Additional models
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@ -94,6 +94,9 @@ int main(int argc, char** argv)
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Shader backpackShader("9.2.geometry_shader.vert", "9.2.geometry_shader.frag");
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Shader backpackShader("9.2.geometry_shader.vert", "9.2.geometry_shader.frag");
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Model backpackModel("../resources/objects/backpack/backpack.obj");
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Model backpackModel("../resources/objects/backpack/backpack.obj");
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Shader spaceshipShader("9.2.geometry_shader.vert", "9.2.geometry_shader.frag");
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Model spaceshipModel("../resources/objects/spaceship/Intergalactic_Spaceship.obj");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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// ------------------------------------------------------------------
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float cubeVertices[] = {
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float cubeVertices[] = {
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@ -286,14 +289,29 @@ int main(int argc, char** argv)
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kniedeShader.setMat4("projection", projection);
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kniedeShader.setMat4("projection", projection);
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kniedeModel.Draw(kniedeShader);
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kniedeModel.Draw(kniedeShader);
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model = glm::translate(glm::mat4(1.0f), glm::vec3(15, -4, 9));
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model = glm::translate(glm::mat4(1.0f), glm::vec3(10, -15, -3));
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model = glm::translate(model, backpackTranslate);
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backpackShader.use();
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backpackShader.use();
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backpackShader.setMat4("model", model);
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backpackShader.setMat4("model", model);
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backpackShader.setMat4("view", view);
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backpackShader.setMat4("view", view);
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backpackShader.setMat4("projection", projection);
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backpackShader.setMat4("projection", projection);
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backpackModel.Draw(backpackShader);
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backpackModel.Draw(backpackShader);
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//model = glm::translate(glm::mat4(1.0f), glm::vec3(10, -5, 9));
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//model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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//model = glm::rotate(model, glm::radians((float)glfwGetTime() * 8), glm::vec3(0.0f, 0.0f, 1.0f));
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//spaceshipShader.use();
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//spaceshipShader.setMat4("model", model);
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//spaceshipShader.setMat4("view", view);
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//spaceshipShader.setMat4("projection", projection);
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//spaceshipModel.Draw(spaceshipShader);
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model = glm::translate(glm::mat4(1.0f), glm::vec3(15, -4, 9));
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model = glm::translate(model, backpackTranslate);
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spaceshipShader.use();
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spaceshipShader.setMat4("model", model);
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spaceshipShader.setMat4("view", view);
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spaceshipShader.setMat4("projection", projection);
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spaceshipModel.Draw(spaceshipShader);
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// draw skybox as last
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// draw skybox as last
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glDepthFunc(GL_LEQUAL); // change depth function so depth test passes when values are equal to depth buffer's content
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glDepthFunc(GL_LEQUAL); // change depth function so depth test passes when values are equal to depth buffer's content
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