Исправление шейдера для работы с нормалями

This commit is contained in:
2023-03-23 19:01:33 +03:00
parent bd12a62be1
commit e7e4852756
5 changed files with 20 additions and 10 deletions

View File

@@ -87,17 +87,18 @@ static void drawWorld(Camera& cam) {
// shader->uniformMatrix("pr", cam.getProjection() * cam.getView());
shader->uniformMatrix("projview", projview);
shader->uniformMatrix("model", glm::mat4(1.0f));
world->draw();
auto model_scale = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f, 0.5f, 0.5f));
static float angle = 0.0f;
auto model_translate = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, -2));
auto model_translate = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, -3));
auto model_rotate = glm::rotate(glm::mat4(1.0f), angle, glm::vec3(0, 1, 0));
angle += 0.001f;
angle += 0.0002f;
shader->uniformMatrix("projview", projview * model_scale * model_translate * model_rotate);
shader->uniformMatrix("model", model_scale * model_translate * model_rotate);
// world->draw();
model_mesh->draw();
}
@@ -175,7 +176,8 @@ int main() {
loadResources();
// glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
// glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
Camera cam(glm::vec3(0, 0, 5), glm::radians(90.0f));