reformatted
This commit is contained in:
parent
0e406f71c8
commit
ce33570341
@ -4,7 +4,7 @@
|
||||
|
||||
#include "Shader_Loader.h"
|
||||
#include "Render_Utils.h"
|
||||
#include "ex_1_1.hpp"
|
||||
#include "ex_1_7.hpp"
|
||||
|
||||
|
||||
|
||||
|
@ -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);
|
||||
}
|
||||
|
@ -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;
|
||||
|
||||
@ -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,
|
||||
@ -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);
|
||||
@ -114,7 +114,7 @@ void renderScene(GLFWwindow* window)
|
||||
|
||||
|
||||
|
||||
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));
|
||||
|
||||
@ -139,7 +139,7 @@ void renderScene(GLFWwindow* window)
|
||||
drawObjectColor(shipContext,
|
||||
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.2f)),
|
||||
glm::vec3(0.3, 0.3, 0.5)
|
||||
);
|
||||
);
|
||||
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
@ -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)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user