spaceship get instance returns pointer
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7b2fb51136
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06a808b3a7
3
.gitignore → grk/.gitignore
vendored
3
.gitignore → grk/.gitignore
vendored
@ -5,7 +5,8 @@
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*.suo
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*.user
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*.sln.docstates
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./Debug
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./.vs
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# Build results
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# Roslyn cache directories
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@ -15,10 +15,10 @@ private:
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public:
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static Spaceship& getInstance()
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static Spaceship* getInstance()
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{
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static Spaceship instance; // Jedna i jedyna instancja
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return instance;
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return &instance;
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}
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glm::vec3 color = glm::vec3(0.3, 0.3, 0.5);
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@ -28,7 +28,7 @@ public:
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void draw() {
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glUseProgram(program);
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * Spaceship::getInstance().createCameraMatrix();
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * Spaceship::getInstance()->createCameraMatrix();
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positionMatrix = glm::translate(sunPos);
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glm::mat4 transformation = viewProjectionMatrix * positionMatrix * glm::scale(glm::vec3(scale));
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
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@ -151,8 +151,8 @@ glm::mat4 Core::createPerspectiveMatrix()
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}
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void Core::drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program) {
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * Spaceship::getInstance().createCameraMatrix();
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Spaceship* spaceship = Spaceship::getInstance();
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
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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, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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@ -164,7 +164,7 @@ void Core::drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, gl
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glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
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glUniform3f(glGetUniformLocation(program, "cameraPos"), Spaceship::getInstance().cameraPos.x, Spaceship::getInstance().cameraPos.y, Spaceship::getInstance().cameraPos.z);
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glUniform3f(glGetUniformLocation(program, "cameraPos"), spaceship->cameraPos.x, spaceship->cameraPos.y, spaceship->cameraPos.z);
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const int NUM_LIGHTS = 23;
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@ -183,9 +183,9 @@ void Core::drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, gl
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glUniform3f(glGetUniformLocation(program, "lightPos"), firstSunPos.x, firstSunPos.y, firstSunPos.z);
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glUniform3f(glGetUniformLocation(program, "lightColor"), firstSunColor.x, firstSunColor.y, firstSunColor.z);
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glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), Spaceship::getInstance().spotlightConeDir.x, Spaceship::getInstance().spotlightConeDir.y, Spaceship::getInstance().spotlightConeDir.z);
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glUniform3f(glGetUniformLocation(program, "spotlightPos"), Spaceship::getInstance().spotlightPos.x, Spaceship::getInstance().spotlightPos.y, Spaceship::getInstance().spotlightPos.z);
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glUniform3f(glGetUniformLocation(program, "spotlightColor"), Spaceship::getInstance().spotlightColor.x, Spaceship::getInstance().spotlightColor.y, Spaceship::getInstance().spotlightColor.z);
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glUniform1f(glGetUniformLocation(program, "spotlightPhi"), Spaceship::getInstance().spotlightPhi);
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glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spaceship->spotlightConeDir.x, spaceship->spotlightConeDir.y, spaceship->spotlightConeDir.z);
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glUniform3f(glGetUniformLocation(program, "spotlightPos"), spaceship->spotlightPos.x, spaceship->spotlightPos.y, spaceship->spotlightPos.z);
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glUniform3f(glGetUniformLocation(program, "spotlightColor"), spaceship->spotlightColor.x, spaceship->spotlightColor.y, spaceship->spotlightColor.z);
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glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spaceship->spotlightPhi);
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Core::DrawContext(context);
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}
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@ -54,7 +54,7 @@ glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6);
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float lastTime = -1.f;
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float deltaTime = 0.f;
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Spaceship& spaceship = Spaceship::getInstance();
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Spaceship* spaceship = Spaceship::getInstance();
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void updateDeltaTime(float time) {
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if (lastTime < 0) {
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@ -107,9 +107,9 @@ void renderScene(GLFWwindow* window)
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drawObjectPBR(models::marbleBustContext, glm::mat4(), glm::vec3(1.f, 1.f, 1.f), 0.5f, 1.0f, program);
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drawObjectPBR(models::spaceshipContext,
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spaceship.calculateModelMatrix(),
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spaceship.color,
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spaceship.roughness, spaceship.metallic, program
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spaceship->calculateModelMatrix(),
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spaceship->color,
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spaceship->roughness, spaceship->metallic, program
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);
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glUseProgram(0);
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@ -195,7 +195,7 @@ void shutdown(GLFWwindow* window)
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//obsluga wejscia
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void processInput(GLFWwindow* window)
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{
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Spaceship::getInstance().processInput(window, deltaTime);
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spaceship->processInput(window, deltaTime);
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/*if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
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exposition -= 0.05;
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@ -203,8 +203,8 @@ void processInput(GLFWwindow* window)
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exposition += 0.05;*/
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if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS) {
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printf("GameUtils::spaceshipPos = glm::vec3(%ff, %ff, %ff);\n",spaceship.spaceshipPos.x,spaceship.spaceshipPos.y,spaceship.spaceshipPos.z);
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printf("GameUtils::spaceshipDir = glm::vec3(%ff, %ff, %ff);\n",spaceship.spaceshipDir.x,spaceship.spaceshipDir.y,spaceship.spaceshipDir.z);
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printf("GameUtils::spaceshipPos = glm::vec3(%ff, %ff, %ff);\n",spaceship->spaceshipPos.x,spaceship->spaceshipPos.y,spaceship->spaceshipPos.z);
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printf("GameUtils::spaceshipDir = glm::vec3(%ff, %ff, %ff);\n",spaceship->spaceshipDir.x,spaceship->spaceshipDir.y,spaceship->spaceshipDir.z);
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}
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//cameraDir = glm::normalize(-cameraPos);
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