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-rw-r--r--glview.cc44
1 files changed, 22 insertions, 22 deletions
diff --git a/glview.cc b/glview.cc
index 3e5c72e..f443de0 100644
--- a/glview.cc
+++ b/glview.cc
@@ -41,8 +41,6 @@ GLView::GLView(QWidget *parent) : QGLWidget(parent)
for (int i = 0; i < 10; i++)
shaderinfo[i] = 0;
- useLights = false;
-
setMouseTracking(true);
}
@@ -70,6 +68,7 @@ void GLView::initializeGL()
"attribute vec3 pos_b, pos_c;\n"
"attribute vec3 trig, mask;\n"
"varying vec3 tp, tr;\n"
+ "varying float shading;\n"
"void main() {\n"
" vec4 p0 = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" vec4 p1 = gl_ModelViewProjectionMatrix * vec4(pos_b, 1.0);\n"
@@ -83,13 +82,18 @@ void GLView::initializeGL()
" gl_Position = p0;\n"
" tp = mask * ha;\n"
" tr = trig;\n"
+ " vec3 normal, lightDir;\n"
+ " normal = normalize(gl_NormalMatrix * gl_Normal);\n"
+ " lightDir = normalize(vec3(gl_LightSource[0].position));\n"
+ " shading = abs(dot(normal, lightDir));\n"
"}\n";
const char *fs_source =
"uniform vec4 color1, color2;\n"
"varying vec3 tp, tr, tmp;\n"
+ "varying float shading;\n"
"void main() {\n"
- " gl_FragColor = color1;\n"
+ " gl_FragColor = vec4(color1.r * shading, color1.g * shading, color1.b * shading, color1.a);\n"
" if (tp.x < tr.x || tp.y < tr.y || tp.z < tr.z)\n"
" gl_FragColor = color2;\n"
"}\n";
@@ -170,25 +174,21 @@ void GLView::paintGL()
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- if (useLights)
- {
- GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
- GLfloat light_position0[] = {-1.0, -1.0, +1.0, 0.0};
- GLfloat light_position1[] = {+1.0, +1.0, -1.0, 0.0};
-
- glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
- glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
- glEnable(GL_LIGHT0);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
- glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
- glEnable(GL_LIGHT1);
- glEnable(GL_LIGHTING);
- glEnable(GL_NORMALIZE);
- }
- else
- {
- glDisable(GL_LIGHTING);
- }
+ GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat light_position0[] = {-1.0, -1.0, +1.0, 0.0};
+ GLfloat light_position1[] = {+1.0, +1.0, -1.0, 0.0};
+
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
+ glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
+ glEnable(GL_LIGHT0);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
+ glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
+ glEnable(GL_LIGHT1);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_NORMALIZE);
+
+ glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+ glEnable(GL_COLOR_MATERIAL);
glRotated(object_rot_y, 1.0, 0.0, 0.0);
glRotated(object_rot_z, 0.0, 0.0, 1.0);
contact: Jan Huwald // Impressum