Specular lighting

This commit is contained in:
Ben
2019-02-18 15:52:57 +00:00
parent 078d4e52bf
commit a2d4b33793
4 changed files with 19 additions and 9 deletions

View File

@@ -110,9 +110,6 @@ int main(int argc, char** argv) {
glEnableVertexAttribArray(normalAttrib);
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(vertices.size() * sizeof(glm::vec3)));
glm::vec3 lightPos(2.20, 1.0f, 2.0f);
GLint uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightPos");
glUniform3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
// Model matrice
glm::mat4 model = glm::mat4(1.0f);
@@ -145,9 +142,9 @@ int main(int argc, char** argv) {
// Update tick (60ups)
if (UPSTimer()) {
// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 0.0f, 1.0f));
// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 0.0f, 1.0f));
model = glm::rotate(model, glm::radians(0.5f), glm::vec3(1.0f, 0.0f, 0.0f));
// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec4 result = model * glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));