delete unnecessary models
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@ -24,20 +24,9 @@ const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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int WIDTH = 500, HEIGHT = 500;
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int WIDTH = 500, HEIGHT = 500;
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namespace models {
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namespace models {
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Core::RenderContext bedContext;
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Core::RenderContext chairContext;
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Core::RenderContext deskContext;
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Core::RenderContext doorContext;
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Core::RenderContext drawerContext;
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Core::RenderContext marbleBustContext;
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Core::RenderContext marbleBustContext;
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Core::RenderContext materaceContext;
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Core::RenderContext pencilsContext;
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Core::RenderContext planeContext;
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Core::RenderContext roomContext;
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Core::RenderContext spaceshipContext;
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Core::RenderContext spaceshipContext;
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Core::RenderContext sphereContext;
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Core::RenderContext sphereContext;
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Core::RenderContext windowContext;
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Core::RenderContext testContext;
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}
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}
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GLuint depthMapFBO;
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GLuint depthMapFBO;
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@ -149,17 +138,7 @@ void renderScene(GLFWwindow* window)
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glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
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glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
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glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0);
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glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0);
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drawObjectPBR(models::bedContext, glm::mat4(), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f);
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drawObjectPBR(models::chairContext, glm::mat4(), glm::vec3(0.195239f, 0.37728f, 0.8f), 0.4f, 0.0f);
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drawObjectPBR(models::deskContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
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drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
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drawObjectPBR(models::drawerContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
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drawObjectPBR(models::marbleBustContext, glm::mat4(), glm::vec3(1.f, 1.f, 1.f), 0.5f, 1.0f);
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drawObjectPBR(models::marbleBustContext, glm::mat4(), glm::vec3(1.f, 1.f, 1.f), 0.5f, 1.0f);
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drawObjectPBR(models::materaceContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f);
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drawObjectPBR(models::pencilsContext, glm::mat4(), glm::vec3(0.10039f, 0.018356f, 0.001935f), 0.1f, 0.0f);
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drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
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drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f);
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drawObjectPBR(models::windowContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
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drawObjectPBR(shipContext,
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drawObjectPBR(shipContext,
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Spaceship::getInstance().calculateModelMatrix(),
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Spaceship::getInstance().calculateModelMatrix(),
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@ -227,20 +206,10 @@ void init(GLFWwindow* window)
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loadModelToContext("./models/spaceship.obj", shipContext);
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loadModelToContext("./models/spaceship.obj", shipContext);
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loadModelToContext("./models/bed.obj", models::bedContext);
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loadModelToContext("./models/chair.obj", models::chairContext);
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loadModelToContext("./models/desk.obj", models::deskContext);
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loadModelToContext("./models/door.obj", models::doorContext);
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loadModelToContext("./models/drawer.obj", models::drawerContext);
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loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
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loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
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loadModelToContext("./models/materace.obj", models::materaceContext);
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loadModelToContext("./models/pencils.obj", models::pencilsContext);
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loadModelToContext("./models/plane.obj", models::planeContext);
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loadModelToContext("./models/room.obj", models::roomContext);
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loadModelToContext("./models/GameUtils::spaceship.obj", models::spaceshipContext);
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loadModelToContext("./models/GameUtils::spaceship.obj", models::spaceshipContext);
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loadModelToContext("./models/sphere.obj", models::sphereContext);
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loadModelToContext("./models/sphere.obj", models::sphereContext);
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loadModelToContext("./models/window.obj", models::windowContext);
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loadModelToContext("./models/test.obj", models::testContext);
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createSuns();
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createSuns();
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}
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}
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