fixed the light problem,

very basic light at the moment, needs a lot of work:
- custom position,
- custom intensities,
- calculate at better positions,
others:
- adjust zoom speed
This commit is contained in:
Anakin 2017-01-17 18:03:47 +01:00
parent 1c962a481f
commit f5863752e2
3 changed files with 6 additions and 4 deletions

View File

@ -39,7 +39,7 @@ private:
struct {
QVector3D position = { 1,1,1 };
QVector3D intensities = { 1,1,1 };
QVector3D intensities = { 1,0.25,0.25 };
} m_light;
QOpenGLShaderProgram m_program;

View File

@ -4,8 +4,9 @@ precision mediump int;
precision mediump float;
#endif
uniform mat3 n_matrix;
//uniform mat3 n_matrix;
uniform sampler2D texture;
uniform mat4 norm_matrix;
uniform mat4 m_matrix;
uniform struct Light {
@ -21,7 +22,7 @@ varying vec3 v_normal;
void main()
{
mat3 normalMatrix = transpose(inverse(mat3(m_matrix)));
mat3 n_matrix = transpose(inverse(mat3(norm_matrix * m_matrix)));
vec3 normal = normalize(n_matrix * v_normal);
vec3 surfaceToLight = light.position - v_position;

View File

@ -179,7 +179,8 @@ void OglViewerWidget::initializeGL()
{
initializeOpenGLFunctions();
glClearColor(0.5000f, 0.8000f, 1.0000f, 0.0000f);
//glClearColor(0.5000f, 0.8000f, 1.0000f, 0.0000f);
glClearColor(0.02f, 0.01f, 0.01f, 0.0000f);
initShaders();