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Пашенцев Павел Владимирович
computer-graphics-elverils
Commits
6b67af57
Commit
6b67af57
authored
3 weeks ago
by
hazkerindii228
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minor fixes
parent
aadd6dd6
master
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Changes
3
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3 changed files
labs2/lab3/lab3.cpp
+15
-8
labs2/lab3/lab3.cpp
labs2/lab3/lightning.frag
+1
-0
labs2/lab3/lightning.frag
labs2/lab3/shader.frag
+0
-7
labs2/lab3/shader.frag
with
16 additions
and
15 deletions
+16
-15
labs2/lab3/lab3.cpp
+
15
−
8
View file @
6b67af57
...
...
@@ -365,6 +365,12 @@ int main()
ourShader
.
Use
();
GLint
viewLoc
=
glGetUniformLocation
(
ourShader
.
Program
,
"view"
);
GLint
projLoc
=
glGetUniformLocation
(
ourShader
.
Program
,
"projection"
);
glUniformMatrix4fv
(
viewLoc
,
1
,
GL_FALSE
,
glm
::
value_ptr
(
view
));
glUniformMatrix4fv
(
projLoc
,
1
,
GL_FALSE
,
glm
::
value_ptr
(
projection
));
//glUniform3f(glGetUniformLocation(ourShader.Program, "objectColor"), 1.0f, 1.0f, 1.0f);
glUniform3f
(
glGetUniformLocation
(
ourShader
.
Program
,
"light.position"
),
lightPos
.
x
,
lightPos
.
y
,
lightPos
.
z
);
glUniform3f
(
glGetUniformLocation
(
ourShader
.
Program
,
"viewPos"
),
cameraPos
.
x
,
cameraPos
.
y
,
cameraPos
.
z
);
...
...
@@ -373,10 +379,10 @@ int main()
glUniform3f
(
glGetUniformLocation
(
ourShader
.
Program
,
"light.diffuse"
),
lightColor
.
x
,
lightColor
.
y
,
lightColor
.
z
);
glUniform3f
(
glGetUniformLocation
(
ourShader
.
Program
,
"light.specular"
),
lightColor
.
x
,
lightColor
.
y
,
lightColor
.
z
);
glUniform3f
(
glGetUniformLocation
(
ourShader
.
Program
,
"material.ambient"
),
1.0
f
,
0
.0
f
,
0
.0
f
);
glUniform3f
(
glGetUniformLocation
(
ourShader
.
Program
,
"material.diffuse"
),
0
.0
f
,
1.0
f
,
0
.0
f
);
glUniform3f
(
glGetUniformLocation
(
ourShader
.
Program
,
"material.specular"
),
0
.0
f
,
0
.0
f
,
1.0
f
);
glUniform1f
(
glGetUniformLocation
(
ourShader
.
Program
,
"material.shininess"
),
25
6.0
f
);
glUniform3f
(
glGetUniformLocation
(
ourShader
.
Program
,
"material.ambient"
),
1.0
f
,
1
.0
f
,
1
.0
f
);
glUniform3f
(
glGetUniformLocation
(
ourShader
.
Program
,
"material.diffuse"
),
1
.0
f
,
1.0
f
,
1
.0
f
);
glUniform3f
(
glGetUniformLocation
(
ourShader
.
Program
,
"material.specular"
),
1
.0
f
,
1
.0
f
,
1.0
f
);
glUniform1f
(
glGetUniformLocation
(
ourShader
.
Program
,
"material.shininess"
),
6
4
.0
f
);
GLfloat
timeValue
=
glfwGetTime
();
...
...
@@ -392,13 +398,15 @@ int main()
glUniformMatrix4fv
(
viewLoc
,
1
,
GL_FALSE
,
glm
::
value_ptr
(
view
));
glUniformMatrix4fv
(
projLoc
,
1
,
GL_FALSE
,
glm
::
value_ptr
(
projection
));
//glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
//glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
GLint
modelLoc
=
glGetUniformLocation
(
ourShader
.
Program
,
"model"
);
glBindVertexArray
(
VAO
);
for
(
GLuint
i
=
0
;
i
<
10
;
i
++
)
{
GLint
modelLoc
=
glGetUniformLocation
(
ourShader
.
Program
,
"model"
);
glm
::
mat4
model
=
glm
::
mat4
(
1.0
f
);
model
=
glm
::
translate
(
model
,
cubePositions
[
i
]);
GLfloat
angle
=
20.0
f
*
i
;
...
...
@@ -416,7 +424,6 @@ int main()
glUniform1i
(
glGetUniformLocation
(
ourShader
.
Program
,
"ourTexture"
),
0
);
glm
::
mat4
groundModel
=
glm
::
mat4
(
1.0
f
);
GLint
modelLoc
=
glGetUniformLocation
(
ourShader
.
Program
,
"model"
);
glUniformMatrix4fv
(
modelLoc
,
1
,
GL_FALSE
,
glm
::
value_ptr
(
groundModel
));
glDrawArrays
(
GL_TRIANGLES
,
0
,
6
);
...
...
This diff is collapsed.
Click to expand it.
labs2/lab3/lightning.frag
+
1
−
0
View file @
6b67af57
...
...
@@ -20,6 +20,7 @@ void main()
float
diff
=
max
(
dot
(
norm
,
lightDir
),
0
.
0
f
);
vec3
diffuse
=
diff
*
lightColor
;
//diffuse = vec3(1.0f);
float
specularStrength
=
0
.
5
f
;
vec3
viewDir
=
normalize
(
viewPos
-
FragPos
);
...
...
This diff is collapsed.
Click to expand it.
labs2/lab3/shader.frag
+
0
−
7
View file @
6b67af57
...
...
@@ -36,25 +36,18 @@ void main()
vec3
texColor
=
texture
(
ourTexture
,
TexCoord
).
rgb
;
// Ambient
//float ambientStrength = 0.1f;
//vec3 ambient = ambientStrength * lightColor;
//vec3 ambient = lightColor * material.ambient;
vec3
ambient
=
light
.
ambient
*
material
.
ambient
;
// Diffuse
vec3
norm
=
normalize
(
Normal
);
vec3
lightDir
=
normalize
(
light
.
position
-
FragPos
);
float
diff
=
max
(
dot
(
norm
,
lightDir
),
0
.
0
f
);
//vec3 diffuse = lightColor * (diff * material.diffuse);
vec3
diffuse
=
light
.
diffuse
*
(
diff
*
material
.
diffuse
);
// Specular
//float specularStrength = 0.5f;
vec3
viewDir
=
normalize
(
viewPos
-
FragPos
);
vec3
reflectDir
=
reflect
(
-
lightDir
,
norm
);
float
spec
=
pow
(
max
(
dot
(
viewDir
,
reflectDir
),
0
.
0
),
material
.
shininess
);
//vec3 specular = specularStrength * spec * lightColor;
//vec3 specular = lightColor * (spec * material.specular);
vec3
specular
=
light
.
specular
*
(
spec
*
material
.
specular
);
vec3
result
=
(
ambient
+
diffuse
+
specular
)
*
texColor
;
...
...
This diff is collapsed.
Click to expand it.
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