changes
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@ -98,11 +98,12 @@ void Core::Engine::generateBubbleArray() {
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}
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void Core::Engine::generateObjectArray() {
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std::uniform_int_distribution<> distr(-64, 64);
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for (int i = 0; i < 200; i++) {
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int random1 = this->distr(this->gen);
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int random2 = this->distr(this->gen);
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float height = -this->skyboxVerticeParameter + this->terrain.heightTable[random1][random2] + 15;
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this->objectArray[i] = glm::vec3(random1, height, random2);
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int random1 = distr(this->gen);
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int random2 = distr(this->gen);
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float height = -this->skyboxVerticeParameter + this->terrain.heightTable[abs(random1)][abs(random2)] + 15;
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this->objectArray[i] = glm::vec3(random1, height, random2) * glm::vec3(3,1,3);
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}
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}
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@ -237,11 +237,7 @@ void renderScene()
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}
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}
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Core::drawObjectTexture(engine.submarineContext, submarineModelMatrix, engine.submarineTexture, engine.textureShader, lightDir, cameraMatrix, perspectiveMatrix);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glm::mat4 terrainTransformation = glm::translate(glm::vec3(200, -185, 200)) * glm::rotate(glm::radians(180.f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(8.f));
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Core::drawObjectTexture(engine.terrainContext, terrainTransformation, engine.terrainTexture, engine.textureShader, lightDir, cameraMatrix, perspectiveMatrix);
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for (int j = 0; j < 25; j++) {
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@ -258,7 +254,7 @@ void renderScene()
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objectTransformation = glm::translate(engine.objectArray[75+j]) * glm::rotate(glm::radians(0.f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.3f));
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drawObjectTexture(engine.coral1Context, objectTransformation, engine.coral1Texture, engine.textureShader, lightDir, cameraMatrix, perspectiveMatrix);
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objectTransformation = glm::translate(engine.objectArray[100+j]) * glm::rotate(glm::radians(0.f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.3f));
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objectTransformation = glm::translate(engine.objectArray[100+j]) * glm::rotate(glm::radians(90.f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.3f));
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drawObjectTexture(engine.archContext, objectTransformation, engine.archTexture, engine.textureShader, lightDir, cameraMatrix, perspectiveMatrix);
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}
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@ -267,6 +263,10 @@ void renderScene()
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drawObjectTexture(engine.rocktower1Context, objectTransformation, engine.rocktower1Texture, engine.textureShader, lightDir, cameraMatrix, perspectiveMatrix);
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}
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glm::mat4 terrainTransformation = glm::translate(glm::vec3(200, -185, 200)) * glm::rotate(glm::radians(180.f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(8.f));
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Core::drawObjectTexture(engine.terrainContext, terrainTransformation, engine.terrainTexture, engine.textureShader, lightDir, cameraMatrix, perspectiveMatrix);
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glutSwapBuffers();
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}
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