diff --git a/src/ex_9_1.hpp b/src/ex_9_1.hpp index 87f6b3d..76eea26 100644 --- a/src/ex_9_1.hpp +++ b/src/ex_9_1.hpp @@ -263,47 +263,105 @@ void renderShadowapSun() { glUseProgram(programDepth); glm::mat4 lightVP = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0)); - -/* drawObjectDepth(sphereContext, - lightVP, - glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f))); - drawObjectDepth(sphereContext, - lightVP, - 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))); - *///drawObjectDepth(models::bedContext, - // lightVP, - // glm::mat4()); - //drawObjectDepth(models::chairContext, - // lightVP, - // glm::mat4()); - //drawObjectDepth(models::deskContext, - // lightVP, - // glm::mat4()); - //drawObjectDepth(models::doorContext, - // lightVP, - // glm::mat4()); - //drawObjectDepth(models::drawerContext, - // lightVP, - // glm::mat4()); - //drawObjectDepth(models::marbleBustContext, - // lightVP, - // glm::mat4()); - //drawObjectDepth(models::materaceContext, - // lightVP, - // glm::mat4()); - //drawObjectDepth(models::pencilsContext, - // lightVP, - // glm::mat4()); - //drawObjectDepth(models::planeContext, - // lightVP, - // glm::mat4()); - //drawObjectDepth(models::roomContext, - // lightVP, - // glm::mat4()); - //drawObjectDepth(models::windowContext, - // lightVP, - // glm::mat4()); + glm::mat4 model; + drawObjectDepth(models::floor, + lightVP, + glm::mat4()); + + model = glm::mat4() * glm::translate(glm::vec3(0, 2.6, 0)); + drawObjectDepth(models::roof, + lightVP, + model); + + model = glm::mat4() * glm::translate(glm::vec3(0, 0, -2)); + drawObjectDepth(models::longerWall, + lightVP, + model); + + model = glm::mat4() * glm::translate(glm::vec3(0, 0, 2)); + model = glm::rotate(model, glm::radians(180.0f), glm::vec3(0, 1, 0)); + drawObjectDepth(models::longerWall_d, + lightVP, + model); + + model = glm::mat4() * glm::translate(glm::vec3(2.5, 0, 0)); + model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0)); + drawObjectDepth(models::smallerWall, + lightVP, + model); + + model = glm::mat4() * glm::translate(glm::vec3(-2.5, 0, 0)); + model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0)); + drawObjectDepth(models::smallerWall_ww, + lightVP, + model); + + model = glm::mat4() * glm::translate(glm::vec3(0.0, 0.01, 0.9)); + drawObjectDepth(models::carpet, + lightVP, + model); + + model = glm::mat4() * glm::translate(glm::vec3(-2.5, 0.99, -0.75)) * glm::scale(glm::vec3(0.36, 0.34, 0.36)); + model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0)); + drawObjectDepth(models::window, + lightVP, + model); + + model = glm::mat4(); + model = glm::scale(glm::vec3(0.5f)) * translate(glm::vec3(0.8f, 0.0f, -3.0f)); + model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0)); + drawObjectDepth(models::cabinet, + lightVP, + model); + + model = glm::mat4(); + model = glm::scale(glm::vec3(0.15f)) * glm::translate(glm::vec3(2.3f, 5.0f, -10.6f)); + drawObjectDepth(models::potPlant, + lightVP, + model); + + model = glm::mat4(1.0f); + model = glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(-2.65f, 0.0f, -1.65f)); + model = glm::rotate(model, glm::radians(180.0f), glm::vec3(0, 1, 0)); + drawObjectDepth(models::officeChair, + lightVP, + model); + + model = glm::mat4(); + model = glm::translate(glm::vec3(-0.7f, 0.75f, -1.7f)) * glm::scale(glm::vec3(0.001f)); + drawObjectDepth(models::lamp, + lightVP, + model); + + model = glm::mat4(1.0f) * glm::translate(glm::vec3(1.7f, 1.15f, 2.0f)); + model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0.0, 1.0, 0.0)) * glm::scale(glm::vec3(1.0f, 1.1f, 1.3f)); + drawObjectDepth(models::door, + lightVP, + model); + + model = glm::mat4(1.0f) * glm::translate(glm::vec3(-2.2f, 0.38f, -1.5f)); + drawObjectDepth(models::desk, + lightVP, + model); + + model = glm::mat4(1.0f); + model = glm::scale(glm::vec3(0.4f)) * glm::translate(glm::vec3(0.0f, 3.6f, 0.0f)); + drawObjectDepth(models::ceilingLamp, + lightVP, + model); + + model = glm::mat4(1.0f) * glm::translate(glm::vec3(1.6f, 0.0f, -0.86f)) * glm::scale(glm::vec3(0.8f)); + model = glm::rotate(model, glm::radians(270.0f), glm::vec3(0.0f, 1.0f, 0.0f)); + drawObjectDepth(models::bed, + lightVP, + model); + + model = glm::mat4() * glm::translate(glm::vec3(-1.8f, -0.2f, 2.15f)) * glm::scale(glm::vec3(0.015)); + model = glm::rotate(model, glm::radians(180.0f), glm::vec3(0, 1, 0)); + drawObjectDepth(models::bookShelf, + lightVP, + model); glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0, 0, WIDTH, HEIGHT);