Exposing normals to example framework.

This commit is contained in:
David Williams
2014-05-24 09:38:01 +02:00
parent f65edddd81
commit aace1f2e36
3 changed files with 19 additions and 6 deletions

View File

@ -56,7 +56,7 @@ void OpenGLWidget::initializeGL()
if (!shader->addShaderFromSourceCode(QGLShader::Vertex, R"(
#version 140
in vec4 position; //This will be the position of the vertex in model-space
in vec4 position; // This will be the position of the vertex in model-space
uniform mat4 cameraToClipMatrix;
uniform mat4 worldToCameraMatrix;
@ -80,6 +80,7 @@ void OpenGLWidget::initializeGL()
#version 130
in vec4 worldPosition; //Passed in from the vertex shader
in vec4 worldNormal;
out vec4 outputColor;
@ -97,6 +98,7 @@ void OpenGLWidget::initializeGL()
}
shader->bindAttributeLocation("position", 0);
shader->bindAttributeLocation("normal", 1);
if (!shader->link())
{

View File

@ -86,7 +86,10 @@ public:
//We need to tell OpenGL how to understand the format of the vertex data
glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(MeshType::VertexType), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(MeshType::VertexType), (GLvoid*)(offsetof(MeshType::VertexType, position))); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
glEnableVertexAttribArray(1); //We're talking about shader attribute '1'
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(MeshType::VertexType), (GLvoid*)(offsetof(MeshType::VertexType, normal)));
glBindVertexArray(0);