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.vs/217+212SpaceCraft/v16/.suo
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.vs/ModernOpenGL-Game/v16/.suo
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217+212SpaceCraft/217+212SpaceCraft.exe
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217+212SpaceCraft/Background.wav
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|
||
#include "GameObjects\Headers\Booster.h" | ||
|
||
Booster::Booster(glm::vec3 position) : GameObject(position) | ||
{ | ||
char filename[] = "SpaceCraft.obj"; | ||
obj2.LoadModel(filename); | ||
} | ||
|
||
Booster::~Booster() | ||
{ | ||
} | ||
|
||
void Booster::loadBoosterTexture() | ||
{ | ||
// Local storage for bmp image data. | ||
static BitMapFile *image[5]; | ||
|
||
// Load the textures. | ||
image[4] = getbmp("UFO.bmp"); | ||
|
||
// Bind grass image. | ||
glActiveTexture(GL_TEXTURE6); | ||
glBindTexture(GL_TEXTURE_2D, texture[4]); | ||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image[4]->sizeX, image[4]->sizeY, 0, | ||
GL_RGBA, GL_UNSIGNED_BYTE, image[4]->data); | ||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); | ||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); | ||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
BoosterTexLoc = glGetUniformLocation(GameEngine::programId, "spaceOneTex"); | ||
glUniform1i(BoosterTexLoc, 6); | ||
} | ||
|
||
void Booster::SetUpDrawing() | ||
{ | ||
glGenTextures(5, texture); | ||
//loadBoosterTexture(); | ||
|
||
glGenVertexArrays(1, vao); | ||
glGenBuffers(1, buffer); | ||
|
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glBindVertexArray(vao[0]); | ||
glBindBuffer(GL_ARRAY_BUFFER, buffer[0]); | ||
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * obj2.numFaces * 3, obj2.verts, GL_STATIC_DRAW); | ||
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); //layout(location=4) in vec4 fieldCoords; | ||
glEnableVertexAttribArray(0); | ||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(sizeof(Vertex::coords) + sizeof(Vertex::normal))); //layout(location=4) in vec4 fieldCoords; | ||
glEnableVertexAttribArray(1); | ||
} | ||
|
||
void Booster::DrawScene() | ||
{ | ||
|
||
mat4 modelMat = mat4(1.0); | ||
modelMat = translate(modelMat, this->position); | ||
|
||
modelMat = rotate(modelMat, -glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f)); | ||
modelMat = scale(modelMat, vec3(400, 400, 400)); | ||
|
||
glUniformMatrix4fv(modelMatLoc, 1, GL_FALSE, value_ptr(modelMat)); //send to the shader | ||
glUniform1ui(glGetUniformLocation(GameEngine::programId, "object"), 6); | ||
glBindVertexArray(vao[0]); | ||
|
||
glDrawArrays(GL_TRIANGLES, 0, obj2.numFaces * 3); | ||
} | ||
|
||
void Booster::Update(int deltaTime) | ||
{ | ||
} | ||
|
||
void Booster::collides(Collider* other) | ||
{ | ||
|
||
} |
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