mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Fix PBR source code inconsistencies (thanks Andrei!). Also fix winding order sphere and update CMake min. version.
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@@ -514,9 +514,9 @@ void renderSphere()
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const unsigned int X_SEGMENTS = 64;
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const unsigned int Y_SEGMENTS = 64;
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const float PI = 3.14159265359;
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for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
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{
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float xSegment = (float)x / (float)X_SEGMENTS;
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float ySegment = (float)y / (float)Y_SEGMENTS;
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@@ -537,7 +537,7 @@ void renderSphere()
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{
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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}
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}
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@@ -546,7 +546,7 @@ void renderSphere()
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for (int x = X_SEGMENTS; x >= 0; --x)
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{
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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}
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}
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oddRow = !oddRow;
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@@ -554,35 +554,35 @@ void renderSphere()
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indexCount = indices.size();
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std::vector<float> data;
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for (std::size_t i = 0; i < positions.size(); ++i)
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for (unsigned int i = 0; i < positions.size(); ++i)
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{
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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data.push_back(positions[i].z);
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if (uv.size() > 0)
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{
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data.push_back(uv[i].x);
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data.push_back(uv[i].y);
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}
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if (normals.size() > 0)
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{
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data.push_back(normals[i].x);
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data.push_back(normals[i].y);
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data.push_back(normals[i].z);
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}
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if (uv.size() > 0)
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{
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data.push_back(uv[i].x);
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data.push_back(uv[i].y);
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}
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}
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glBindVertexArray(sphereVAO);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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float stride = (3 + 2 + 3) * sizeof(float);
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unsigned int stride = (3 + 2 + 3) * sizeof(float);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
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}
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glBindVertexArray(sphereVAO);
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