more models, more better

This commit is contained in:
Artur Tamborski 2021-02-20 21:56:24 +01:00
parent f79cb1d402
commit 284f688c6d

View File

@ -25,12 +25,12 @@ const unsigned int SCR_WIDTH = 800 * 2;
const unsigned int SCR_HEIGHT = 600 * 2;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
Camera camera(glm::vec3(-1.75f, 4.0f, 2.25f), glm::vec3(0.0f, 1.0f, 0.0f), 295.0f, -14.3f);
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
glm::vec3 spaceshipTranslate(1.0f);
glm::vec3 spaceshipTranslate(0.0f, 3.5f, -40.0f);
// timing
float deltaTime = 0.0f;
@ -43,7 +43,7 @@ glm::vec3 pointLightPositions[] = {
glm::vec3(-18.0f, 3.0f, 99999.0f),
glm::vec3( 0.8f, -16.6f, -0.6f),
glm::vec3( 6.8f, -7.4f, -7.2f),
glm::vec3( -11.8f, -7.889f, 15.0f),
glm::vec3( 0.0f, 0.0f, 0.0f),
glm::vec3(-14.0f, 3.0f, 2.0f),
};
size_t pointLightPositionsNum = sizeof(pointLightPositions) / sizeof(pointLightPositions[0]);
@ -99,10 +99,14 @@ int main(int argc, char** argv)
// build and compile models
// ------------------------
Model kniedeModel("../resources/objects/kniede/kniede.obj1");
Model kniedeModel("../resources/objects/kniede/kniede.obj");
Model spaceshipModel("../resources/objects/spaceship/Intergalactic_Spaceship.obj");
Model barrelModel("../resources/objects/barrel/barrel.obj");
Model cabinetModel("../resources/objects/cabinet/cabinet.obj");
Model chairModel("../resources/objects/chair/chair.obj");
Model commodeModel("../resources/objects/commode/commode.obj");
stbi_set_flip_vertically_on_load(true);
Model backpackModel("../resources/objects/backpack/backpack.obj");
stbi_set_flip_vertically_on_load(false);
@ -222,7 +226,7 @@ int main(int argc, char** argv)
// load textures
// -------------
string dir = "../resources/textures/SaintsPetersBasilica/";
string dir = "../resources/textures/skybox/park-skyboxes/Park/";
vector<std::string> faces
{
@ -287,20 +291,20 @@ int main(int argc, char** argv)
lightingShader.setFloat("pointLights[0].quadratic", 0.032);
// point light 2
lightingShader.setVec3("pointLights[1].position", pointLightPositions[1]);
lightingShader.setVec3("pointLights[1].ambient", 0.1f, 0.5f, 0.0f);
lightingShader.setVec3("pointLights[1].diffuse", 0.5f, 1.0f, 0.8f);
lightingShader.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
lightingShader.setVec3("pointLights[1].ambient", 0.1f, 0.3f, 0.0f);
lightingShader.setVec3("pointLights[1].diffuse", 0.5f, 5.0f, 0.5f);
lightingShader.setVec3("pointLights[1].specular", 0.6f, 0.6f, 0.6f);
lightingShader.setFloat("pointLights[1].constant", 0.1f);
lightingShader.setFloat("pointLights[1].linear", 0.09);
lightingShader.setFloat("pointLights[1].linear", 0.19);
lightingShader.setFloat("pointLights[1].quadratic", 0.032);
// point light 3
lightingShader.setVec3("pointLights[2].position", pointLightPositions[2]);
lightingShader.setVec3("pointLights[2].ambient", 0.7f, 0.3f, 0.0f);
lightingShader.setVec3("pointLights[2].diffuse", 4.0f, 1.0f, 0.0f);
lightingShader.setVec3("pointLights[2].specular", 0.5f, 0.5f, 0.0f);
lightingShader.setFloat("pointLights[2].constant", 0.3f);
lightingShader.setFloat("pointLights[2].linear", 0.09);
lightingShader.setFloat("pointLights[2].quadratic", 0.032);
lightingShader.setVec3("pointLights[2].ambient", 0.4f, 0.1f, 0.0f);
lightingShader.setVec3("pointLights[2].diffuse", 0.5f, 0.5f, 0.0f);
lightingShader.setVec3("pointLights[2].specular", 0.2f, 0.2f, 0.0f);
lightingShader.setFloat("pointLights[2].constant", 1.0f);
lightingShader.setFloat("pointLights[2].linear", 0.19);
lightingShader.setFloat("pointLights[2].quadratic", 0.012);
// point light 4
// pointLightPositions[3].z = 14.0f + (glm::cos(glfwGetTime() * 3) * 2);
lightingShader.setVec3("pointLights[3].position", pointLightPositions[3]);
@ -314,13 +318,13 @@ int main(int argc, char** argv)
lightingShader.setVec3("spotLight.position", pointLightPositions[4]);
lightingShader.setVec3("spotLight.direction", glm::vec3(0.82f, -0.24f, -0.5f));
lightingShader.setVec3("spotLight.ambient", 0.0f, 0.0f, 0.0f);
lightingShader.setVec3("spotLight.diffuse", 40.0f, 40.0f, 40.0f);
lightingShader.setVec3("spotLight.diffuse", 30.0f, 30.0f, 30.0f);
lightingShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f);
lightingShader.setFloat("spotLight.constant", 0.5f);
lightingShader.setFloat("spotLight.linear", 0.09);
lightingShader.setFloat("spotLight.quadratic", 0.032);
lightingShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(15.5f)));
lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(40.0f + glm::sin(glfwGetTime()) * 8)));
lightingShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(10.0f)));
lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(20.0f + glm::sin(glfwGetTime()) * 8)));
// DEFAULTS
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
@ -336,36 +340,51 @@ int main(int argc, char** argv)
lightingShader.setMat4("view", view);
// plecak
// model = glm::translate(glm::mat4(1.0f), glm::vec3(-0.8f, -13.6f, -7.0f));
model = glm::translate(glm::mat4(1.0f), spaceshipTranslate);
// model = glm::translate(model, spaceshipTranslate);
model = glm::scale(model, glm::vec3(0.5f));
model = glm::translate(model, glm::vec3(2.2f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians((float)glfwGetTime() * 60) + 90, glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::translate(model, glm::vec3(-2.2f, 0.0f, 0.0f));
model = glm::translate(glm::mat4(1.0f), glm::vec3(4, 0.5, -4));
model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.2f));
lightingShader.setMat4("model", model);
backpackModel.Draw(lightingShader);
// pomnik
model = glm::translate(glm::mat4(1.0f), glm::vec3(0.4, -23, -7));
pointLightPositions[4] = glm::vec3(-12, 10, -15);
model = glm::translate(glm::mat4(1.0f), glm::vec3(3, -10, -20));
model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::translate(model, glm::vec3(-0.4, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians((float)glfwGetTime() * 60), glm::vec3(0.0f, 0.0f, 1.0f));
model = glm::rotate(model, glm::radians((float)glfwGetTime() * 10), glm::vec3(0.0f, 0.0f, 1.0f));
lightingShader.setMat4("model", model);
kniedeModel.Draw(lightingShader);
// beczka
model = glm::rotate(glm::mat4(1.0f), glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::translate(model, glm::vec3(10, -3, -7));
// model = glm::translate(glm::mat4(1.0f), spaceshipTranslate);
model = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, -5));
model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
lightingShader.setMat4("model", model);
barrelModel.Draw(lightingShader);
// światła nad meblami
pointLightPositions[1] = glm::vec3(5 + (glm::cos((float)glfwGetTime() * 2)) * 8, 1, +5);
pointLightPositions[2] = glm::vec3(1 + (glm::sin((float)glfwGetTime() * 2)) * 4, 5, -5);
// krzesło
model = glm::translate(glm::mat4(1.0f), glm::vec3(1, 0, -5));
lightingShader.setMat4("model", model);
chairModel.Draw(lightingShader);
// komoda
model = glm::translate(glm::mat4(1.0f), glm::vec3(2, 0, -5));
lightingShader.setMat4("model", model);
commodeModel.Draw(lightingShader);
// szafa
model = glm::translate(glm::mat4(1.0f), glm::vec3(3.5, 0, -5));
lightingShader.setMat4("model", model);
cabinetModel.Draw(lightingShader);
// statek kosmiczny
// model = glm::translate(glm::mat4(1.0f), glm::vec3(15, -4, 9));
// model = glm::translate(model, spaceshipTranslate);
// lightingShader.setMat4("model", model);
// spaceshipModel.Draw(lightingShader);
pointLightPositions[3] = spaceshipTranslate + glm::vec3(3.5f, 0.0f, -7.0f);
model = glm::translate(model, spaceshipTranslate);
model = glm::scale(model, glm::vec3(0.4f));
lightingShader.setMat4("model", model);
spaceshipModel.Draw(lightingShader);
// kostka z odbiciem
model = glm::rotate(glm::mat4(1.0f), angle, glm::vec3(0, 1, 0));
@ -382,8 +401,6 @@ int main(int argc, char** argv)
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
// pointLightPositions[2] = spaceshipTranslate;
// światła (kostki)
for (unsigned int i = 0; i < pointLightPositionsNum; i++)
{
@ -402,7 +419,7 @@ int main(int argc, char** argv)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glDepthFunc(GL_LEQUAL);
// glDrawArrays(GL_TRIANGLES, 0, 36);
glDrawArrays(GL_TRIANGLES, 0, 36);
glDepthFunc(GL_LESS);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
@ -439,20 +456,25 @@ void processInput(GLFWwindow *window)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS)
spaceshipTranslate.x += 0.02f;
spaceshipTranslate.x += 0.1f;
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS)
spaceshipTranslate.x -= 0.02f;
spaceshipTranslate.x -= 0.1f;
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
spaceshipTranslate.y -= 0.02f;
spaceshipTranslate.y -= 0.1f;
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
spaceshipTranslate.y += 0.02f;
spaceshipTranslate.y += 0.1f;
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
spaceshipTranslate.z += 0.01f;
spaceshipTranslate.z += 0.1f;
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
spaceshipTranslate.z -= 0.01f;
spaceshipTranslate.z -= 0.1f;
if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS)
std::cout << spaceshipTranslate.x << " " << spaceshipTranslate.y << " " << spaceshipTranslate.z << std::endl;
std::cout
<< camera.Position.x << ", "
<< camera.Position.y << ", "
<< camera.Position.z << " - "
<< camera.Yaw << ", "
<< camera.Pitch << std::endl;
if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS)
spaceshipTranslate = glm::vec3(1.0f);
}