From 5c26c5b2ef9a01d642defc957964e00182f084c8 Mon Sep 17 00:00:00 2001 From: Michal Zaporski Date: Wed, 9 Feb 2022 14:28:13 +0100 Subject: [PATCH] Delete not using function --- cw 6/src/main_6_1.cpp | 36 ++---------------------------------- 1 file changed, 2 insertions(+), 34 deletions(-) diff --git a/cw 6/src/main_6_1.cpp b/cw 6/src/main_6_1.cpp index e4cdc23..a2e0e63 100644 --- a/cw 6/src/main_6_1.cpp +++ b/cw 6/src/main_6_1.cpp @@ -211,7 +211,7 @@ void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuin glUseProgram(0); } -void drawTranslucentObjects(int x, int y) { +void drawTranslucentObjects() { float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f; @@ -275,36 +275,6 @@ void renderCoralTrees() { drawObjectColor(coralTreeContext, glm::translate(glm::vec3(30, -18, -20)) * glm::scale(glm::vec3(1.2f)), glm::vec3(0.5802f, 0.1406f, 0.74f)); } -void secondRenderingPass() { - float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f; - // Aktualizacja macierzy widoku i rzutowania - cameraMatrix = createCameraMatrix(); - - // glColor3f(1, 1, 1); - // glTranslatef(5, .6, -2); - glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.5f) * glm::mat4_cast(glm::inverse(cameraRotation)) * shipInitialTransformation; - drawObjectTexture(shipContext, shipModelMatrix, caustics[causticIndex]); - drawObjectTexture(seafloorContext, glm::translate(glm::vec3(0,-15,0)) * glm::scale(glm::vec3(10.f)), caustics[causticIndex]); - - // Animals - drawObjectTexture(seaTurtleContext, glm::translate(glm::vec3(0, cos(time) - 3, 0)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.015f)), caustics[causticIndex]); - drawObjectTexture(crabContext, glm::translate(glm::vec3(cos(time / 7) * 10, -13, 0)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.2f)), caustics[causticIndex]); - for (int i = 0; i < 15; i++) drawObjectTexture(firstFishContext, glm::translate(glm::vec3(firstFishPositions[i][0], firstFishPositions[i][1], firstFishPositions[i][2])) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(-20, 0, 0)) * glm::rotate(glm::radians(cos(8 * time) * 8), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.6f)), caustics[causticIndex]); - for (int i = 0; i < 15; i++) drawObjectTexture(secondFishContext, glm::translate(glm::vec3(secondFishPositions[i][0], secondFishPositions[i][1], secondFishPositions[i][2])) * glm::eulerAngleY(float(-time / 1.75)) * glm::translate(glm::vec3(20, 0, 0)) * glm::rotate(glm::radians(cos(10 * time) * 12), glm::vec3(0, 1, 0)) * glm::rotate(glm::radians(90.f), glm::vec3(0, 1, 0)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.1f)), caustics[causticIndex]); - for (int i = 0; i < 15; i++) drawObjectTexture(thirdFishContext, glm::translate(glm::vec3(thirdFishPositions[i][0], thirdFishPositions[i][1], thirdFishPositions[i][2])) * glm::eulerAngleY(float(time / 2.5)) * glm::translate(glm::vec3(-20, 0, 0)) * glm::rotate(glm::radians(cos(8 * time) * 8), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.5f)), caustics[causticIndex]); - - // Plants - drawObjectTexture(coralTreeContext, glm::translate(glm::vec3(0, -14, 2)) * glm::scale(glm::vec3(0.5f)), caustics[causticIndex]); - drawObjectTexture(coralContext, glm::translate(glm::vec3(0, -14, 8)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.1f)), caustics[causticIndex]); - drawObjectTexture(gorgonianCoralContext, glm::translate(glm::vec3(0, -14, 16)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.07f)), caustics[causticIndex]); - drawObjectTexture(shipwreckContext, glm::translate(glm::vec3(20, -15, 0)) * glm::rotate(glm::radians(255.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.003f)), caustics[causticIndex]); - - glDepthMask(GL_TRUE); - glDepthFunc(GL_LESS); - glDisable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -} - void renderRocks(bool causticPass) { // Rocks drawObjectTexture(rockContext, glm::translate(glm::vec3(30, -13, 40)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(6.f)), causticPass ? textureRockBrown : caustics[causticIndex]); @@ -398,9 +368,7 @@ void renderScene() renderObjects(false); renderObjects(true); - drawTranslucentObjects(0, 20); - drawTranslucentObjects(20, 40); - drawTranslucentObjects(40, 100); + drawTranslucentObjects(); // Render the scene glFlush();