new spaceship_new.obj

This commit is contained in:
Wiktoria Grzesik 2024-01-28 17:30:37 +01:00
parent 40eeb29faa
commit 315ea823c6
6 changed files with 143659 additions and 7 deletions

143647
cw 7/models/spaceship_new.obj Normal file

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@ -43,6 +43,8 @@ namespace texture {
GLuint metalnessSphere; GLuint metalnessSphere;
GLuint roughnessSphere; GLuint roughnessSphere;
GLuint metalnessShip;
GLuint roughnessShip;
} }
@ -258,8 +260,8 @@ void renderScene(GLFWwindow* window)
drawObjectTexture(shipContext, drawObjectTexture(shipContext,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::rotate(glm::mat4(), tiltAngle * glm::radians(30.0f), glm::vec3(0, 0, 1)) * glm::scale(glm::vec3(0.1f)), glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::rotate(glm::mat4(), tiltAngle * glm::radians(30.0f), glm::vec3(0, 0, 1)) * glm::scale(glm::vec3(0.025f)),
texture::ship, texture::shipNormal, texture::metalnessSphere, texture::roughnessSphere); texture::ship, texture::shipNormal, texture::metalnessShip, texture::roughnessShip);
//drawObjectTexture(shipContext, //drawObjectTexture(shipContext,
// glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>())*glm::scale(glm::vec3(0.1f)), // glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>())*glm::scale(glm::vec3(0.1f)),
// texture::ship, texture::shipNormal // texture::ship, texture::shipNormal
@ -329,11 +331,11 @@ void init(GLFWwindow* window)
programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag"); programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
loadModelToContext("./models/sphere.obj", sphereContext); loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/spaceship.obj", shipContext); loadModelToContext("./models/spaceship_new.obj", shipContext);
loadModelToContext("./models/cube.obj", cubeContext); loadModelToContext("./models/cube.obj", cubeContext);
texture::earth = Core::LoadTexture("textures/earth.png"); texture::earth = Core::LoadTexture("textures/earth.png");
texture::ship = Core::LoadTexture("textures/spaceship.jpg"); texture::ship = Core::LoadTexture("textures/ship/spaceship_color.jpg");
texture::moon = Core::LoadTexture("textures/moon.jpg"); texture::moon = Core::LoadTexture("textures/moon.jpg");
texture::rust = Core::LoadTexture("textures/rust.jpg"); texture::rust = Core::LoadTexture("textures/rust.jpg");
@ -347,13 +349,16 @@ void init(GLFWwindow* window)
texture::sun = Core::LoadTexture("textures/2k_sun.jpg"); texture::sun = Core::LoadTexture("textures/2k_sun.jpg");
texture::earthNormal = Core::LoadTexture("textures/earth_normalmap.png"); texture::earthNormal = Core::LoadTexture("textures/earth_normalmap.png");
texture::shipNormal = Core::LoadTexture("textures/spaceship_normal.jpg"); texture::shipNormal = Core::LoadTexture("textures/ship/spaceship_nmap.jpg");
texture::rustNormal = Core::LoadTexture("textures/rust_normal.jpg"); texture::rustNormal = Core::LoadTexture("textures/rust_normal.jpg");
texture::moonNormal = Core::LoadTexture("textures/moon_normal.jpg"); texture::moonNormal = Core::LoadTexture("textures/moon_normal.jpg");
texture::metalnessSphere = Core::LoadTexture("textures/rusty_metal_sheet_diff_2k.jpg"); texture::metalnessSphere = Core::LoadTexture("textures/rusty_metal_sheet_diff_2k.jpg");
texture::roughnessSphere = Core::LoadTexture("textures/rough_concrete_diff_1k.jpg"); texture::roughnessSphere = Core::LoadTexture("textures/rough_concrete_diff_1k.jpg");
texture::metalnessShip = Core::LoadTexture("textures/ship/spaceship_metalness.jpg");
texture::roughnessShip = Core::LoadTexture("textures/ship/spaceship_rough.jpg");
glGenTextures(1, &textureID); glGenTextures(1, &textureID);
@ -438,8 +443,8 @@ void processInput(GLFWwindow* window)
{ {
spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
spaceshipUp = glm::vec3(0.f, 1.f, 0.f); spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
float angleSpeed = 0.05f; float angleSpeed = 0.005f;
float moveSpeed = 0.05f; float moveSpeed = 0.005f;
double x = 0.002; double x = 0.002;

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