sun fix
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50d6283291
commit
ecb3a1884b
@ -16,8 +16,8 @@ void main()
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{
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{
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vec3 lightDir = normalize(lightPos - worldPos);
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vec3 lightDir = normalize(lightPos - worldPos);
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vec3 normal = normalize(vecNormal);
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vec3 normal = normalize(vecNormal);
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float diffuse = max(0, dot(normal, lightDir));
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//float diffuse = max(0, dot(normal, lightDir));
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vec4 textureColor = texture2D(colorTexture, vtc);
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vec4 textureColor = texture2D(colorTexture, vtc);
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outColor = vec4(vec3(textureColor) * min(1, AMBIENT + diffuse), 1.0) * 2.0;
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outColor = vec4(vec3(textureColor) * 1.5, 1.0);
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}
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}
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@ -143,7 +143,7 @@ void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLui
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void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
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void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
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glUseProgram(programSun);
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glUseProgram(programSun);
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Core::SetActiveTexture(texture, "colorTexture", programSun, 3);
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Core::SetActiveTexture(texture, "colorTexture", programSun, 0);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
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@ -223,7 +223,7 @@ void renderScene(GLFWwindow* window)
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//glUseProgram(0);
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//glUseProgram(0);
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glm::mat4 sunScale = glm::scale(glm::vec3(0.04f));
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glm::mat4 sunScale = glm::scale(glm::vec3(0.04f));
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glm::mat4 sunTranslate = glm::translate(glm::vec3(sunPosition.x, sunPosition.y, sunPosition.z));
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glm::mat4 sunTranslate = glm::translate(sunPosition);
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drawSun(sphereContext, sunTranslate * sunScale, texture::sun);
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drawSun(sphereContext, sunTranslate * sunScale, texture::sun);
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@ -231,7 +231,7 @@ void renderScene(GLFWwindow* window)
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glm::mat4 planetRotate = glm::rotate(time * 0.0416f, glm::vec3(0, 1, 0)); // 1 godzina mija w 1 sekundę, obrót z zachodu na wschód
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glm::mat4 planetRotate = glm::rotate(time * 0.0416f, glm::vec3(0, 1, 0)); // 1 godzina mija w 1 sekundę, obrót z zachodu na wschód
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glm::mat4 planetTranslate = glm::translate(glm::vec3(0, 0, 0)); // zostaje na domyślnej pozycji
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glm::mat4 planetTranslate = glm::translate(glm::vec3(0, 0, 0)); // zostaje na domyślnej pozycji
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drawObjectTexture(sphereContext, planetRotate * planetTranslate * planetScale, texture::earth);
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drawObjectTexture(sphereContext, planetTranslate * planetRotate * planetScale, texture::earth);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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}
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}
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