Change Spaceship::getInstance to spaceship
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c0f6329de7
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874934e603
@ -39,9 +39,6 @@ GLuint programTex;
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Core::Shader_Loader shaderLoader;
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Core::RenderContext shipContext;
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Core::RenderContext sphereContext;
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std::list<Sun> suns;
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Sun sun;
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GLuint VAO,VBO;
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@ -54,6 +51,8 @@ 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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void updateDeltaTime(float time) {
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if (lastTime < 0) {
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lastTime = time;
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@ -67,7 +66,7 @@ void updateDeltaTime(float time) {
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * Spaceship::getInstance().createCameraMatrix();
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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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@ -79,7 +78,7 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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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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@ -94,10 +93,10 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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glUniform3f(glGetUniformLocation(program, "lightPos"), sun.sunPos.x, sun.sunPos.y, sun.sunPos.z);
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glUniform3f(glGetUniformLocation(program, "lightColor"), sun.sunColor.x, sun.sunColor.y, sun.sunColor.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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@ -132,19 +131,15 @@ void renderScene(GLFWwindow* window)
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glUseProgram(program);
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drawObjectPBR(sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * 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), 0.3, 0.0);
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drawObjectPBR(models::sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * 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), 0.3, 0.0);
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drawObjectPBR(sphereContext,
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drawObjectPBR(models::sphereContext,
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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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drawObjectPBR(models::marbleBustContext, glm::mat4(), glm::vec3(1.f, 1.f, 1.f), 0.5f, 1.0f);
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drawObjectPBR(shipContext,
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Spaceship::getInstance().calculateModelMatrix(),
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glm::vec3(0.3, 0.3, 0.5),
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0.2,1.0
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);
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drawObjectPBR(models::spaceshipContext, spaceship.calculateModelMatrix(), spaceship.color, spaceship.roughness, spaceship.metallic);
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glUseProgram(0);
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glfwSwapBuffers(window);
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@ -202,13 +197,13 @@ void init(GLFWwindow* window)
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programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/spaceship.obj", shipContext);
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//loadModelToContext("./models/sphere.obj", sphereContext);
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//loadModelToContext("./models/spaceship.obj", spaceship.context);
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loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
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loadModelToContext("./models/GameUtils::spaceship.obj", models::spaceshipContext);
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loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
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loadModelToContext("./models/sphere.obj", models::sphereContext);
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createSuns();
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@ -230,8 +225,8 @@ 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::getInstance().spaceshipPos.x, Spaceship::getInstance().spaceshipPos.y, Spaceship::getInstance().spaceshipPos.z);
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printf("GameUtils::spaceshipDir = glm::vec3(%ff, %ff, %ff);\n", Spaceship::getInstance().spaceshipDir.x, Spaceship::getInstance().spaceshipDir.y, Spaceship::getInstance().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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