feat: make skybox bigger, add new sand texture
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@ -5,7 +5,7 @@
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namespace Core
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{
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glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 500.0f);
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glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 800.f);
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// position - pozycja kamery
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// forward - wektor "do przodu" kamery (jednostkowy)
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@ -27,7 +27,7 @@ void Core::Engine::loadTextures() {
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this->fishTexture = LoadTexture("textures/fish.png");
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this->submarineTexture = LoadTexture("textures/submarine.png");
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this->bubbleTexture = LoadTexture("textures/bubble.png");
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this->terrainTexture = LoadTexture("textures/terrain.jpg");
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this->terrainTexture = LoadTexture("textures/sand2.jpg");
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this->skyboxTexture = loadCubemap();
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}
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@ -133,7 +133,7 @@ const float Core::Engine::cubeVertices[216] = {
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
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};
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const float Core::Engine::skyboxVerticeParameter = 50.0f;
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const float Core::Engine::skyboxVerticeParameter = 200.0f;
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const float Core::Engine::skyboxVertices[108] = {
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-skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
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@ -11,7 +11,7 @@ const int HeightGenerator::SEED = rd();
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float HeightGenerator::generateHeight(int x, int z) {
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float total = 0;
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int p = 0.5f;
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int p = 0.25f;
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for (int i = 0; i < 5; i++) {
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float freq = pow(2, i);
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float amp = pow(p, i);
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@ -25,8 +25,8 @@ obj::Model Terrain::generateTerrain() {
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normals[vertexPointer * 3] = normal.x;
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normals[vertexPointer * 3 + 1] = normal.y;
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normals[vertexPointer * 3 + 2] = normal.z;
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textureCoords[vertexPointer * 2] = float(j) / float(VERTEX_COUNT - 1);
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textureCoords[vertexPointer * 2 + 1] = float(i) / float(VERTEX_COUNT - 1);
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textureCoords[vertexPointer * 2] = float(j) / float(VERTEX_COUNT - 1) * 40;
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textureCoords[vertexPointer * 2 + 1] = float(i) / float(VERTEX_COUNT - 1) * 40;
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vertexPointer++;
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}
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}
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@ -17,7 +17,7 @@
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Core::Engine engine;
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float skyboxBoundary = 48.0f;
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float skyboxBoundary = 500.f;//198.0f;
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float old_x, old_y = -1;
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glm::vec3 cursorDiff;
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@ -61,7 +61,7 @@ bool isInBoundaries(glm::vec3 nextPosition) {
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void keyboard(unsigned char key, int x, int y)
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{
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float angleSpeed = 10.f;
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float moveSpeed = 1.0f;
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float moveSpeed = 2.0f;
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glm::vec3 nextPosition;
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switch (key)
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{
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@ -239,7 +239,7 @@ void renderScene()
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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(50, -45, 50)) * glm::rotate(glm::radians(180.f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(2.f));
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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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BIN
grafika_projekt/textures/sand.jpg
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grafika_projekt/textures/sand.jpg
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After Width: | Height: | Size: 441 KiB |
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grafika_projekt/textures/sand2.jpg
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grafika_projekt/textures/sand2.jpg
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After Width: | Height: | Size: 152 KiB |
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