change names from fish to submarine
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cad4a437de
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@ -16,7 +16,7 @@
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GLuint skyboxProgram, skyboxBuffer;
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GLuint programColor;
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GLuint programTexture;
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GLuint textureFish;
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GLuint textureSubmarine;
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unsigned int cubemapTexture, skyboxVAO;
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float old_x, old_y = -1;
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@ -32,7 +32,7 @@ glm::quat rotation = glm::quat(1, 0, 0, 0);
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glm::mat4 cameraMatrix, perspectiveMatrix;
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Core::Shader_Loader shaderLoader;
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Core::RenderContext fishContext;
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Core::RenderContext submarineContext;
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std::string skyboxTextures[6] = {
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"models/skybox/right.jpg",
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@ -214,10 +214,10 @@ void renderScene()
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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glm::mat4 fishInitialTransformation = glm::translate(glm::vec3(-1, 0, -0.5)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.25f));
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glm::mat4 fishModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * fishInitialTransformation;
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glm::mat4 submarineInitialTransformation = glm::translate(glm::vec3(-1, 0, -0.5)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.25f));
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glm::mat4 submarineModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * submarineInitialTransformation;
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//drawObjectColor(fishContext, fishModelMatrix, glm::vec3(0.6f));
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drawObjectTexture(fishContext, fishModelMatrix, textureFish);
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drawObjectTexture(submarineContext, submarineModelMatrix, textureSubmarine);
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glutSwapBuffers();
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}
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@ -291,8 +291,8 @@ void init()
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programTexture = shaderLoader.CreateProgram((char*) "shaders/shader_tex.vert", (char*) "shaders/shader_tex.frag");
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skyboxProgram = shaderLoader.CreateProgram((char *) "shaders/skybox.vert", (char *) "shaders/skybox.frag");
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cubemapTexture = loadCubemap();
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loadModelToContext("models/submarine.obj", fishContext);
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textureFish = Core::LoadTexture("textures/submarine.png");
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loadModelToContext("models/submarine.obj", submarineContext);
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textureSubmarine = Core::LoadTexture("textures/submarine.png");
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initSkybox();
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}
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