render one planet with moon
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1
grk/project/GameObject.cpp
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grk/project/GameObject.cpp
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#include "GameObject.h"
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grk/project/GameObject.h
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grk/project/GameObject.h
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#include "glm.hpp"
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#pragma once
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class GameObject
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{
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public:
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virtual glm::mat4 getPositionMatrix() = 0;
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};
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grk/project/Planet.cpp
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grk/project/Planet.cpp
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#include "Planet.h"
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grk/project/Planet.h
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grk/project/Planet.h
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#include "./GameObject.h"
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#include "glm.hpp"
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#include "ext.hpp"
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#include "src/Render_Utils.h"
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#pragma once
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class Planet : public GameObject
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{
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private:
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GameObject* center;
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float distanceFromCenter;
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float rotationSpeed;
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Core::RenderContext sphereContext;
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float scale;
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glm::vec3 position;
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glm::mat4 positionMatrix;
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public:
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Planet(GameObject* center, float distanceFromCenter, float rotationSpeed, float scale, Core::RenderContext sphereContext) {
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this->center = center;
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this->distanceFromCenter = distanceFromCenter;
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this->rotationSpeed = rotationSpeed;
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this->sphereContext = sphereContext;
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this->scale = scale;
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this->position = glm::vec3(0);
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}
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glm::mat4 getPositionMatrix() override {
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return positionMatrix;
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}
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void draw(float time, GLuint program) {
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if (center == nullptr) {
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return;
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}
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float rotationAngle = glm::radians(time * rotationSpeed);
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positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed) * glm::translate(glm::vec3(distanceFromCenter, 0, 0));
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glm::mat4 modelMatrix = positionMatrix * glm::scale(glm::vec3(scale));
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Core::drawObjectPBR(sphereContext, modelMatrix, glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
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}
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};
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@ -1,5 +1,6 @@
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#include "glm.hpp"
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#include "glm.hpp"
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#include "ext.hpp"
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#include "ext.hpp"
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#include <GLFW/glfw3.h>
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#pragma once
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#pragma once
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class Spaceship
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class Spaceship
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@ -1,9 +1,10 @@
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#include "glm.hpp"
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#include "glm.hpp"
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#include "ext.hpp"
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#include "ext.hpp"
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#include "./Spaceship.h"
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#include "./Spaceship.h"
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#include "./GameObject.h"
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#pragma once
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#pragma once
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class Sun
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class Sun : public GameObject
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{
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{
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public:
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public:
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glm::vec3 sunPos;
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glm::vec3 sunPos;
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@ -12,6 +13,7 @@ public:
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double scale;
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double scale;
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GLuint program;
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GLuint program;
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Core::RenderContext sphereContext;
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Core::RenderContext sphereContext;
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glm::mat4 positionMatrix;
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Sun(GLuint program, Core::RenderContext sphereContext, glm::vec3 pos, glm::vec3 dir, glm::vec3 color, double scale) {
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Sun(GLuint program, Core::RenderContext sphereContext, glm::vec3 pos, glm::vec3 dir, glm::vec3 color, double scale) {
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this->program = program;
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this->program = program;
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@ -27,10 +29,15 @@ public:
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void draw() {
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void draw() {
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glUseProgram(program);
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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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glm::mat4 transformation = viewProjectionMatrix * glm::translate(sunPos) * glm::scale(glm::vec3(scale));
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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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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniform3f(glGetUniformLocation(program, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2);
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glUniform3f(glGetUniformLocation(program, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2);
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glUniform1f(glGetUniformLocation(program, "exposition"), 1.f);
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glUniform1f(glGetUniformLocation(program, "exposition"), 1.f);
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Core::DrawContext(sphereContext);
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Core::DrawContext(sphereContext);
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}
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}
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glm::mat4 getPositionMatrix() override {
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return positionMatrix;
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}
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};
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};
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@ -11,6 +11,8 @@
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</ProjectConfiguration>
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</ProjectConfiguration>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="GameObject.cpp" />
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<ClCompile Include="Planet.cpp" />
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<ClCompile Include="src\Box.cpp" />
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<ClCompile Include="src\Box.cpp" />
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<ClCompile Include="src\Camera.cpp" />
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<ClCompile Include="src\Camera.cpp" />
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<ClCompile Include="src\main.cpp" />
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<ClCompile Include="src\main.cpp" />
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<ClCompile Include="src\Texture.cpp" />
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<ClCompile Include="src\Texture.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="GameObject.h" />
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<ClInclude Include="GameUtils.h" />
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<ClInclude Include="GameUtils.h" />
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<ClInclude Include="Planet.h" />
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<ClInclude Include="Spaceship.h" />
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<ClInclude Include="Spaceship.h" />
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<ClInclude Include="src\Camera.h" />
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<ClInclude Include="src\Camera.h" />
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<ClInclude Include="src\ex_9_1.hpp" />
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<ClInclude Include="src\ex_9_1.hpp" />
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<ClCompile Include="src\SOIL\image_helper.c">
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<ClCompile Include="src\SOIL\image_helper.c">
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<Filter>Source Files\SOIL</Filter>
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<Filter>Source Files\SOIL</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="GameObject.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Planet.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\objload.h">
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<ClInclude Include="src\objload.h">
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<ClInclude Include="GameUtils.h">
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<ClInclude Include="GameUtils.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="GameObject.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Planet.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="shaders\shader_8_sun.vert">
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<None Include="shaders\shader_8_sun.vert">
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#include <assimp/scene.h>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <assimp/postprocess.h>
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#include "../GameUtils.h"
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#include "../GameUtils.h"
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#include "../Spaceship.h"
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@ -148,3 +149,39 @@ glm::mat4 Core::createPerspectiveMatrix()
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return perspectiveMatrix;
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return perspectiveMatrix;
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}
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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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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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glUniform1f(glGetUniformLocation(program, "exposition"), 1.f);
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glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
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glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
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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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const int NUM_LIGHTS = 23;
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glm::vec3 lightsPositions[NUM_LIGHTS];
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glm::vec3 lightsColors[NUM_LIGHTS];
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glm::vec3 lightsDirections[NUM_LIGHTS];
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/*glUniform3f(glGetUniformLocation(program, "sunDir"), sun.sunDir.x, sun.sunDir.y, sun.sunDir.z);
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glUniform3f(glGetUniformLocation(program, "sunColor"), sun.sunColor.x, sun.sunColor.y, sun.sunColor.z);*/
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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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Core::DrawContext(context);
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}
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void DrawContext(RenderContext& context);
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void DrawContext(RenderContext& context);
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glm::mat4 createPerspectiveMatrix();
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glm::mat4 createPerspectiveMatrix();
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program);
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}
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}
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#include <string>
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#include <string>
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#include "../Sun.h"
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#include "../Sun.h"
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#include "../Spaceship.h"
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#include "../Spaceship.h"
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#include "../Planet.h"
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#include "../GameObject.h"
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#include "../GameUtils.h"
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#include "../GameUtils.h"
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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Core::RenderContext shipContext;
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Core::RenderContext shipContext;
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Core::RenderContext sphereContext;
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Core::RenderContext sphereContext;
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std::list<Sun> suns;
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std::list<Sun*> suns;
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Sun sun;
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std::list<Planet*> planets;
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Sun* sun;
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GLuint VAO,VBO;
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GLuint VAO,VBO;
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float exposition = 1.f;
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float exposition = 1.f;
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lastTime = time;
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lastTime = time;
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}
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}
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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 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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glUniform1f(glGetUniformLocation(program, "exposition"), exposition);
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glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
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glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
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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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const int NUM_LIGHTS = 23;
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glm::vec3 lightsPositions[NUM_LIGHTS];
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glm::vec3 lightsColors[NUM_LIGHTS];
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glm::vec3 lightsDirections[NUM_LIGHTS];
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/*glUniform3f(glGetUniformLocation(program, "sunDir"), sun.sunDir.x, sun.sunDir.y, sun.sunDir.z);
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glUniform3f(glGetUniformLocation(program, "sunColor"), sun.sunColor.x, sun.sunColor.y, sun.sunColor.z);*/
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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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Core::DrawContext(context);
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}
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void renderShadowapSun() {
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void renderShadowapSun() {
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float time = glfwGetTime();
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float time = glfwGetTime();
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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//uzupelnij o renderowanie glebokosci do tekstury
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//uzupelnij o renderowanie glebokosci do tekstury
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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glViewport(0, 0, WIDTH, HEIGHT);
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}
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}
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//space lamp
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//space lamp
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glUseProgram(programSun);
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glUseProgram(programSun);
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for (Sun& s : suns) {
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for (Sun* s : suns) {
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s.draw();
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s->draw();
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}
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}
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glUseProgram(program);
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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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for (Planet* p : planets) {
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p->draw(time, program);
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}
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//drawObjectPBR(sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
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drawObjectPBR(sphereContext,
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drawObjectPBR(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::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, program);
|
||||||
|
|
||||||
drawObjectPBR(models::marbleBustContext, glm::mat4(), glm::vec3(1.f, 1.f, 1.f), 0.5f, 1.0f);
|
drawObjectPBR(models::marbleBustContext, glm::mat4(), glm::vec3(1.f, 1.f, 1.f), 0.5f, 1.0f, program);
|
||||||
|
|
||||||
drawObjectPBR(shipContext,
|
drawObjectPBR(shipContext,
|
||||||
Spaceship::getInstance().calculateModelMatrix(),
|
Spaceship::getInstance().calculateModelMatrix(),
|
||||||
glm::vec3(0.3, 0.3, 0.5),
|
glm::vec3(0.3, 0.3, 0.5),
|
||||||
0.2,1.0
|
0.2,1.0, program
|
||||||
);
|
);
|
||||||
|
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
@ -170,27 +135,31 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
|
|||||||
}
|
}
|
||||||
|
|
||||||
void createSuns() {
|
void createSuns() {
|
||||||
sun = Sun(programSun, models::sphereContext, glm::vec3(0, 2, 0), glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(0.9f, 0.9f, 0.7f) * 5, 1);
|
sun = new Sun(programSun, models::sphereContext, glm::vec3(0, 2, 0), glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(0.9f, 0.9f, 0.7f) * 5, 1);
|
||||||
|
Planet* planet = new Planet(sun, 20.f, 0.25f, 1.f, sphereContext);
|
||||||
|
planets.push_back(planet);
|
||||||
|
Planet* moon = new Planet(planet, 5.f, 1.f, 0.2f, sphereContext);
|
||||||
|
planets.push_back(moon);
|
||||||
suns.push_back(sun);
|
suns.push_back(sun);
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(-80, 20, 50), glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(1.0f, 0.8f, 0.2f), 4.0));
|
/*suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-80, 20, 50), glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(1.0f, 0.8f, 0.2f), 4.0));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(50, 40, -30), glm::vec3(-0.73633f, 0.451106, 0.023226f), glm::vec3(0.9f, 0.5f, 0.1f), 3.5));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(50, 40, -30), glm::vec3(-0.73633f, 0.451106, 0.023226f), glm::vec3(0.9f, 0.5f, 0.1f), 3.5));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(0, -60, 100), glm::vec3(-0.53633f, 0.551106, 0.043226f), glm::vec3(0.8f, 0.2f, 0.2f), 4.5));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(0, -60, 100), glm::vec3(-0.53633f, 0.551106, 0.043226f), glm::vec3(0.8f, 0.2f, 0.2f), 4.5));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(20, 80, -70), glm::vec3(0.33633f, 0.651106, 0.063226f), glm::vec3(0.5f, 0.7f, 0.9f), 3.8));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(20, 80, -70), glm::vec3(0.33633f, 0.651106, 0.063226f), glm::vec3(0.5f, 0.7f, 0.9f), 3.8));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(-60, -20, 30), glm::vec3(-0.23633f, 0.751106, 0.083226f), glm::vec3(0.7f, 0.2f, 0.7f), 4.2));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-60, -20, 30), glm::vec3(-0.23633f, 0.751106, 0.083226f), glm::vec3(0.7f, 0.2f, 0.7f), 4.2));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(70, -50, -80), glm::vec3(-0.03633f, 0.851106, 0.103226f), glm::vec3(0.1f, 0.3f, 0.9f), 3.9));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(70, -50, -80), glm::vec3(-0.03633f, 0.851106, 0.103226f), glm::vec3(0.1f, 0.3f, 0.9f), 3.9));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(10, 30, 60), glm::vec3(0.13633f, -0.951106, -0.123226f), glm::vec3(0.6f, 0.9f, 0.4f), 4.3));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(10, 30, 60), glm::vec3(0.13633f, -0.951106, -0.123226f), glm::vec3(0.6f, 0.9f, 0.4f), 4.3));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(-40, -80, -50), glm::vec3(0.33633f, -0.851106, -0.143226f), glm::vec3(0.7f, 0.5f, 0.2f), 3.7));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-40, -80, -50), glm::vec3(0.33633f, -0.851106, -0.143226f), glm::vec3(0.7f, 0.5f, 0.2f), 3.7));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(90, 70, 20), glm::vec3(0.53633f, -0.751106, -0.163226f), glm::vec3(0.4f, 0.1f, 0.9f), 4.1));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(90, 70, 20), glm::vec3(0.53633f, -0.751106, -0.163226f), glm::vec3(0.4f, 0.1f, 0.9f), 4.1));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(-30, 10, -40), glm::vec3(0.73633f, -0.651106, -0.183226f), glm::vec3(0.8f, 0.4f, 0.1f), 4.4));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-30, 10, -40), glm::vec3(0.73633f, -0.651106, -0.183226f), glm::vec3(0.8f, 0.4f, 0.1f), 4.4));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(150, -100, 80), glm::vec3(0.33633f, -0.951106, -0.143226f), glm::vec3(0.2f, 0.8f, 0.5f), 3.9));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(150, -100, 80), glm::vec3(0.33633f, -0.951106, -0.143226f), glm::vec3(0.2f, 0.8f, 0.5f), 3.9));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(-120, 50, -60), glm::vec3(0.73633f, 0.551106, 0.103226f), glm::vec3(0.9f, 0.2f, 0.7f), 3.6));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-120, 50, -60), glm::vec3(0.73633f, 0.551106, 0.103226f), glm::vec3(0.9f, 0.2f, 0.7f), 3.6));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(0, 120, -150), glm::vec3(-0.23633f, -0.751106, 0.083226f), glm::vec3(0.5f, 0.6f, 0.9f), 3.4));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(0, 120, -150), glm::vec3(-0.23633f, -0.751106, 0.083226f), glm::vec3(0.5f, 0.6f, 0.9f), 3.4));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(-180, -50, 120), glm::vec3(0.13633f, 0.351106, -0.003226f), glm::vec3(0.7f, 0.9f, 0.2f), 4.2));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-180, -50, 120), glm::vec3(0.13633f, 0.351106, -0.003226f), glm::vec3(0.7f, 0.9f, 0.2f), 4.2));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(60, -150, 180), glm::vec3(-0.93633f, -0.451106, -0.023226f), glm::vec3(0.3f, 0.7f, 0.8f), 3.8));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(60, -150, 180), glm::vec3(-0.93633f, -0.451106, -0.023226f), glm::vec3(0.3f, 0.7f, 0.8f), 3.8));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(100, 80, -120), glm::vec3(0.53633f, -0.651106, 0.163226f), glm::vec3(0.8f, 0.1f, 0.4f), 4.5));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(100, 80, -120), glm::vec3(0.53633f, -0.651106, 0.163226f), glm::vec3(0.8f, 0.1f, 0.4f), 4.5));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(-50, -180, 150), glm::vec3(-0.33633f, 0.951106, -0.083226f), glm::vec3(0.4f, 0.8f, 0.6f), 3.5));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-50, -180, 150), glm::vec3(-0.33633f, 0.951106, -0.083226f), glm::vec3(0.4f, 0.8f, 0.6f), 3.5));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(200, 150, -100), glm::vec3(0.03633f, 0.151106, 0.103226f), glm::vec3(0.6f, 0.2f, 0.9f), 3.9));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(200, 150, -100), glm::vec3(0.03633f, 0.151106, 0.103226f), glm::vec3(0.6f, 0.2f, 0.9f), 3.9));
|
||||||
suns.push_back(Sun(programSun, models::sphereContext, glm::vec3(-150, -100, -50), glm::vec3(0.83633f, -0.251106, -0.123226f), glm::vec3(0.7f, 0.5f, 0.8f), 4.1));
|
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-150, -100, -50), glm::vec3(0.83633f, -0.251106, -0.123226f), glm::vec3(0.7f, 0.5f, 0.8f), 4.1));*/
|
||||||
}
|
}
|
||||||
|
|
||||||
void init(GLFWwindow* window)
|
void init(GLFWwindow* window)
|
||||||
|
Loading…
Reference in New Issue
Block a user