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@ -1,6 +1,6 @@
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#version 410 core
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uniform vec3 objectColor;
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uniform vec4 objectColor;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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@ -30,5 +30,5 @@ void main()
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float specular = pow(max(0,dot(R,V)),10);
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float diffuse = max(0,dot(normal,lightDir));
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gl_FragColor = vec4(mix(objectColor,objectColor*diffuse+vec3(1)*specular,0.9), 1.0) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
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gl_FragColor = vec4(mix(objectColor.rgb,objectColor.rgb*diffuse+vec3(1)*specular,0.9), 1.0) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), objectColor.a);
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}
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@ -31,7 +31,8 @@ glm::mat4 cameraMatrix, perspectiveMatrix;
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glm::vec3 lightDir = glm::vec3(0.0f, 100.0f, 0.0f);
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glm::quat rotation = glm::quat(1, 0, 0, 0);
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glm::quat rotationX = glm::quat(1, 0, 0, 0);
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glm::quat rotationY = glm::quat(1, 0, 0, 0);
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std::vector<glm::vec3> planetsCoords;
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std::vector<Bubble> bubbles;
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@ -73,7 +74,9 @@ glm::mat4 createCameraMatrix()
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mouseX = 0;
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mouseY = 0;
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cameraAngle = 0;
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rotation = glm::normalize(rotationChange * rotation);
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rotationX = glm::normalize(rotationChange * rotationX);
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rotationY = glm::normalize(rotationChange * rotationY);
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glm::quat rotation = rotationX * rotationY;
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cameraDir = glm::inverse(rotation) * glm::vec3(0.0f, 0.0f, -1.0f);
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cameraSide = glm::inverse(rotation) * glm::vec3(1.0f, 0.0f, 0.0f);
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return Core::createViewMatrixQuat(cameraPos,rotation);
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@ -136,7 +139,7 @@ void renderScene()
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0,-1.0f,-1.0f)) * glm::rotate(glm::radians(180.0f), glm::vec3(0,1,0)) * glm::scale(glm::vec3(0.25f));
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glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.5f) * glm::mat4_cast(glm::inverse(rotation)) * shipInitialTransformation;
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glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.5f) * glm::mat4_cast(glm::inverse(rotationX * rotationY)) * shipInitialTransformation;
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drawObjectTexture(sharkModel, shipModelMatrix, sharkTexture);
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