using namespace std;
GLuint pyramidVao, lightVao, teapotVao;
-GLuint gradientProgId, plainProgId, normalProgId, solidProgId;
+GLuint gradientProgId, plainProgId, normalProgId, solidProgId, textureProgId;
glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -10.0f);
glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos");
glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
+
+ GLuint viewPosLoc = glGetUniformLocation(progId, "viewPos");
+ glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
}
void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
setLightColorAndPos(gradientProgId, lightPos, lightColor);
- GLuint viewPosLoc = glGetUniformLocation(gradientProgId, "viewPos");
- glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
-
GLuint modelId = glGetUniformLocation(gradientProgId, "model");
for (int i = 0; i < 10; i++) {
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(sin(d) * 10, 0, cos(d) * 10); */
+ glm::vec3 lightPos = glm::vec3(0, 10, 10);
glm::vec4 lightColor(1, 1, 1, 1);
glViewport(0, 0, WIDTH, HEIGHT);
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 *top = chest->find("top");
top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1));
top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0));
top->model = glm::translate(top->model, glm::vec3(0, -1, 1));
- Model::Node *jewels = chest->find("jewels");
- jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f));
+ /* 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));
glUseProgram(solidProgId);
validateProgram(solidProgId);
+ textureProgId = compileShaders((char*)"vertex.glsl", (char*)"texturefrag.glsl");
+ glUseProgram(textureProgId);
+ validateProgram(textureProgId);
+
monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
- chest = new Model("chest.dae", solidProgId);
+ chest = new Model("chest.dae", textureProgId);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);