Delete not using function
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@ -211,7 +211,7 @@ void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuin
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glUseProgram(0);
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}
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void drawTranslucentObjects(int x, int y) {
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void drawTranslucentObjects() {
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
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@ -275,36 +275,6 @@ void renderCoralTrees() {
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drawObjectColor(coralTreeContext, glm::translate(glm::vec3(30, -18, -20)) * glm::scale(glm::vec3(1.2f)), glm::vec3(0.5802f, 0.1406f, 0.74f));
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}
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void secondRenderingPass() {
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
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// Aktualizacja macierzy widoku i rzutowania
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cameraMatrix = createCameraMatrix();
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// glColor3f(1, 1, 1);
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// glTranslatef(5, .6, -2);
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glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.5f) * glm::mat4_cast(glm::inverse(cameraRotation)) * shipInitialTransformation;
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drawObjectTexture(shipContext, shipModelMatrix, caustics[causticIndex]);
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drawObjectTexture(seafloorContext, glm::translate(glm::vec3(0,-15,0)) * glm::scale(glm::vec3(10.f)), caustics[causticIndex]);
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// Animals
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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]);
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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]);
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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]);
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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]);
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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]);
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// Plants
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drawObjectTexture(coralTreeContext, glm::translate(glm::vec3(0, -14, 2)) * glm::scale(glm::vec3(0.5f)), caustics[causticIndex]);
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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]);
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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]);
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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]);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LESS);
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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void renderRocks(bool causticPass) {
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// Rocks
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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]);
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@ -398,9 +368,7 @@ void renderScene()
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renderObjects(false);
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renderObjects(true);
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drawTranslucentObjects(0, 20);
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drawTranslucentObjects(20, 40);
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drawTranslucentObjects(40, 100);
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drawTranslucentObjects();
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// Render the scene
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glFlush();
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