fix light positions

This commit is contained in:
Luca Conte 2024-06-25 15:59:57 +02:00
parent ba1d6b1b18
commit a1e8e465a5
1 changed files with 7 additions and 5 deletions

View File

@ -299,13 +299,14 @@ void draw(void) {
glUniform4f(glGetUniformLocation(program, "lightColor"), 0.2f, 0.2f, 0.2f, 0.5f); glUniform4f(glGetUniformLocation(program, "lightColor"), 0.2f, 0.2f, 0.2f, 0.5f);
glUniform4f(glGetUniformLocation(program, "ambientLight"), 0.05f, 0.05f, 0.05f, 1.0f); glUniform4f(glGetUniformLocation(program, "ambientLight"), 0.05f, 0.05f, 0.05f, 1.0f);
vec4 lightPosition = {cos(stepi) * 5.0f, 5.0f, sin(stepi) * 5.0f, 1.0f}; vec4 lightPosition1 = {cos(stepi) * 5.0f, 5.0f, sin(stepi) * 5.0f, 1.0f};
vec4 lightPosition2 = {-cos(stepi) * 5.0f, 5.0f, -sin(stepi) * 5.0f, 1.0f};
// move cubes to light positions // move cubes to light positions
mat4 transformLights; mat4 transformLights;
vec3 lightScale = {0.1, 0.1, 0.1}; vec3 lightScale = {0.1, 0.1, 0.1};
scaling(&transformLights, &lightScale); scaling(&transformLights, &lightScale);
translate(&transformLights, &transformLights, (vec3*)&lightPosition); translate(&transformLights, &transformLights, (vec3*)&lightPosition1);
SceneNode* light = findNodeByName("Light1", rootNode); SceneNode* light = findNodeByName("Light1", rootNode);
light->transformation = transformLights; light->transformation = transformLights;
@ -319,10 +320,11 @@ void draw(void) {
updateSceneNode(light, &rootNode->worldTransformation); updateSceneNode(light, &rootNode->worldTransformation);
// apply viewing transformation and pass light positions to shader // apply viewing transformation and pass light positions to shader
multiplyAny((GLfloat*)&lightPosition, (GLfloat*)&viewingTransformation, (GLfloat*)&lightPosition, 4, 4, 1); multiplyAny((GLfloat*)&lightPosition1, (GLfloat*)&viewingTransformation, (GLfloat*)&lightPosition1, 4, 4, 1);
multiplyAny((GLfloat*)&lightPosition2, (GLfloat*)&viewingTransformation, (GLfloat*)&lightPosition2, 4, 4, 1);
glUniform3f(glGetUniformLocation(program, "lightPositions[0]"), lightPosition.x, lightPosition.y, lightPosition.z); glUniform3f(glGetUniformLocation(program, "lightPositions[0]"), lightPosition1.x, lightPosition1.y, lightPosition1.z);
glUniform3f(glGetUniformLocation(program, "lightPositions[1]"), -lightPosition.x, lightPosition.y, -lightPosition.z); glUniform3f(glGetUniformLocation(program, "lightPositions[1]"), lightPosition2.x, lightPosition2.y, lightPosition2.z);
glUniform1f(glGetUniformLocation(program, "lightBrightness[0]"), 0.5f); glUniform1f(glGetUniformLocation(program, "lightBrightness[0]"), 0.5f);
glUniform1f(glGetUniformLocation(program, "lightBrightness[1]"), 0.5f); glUniform1f(glGetUniformLocation(program, "lightBrightness[1]"), 0.5f);