Updated example

This commit is contained in:
Robert 2021-01-30 00:55:55 +01:00
parent b185429475
commit 4c73eb29cc
2 changed files with 53 additions and 47 deletions

View file

@ -160,21 +160,6 @@ int main(int argc, char** argv)
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f
};
//unsigned int indices[] = {
// 0, 1, 3, // front
// 1, 2, 3,
// 7, 4, 0, // top
// 7, 0, 3,
// 0, 4, 5, // right
// 0, 5, 1,
// 7, 3, 2, // right
// 7, 2, 6,
// 2, 1, 6, // bottom
// 1, 6, 5,
// 4, 7, 5, // back
// 7, 6, 5
//};
oglu::VertexAttribute topology[] = {
{ 0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0 },
{ 1, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)) },
@ -279,16 +264,13 @@ int main(int argc, char** argv)
shader->Use();
shader->SetUniform("light.ambient", "light.ambientStrength", ambient);
/*
shader->SetUniform3fv("light.position", 1, glm::value_ptr(lightSource.GetPosition()));
shader->SetUniform("light.diffuse", pointLight.diffusionColor, true);
shader->SetUniform("light.specular", pointLight.specularColor, true);
shader->SetUniform("light.constant", pointLight.constant);
shader->SetUniform("light.linear", pointLight.linear);
shader->SetUniform("light.quadratic", pointLight.quadratic);
*/
shader->SetUniform("pointLight.ambient", "pointLight.ambientStrength", ambient);
shader->SetUniform3fv("pointLight.position", 1, glm::value_ptr(lightSource.GetPosition()));
shader->SetUniform("pointLight.diffuse", pointLight.diffusionColor, true);
shader->SetUniform("pointLight.specular", pointLight.specularColor, true);
shader->SetUniform("pointLight.constant", pointLight.constant);
shader->SetUniform("pointLight.linear", pointLight.linear);
shader->SetUniform("pointLight.quadratic", pointLight.quadratic);
shader->SetUniform3fv("fl.position", 1, glm::value_ptr(camera.GetPosition()));
shader->SetUniform3fv("fl.direction", 1, glm::value_ptr(flashlight.direction));
@ -317,14 +299,12 @@ int main(int argc, char** argv)
cube.Render();
}
/*
lightSourceShader->Use();
lightSourceShader->SetUniformMatrix4fv("model", 1, GL_FALSE, glm::value_ptr(lightSource.GetMatrix(true)));
lightSourceShader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(camera.GetMatrix()));
lightSourceShader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(camera.GetProjection()));
lightSourceShader->SetUniform("color", pointLight.diffusionColor, true);
lightSource.Render();
*/
ImGui::Begin("Controls");
@ -350,7 +330,7 @@ int main(int argc, char** argv)
ImGui::Separator();
}
ImGui::SetNextItemOpen(false, ImGuiCond_Once);
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Point"))
{
ImGui::ColorEdit3("Diffusion", &pointLight.diffusionColor.r);