X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=727c5ffd8b63a63ab32a604590619b4cb59ca01e;hp=37033957472fe847bab02902e565abc713283af0;hb=37cba564a96018a5500e942498d4e48c0ebe73ed;hpb=ba5e08bf25de722d907748ce55b27a45b2b270bf diff --git a/main.cpp b/main.cpp index 3703395..727c5ff 100644 --- a/main.cpp +++ b/main.cpp @@ -22,7 +22,7 @@ using namespace std; GLuint pyramidVao, lightVao, teapotVao; -GLuint gradientProgId, plainProgId, normalProgId, solidProgId; +GLuint gradientProgId, plainProgId, normalProgId, solidProgId, textureProgId; glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -10.0f); glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f); glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f); @@ -50,6 +50,9 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos"); glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos)); + + GLuint viewPosLoc = glGetUniformLocation(progId, "viewPos"); + glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos)); } void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) { @@ -75,9 +78,6 @@ void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) { setLightColorAndPos(gradientProgId, lightPos, lightColor); - GLuint viewPosLoc = glGetUniformLocation(gradientProgId, "viewPos"); - glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos)); - GLuint modelId = glGetUniformLocation(gradientProgId, "model"); for (int i = 0; i < 10; i++) { @@ -156,7 +156,8 @@ void display() { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f; - glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, cos(d) * 10); + /* glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, cos(d) * 10); */ + glm::vec3 lightPos = glm::vec3(0, 10, 10); glm::vec4 lightColor(1, 1, 1, 1); glViewport(0, 0, WIDTH, HEIGHT); @@ -174,13 +175,17 @@ void display() { monkeyHead->getRoot()->model = glm::translate(glm::mat4(1), glm::vec3(2, 0, 0)); monkeyHead->draw(); + glUseProgram(textureProgId); + setProjectionAndViewUniforms(textureProgId); + setLightColorAndPos(textureProgId, lightPos, lightColor); + Model::Node *top = chest->find("top"); top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1)); top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0)); top->model = glm::translate(top->model, glm::vec3(0, -1, 1)); - Model::Node *jewels = chest->find("jewels"); - jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); + /* Model::Node *jewels = chest->find("jewels"); */ + /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */ Model::Node *lock = chest->find("lock"); lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649)); @@ -506,8 +511,12 @@ void init() { glUseProgram(solidProgId); validateProgram(solidProgId); + textureProgId = compileShaders((char*)"vertex.glsl", (char*)"texturefrag.glsl"); + glUseProgram(textureProgId); + validateProgram(textureProgId); + monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId); - chest = new Model("chest.dae", solidProgId); + chest = new Model("chest.dae", textureProgId); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE);