Исправление шейдера для работы с нормалями

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

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@ -1,12 +1,12 @@
# Blender MTL File: 'cube.blend'
# Material Count: 1
newmtl Material
newmtl CubeColor
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Kd 0.800000 0.447721 0.037177
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
Ni 1.450000
d 1.000000
illum 2

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@ -16,7 +16,7 @@ vn -1.0000 0.0000 0.0000
vn 0.0000 -1.0000 0.0000
vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
usemtl Material
usemtl CubeColor
s off
f 5//1 3//1 1//1
f 3//2 8//2 4//2

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@ -5,10 +5,18 @@ layout (location = 1) in vec3 v_normal;
out vec4 a_color;
uniform mat4 projview;
uniform mat4 model;
void main(){
// gl_Position = vec4(v_position, 1) * projview;
gl_Position = projview * vec4(v_position, 1);
a_color = vec4(0.5, 0, 1, 1);
gl_Position = projview * model * vec4(v_position, 1);
// dot получается [-1 ... 1]
float l = dot((model * vec4(v_position, 1)).xyz, normalize(vec3(1, 1, 1)));
// сначала делаем диапазон [1 ... 3]
// потом [0.5 ... 1]
l = (l + 2) / 3;
a_color = vec4(vec3(0.5, 0, 1) * l, 1);
}

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@ -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));