implemented light into cpp,

bug:
everything is dark,
need to calculate the normal matrix once in cpp and not for every pixel
This commit is contained in:
Anakin 2017-01-17 17:48:54 +01:00
parent 86c0559fdc
commit 1c962a481f
3 changed files with 18 additions and 8 deletions

View File

@ -37,6 +37,11 @@ private:
bool z = true;
} m_rotDirections;
struct {
QVector3D position = { 1,1,1 };
QVector3D intensities = { 1,1,1 };
} m_light;
QOpenGLShaderProgram m_program;
GeometryEngine *m_dataEngine;

View File

@ -6,6 +6,7 @@ precision mediump float;
uniform mat3 n_matrix;
uniform sampler2D texture;
uniform mat4 m_matrix;
uniform struct Light {
vec3 position;
@ -20,7 +21,7 @@ varying vec3 v_normal;
void main()
{
mat3 normalMatrix = transpose(inverse(mat3(m_matrix)));
vec3 normal = normalize(n_matrix * v_normal);
vec3 surfaceToLight = light.position - v_position;

View File

@ -225,6 +225,10 @@ void OglViewerWidget::paintGL()
// Set view-projection matrix
m_program.setUniformValue("vp_matrix", m_projection * view);
// Set Light
m_program.setUniformValue("light.position", m_light.position);
m_program.setUniformValue("light.intensities", m_light.intensities);
// Draw cube geometry
m_dataEngine->drawGeometry(&m_program, m_wireframe);
}