void initScene() { currentTicks=SDL_GetTicks(); totalTime=0.0f; //createFramebuffer(); string modelPath = ASSET_PATH + MODEL_PATH + "/armoredrecon.fbx"; auto currentGameObject = loadFBXFromFile(modelPath); string vsPath = ASSET_PATH + SHADER_PATH + "/specularVS.glsl"; string fsPath = ASSET_PATH + SHADER_PATH + "/specularFS.glsl"; currentGameObject->loadShader(vsPath, fsPath); gameObjects.push_back(currentGameObject); currentGameObject->setPosition(vec3(0.0f, -10.0f, 0.0f)); modelPath = ASSET_PATH + MODEL_PATH + "/sphere-highpoly.fbx";// currentGameObject = loadFBXFromFile(modelPath); vsPath = ASSET_PATH + SHADER_PATH + "/textureVS.glsl"; fsPath = ASSET_PATH + SHADER_PATH + "/textureFS.glsl"; currentGameObject->loadShader(vsPath, fsPath); currentGameObject->setScale(vec3(10.0f, 10.0f, 10.0f)); string texturePath = ASSET_PATH + TEXTURE_PATH + "/mercurymap.png"; currentGameObject->loadDiffuseMap(texturePath); gameObjects.push_back(currentGameObject); }
void marsLoader() { string modelPath = ASSET_PATH + MODEL_PATH + "/Planet.fbx"; auto currentGameObject = loadFBXFromFile(modelPath); string vsPath = ASSET_PATH + SHADER_PATH + "/specularVS.glsl"; string fsPath = ASSET_PATH + SHADER_PATH + "/specularFS.glsl"; currentGameObject->loadShader(vsPath, fsPath); currentGameObject->setScale(vec3(0.45f, 0.45f, 0.45f)); currentGameObject->setPosition(vec3(42.0f, 0.0f, 0.0f)); currentGameObject->setRotationSpeed(vec3(0.0f, -1.0f, 0.0f)); currentGameObject->setOrbitSpeed(vec3(0.0f, 2.5f, 0.0f)); string texturePath = ASSET_PATH + TEXTURE_PATH + "/MarsColourMap2.png"; currentGameObject->loadDiffuseMap(texturePath); gameObjects.push_back(currentGameObject); }
void neptuneLoader() { string modelPath = ASSET_PATH + MODEL_PATH + "/Planet.fbx"; auto currentGameObject = loadFBXFromFile(modelPath); string vsPath = ASSET_PATH + SHADER_PATH + "/textureVS.glsl"; string fsPath = ASSET_PATH + SHADER_PATH + "/textureFS.glsl"; currentGameObject->loadShader(vsPath, fsPath); currentGameObject->setScale(vec3(0.9f, 0.9f, 0.9f)); currentGameObject->setPosition(vec3(95.0f, 0.0f, 0.0f)); currentGameObject->setRotationSpeed(vec3(0.0f, -1.0f, 0.0f)); currentGameObject->setOrbitSpeed(vec3(0.0f, 0.78f, 0.0f)); string texturePath = ASSET_PATH + TEXTURE_PATH + "/NeptuneColourMap.png"; currentGameObject->loadDiffuseMap(texturePath); gameObjects.push_back(currentGameObject); }
void earthLoader() { string modelPath = ASSET_PATH + MODEL_PATH + "/Planet.fbx"; auto currentGameObject = loadFBXFromFile(modelPath); string vsPath = ASSET_PATH + SHADER_PATH + "/specularVSTest.glsl"; string fsPath = ASSET_PATH + SHADER_PATH + "/specularFSTest.glsl"; currentGameObject->loadShader(vsPath, fsPath); currentGameObject->setScale(vec3(0.5f, 0.5f, 0.5f)); currentGameObject->setPosition(vec3(35.0f, 0.0f, 0.0f)); currentGameObject->setRotationSpeed(vec3(0.0f, -1.0f, 0.0f)); currentGameObject->setOrbitSpeed(vec3(0.0f, 3.0f, 0.0f)); string texturePath = ASSET_PATH + TEXTURE_PATH + "/EarthColourMap.png"; string tecture2Path = ASSET_PATH + TEXTURE_PATH + "/EarthSpecMap.png"; currentGameObject->loadDiffuseMap(texturePath); currentGameObject->LoadSpecularMap(tecture2Path); gameObjects.push_back(currentGameObject); }