Changed color values from floats to glm::vec4

This commit is contained in:
antc13
2016-01-24 14:18:04 +01:00
parent b5b1140f5c
commit 8286d052b3
6 changed files with 18 additions and 8 deletions
+8
View File
@@ -24,6 +24,10 @@ struct ModelJob : RenderJob
DiffuseTexture = matGroup.Texture.get();
NormalTexture = matGroup.NormalMap.get();
SpecularTexture = matGroup.SpecularMap.get();
IncandescenceTexture = matGroup.IncandescenceMap.get();
DiffuseColor = matGroup.DiffuseColor;
SpecularColor = matGroup.SpecularColor;
IncandescenceColor = matGroup.IncandescenceColor;
StartIndex = matGroup.StartIndex;
EndIndex = matGroup.EndIndex;
Matrix = matrix;
@@ -43,9 +47,13 @@ struct ModelJob : RenderJob
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
const Texture* IncandescenceTexture;
float Shininess = 0.f;
glm::vec4 Color;
const ::Model* Model = nullptr;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
glm::vec4 IncandescenceColor;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
World* World;
+3 -3
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@@ -48,9 +48,9 @@ public:
{
float SpecularExponent;
float ReflectionFactor;
float DiffuseColor[3];
float SpecularColor[3];
float IncandescenceColor[3];
glm::vec4 DiffuseColor{ 1.0f, 1.0f, 1.0f, 1.0f };
glm::vec4 SpecularColor{ 1.0f, 1.0f, 1.0f, 1.0f };
glm::vec4 IncandescenceColor{ 1.0f, 1.0f, 1.0f, 1.0f };
unsigned int StartIndex;
unsigned int EndIndex;
//float Transparency;
+2 -1
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@@ -4,6 +4,7 @@ uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec4 Color;
uniform vec4 DiffuseColor;
uniform vec2 ScreenDimensions;
uniform sampler2D texture0;
@@ -129,7 +130,7 @@ void main()
totalLighting.Specular += result.Specular;
}
fragmentColor += (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
fragmentColor += DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
//fragmentColor += Input.DiffuseColor;
//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
//fragmentColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1);
+1
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@@ -45,6 +45,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(modelJob->DiffuseColor));
if(modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
+3 -3
View File
@@ -138,11 +138,11 @@ void RawModelCustom::ReadMaterialSingle(unsigned int &offset, char* fileData, un
newMaterial.ReflectionFactor = *(float*)(fileData + offset);
offset += sizeof(float);
memcpy(newMaterial.DiffuseColor, fileData + offset, sizeof(float) * 3);
memcpy(&newMaterial.DiffuseColor[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
memcpy(newMaterial.SpecularColor, fileData + offset, sizeof(float) * 3);
memcpy(&newMaterial.SpecularColor[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
memcpy(newMaterial.IncandescenceColor, fileData + offset, sizeof(float) * 3);
memcpy(&newMaterial.IncandescenceColor[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
newMaterial.StartIndex = *(unsigned int*)(fileData + offset);
+1 -1
View File
@@ -90,7 +90,7 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyf
int k = 0;
} else {
if (bone->Parent) {
boneMatrix = parentMatrix * bone->Parent->OffsetMatrix * glm::translate(glm::vec3(1.718, 0, 0)); // * glm::inverse(bone->OffsetMatrix);
boneMatrix = parentMatrix; // * glm::inverse(bone->OffsetMatrix);
}
boneMatrices[bone->ID] = boneMatrix; // * bone->OffsetMatrix;
}