This commit is contained in:
Joey de Vries
2017-07-10 08:37:02 +02:00
2 changed files with 4 additions and 4 deletions

View File

@@ -170,7 +170,7 @@ int main()
// shader configuration // shader configuration
// -------------------- // --------------------
shader.use(); shader.use();
shader.setInt("ourTexture", 0); shader.setInt("texture1", 0);
// render loop // render loop
// ----------- // -----------
@@ -243,12 +243,12 @@ int main()
model = glm::mat4(); model = glm::mat4();
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f)); model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
model = glm::scale(model, glm::vec3(scale, scale, scale)); model = glm::scale(model, glm::vec3(scale, scale, scale));
shader.setMat4("model", model); shaderSingleColor.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36); glDrawArrays(GL_TRIANGLES, 0, 36);
model = glm::mat4(); model = glm::mat4();
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f)); model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(scale, scale, scale)); model = glm::scale(model, glm::vec3(scale, scale, scale));
shader.setMat4("model", model); shaderSingleColor.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36); glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0); glBindVertexArray(0);
glStencilMask(0xFF); glStencilMask(0xFF);

View File

@@ -224,7 +224,7 @@ int main()
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Quadratic", quadratic); shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Quadratic", quadratic);
// then calculate radius of light volume/sphere // then calculate radius of light volume/sphere
const float maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b); const float maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b);
float radius = (-linear + std::sqrtf(linear * linear - 4 * quadratic * (constant - (256.0f / 5.0f) * maxBrightness))) / (2.0f * quadratic); float radius = (-linear + std::sqrt(linear * linear - 4 * quadratic * (constant - (256.0f / 5.0f) * maxBrightness))) / (2.0f * quadratic);
shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Radius", radius); shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Radius", radius);
} }
shaderLightingPass.setVec3("viewPos", camera.Position); shaderLightingPass.setVec3("viewPos", camera.Position);