add light shader and some models
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2309e5ad3c
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147
6.multiple_lights.frag
Normal file
147
6.multiple_lights.frag
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@ -0,0 +1,147 @@
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#version 330 core
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out vec4 FragColor;
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struct Material {
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sampler2D diffuse;
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sampler2D specular;
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float shininess;
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};
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struct DirLight {
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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struct PointLight {
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vec3 position;
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float constant;
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float linear;
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float quadratic;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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struct SpotLight {
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vec3 position;
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vec3 direction;
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float cutOff;
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float outerCutOff;
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float constant;
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float linear;
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float quadratic;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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#define NR_POINT_LIGHTS 4
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 TexCoords;
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uniform vec3 viewPos;
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uniform DirLight dirLight;
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uniform PointLight pointLights[NR_POINT_LIGHTS];
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uniform SpotLight spotLight;
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uniform Material material;
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// function prototypes
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vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
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vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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void main()
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{
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// properties
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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// == =====================================================
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// Our lighting is set up in 3 phases: directional, point lights and an optional flashlight
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// For each phase, a calculate function is defined that calculates the corresponding color
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// per lamp. In the main() function we take all the calculated colors and sum them up for
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// this fragment's final color.
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// == =====================================================
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// phase 1: directional lighting
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vec3 result = CalcDirLight(dirLight, norm, viewDir);
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// phase 2: point lights
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for(int i = 0; i < NR_POINT_LIGHTS; i++)
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result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
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// phase 3: spot light
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result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
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FragColor = vec4(result, 1.0);
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}
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// calculates the color when using a directional light.
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vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
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{
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vec3 lightDir = normalize(-light.direction);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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// specular shading
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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// combine results
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
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return (ambient + diffuse + specular);
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}
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// calculates the color when using a point light.
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vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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{
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vec3 lightDir = normalize(light.position - fragPos);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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// specular shading
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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// attenuation
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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// combine results
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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return (ambient + diffuse + specular);
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}
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// calculates the color when using a spot light.
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vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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{
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vec3 lightDir = normalize(light.position - fragPos);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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// specular shading
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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// attenuation
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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// spotlight intensity
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float theta = dot(lightDir, normalize(-light.direction));
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float epsilon = light.cutOff - light.outerCutOff;
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float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
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// combine results
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
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ambient *= attenuation * intensity;
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diffuse *= attenuation * intensity;
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specular *= attenuation * intensity;
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return (ambient + diffuse + specular);
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}
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@ -3,6 +3,8 @@ layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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layout (location = 2) in vec2 aTexCoords;
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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoords;
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out vec2 TexCoords;
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uniform mat4 model;
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uniform mat4 model;
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@ -11,6 +13,9 @@ uniform mat4 projection;
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void main()
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void main()
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{
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{
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(transpose(inverse(model))) * aNormal;
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TexCoords = aTexCoords;
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TexCoords = aTexCoords;
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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gl_Position = projection * view * vec4(FragPos, 1.0);
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}
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}
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@ -1,12 +0,0 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D texture_diffuse1;
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void main()
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{
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FragColor = texture(texture_diffuse1, TexCoords);
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}
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@ -21,8 +21,8 @@ unsigned int loadTexture(const char *path);
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unsigned int loadCubemap(vector<std::string> faces);
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unsigned int loadCubemap(vector<std::string> faces);
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// settings
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_WIDTH = 800 * 2;
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const unsigned int SCR_HEIGHT = 600;
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const unsigned int SCR_HEIGHT = 600 * 2;
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// camera
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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@ -30,15 +30,23 @@ float lastX = (float)SCR_WIDTH / 2.0;
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float lastY = (float)SCR_HEIGHT / 2.0;
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float lastY = (float)SCR_HEIGHT / 2.0;
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bool firstMouse = true;
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bool firstMouse = true;
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glm::vec3 backpackTranslate(1.0f);
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glm::vec3 spaceshipTranslate(1.0f);
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// timing
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// timing
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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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glm::vec3 lightPos(-2.0f, 4.0f, -1.0f);
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float angle = 0;
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// positions of the point lights
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glm::vec3 pointLightPositions[] = {
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glm::vec3(-18.0f, 3.0f, 99999.0f),
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glm::vec3( 0.8f, -16.6f, -0.6f),
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glm::vec3( 6.8f, -7.4f, -7.2f),
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glm::vec3( -11.8f, -7.889f, 15.0f),
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glm::vec3(-14.0f, 3.0f, 2.0f),
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};
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size_t pointLightPositionsNum = sizeof(pointLightPositions) / sizeof(pointLightPositions[0]);
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int main(int argc, char** argv)
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int main(int argc, char** argv)
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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 cubeShader("6.2.cubemaps.vert", "6.2.cubemaps.frag");
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Shader skyboxShader("6.2.skybox.vert", "6.2.skybox.frag");
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Shader skyboxShader("6.2.skybox.vert", "6.2.skybox.frag");
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Shader lightingShader("6.multiple_lights.vert", "6.multiple_lights.frag");
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Shader kniedeShader("9.2.geometry_shader.vert", "9.2.geometry_shader.frag");
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// build and compile models
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Model kniedeModel("../resources/objects/kniede/kniede.obj");
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// ------------------------
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Model kniedeModel("../resources/objects/kniede/kniede.obj1");
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Model spaceshipModel("../resources/objects/spaceship/Intergalactic_Spaceship.obj");
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Model barrelModel("../resources/objects/barrel/barrel.obj");
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Shader backpackShader("9.2.geometry_shader.vert", "9.2.geometry_shader.frag");
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stbi_set_flip_vertically_on_load(true);
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stbi_set_flip_vertically_on_load(true);
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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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stbi_set_flip_vertically_on_load(false);
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stbi_set_flip_vertically_on_load(false);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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// skybox VAO
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// skybox VAO
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unsigned int skyboxVAO, skyboxVBO;
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unsigned int skyboxVAO, skyboxVBO;
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glGenVertexArrays(1, &skyboxVAO);
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glGenVertexArrays(1, &skyboxVAO);
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// shader configuration
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// shader configuration
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// --------------------
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// --------------------
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shader.use();
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cubeShader.use();
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shader.setInt("skybox", 0);
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cubeShader.setInt("skybox", 0);
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skyboxShader.use();
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skyboxShader.use();
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skyboxShader.setInt("skybox", 0);
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skyboxShader.setInt("skybox", 0);
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lightingShader.use();
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lightingShader.setInt("material.diffuse", 0);
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lightingShader.setInt("material.specular", 1);
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// render loop
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// render loop
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// -----------
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// -----------
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float angle = 0;
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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{
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{
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// per-frame time logic
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// per-frame time logic
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@ -252,64 +267,143 @@ int main(int argc, char** argv)
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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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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// be sure to activate shader when setting uniforms/drawing objects
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shader.use();
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lightingShader.use();
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glm::mat4 model = glm::mat4(1.0f);
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lightingShader.setVec3("viewPos", camera.Position);
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model = glm::rotate(model, angle/10.f, glm::vec3(0, 1, 0));
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lightingShader.setFloat("material.shininess", 12.0f);
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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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shader.setMat4("model", model);
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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shader.setVec3("cameraPos", camera.Position);
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// cubes
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glBindVertexArray(cubeVAO);
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glActiveTexture(GL_TEXTURE0);
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// directional light
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
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lightingShader.setVec3("dirLight.direction", -0.2f, -1.0f, -0.3f);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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lightingShader.setVec3("dirLight.ambient", 0.05f, 0.05f, 0.05f);
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model = glm::mat4(1.0f);
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lightingShader.setVec3("dirLight.diffuse", 0.4f, 0.4f, 0.4f);
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model = glm::rotate(model, angle, glm::vec3(0, 1, 0));
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lightingShader.setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f);
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// point light 1
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lightingShader.setVec3("pointLights[0].position", pointLightPositions[0]);
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lightingShader.setVec3("pointLights[0].ambient", 8.0f, 8.0f, 5.0f);
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lightingShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
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lightingShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
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lightingShader.setFloat("pointLights[0].constant", 1.0f);
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lightingShader.setFloat("pointLights[0].linear", 0.09);
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lightingShader.setFloat("pointLights[0].quadratic", 0.032);
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// point light 2
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lightingShader.setVec3("pointLights[1].position", pointLightPositions[1]);
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lightingShader.setVec3("pointLights[1].ambient", 0.1f, 0.5f, 0.0f);
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lightingShader.setVec3("pointLights[1].diffuse", 0.5f, 1.0f, 0.8f);
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lightingShader.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
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lightingShader.setFloat("pointLights[1].constant", 0.1f);
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lightingShader.setFloat("pointLights[1].linear", 0.09);
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lightingShader.setFloat("pointLights[1].quadratic", 0.032);
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// point light 3
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lightingShader.setVec3("pointLights[2].position", pointLightPositions[2]);
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lightingShader.setVec3("pointLights[2].ambient", 0.7f, 0.3f, 0.0f);
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lightingShader.setVec3("pointLights[2].diffuse", 4.0f, 1.0f, 0.0f);
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lightingShader.setVec3("pointLights[2].specular", 0.5f, 0.5f, 0.0f);
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lightingShader.setFloat("pointLights[2].constant", 0.3f);
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lightingShader.setFloat("pointLights[2].linear", 0.09);
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lightingShader.setFloat("pointLights[2].quadratic", 0.032);
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// point light 4
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// pointLightPositions[3].z = 14.0f + (glm::cos(glfwGetTime() * 3) * 2);
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lightingShader.setVec3("pointLights[3].position", pointLightPositions[3]);
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lightingShader.setVec3("pointLights[3].ambient", 1.0f, (pointLightPositions[3].z - 12) / 10, 0.0f);
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lightingShader.setVec3("pointLights[3].diffuse", 1.0f, 1.0f, 0.0f);
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lightingShader.setVec3("pointLights[3].specular", 0.5f, 0.5f, 0.0f);
|
||||||
|
lightingShader.setFloat("pointLights[3].constant", 0.3f);
|
||||||
|
lightingShader.setFloat("pointLights[3].linear", 0.09);
|
||||||
|
lightingShader.setFloat("pointLights[3].quadratic", 0.033);
|
||||||
|
// spotLight
|
||||||
|
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.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)));
|
||||||
|
|
||||||
|
// DEFAULTS
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
glm::mat4 model = glm::mat4(1.0f);
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------------------------------
|
||||||
|
// --------------------------------------------------------------- R Y S O W A N I E M O D E L I ---
|
||||||
|
// ---------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// wspólne dla modeli oteksturowanych
|
||||||
|
lightingShader.setMat4("projection", projection);
|
||||||
|
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));
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
backpackModel.Draw(lightingShader);
|
||||||
|
|
||||||
|
// pomnik
|
||||||
|
model = glm::translate(glm::mat4(1.0f), glm::vec3(0.4, -23, -7));
|
||||||
|
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));
|
||||||
|
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);
|
||||||
|
lightingShader.setMat4("model", model);
|
||||||
|
barrelModel.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);
|
||||||
|
|
||||||
|
// kostka z odbiciem
|
||||||
|
model = glm::rotate(glm::mat4(1.0f), angle, glm::vec3(0, 1, 0));
|
||||||
model = glm::translate(model, glm::vec3(5, 0, 0));
|
model = glm::translate(model, glm::vec3(5, 0, 0));
|
||||||
model = glm::rotate(model, -angle, glm::vec3(0, 1, 0));
|
model = glm::rotate(model, -angle, glm::vec3(0, 1, 0));
|
||||||
model = glm::translate(model, glm::vec3(0, -5, 0));
|
model = glm::translate(model, glm::vec3(0, -5, 0));
|
||||||
|
model = glm::translate(model, lightPos);
|
||||||
shader.setMat4("model", model);
|
cubeShader.use();
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
cubeShader.setMat4("projection", projection);
|
||||||
|
cubeShader.setMat4("view", view);
|
||||||
glBindVertexArray(0);
|
cubeShader.setMat4("model", model);
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
model = glm::translate(glm::mat4(1.0f), glm::vec3(10, -5, 9));
|
|
||||||
model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
|
|
||||||
model = glm::rotate(model, glm::radians((float)glfwGetTime() * 8), glm::vec3(0.0f, 0.0f, 1.0f));
|
|
||||||
kniedeShader.use();
|
|
||||||
kniedeShader.setMat4("model", model);
|
|
||||||
kniedeShader.setMat4("view", view);
|
|
||||||
kniedeShader.setMat4("projection", projection);
|
|
||||||
kniedeModel.Draw(kniedeShader);
|
|
||||||
|
|
||||||
model = glm::translate(glm::mat4(1.0f), glm::vec3(15, -4, 9));
|
|
||||||
model = glm::translate(model, backpackTranslate);
|
|
||||||
backpackShader.use();
|
|
||||||
backpackShader.setMat4("model", model);
|
|
||||||
backpackShader.setMat4("view", view);
|
|
||||||
backpackShader.setMat4("projection", projection);
|
|
||||||
backpackModel.Draw(backpackShader);
|
|
||||||
|
|
||||||
|
|
||||||
// draw skybox as last
|
|
||||||
glDepthFunc(GL_LEQUAL); // change depth function so depth test passes when values are equal to depth buffer's content
|
|
||||||
skyboxShader.use();
|
|
||||||
view = glm::mat4(glm::mat3(camera.GetViewMatrix())); // remove translation from the view matrix
|
|
||||||
skyboxShader.setMat4("view", view);
|
|
||||||
skyboxShader.setMat4("projection", projection);
|
|
||||||
// skybox cube
|
|
||||||
glBindVertexArray(skyboxVAO);
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
glBindVertexArray(0);
|
|
||||||
glDepthFunc(GL_LESS); // set depth function back to default
|
// pointLightPositions[2] = spaceshipTranslate;
|
||||||
|
|
||||||
|
// światła (kostki)
|
||||||
|
for (unsigned int i = 0; i < pointLightPositionsNum; i++)
|
||||||
|
{
|
||||||
|
model = glm::translate(glm::mat4(1.0f), pointLightPositions[i]);
|
||||||
|
model = glm::scale(model, glm::vec3(0.2f));
|
||||||
|
cubeShader.setMat4("model", model);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
// skybox
|
||||||
|
view = glm::mat4(glm::mat3(camera.GetViewMatrix()));
|
||||||
|
skyboxShader.use();
|
||||||
|
skyboxShader.setMat4("view", view);
|
||||||
|
skyboxShader.setMat4("projection", projection);
|
||||||
|
glBindVertexArray(skyboxVAO);
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
|
||||||
|
glDepthFunc(GL_LEQUAL);
|
||||||
|
// glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
glDepthFunc(GL_LESS);
|
||||||
|
|
||||||
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
// -------------------------------------------------------------------------------
|
// -------------------------------------------------------------------------------
|
||||||
@ -345,17 +439,22 @@ void processInput(GLFWwindow *window)
|
|||||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS)
|
||||||
backpackTranslate.x += 0.2f;
|
spaceshipTranslate.x += 0.02f;
|
||||||
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS)
|
||||||
backpackTranslate.x -= 0.2f;
|
spaceshipTranslate.x -= 0.02f;
|
||||||
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
|
||||||
backpackTranslate.y -= 0.2f;
|
spaceshipTranslate.y -= 0.02f;
|
||||||
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
|
||||||
backpackTranslate.y += 0.2f;
|
spaceshipTranslate.y += 0.02f;
|
||||||
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
|
||||||
backpackTranslate.z += 0.1f;
|
spaceshipTranslate.z += 0.01f;
|
||||||
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
|
||||||
backpackTranslate.z -= 0.1f;
|
spaceshipTranslate.z -= 0.01f;
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS)
|
||||||
|
std::cout << spaceshipTranslate.x << " " << spaceshipTranslate.y << " " << spaceshipTranslate.z << std::endl;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS)
|
||||||
|
spaceshipTranslate = glm::vec3(1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
Loading…
Reference in New Issue
Block a user