Yet another cleanup
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ca6464a20b
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4122c2a302
156
src/ex_9_1.hpp
156
src/ex_9_1.hpp
@ -21,28 +21,31 @@ const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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int WIDTH = 500, HEIGHT = 500;
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namespace models {
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Core::RenderContext bedContext;
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Core::RenderContext chairContext;
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Core::RenderContext deskContext;
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Core::RenderContext doorContext;
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Core::RenderContext drawerContext;
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Core::RenderContext marbleBustContext;
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Core::RenderContext materaceContext;
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Core::RenderContext pencilsContext;
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Core::RenderContext planeContext;
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Core::RenderContext roomContext;
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Core::RenderContext spaceshipContext;
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Core::RenderContext sphereContext;
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Core::RenderContext windowContext;
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Core::RenderContext testContext;
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Core::RenderContext windowFrame;
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Core::RenderContext bookShelf;
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Core::RenderContext window;
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Core::RenderContext potPlant;
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Core::RenderContext officeChair;
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Core::RenderContext lamp;
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Core::RenderContext door;
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Core::RenderContext ceilingLamp;
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Core::RenderContext desk;
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Core::RenderContext bed;
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}
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namespace textures {
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GLuint sunTexture;
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GLuint windowFrameTexture;
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GLuint bookShelfTexture;
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GLuint potPlantTexture;
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GLuint officeChariTexture;
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GLuint lampTexture;
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GLuint doorTexture;
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GLuint deskTexture;
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GLuint ceilingLampTexture;
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GLuint bedTexture;
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}
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GLuint depthMapFBO;
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@ -197,39 +200,39 @@ void renderShadowapSun() {
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drawObjectDepth(sphereContext,
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lightVP,
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glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)));
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drawObjectDepth(models::bedContext,
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lightVP,
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glm::mat4());
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drawObjectDepth(models::chairContext,
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lightVP,
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glm::mat4());
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drawObjectDepth(models::deskContext,
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lightVP,
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glm::mat4());
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drawObjectDepth(models::doorContext,
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lightVP,
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glm::mat4());
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drawObjectDepth(models::drawerContext,
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lightVP,
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glm::mat4());
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drawObjectDepth(models::marbleBustContext,
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lightVP,
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glm::mat4());
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drawObjectDepth(models::materaceContext,
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lightVP,
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glm::mat4());
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drawObjectDepth(models::pencilsContext,
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lightVP,
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glm::mat4());
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drawObjectDepth(models::planeContext,
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lightVP,
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glm::mat4());
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drawObjectDepth(models::roomContext,
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lightVP,
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glm::mat4());
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drawObjectDepth(models::windowContext,
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lightVP,
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glm::mat4());
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//drawObjectDepth(models::bedContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::chairContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::deskContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::doorContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::drawerContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::marbleBustContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::materaceContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::pencilsContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::planeContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::roomContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::windowContext,
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// lightVP,
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// glm::mat4());
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -256,6 +259,46 @@ void renderScene(GLFWwindow* window)
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glUseProgram(program);
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drawObjectPBR(models::window, glm::mat4(),
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textures::windowFrameTexture,
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0.2,
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0.1
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);
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drawObjectPBR(models::potPlant, glm::mat4(),
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textures::potPlantTexture,
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0.3f,
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0.2f
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);
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drawObjectPBR(models::officeChair, glm::mat4(),
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textures::officeChariTexture,
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0.2f,
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0.0f
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);
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drawObjectPBR(models::lamp, glm::mat4(),
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textures::lampTexture,
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0.3f,
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0.0f
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);
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drawObjectPBR(models::door, glm::mat4(),
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textures::doorTexture,
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0.4f,
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0.0f
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);
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drawObjectPBR(models::desk, glm::mat4(),
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textures::deskTexture,
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0.4f,
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0.0f
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);
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drawObjectPBR(models::ceilingLamp, glm::mat4(),
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textures::ceilingLampTexture,
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0.2f,
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0.0f
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);
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drawObjectPBR(models::bed, glm::mat4(),
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textures::bedTexture,
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0.3f,
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0.0f
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);
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drawObjectPBR(models::windowFrame, glm::mat4(),
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textures::windowFrameTexture,
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0.2f,
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@ -265,18 +308,6 @@ void renderScene(GLFWwindow* window)
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0.4f,
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0.1f);
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//drawObjectPBR(models::bedContext, glm::mat4(), 0.2f, 0.0f);
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//drawObjectPBR(models::chairContext, glm::mat4(), 0.4f, 0.0f);
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//drawObjectPBR(models::deskContext, glm::mat4(), 0.2f, 0.0f);
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//drawObjectPBR(models::doorContext, glm::mat4(), 0.2f, 0.0f);
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//drawObjectPBR(models::drawerContext, glm::mat4(), 0.2f, 0.0f);
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//drawObjectPBR(models::marbleBustContext, glm::mat4(), 0.5f, 1.0f);
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//drawObjectPBR(models::materaceContext, glm::mat4(), 0.8f, 0.0f);
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//drawObjectPBR(models::pencilsContext, glm::mat4(), 0.1f, 0.0f);
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//drawObjectPBR(models::planeContext, glm::mat4(), 0.2f, 0.0f);
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//drawObjectPBR(models::roomContext, glm::mat4(), 0.8f, 0.0f);
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//drawObjectPBR(models::windowContext, glm::mat4(), 0.2f, 0.0f);
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
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glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
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@ -357,19 +388,8 @@ void init(GLFWwindow* window)
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/spaceship.obj", shipContext);
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loadModelToContext("./models/bed.obj", models::bedContext);
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loadModelToContext("./models/chair.obj", models::chairContext);
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loadModelToContext("./models/desk.obj", models::deskContext);
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loadModelToContext("./models/door.obj", models::doorContext);
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loadModelToContext("./models/drawer.obj", models::drawerContext);
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loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
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loadModelToContext("./models/materace.obj", models::materaceContext);
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loadModelToContext("./models/pencils.obj", models::pencilsContext);
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loadModelToContext("./models/plane.obj", models::planeContext);
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loadModelToContext("./models/room.obj", models::roomContext);
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loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
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loadModelToContext("./models/sphere.obj", models::sphereContext);
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loadModelToContext("./models/window.obj", models::windowContext);
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loadModelToContext("./models2/Frame/Frame.obj", models::windowFrame);
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loadModelToContext("./models2/bookshelf/shelf.obj", models::bookShelf);
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