//temporary function void GraphicsCore::UpdateLightValues(Object3D object) { //lightinfos vec3 ambient = vec3(0.4, 0.4, 0.4); //material vec3 ambientRefl = vec3(1.0f, 1.0f, 1.0f); vec3 diffuseRefl = vec3(0.9f, 0.9f, 0.9f); vec3 specularRefl = vec3(0.4f, 0.4f, 0.4f); float shininess = 2.0; uint shaderProgHandle = object.GetShaderID(); uint location = glGetUniformLocation(shaderProgHandle, "Light.La"); //gets the UniformLocation from shader.vertex glUniform3fv(location, 1, &ambient[0]); //------------------- location = glGetUniformLocation(shaderProgHandle, "Material.Ka"); //gets the UniformLocation from shader.vertex glUniform3fv(location, 1, &ambientRefl[0]); location = glGetUniformLocation(shaderProgHandle, "Material.Kd"); //gets the UniformLocation from shader.vertex glUniform3fv(location, 1, &diffuseRefl[0]); location = glGetUniformLocation(shaderProgHandle, "Material.Ks"); //gets the UniformLocation from shader.vertex glUniform3fv(location, 1, &specularRefl[0]); location = glGetUniformLocation(shaderProgHandle, "Material.Shininess"); //gets the UniformLocation from shader.vertex glUniform1fv(location, 1, &shininess); }
void GraphicsCore::UpdateObjectValues(Object3D object) { vec3 up(0.0f, 1.0f, 0.0f); mat4 Projection = glm::perspective(fov, float(windowWidth) / (float)windowHeight, 0.1f, 200.f); mat4 Model = glm::translate(object.GetWorldPos()); mat4 viewMatrix = mCam.GetRotationMatrix() * glm::lookAt(mEye, mTarget, up); mat4 ModelView = viewMatrix * Model; mat4 MVP = Projection * ModelView; mat3 normalMatrix = glm::transpose(glm::inverse(mat3(ModelView))); uint shaderProgHandle = object.GetShaderID(); uint location = glGetUniformLocation(shaderProgHandle, "NormalMatrix"); //gets the UniformLocation from shader.vertex if( location >= 0 ){ glUniformMatrix3fv(location, 1, GL_FALSE, &normalMatrix[0][0]); } location = glGetUniformLocation(shaderProgHandle, "ProjectionMatrix"); //gets the UniformLocation from shader.vertex if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &Projection[0][0]); } location = glGetUniformLocation(shaderProgHandle, "ViewMatrix"); //gets the UniformLocation from shader.vertex if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &viewMatrix[0][0]); } location = glGetUniformLocation(shaderProgHandle, "ModelViewMatrix"); //gets the UniformLocation from shader.vertex if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &ModelView[0][0]); } location = glGetUniformLocation(shaderProgHandle, "MVP"); //gets the UniformLocation from shader.vertex if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &MVP[0][0]); } }
void GraphicsCore::UpdateBillboardObjectValues(Object3D object) { vec3 up(0.0f, 1.0f, 0.0f); mat4 Projection = glm::perspective(fov, float(windowWidth) / (float)windowHeight, 0.1f, 200.f); mat4 Model = glm::translate(object.GetWorldPos()); mat4 viewMatrix = mCam.GetRotationMatrix() * glm::lookAt(mEye, mTarget, up); mat4 ModelView = viewMatrix * Model; float Size = object.GetSize();; uint shaderProgHandle = object.GetShaderID(); uint location = glGetUniformLocation(shaderProgHandle, "ProjectionMatrix"); //gets the UniformLocation from shader.vertex if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &Projection[0][0]); } location = glGetUniformLocation(shaderProgHandle, "ModelViewMatrix"); //gets the UniformLocation from shader.vertex if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &ModelView[0][0]); } location = glGetUniformLocation(shaderProgHandle, "Size"); //gets the UniformLocation from shader.vertex glUniform1fv(location, 1, &Size); }