示例#1
0
//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);
	
}
示例#2
0
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]); }

}
示例#3
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);
}