cameraPos + cameraDir * 0.6f + glm::vec3(0, -0.25f, 0);
- lights[2].color = glm::vec3(1.0f, 0.0f, 0.0f);
+ 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));
+ glm::mat4 engineLeft = glm::translate(shipModelMatrix, glm::vec3(500,0,-1500));
+ lights[2].position = glm::vec3(engineLeft[3][0], engineLeft[3][1], engineLeft[3][2]);
+
+ glm::mat4 engineRight = glm::translate(shipModelMatrix, glm::vec3(-500, 0, -1500));
+ lights[3].position = glm::vec3(engineRight[3][0], engineRight[3][1], engineRight[3][2]);
+
for (int i = 0; i < lights.size(); i++)
{
@@ -286,13 +296,14 @@ void renderScene()
//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));
+ //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 ksiê¿ycem
+ //rysowanie Ziemi z ksiê¿ycem
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));
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));
earth = glm::rotate(earth, time/3.0f, glm::vec3(0.0f, 0.0f, 1.0f));
@@ -300,7 +311,11 @@ void renderScene()
drawObjectTexture(programTex, sphereContext, moon, glm::vec3(0.9f, 1.0f, 0.9f), moonTexture);
if (engineLightTimer < 50) engineLightTimer++;
- else lights[2].intensity = 0.0001;
+ else
+ {
+ lights[2].intensity = 0.00001;
+ lights[3].intensity = 0.00001;
+ }
glUseProgram(0);
glutSwapBuffers();
@@ -345,10 +360,17 @@ void init()
Light l3;
l3.position = engineLight;
- l3.color = glm::vec3(0.5f, 0.5f, 0.5f);
+ l3.color = glm::vec3(1.0f, -0.0f, 0.0f);
l3.intensity = 0.0001;
lights.push_back(l3);
+ Light l4;
+ l4.position = engineLight;
+ l4.color = glm::vec3(1.0f, -0.0f, 0.0f);
+ l4.intensity = 0.0001;
+ lights.push_back(l4);
+
+
}
void shutdown()
@@ -386,6 +408,12 @@ int main(int argc, char** argv)
init();
glutKeyboardFunc(keyboard);
+
+ //to sprawia, że obiekty ukryte przed kamerą nie są renderowane
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glFrontFace(GL_CW);
+
glutDisplayFunc(renderScene);
glutIdleFunc(idle);