//-------------------------------------------------------------- void ofApp::draw(){ ofBackgroundGradient(ofColor(255), ofColor(212)); ofEnableDepthTest(); ofEnableLighting(); cam.begin(); light1.enable(); vtfShader.begin(); vtfShader.setUniform4f("COMMON_Ambient",0.1,0.1,0.1,1.0); vtfShader.setUniform4f("COMMON_Diffuse",0.5,0.5,0.5,1.0); vtfShader.setUniform4f("COMMON_Specular",0.5,0.5,0.5,1.0); vtfShader.setUniform1f("COMMON_Shininess",100.0); vtfShader.setUniform1i("ADS_NumLights",ofGetLightingEnabled()); vtfShader.setUniformTexture("posTex", posTex,0); vtfShader.setUniformTexture("sizeTex", sizeTex,1); vtfShader.setUniformTexture("rotTex", rotTex,2); vtfShader.setUniformTexture("colorTex", colorTex,3); vtfShader.setUniform1f("iCount", textureRes); object.drawInstanced(OF_MESH_FILL, textureRes*textureRes); vtfShader.end(); if(lookAtSphere)ofDrawSphere(target, 50); light1.disable(); cam.end(); ofDisableLighting(); ofDisableDepthTest(); }
void ParticleScene::draw(){ ofBackground(0); if(!ofGetLightingEnabled()) ofEnableLighting(); if (!light1.getIsEnabled()) light1.enable(); //ofDisableLighting(); //light1.draw(); mat.begin(); pBoss.draw(); mat.end(); }