X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;fp=main.cpp;h=f7b2f85a4644f12ba6df69a5f02363926686afe7;hp=727c5ffd8b63a63ab32a604590619b4cb59ca01e;hb=ba9c738e8660304aa0341eb44118e63502a4a009;hpb=37cba564a96018a5500e942498d4e48c0ebe73ed diff --git a/main.cpp b/main.cpp index 727c5ff..f7b2f85 100644 --- a/main.cpp +++ b/main.cpp @@ -23,7 +23,7 @@ using namespace std; 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; @@ -48,10 +48,10 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor 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)); } @@ -156,25 +156,12 @@ void display() { 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); @@ -187,34 +174,17 @@ void display() { /* 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(); } @@ -511,7 +481,7 @@ void init() { glUseProgram(solidProgId); validateProgram(solidProgId); - textureProgId = compileShaders((char*)"vertex.glsl", (char*)"texturefrag.glsl"); + textureProgId = compileShaders((char*)"texturevertex.glsl", (char*)"texturefrag.glsl"); glUseProgram(textureProgId); validateProgram(textureProgId); @@ -557,6 +527,8 @@ void timer(int _) { 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;