Merge branch 'master' of https://git.wmi.amu.edu.pl/s449376/fraktal
This commit is contained in:
commit
56df882fab
@ -1,13 +1,13 @@
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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//#include <stb_image.h>
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#include <stb_image.h>
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#define STB_IMAGE_IMPLEMENTATION // dodane do pliku z kursu
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#define STB_IMAGE_IMPLEMENTATION // dodane do pliku z kursu
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <learnopengl/filesystem.h>
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#include <learnopengl/filesystem.h>
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#include <learnopengl/shader.h>
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#include <learnopengl/shader_m.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/model.h>
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#include <learnopengl/model.h>
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@ -34,6 +34,11 @@ bool firstMouse = true;
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float deltaTime = 0.0f;
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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float lastFrame = 0.0f;
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//
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float angle = 0;
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int main()
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int main()
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{
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{
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// glfw: initialize and configure
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// glfw: initialize and configure
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@ -76,14 +81,6 @@ int main()
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// -----------------------------
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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// build and compile shaders
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// -------------------------
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Shader nanosuitShader("9.2.geometry_shader.vert", "9.2.geometry_shader.frag");
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//Model nanosuitModel("../resources/objects/nanosuit/nanosuit.obj");
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Model nanosuitModel("../resources/objects/kniede/kniede.obj");
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// build and compile shaders
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// build and compile shaders
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// -------------------------
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// -------------------------
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Shader shader("6.2.cubemaps.vert", "6.2.cubemaps.frag");
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Shader shader("6.2.cubemaps.vert", "6.2.cubemaps.frag");
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@ -203,16 +200,16 @@ int main()
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// load textures
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// load textures
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// -------------
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// -------------
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string dir = "mountain-skyboxes/Ryfjallet";
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string dir = "../resources/textures/SaintsPetersBasilica/";
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vector<string> faces
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vector<std::string> faces
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{
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{
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"../resources/textures/skybox/" + dir + "/posx.jpg",
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dir + "posx.jpg",
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"../resources/textures/skybox/" + dir + "/negx.jpg",
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dir + "negx.jpg",
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"../resources/textures/skybox/" + dir + "/posy.jpg",
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dir + "posy.jpg",
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"../resources/textures/skybox/" + dir + "/negy.jpg",
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dir + "negy.jpg",
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"../resources/textures/skybox/" + dir + "/posz.jpg",
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dir + "posz.jpg",
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"../resources/textures/skybox/" + dir + "/negz.jpg",
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dir + "negz.jpg"
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};
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};
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unsigned int cubemapTexture = loadCubemap(faces);
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unsigned int cubemapTexture = loadCubemap(faces);
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@ -234,6 +231,7 @@ int main()
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float currentFrame = glfwGetTime();
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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lastFrame = currentFrame;
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angle += deltaTime;
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// input
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// input
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// -----
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// -----
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@ -245,33 +243,30 @@ int main()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// draw scene as normal
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// draw scene as normal
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shader.use();
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::rotate(model, angle/10.f, glm::vec3(0, 1, 0));
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 model = glm::mat4(1.0f);
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// model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f)); // translate it down so it's at the center of the scene
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// model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f)); // it's a bit too big for our scene, so scale it down
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model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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nanosuitShader.use();
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nanosuitShader.setMat4("projection", projection);
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nanosuitShader.setMat4("view", view);
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nanosuitShader.setMat4("model", model);
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nanosuitModel.Draw(nanosuitShader);
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// draw scene as normal
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shader.use();
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model = glm::mat4(1.0f);
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view = camera.GetViewMatrix();
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projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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shader.setMat4("model", model);
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shader.setMat4("model", model);
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shader.setMat4("view", view);
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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shader.setMat4("projection", projection);
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shader.setVec3("cameraPos", camera.Position);
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shader.setVec3("cameraPos", camera.Position);
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// cubes
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// cubes
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glBindVertexArray(cubeVAO);
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glBindVertexArray(cubeVAO);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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model = glm::mat4(1.0f);
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model = glm::rotate(model, angle, glm::vec3(0, 1, 0));
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model = glm::translate(model, glm::vec3(5, 0, 0));
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model = glm::rotate(model, -angle, glm::vec3(0, 1, 0));
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model = glm::translate(model, glm::vec3(0, -5, 0));
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shader.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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glBindVertexArray(0);
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// draw skybox as last
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// draw skybox as last
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