Prześlij pliki do 'src'
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@ -4,6 +4,7 @@
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#include "ext.hpp"
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#include <iostream>
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#include <cmath>
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#include <stdlib.h>
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#include "Shader_Loader.h"
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#include "Render_Utils.h"
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@ -46,6 +47,7 @@ namespace textures {
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GLuint deskTexture;
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GLuint ceilingLampTexture;
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GLuint bedTexture;
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GLuint flashlightTexture;
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}
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GLuint depthMapFBO;
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@ -55,7 +57,9 @@ GLuint program;
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GLuint programSun;
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GLuint programTex;
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GLuint programDepth;
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GLuint programSkybox;
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bool flashOff = false;
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Core::Shader_Loader shaderLoader;
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@ -324,14 +328,16 @@ void renderScene(GLFWwindow* window)
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// );
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drawObjectPBR(shipContext,
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glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
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textures::sunTexture,
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0.2,
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1.0
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textures::flashlightTexture,
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0.0,
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0.0
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);
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spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
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spotlightConeDir = spaceshipDir;
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if (!flashOff)
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spotlightConeDir = spaceshipDir;
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else
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spotlightConeDir = -spaceshipDir;
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glUseProgram(0);
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glfwSwapBuffers(window);
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}
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@ -397,6 +403,7 @@ void init(GLFWwindow* window)
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loadModelToContext("./models2/lamp/Lamp_LOVMANAD_OBJ.obj", models::lamp);
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loadModelToContext("./models2/door/source/door.obj", models::door);
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textures::flashlightTexture = Core::LoadTexture("./models/FlashlightTexture.png");
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textures::sunTexture = Core::LoadTexture("./models/sun.jpeg");
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textures::windowFrameTexture = Core::LoadTexture("./models2/Frame/frame.png");
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textures::bookShelfTexture = Core::LoadTexture("./models2/bookshelf/SHELF_TEXTURE.bmp");
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@ -424,20 +431,25 @@ void processInput(GLFWwindow* window)
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spaceshipPos += spaceshipDir * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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spaceshipPos -= spaceshipDir * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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spaceshipPos += spaceshipSide * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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spaceshipPos -= spaceshipSide * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
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spaceshipPos += spaceshipUp * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
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spaceshipPos -= spaceshipUp * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
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spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
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spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
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if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS)
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flashOff = false;
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if (glfwGetKey(window, GLFW_KEY_5) == GLFW_PRESS)
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flashOff = true;
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cameraPos = spaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
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cameraPos = spaceshipPos - 0.6 * spaceshipDir + glm::vec3(0, 1, 0) * 0.26f;
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cameraDir = spaceshipDir;
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if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
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