Added support for color tinting

This commit is contained in:
viktorljung
2015-12-07 16:33:03 +01:00
parent 1df63aecd5
commit 9c589a0dc6
3 changed files with 8 additions and 16 deletions
+5 -15
View File
@@ -140,8 +140,7 @@ private:
glm::vec3 scale = testTransform["Scale"];
ComponentWrapper testModel = GetComponent(entityTranslationWidget, "Model");
std::string file = testModel["ModelFile"];
file = "Models/TranslationWidget.obj";
testModel["ModelFile"] = file;
testModel["ModelFile"] = "Models/TranslationWidget.obj";
glm::vec4 col = testModel["Color"];
}
{
@@ -149,15 +148,11 @@ private:
AttachComponent(entityScaleWidget, "Transform");
AttachComponent(entityScaleWidget, "Model");
ComponentWrapper testTransform = GetComponent(entityScaleWidget, "Transform");
glm::vec3 pos = testTransform["Position"];
pos = glm::vec3(-1.5f, 0.f, 0.f);
testTransform["Position"] = pos;
testTransform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
glm::quat ori = testTransform["Orientation"];
glm::vec3 scale = testTransform["Scale"];
ComponentWrapper testModel = GetComponent(entityScaleWidget, "Model");
std::string file = testModel["ModelFile"];
file = "Models/ScaleWidget.obj";
testModel["ModelFile"] = file;
testModel["ModelFile"] = "Models/ScaleWidget.obj";
glm::vec4 col = testModel["Color"];
}
{
@@ -165,16 +160,11 @@ private:
AttachComponent(entityRotationWidget, "Transform");
AttachComponent(entityRotationWidget, "Model");
ComponentWrapper testTransform = GetComponent(entityRotationWidget, "Transform");
glm::vec3 pos = testTransform["Position"];
pos = glm::vec3(1.5f, 0.f, 0.f);
testTransform["Position"] = pos;
testTransform["Position"] = glm::vec3(1.5f, 0.f, 0.f);
glm::quat ori = testTransform["Orientation"];
glm::vec3 scale = testTransform["Scale"];
ComponentWrapper testModel = GetComponent(entityRotationWidget, "Model");
std::string file = testModel["ModelFile"];
file = "Models/RotationWidget.obj";
testModel["ModelFile"] = file;
glm::vec4 col = testModel["Color"];
testModel["ModelFile"] = "Models/RotationWidget.obj";
}
+2 -1
View File
@@ -3,6 +3,7 @@
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec4 Color;
uniform sampler2D texture0;
@@ -21,7 +22,7 @@ out vec4 fragmentColor;
void main()
{
vec4 texel = texture2D(texture0, Input.TextureCoordinate);
fragmentColor = texel * Input.DiffuseColor;
fragmentColor = texel * Input.DiffuseColor * Color;
}
+1
View File
@@ -194,6 +194,7 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (modelJob->DiffuseTexture != nullptr) {