GLuint pyramidVao, lightVao, teapotVao;
GLuint gradientProgId, plainProgId, normalProgId, solidProgId, textureProgId;
-glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -10.0f);
+glm::vec3 camPos = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
float yaw = 1.57, pitch = 0;
GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
- GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos");
+ GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
- GLuint viewPosLoc = glGetUniformLocation(progId, "viewPos");
+ GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
}
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
- /* glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, cos(d) * 10); */
- glm::vec3 lightPos = glm::vec3(0, 10, 10);
+ /* glm::vec3 lightPos = glm::vec3(sin(d / 10.f) * 10, 0, cos(d / 10.f) * 10); */
+ glm::vec3 lightPos = chestPos;
glm::vec4 lightColor(1, 1, 1, 1);
- glViewport(0, 0, WIDTH, HEIGHT);
- /* drawPyramids(d, lightPos, lightColor); */
drawLight(d, lightPos, lightColor);
- glUseProgram(solidProgId);
- setProjectionAndViewUniforms(solidProgId);
- setLightColorAndPos(solidProgId, lightPos, lightColor);
-
- GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
- glm::vec4 c(1);
- glUniform4fv(colorLoc, 1, glm::value_ptr(c));
-
- monkeyHead->getRoot()->model = glm::translate(glm::mat4(1), glm::vec3(2, 0, 0));
- monkeyHead->draw();
-
glUseProgram(textureProgId);
setProjectionAndViewUniforms(textureProgId);
setLightColorAndPos(textureProgId, lightPos, lightColor);
/* Model::Node *jewels = chest->find("jewels"); */
/* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
- Model::Node *lock = chest->find("lock");
- lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649));
- lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4));
- lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649));
+ /* Model::Node *lock = chest->find("lock"); */
+ /* lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649)); */
+ /* lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4)); */
+ /* lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649)); */
- Model::Node *key = chest->find("key");
- key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d)));
+ /* Model::Node *key = chest->find("key"); */
+ /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
- chest->getRoot()->model = glm::translate(glm::mat4(1), chestPos);
+ /* chest->getRoot()->model = glm::translate(glm::mat4(1), chestPos); */
chest->draw();
- /* drawTeapot(teapotCamera, false, d, lightPos, lightColor); */
-
- /* glClear(GL_DEPTH_BUFFER_BIT); */
-
- /* glViewport(0, 0, WIDTH / 4, HEIGHT / 4); */
- /* drawTeapot(teapotOrtho, false, d, lightPos, lightColor); */
-
- /* glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4); */
- /* drawTeapot(teapotOrtho, true, d, lightPos, lightColor); */
-
- /* glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4); */
- /* drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor); */
-
- /* glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4); */
- /* drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor); */
-
-
glutSwapBuffers();
}
glUseProgram(solidProgId);
validateProgram(solidProgId);
- textureProgId = compileShaders((char*)"vertex.glsl", (char*)"texturefrag.glsl");
+ textureProgId = compileShaders((char*)"texturevertex.glsl", (char*)"texturefrag.glsl");
glUseProgram(textureProgId);
validateProgram(textureProgId);
if (keyStates['k']) chestPos.z -= 0.1f;
if (keyStates['h']) chestPos.x -= 0.1f;
if (keyStates['l']) chestPos.x += 0.1f;
+ if (keyStates['m']) chestPos.y -= 0.1f;
+ if (keyStates['n']) chestPos.y += 0.1f;
camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
camPos.y += ySpeed;