engineOffset #2
@ -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">
|
||||
|
@ -6,7 +6,7 @@ struct PointLight {
|
||||
float intensity;
|
||||
};
|
||||
|
||||
#define NR_POINT_LIGHTS 3
|
||||
#define NR_POINT_LIGHTS 5
|
||||
|
||||
uniform vec3 objectColor;
|
||||
uniform vec3 lightPos;
|
||||
|
30
src/main.cpp
30
src/main.cpp
@ -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()
|
||||
|
Loading…
Reference in New Issue
Block a user