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https://github.com/JoeyDeVries/LearnOpenGL.git
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Merge branch 'master' of https://github.com/JoeyDeVries/LearnOpenGL
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@@ -170,7 +170,7 @@ int main()
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// shader configuration
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// shader configuration
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// --------------------
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// --------------------
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shader.use();
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shader.use();
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shader.setInt("ourTexture", 0);
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shader.setInt("texture1", 0);
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// render loop
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// render loop
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// -----------
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// -----------
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@@ -243,12 +243,12 @@ int main()
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model = glm::mat4();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
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model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
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model = glm::scale(model, glm::vec3(scale, scale, scale));
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model = glm::scale(model, glm::vec3(scale, scale, scale));
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shader.setMat4("model", model);
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shaderSingleColor.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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model = glm::mat4();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
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model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
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model = glm::scale(model, glm::vec3(scale, scale, scale));
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model = glm::scale(model, glm::vec3(scale, scale, scale));
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shader.setMat4("model", model);
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shaderSingleColor.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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glBindVertexArray(0);
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glStencilMask(0xFF);
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glStencilMask(0xFF);
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@@ -224,7 +224,7 @@ int main()
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shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Quadratic", quadratic);
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shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Quadratic", quadratic);
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// then calculate radius of light volume/sphere
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// then calculate radius of light volume/sphere
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const float maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b);
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const float maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b);
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float radius = (-linear + std::sqrtf(linear * linear - 4 * quadratic * (constant - (256.0f / 5.0f) * maxBrightness))) / (2.0f * quadratic);
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float radius = (-linear + std::sqrt(linear * linear - 4 * quadratic * (constant - (256.0f / 5.0f) * maxBrightness))) / (2.0f * quadratic);
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shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Radius", radius);
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shaderLightingPass.setFloat("lights[" + std::to_string(i) + "].Radius", radius);
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}
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}
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shaderLightingPass.setVec3("viewPos", camera.Position);
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shaderLightingPass.setVec3("viewPos", camera.Position);
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