Added Depth to models
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3fb7803413
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138
src/ex_9_1.hpp
138
src/ex_9_1.hpp
@ -263,47 +263,105 @@ void renderShadowapSun() {
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glUseProgram(programDepth);
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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));
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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::scale(glm::vec3(0.3f)));
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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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glm::mat4 model;
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drawObjectDepth(models::floor,
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lightVP,
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glm::mat4());
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model = glm::mat4() * glm::translate(glm::vec3(0, 2.6, 0));
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drawObjectDepth(models::roof,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(0, 0, -2));
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drawObjectDepth(models::longerWall,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(0, 0, 2));
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model = glm::rotate(model, glm::radians(180.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::longerWall_d,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(2.5, 0, 0));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::smallerWall,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(-2.5, 0, 0));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::smallerWall_ww,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(0.0, 0.01, 0.9));
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drawObjectDepth(models::carpet,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(-2.5, 0.99, -0.75)) * glm::scale(glm::vec3(0.36, 0.34, 0.36));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::window,
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lightVP,
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model);
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model = glm::mat4();
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model = glm::scale(glm::vec3(0.5f)) * translate(glm::vec3(0.8f, 0.0f, -3.0f));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::cabinet,
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lightVP,
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model);
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model = glm::mat4();
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model = glm::scale(glm::vec3(0.15f)) * glm::translate(glm::vec3(2.3f, 5.0f, -10.6f));
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drawObjectDepth(models::potPlant,
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lightVP,
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model);
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model = glm::mat4(1.0f);
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model = glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(-2.65f, 0.0f, -1.65f));
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model = glm::rotate(model, glm::radians(180.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::officeChair,
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lightVP,
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model);
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model = glm::mat4();
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model = glm::translate(glm::vec3(-0.7f, 0.75f, -1.7f)) * glm::scale(glm::vec3(0.001f));
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drawObjectDepth(models::lamp,
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lightVP,
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model);
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model = glm::mat4(1.0f) * glm::translate(glm::vec3(1.7f, 1.15f, 2.0f));
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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));
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drawObjectDepth(models::door,
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lightVP,
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model);
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model = glm::mat4(1.0f) * glm::translate(glm::vec3(-2.2f, 0.38f, -1.5f));
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drawObjectDepth(models::desk,
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lightVP,
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model);
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model = glm::mat4(1.0f);
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model = glm::scale(glm::vec3(0.4f)) * glm::translate(glm::vec3(0.0f, 3.6f, 0.0f));
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drawObjectDepth(models::ceilingLamp,
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lightVP,
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model);
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model = glm::mat4(1.0f) * glm::translate(glm::vec3(1.6f, 0.0f, -0.86f)) * glm::scale(glm::vec3(0.8f));
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model = glm::rotate(model, glm::radians(270.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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drawObjectDepth(models::bed,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(-1.8f, -0.2f, 2.15f)) * glm::scale(glm::vec3(0.015));
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model = glm::rotate(model, glm::radians(180.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::bookShelf,
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lightVP,
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model);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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