adding rendered ufo

This commit is contained in:
Andreas Ortmann 2016-09-29 08:47:32 +02:00
parent 582e30670b
commit 1123be9860
2 changed files with 12861 additions and 4 deletions

12854
data/mesh/ship_ufo.stl Normal file

File diff suppressed because it is too large Load diff

View file

@ -16,9 +16,8 @@ namespace endofthejedi {
//m_missileModel = new PolygonModel("../data/mesh/quad_screen_coords.stl"); //m_missileModel = new PolygonModel("../data/mesh/quad_screen_coords.stl");
addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel); addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
//addModel("../data/mesh/planet_128.stl", &m_planetModel); addModel("../data/mesh/planet_64.stl", &m_planetModel);
addModel("../data/mesh/planet_12.stl", &m_planetModel); addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
addModel("../data/mesh/planet_12.stl", &m_shipModel);
std::string vss_simple = std::string vss_simple =
#include "simple.vert" #include "simple.vert"
@ -210,7 +209,11 @@ namespace endofthejedi {
glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship) glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship)
{ {
// TODO: rotate them before shooting, that looks better // TODO: rotate them before shooting, that looks better
return computeModelMatrix(ship->position, m_state->shipRadius()); //return computeModelMatrix(ship->position, m_state->shipRadius());
// XXX model is flipped
glm::mat4 mat = computeModelMatrix(ship->position, 0.3);
mat = glm::rotate(mat, (float) M_PI, glm::vec3(0.0f, 1.0f, 0.0f));
return mat;
} }
glm::mat4 RendererPolygon3d::computeModelMatrix(const glm::vec2 &pos, float scale, float angle) glm::mat4 RendererPolygon3d::computeModelMatrix(const glm::vec2 &pos, float scale, float angle)