From a18390da4b2a69637838d317f2574c0c906b092c Mon Sep 17 00:00:00 2001 From: Kamil_DLC Date: Tue, 16 Feb 2021 22:18:20 +0100 Subject: [PATCH] Additional models --- opengl_test35.cpp | 22 ++++++++++++++++++++-- 1 file changed, 20 insertions(+), 2 deletions(-) diff --git a/opengl_test35.cpp b/opengl_test35.cpp index 4cd3abe..d0c033a 100644 --- a/opengl_test35.cpp +++ b/opengl_test35.cpp @@ -94,6 +94,9 @@ int main(int argc, char** argv) Shader backpackShader("9.2.geometry_shader.vert", "9.2.geometry_shader.frag"); Model backpackModel("../resources/objects/backpack/backpack.obj"); + Shader spaceshipShader("9.2.geometry_shader.vert", "9.2.geometry_shader.frag"); + Model spaceshipModel("../resources/objects/spaceship/Intergalactic_Spaceship.obj"); + // set up vertex data (and buffer(s)) and configure vertex attributes // ------------------------------------------------------------------ float cubeVertices[] = { @@ -286,14 +289,29 @@ int main(int argc, char** argv) kniedeShader.setMat4("projection", projection); kniedeModel.Draw(kniedeShader); - model = glm::translate(glm::mat4(1.0f), glm::vec3(15, -4, 9)); - model = glm::translate(model, backpackTranslate); + model = glm::translate(glm::mat4(1.0f), glm::vec3(10, -15, -3)); backpackShader.use(); backpackShader.setMat4("model", model); backpackShader.setMat4("view", view); backpackShader.setMat4("projection", projection); backpackModel.Draw(backpackShader); + //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)); + //spaceshipShader.use(); + //spaceshipShader.setMat4("model", model); + //spaceshipShader.setMat4("view", view); + //spaceshipShader.setMat4("projection", projection); + //spaceshipModel.Draw(spaceshipShader); + + model = glm::translate(glm::mat4(1.0f), glm::vec3(15, -4, 9)); + model = glm::translate(model, backpackTranslate); + spaceshipShader.use(); + spaceshipShader.setMat4("model", model); + spaceshipShader.setMat4("view", view); + spaceshipShader.setMat4("projection", projection); + spaceshipModel.Draw(spaceshipShader); // draw skybox as last glDepthFunc(GL_LEQUAL); // change depth function so depth test passes when values are equal to depth buffer's content