diff --git a/cw 1/src/main.cpp b/cw 1/src/main.cpp index 0d6d96a..2a964ed 100644 --- a/cw 1/src/main.cpp +++ b/cw 1/src/main.cpp @@ -4,7 +4,7 @@ #include "Shader_Loader.h" #include "Render_Utils.h" -#include "ex_1_1.hpp" +#include "ex_1_7.hpp" diff --git a/cw 5/shaders/shader_5_1.frag b/cw 5/shaders/shader_5_1.frag index 47f805a..ad2bb25 100644 --- a/cw 5/shaders/shader_5_1.frag +++ b/cw 5/shaders/shader_5_1.frag @@ -8,7 +8,7 @@ uniform vec3 cameraPos; uniform float time; in vec3 vertexNormalOut; -out vec3 vertexPosOut; +in vec3 vertexPosOut; out vec4 outColor; void main() @@ -24,6 +24,5 @@ void main() float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow); float diffuse = intensity; - //outColor = vec4(lightColor * (color * diffuse + specular ), 1.0); - outColor = vec4(1.0); + outColor = vec4(lightColor * (color * diffuse + specular ), 1.0); } diff --git a/cw 5/src/ex_5_1.hpp b/cw 5/src/ex_5_1.hpp index 53c9a2c..a74ccb6 100644 --- a/cw 5/src/ex_5_1.hpp +++ b/cw 5/src/ex_5_1.hpp @@ -32,7 +32,7 @@ glm::vec3 lightColor = glm::vec3(1.f, 1.f, 1.f); glm::vec3 spaceshipPos = glm::vec3(-4.f, 0, 0); glm::vec3 spaceshipDir = glm::vec3(1.f, 0.f, 0.f); -GLuint VAO,VBO; +GLuint VAO, VBO; float aspectRatio = 1.f; @@ -44,7 +44,7 @@ void updateDeltaTime(float time) { lastTime = time; return; } - + deltaTime = time - lastTime; if (deltaTime > 0.1) deltaTime = 0.1; lastTime = time; @@ -52,8 +52,8 @@ void updateDeltaTime(float time) { glm::mat4 createCameraMatrix() { - glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f))); - glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide,cameraDir)); + glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f))); + glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir)); glm::mat4 cameraRotrationMatrix = glm::mat4({ cameraSide.x,cameraSide.y,cameraSide.z,0, cameraUp.x,cameraUp.y,cameraUp.z ,0, @@ -68,7 +68,7 @@ glm::mat4 createCameraMatrix() glm::mat4 createPerspectiveMatrix() { - + glm::mat4 perspectiveMatrix; float n = 0.05; float f = 20.; @@ -77,12 +77,12 @@ glm::mat4 createPerspectiveMatrix() perspectiveMatrix = glm::mat4({ 1,0.,0.,0., 0.,aspectRatio,0.,0., - 0.,0.,(f+n) / (n - f),2*f * n / (n - f), + 0.,0.,(f + n) / (n - f),2 * f * n / (n - f), 0.,0.,-1.,0., }); - - perspectiveMatrix=glm::transpose(perspectiveMatrix); + + perspectiveMatrix = glm::transpose(perspectiveMatrix); return perspectiveMatrix; } @@ -93,7 +93,7 @@ void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::v glm::mat4 transformation = viewProjectionMatrix * modelMatrix; glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation); glUniformMatrix4fv(glGetUniformLocation(program, "modelMat"), 1, GL_FALSE, (float*)&modelMatrix); - glUniform3f(glGetUniformLocation(program, "color"), color.x,color.y,color.z); + glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z); glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z); glUniform3f(glGetUniformLocation(program, "lightColor"), lightColor.x, lightColor.y, lightColor.z); glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z); @@ -112,9 +112,9 @@ void renderScene(GLFWwindow* window) float time = glfwGetTime(); updateDeltaTime(time); - - drawObjectColor(sphereContext,glm::mat4(),glm::vec3(1.0, 1.0, 0.3)); + + drawObjectColor(sphereContext, glm::mat4(), glm::vec3(1.0, 1.0, 0.3)); drawObjectColor(sphereContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3)); @@ -139,9 +139,9 @@ void renderScene(GLFWwindow* window) drawObjectColor(shipContext, glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi()) * glm::scale(glm::vec3(0.2f)), glm::vec3(0.3, 0.3, 0.5) - ); + ); + - glfwSwapBuffers(window); } void framebuffer_size_callback(GLFWwindow* window, int width, int height) @@ -152,7 +152,7 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height) void loadModelToContext(std::string path, Core::RenderContext& context) { Assimp::Importer import; - const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace); + const aiScene * scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace); if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {