engineOffset #2

Merged
s444441 merged 2 commits from engineOffset into master 2021-01-26 23:22:06 +01:00
3 changed files with 24 additions and 12 deletions
Showing only changes of commit a89f80d68b - Show all commits

View File

@ -49,7 +49,7 @@
<ProjectGuid>{1B448102-E76C-4347-BDC7-40D02A567DB6}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>grk-cw9</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformVersion>10.0.17134.0</WindowsTargetPlatformVersion>
<ProjectName>grk-project</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
@ -64,7 +64,7 @@
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v142</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">

View File

@ -6,7 +6,7 @@ struct PointLight {
float intensity;
};
#define NR_POINT_LIGHTS 3
#define NR_POINT_LIGHTS 5
uniform vec3 objectColor;
uniform vec3 lightPos;

View File

@ -97,6 +97,7 @@ void keyboard(unsigned char key, int x, int y)
{
cameraPos += cameraDir * moveSpeed;
lights[2].intensity = 0.001;
lights[3].intensity = 0.001;
engineLightTimer = 0;
break;
}
@ -273,13 +274,13 @@ void renderScene()
lights[0].position = sunPos;
lights[1].position = sunPos2;
//lights[2].position = cameraPos + cameraDir * 0.5f + glm::vec3(0, -0.25f, 0);
//lights[2].position = glm::vec3(cameraPos.x + cameraDir.x * 0.5f +0.f , cameraPos.y-0.25f, cameraPos.z + cameraDir.z * 0.5f );
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));
lights[2].position = glm::vec3(engineLightPos[3][0], engineLightPos[3][1], engineLightPos[3][2]);
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]);
lights[2].color = glm::vec3(1.0f, -0.0f, 0.0f);
for (int i = 0; i < lights.size(); i++)
{
@ -296,8 +297,8 @@ 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));
drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
@ -310,7 +311,11 @@ drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
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();
@ -355,10 +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()