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