refactoring.
This commit is contained in:
parent
11fb091b34
commit
9c1ce0d935
6 changed files with 279 additions and 231 deletions
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@ -4,25 +4,42 @@ R"raw_string(
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varying vec3 vertex;
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varying vec3 normal;
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uniform vec3 color;
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varying vec3 lightvec;
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uniform vec3 materialColor;
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uniform vec3 lightColor;
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uniform vec3 lightPosition;
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varying vec3 lightDirection;
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void main()
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{
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//gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
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//gl_FragColor = vec4(0.5+0.5*vertex.xyz, 1.0);
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vec3 Eye = normalize(-vertex);
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vec3 Reflected = normalize(reflect( -lightvec, normal));
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vec3 Reflected = normalize(reflect( -lightPosition, normal));
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//todo materials (& light color)
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vec4 IAmbient = vec4(0.2f, 0.2f, 0.2f, 1.0f);
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vec4 IDiffuse = vec4(color, 0.0f) * max(dot(normal, lightvec), 0.0);
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//todo shininess
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vec4 ISpecular = vec4(1.0f, 0.0f, 0.0f, 0.0f) * pow(max(dot(Reflected, Eye), 0.0), 3);
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vec3 IAmbient = vec3(0.2f);
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gl_FragColor = vec4((IAmbient + IDiffuse) + ISpecular);
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// TODO: add noise texture
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vec3 IDiffuse = vec3(materialColor) * lightColor * max(dot(normal, lightDirection), 0.0);
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// TODO make instensity/exponent as parameter
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//vec3 ISpecular = lightColor * 5.0 * pow(max(dot(Reflected, Eye), 0.0), 2.0);
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vec3 ISpecular = lightColor * pow(max(dot(Reflected, Eye), 0.0), 2.0);
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if (dot(lightDirection, normal) <= 0.0) {
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ISpecular = vec3(0.0, 0.0, 0.0);
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}
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// p: point of the fragment on the surface
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//vec3 v_eye = normalize(pos_eye - pos_space); // point from p to eye
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//vec3 v_sun = normalize(sun_light_dir); // points from p to the sun
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//float specular = spec_int * pow(
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// clamp(dot((v_eye + v_sun)/2.0, normal), 0.0, 1.0),
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// 2.0*specular_exponent);
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//ISpecular = vec3(1.0, 0.0, 0.0) * specular;
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//gl_FragColor = vec4(ISpecular, 1.0);
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gl_FragColor = vec4((IAmbient + IDiffuse) + ISpecular, 1.0);
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//gl_FragColor = vec4(0.5+0.5*normal, 1.0);
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}
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)raw_string"
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@ -6,17 +6,16 @@ attribute vec3 in_normal;
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varying vec3 vertex;
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varying vec3 normal;
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varying vec3 lightvec;
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varying vec3 lightDirection;
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uniform mat4 model;
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uniform vec3 lightpos;
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uniform vec3 lightPosition;
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void main()
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{
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//vec3 p = position + scale*in_vertex.xyz;
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// TODO: this becomes invalid when projection matrices are used
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vec3 p = (model*vec4(in_vertex, 1.0)).xyz;
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lightvec = normalize(lightpos - p);
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lightDirection = normalize(lightPosition - p);
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vertex = p.xyz;
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normal = normalize((model*vec4(in_normal.xyz, 0.0)).xyz);
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@ -0,0 +1,213 @@
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#include "polygon_model.hpp"
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namespace endofthejedi {
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PolygonModel::PolygonModel(const std::string &filename) : m_filename(filename)
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{
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clear();
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}
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bool PolygonModel::bind(Shader &shader)
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{
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if (!m_loaded_to_opengl) {
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std::cout<<"[polygonmodel] warning: try to bind model vbo "
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<< "which was not uploaded to OpenGL!" << std::endl;
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exit(-1);
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return false;
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}
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// bind position vbo
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_position);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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// bind normal vbo
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GLint loc = glGetAttribLocation(shader.program(), "in_normal");
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glEnableVertexAttribArray(loc);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_normal);
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glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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m_binding_active = true;
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return true;
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}
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bool PolygonModel::render(Shader& shader)
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{
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(void) shader;
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if (!m_binding_active || !m_loaded_to_opengl) {
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std::cout<<"[polygonmodel] warning: try to render model without bind()" << std::endl;
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exit(-1);
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return false;
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}
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//GLint l0 = glGetAttribLocation(shader.program(), "in_normal");
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//GLint l1 = glGetAttribLocation(shader.program(), "in_vertex");
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//GLint l2 = glGetAttribLocation(shader.program(), "in_fakkkke");
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//std::cout<<"locations: " << l0 << " " << l1 << " " << l2 << std::endl;
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//glBindAttribLocation(shader.program(), 0, "in_vertex");
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//glBindAttribLocation(shader.program(), 1, "in_normal");
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glDrawArrays(GL_TRIANGLES, 0, m_numVertices);
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return true;
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}
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bool PolygonModel::copyVertices(const aiScene *scene)
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{
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if (scene->mMeshes == 0) {
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std::cout << "[polygonmodel : no meshes loaded for " << m_filename << std::endl;
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return false;
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}
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aiNode *node = scene->mRootNode;
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const aiMesh* mesh = scene->mMeshes[node->mMeshes[0]];
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// 3 vertices per face, 3 floats per vertex
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m_numVertices = mesh->mNumFaces*3;
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m_data_position.reserve(m_numVertices);
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m_data_normal.reserve(m_numVertices);
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size_t t, i;
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for (t=0; t<mesh->mNumFaces; ++t) {
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const aiFace* face = &mesh->mFaces[t];
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if (face->mNumIndices != 3) {
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std::cout << "[polygonmodel] need triangles, got something different with: "
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<< face->mNumIndices << " vertices" << std::endl;
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return false;
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}
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for (i=0; i<face->mNumIndices; i++) {
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const size_t index = face->mIndices[i];
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m_data_position.push_back(mesh->mVertices[index].x);
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m_data_position.push_back(mesh->mVertices[index].y);
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m_data_position.push_back(mesh->mVertices[index].z);
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m_data_normal.push_back(mesh->mNormals[index].x);
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m_data_normal.push_back(mesh->mNormals[index].y);
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m_data_normal.push_back(mesh->mNormals[index].z);
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//std::cout<<"adding normal: " << mesh->mNormals[index].x << " " << mesh->mNormals[index].y << " " << mesh->mNormals[index].z << std::endl;
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}
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}
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size_t totalBytes = 3*m_numVertices*sizeof(float);
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std::cout<<"[polygonmodel] loaded file " << m_filename
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<< " with " << m_numVertices << " vertices ("
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<< totalBytes << " bytes)" << std::endl;
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return true;
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}
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bool PolygonModel::uploadToOpenGl()
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{
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if (!m_loaded_from_file) {
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std::cerr<<"[polygonmodel] warning: try to upload model data "
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<< "to OpenGL but no data is loaded!" << std::endl;
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exit(-1);
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return false;
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}
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/************************************************************/
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/* Position data */
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/************************************************************/
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glEnableVertexAttribArray(0);
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glGenBuffers(1, &m_vbo_id_position); // Generate buffer
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_position); // Bind buffer
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glVertexAttribPointer(0,
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3, // three floats per vertex
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GL_FLOAT, // Data is floating point type
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GL_FALSE, // No fixed point scaling
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0, // stride: no
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NULL); // No offset
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// fill buffer with the loaded mesh position data
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glBufferData(
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GL_ARRAY_BUFFER, // Buffer target
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3 * m_numVertices * sizeof(float), // Buffer data size
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m_data_position.data(), // Buffer data pointer
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GL_STATIC_DRAW); // Usage - Data never changes;
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/************************************************************/
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/* Normal data */
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/************************************************************/
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glEnableVertexAttribArray(1);
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glGenBuffers(1, &m_vbo_id_normal); // Generate buffer
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_normal); // Bind buffer
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glVertexAttribPointer(
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1,
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3, // three floats per normal
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GL_FLOAT, // Data is floating point type
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GL_FALSE, // No fixed point scaling
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0, // stride: no
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NULL); // No offset
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// Fill bound buffer
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glBufferData(
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GL_ARRAY_BUFFER, // Buffer target
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3 * m_numVertices * sizeof(float), // Buffer data size
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m_data_normal.data(), // Buffer data pointer
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GL_STATIC_DRAW); // Usage - Data never changes;
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m_loaded_to_opengl = true;
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return true;
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}
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bool PolygonModel::import()
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{
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clear();
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// Create an instance of the Importer class
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Assimp::Importer importer;
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// And have it read the given file with some example postprocessing
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// Usually - if speed is not the most important aspect for you - you'll
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// propably to request more postprocessing than we do in this example.
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const aiScene* scene = importer.ReadFile(m_filename,
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aiProcess_CalcTangentSpace |
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aiProcess_Triangulate |
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aiProcess_JoinIdenticalVertices |
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aiProcess_SortByPType);
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// If the import failed, report it
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if (!scene) {
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std::cout<<"[polygonmodel] loading file "
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<< m_filename << " failed with: "
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<< importer.GetErrorString() << std::endl;
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return false;
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}
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// Now we can access the file's contents.
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copyVertices(scene);
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m_loaded_from_file = true;
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// We're done. Everything will be cleaned up by the importer destructor
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return true;
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}
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void PolygonModel::clear()
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{
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// TODO: delete buffers if there's data
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m_loaded_from_file = false;
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m_loaded_to_opengl = false;
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m_data_position.clear();
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m_data_normal.clear();
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m_vbo_id_position = 0;
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m_vbo_id_normal = 0;
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m_numVertices = 0;
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}
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}
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@ -10,219 +10,29 @@
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#include <epoxy/gl.h>
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#include <epoxy/glx.h>
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#include "glclasses.hpp"
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// TODO: hide assimp inside
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// and enable/disable
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// to use own binary format without assimp for speed/compatibiblity
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// TODO: add lod-options
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// TODO: add generate from openscad options if models missing
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namespace endofthejedi {
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class PolygonModel {
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public:
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PolygonModel(const std::string &filename) : m_filename(filename)
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{
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clear();
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}
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PolygonModel(const std::string &filename);
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void clear()
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{
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// TODO: delete buffers if there's data
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void clear();
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m_loaded_from_file = false;
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m_loaded_to_opengl = false;
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bool import();
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m_data_position.clear();
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m_data_normal.clear();
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m_vbo_id_position = 0;
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m_vbo_id_normal = 0;
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m_numVertices = 0;
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}
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bool import()
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{
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clear();
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// Create an instance of the Importer class
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Assimp::Importer importer;
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// And have it read the given file with some example postprocessing
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// Usually - if speed is not the most important aspect for you - you'll
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// propably to request more postprocessing than we do in this example.
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const aiScene* scene = importer.ReadFile(m_filename,
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aiProcess_CalcTangentSpace |
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aiProcess_Triangulate |
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aiProcess_JoinIdenticalVertices |
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aiProcess_SortByPType);
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// If the import failed, report it
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if (!scene) {
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std::cout<<"[polygonmodel] loading file "
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<< m_filename << " failed with: "
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<< importer.GetErrorString() << std::endl;
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return false;
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}
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// Now we can access the file's contents.
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copyVertices(scene);
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m_loaded_from_file = true;
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// We're done. Everything will be cleaned up by the importer destructor
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return true;
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}
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bool uploadToOpenGl()
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{
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if (!m_loaded_from_file) {
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std::cerr<<"[polygonmodel] warning: try to upload model data "
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<< "to OpenGL but no data is loaded!" << std::endl;
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exit(-1);
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return false;
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}
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/************************************************************/
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/* Position data */
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/************************************************************/
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glEnableVertexAttribArray(0);
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glGenBuffers(1, &m_vbo_id_position); // Generate buffer
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_position); // Bind buffer
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glVertexAttribPointer(0,
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3, // three floats per vertex
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GL_FLOAT, // Data is floating point type
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GL_FALSE, // No fixed point scaling
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0, // stride: no
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NULL); // No offset
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// fill buffer with the loaded mesh position data
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glBufferData(
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GL_ARRAY_BUFFER, // Buffer target
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3 * m_numVertices * sizeof(float), // Buffer data size
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m_data_position.data(), // Buffer data pointer
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GL_STATIC_DRAW); // Usage - Data never changes;
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/************************************************************/
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/* Normal data */
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/************************************************************/
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glEnableVertexAttribArray(1);
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glGenBuffers(1, &m_vbo_id_normal); // Generate buffer
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_normal); // Bind buffer
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glVertexAttribPointer(
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1,
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3, // three floats per normal
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GL_FLOAT, // Data is floating point type
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GL_FALSE, // No fixed point scaling
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0, // stride: no
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NULL); // No offset
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// Fill bound buffer
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glBufferData(
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GL_ARRAY_BUFFER, // Buffer target
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3 * m_numVertices * sizeof(float), // Buffer data size
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m_data_normal.data(), // Buffer data pointer
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GL_STATIC_DRAW); // Usage - Data never changes;
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m_loaded_to_opengl = true;
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return true;
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}
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bool bind(Shader &shader)
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{
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if (!m_loaded_to_opengl) {
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std::cout<<"[polygonmodel] warning: try to bind model vbo "
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<< "which was not uploaded to OpenGL!" << std::endl;
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exit(-1);
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return false;
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}
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// bind position vbo
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_position);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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// bind normal vbo
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GLuint loc = glGetAttribLocation(shader.program(), "in_normal");
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glEnableVertexAttribArray(loc);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_normal);
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glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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m_binding_active = true;
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return true;
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}
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bool render(Shader& shader)
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{
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(void) shader;
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if (!m_binding_active || !m_loaded_to_opengl) {
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std::cout<<"[polygonmodel] warning: try to render model without bind()" << std::endl;
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exit(-1);
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return false;
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}
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//GLuint l0 = glGetAttribLocation(shader.program(), "in_normal");
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//GLuint l1 = glGetAttribLocation(shader.program(), "in_vertex");
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//GLuint l2 = glGetAttribLocation(shader.program(), "in_fakkkke");
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//std::cout<<"locations: " << l0 << " " << l1 << " " << l2 << std::endl;
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//glBindAttribLocation(shader.program(), 0, "in_vertex");
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//glBindAttribLocation(shader.program(), 1, "in_normal");
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glDrawArrays(GL_TRIANGLES, 0, m_numVertices);
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return true;
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}
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bool uploadToOpenGl();
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bool bind(Shader &shader);
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bool render(Shader& shader);
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private:
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bool copyVertices(const aiScene *scene)
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{
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if (scene->mMeshes == 0) {
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std::cout << "[polygonmodel : no meshes loaded for " << m_filename << std::endl;
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return false;
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}
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aiNode *node = scene->mRootNode;
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const aiMesh* mesh = scene->mMeshes[node->mMeshes[0]];
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// 3 vertices per face, 3 floats per vertex
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m_numVertices = mesh->mNumFaces*3;
|
||||
|
||||
m_data_position.reserve(m_numVertices);
|
||||
m_data_normal.reserve(m_numVertices);
|
||||
|
||||
size_t t, i;
|
||||
for (t=0; t<mesh->mNumFaces; ++t) {
|
||||
const aiFace* face = &mesh->mFaces[t];
|
||||
if (face->mNumIndices != 3) {
|
||||
std::cout << "[polygonmodel] need triangles, got something different with: "
|
||||
<< face->mNumIndices << " vertices" << std::endl;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
for (i=0; i<face->mNumIndices; i++) {
|
||||
const size_t index = face->mIndices[i];
|
||||
m_data_position.push_back(mesh->mVertices[index].x);
|
||||
m_data_position.push_back(mesh->mVertices[index].y);
|
||||
m_data_position.push_back(mesh->mVertices[index].z);
|
||||
|
||||
m_data_normal.push_back(mesh->mNormals[index].x);
|
||||
m_data_normal.push_back(mesh->mNormals[index].y);
|
||||
m_data_normal.push_back(mesh->mNormals[index].z);
|
||||
|
||||
//std::cout<<"adding normal: " << mesh->mNormals[index].x << " " << mesh->mNormals[index].y << " " << mesh->mNormals[index].z << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
size_t totalBytes = 3*m_numVertices*sizeof(float);
|
||||
std::cout<<"[polygonmodel] loaded file " << m_filename
|
||||
<< " with " << m_numVertices << " vertices ("
|
||||
<< totalBytes << " bytes)" << std::endl;
|
||||
|
||||
return true;
|
||||
}
|
||||
bool copyVertices(const aiScene *scene);
|
||||
|
||||
const std::string &filename() const { return m_filename; }
|
||||
|
||||
|
|
|
@ -61,20 +61,29 @@ namespace endofthejedi {
|
|||
dt = 0.0;
|
||||
}
|
||||
|
||||
glClearColor(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
m_state = state;
|
||||
|
||||
advanceGraphicObjects(dt);
|
||||
|
||||
// TODO: add stars (texture)
|
||||
// TODO: add dust particles
|
||||
// TODO: add little rocks flying around
|
||||
|
||||
glClearColor(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
m_shader.bind();
|
||||
|
||||
glm::vec3 c = glm::vec3(1.0, 1.0, 0.5);
|
||||
glUniform3f(m_shader.location("lightColor"), c.x, c.y, c.z);
|
||||
|
||||
glm::vec3 p = glm::vec3(1.0, 0.0, 0.0);
|
||||
glUniform3f(m_shader.location("lightPosition"), p.x, p.y, p.z);
|
||||
|
||||
renderPlanets();
|
||||
renderShips();
|
||||
renderMissiles();
|
||||
|
||||
//glDisable(GL_DEPTH_TEST);
|
||||
renderParticles();
|
||||
//renderParticles();
|
||||
//glEnable(GL_DEPTH_TEST);
|
||||
|
||||
renderTraces();
|
||||
|
@ -151,7 +160,7 @@ namespace endofthejedi {
|
|||
glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
|
||||
glm::vec3 c = planet->getColor();
|
||||
glUniform3f(m_shader.location("color"), c.x, c.y, c.z);
|
||||
glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
|
||||
|
||||
m_planetModel->render(m_shader);
|
||||
}
|
||||
|
@ -164,7 +173,7 @@ namespace endofthejedi {
|
|||
for (const game::Player *player : m_state->players) {
|
||||
for (const game::Missile *missile : player->missiles) {
|
||||
glm::vec3 c = glm::vec3(1.0, 1.0, 0.3);
|
||||
glUniform3f(m_shader.location("color"), c.x, c.y, c.z);
|
||||
glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
|
||||
|
||||
glm::mat4 model = computeModelMatrix(missile);
|
||||
glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
|
@ -183,7 +192,7 @@ namespace endofthejedi {
|
|||
glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
|
||||
glm::vec3 c = glm::vec3(0.1, 1.0, 0.2);
|
||||
glUniform3f(m_shader.location("color"), c.x, c.y, c.z);
|
||||
glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
|
||||
|
||||
m_shipModel->render(m_shader);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue