Add Normal in vertex. And add light in shader.
This commit is contained in:
parent
8908ef1332
commit
0e96615b32
16 changed files with 221 additions and 85 deletions
|
|
@ -70,7 +70,7 @@ namespace Map3DRendering {
|
|||
}
|
||||
}
|
||||
private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) {
|
||||
int lenghPacket = 18;
|
||||
int lenghPacket = 21;
|
||||
// Initialisez le VAO, VBO et EBO pour le bloc à (x, y)...
|
||||
// Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO.
|
||||
int tempVertexArray = GL.GenVertexArray();
|
||||
|
|
@ -93,25 +93,29 @@ namespace Map3DRendering {
|
|||
GL.EnableVertexAttribArray(vertexLocation);
|
||||
GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0);
|
||||
|
||||
var vertexNormal = _shader.GetAttribLocation("aNormal");
|
||||
GL.EnableVertexAttribArray(vertexNormal);
|
||||
GL.VertexAttribPointer(vertexNormal, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 3 * sizeof(float));
|
||||
|
||||
var colorLocation = _shader.GetAttribLocation("aColor");
|
||||
GL.EnableVertexAttribArray(colorLocation);
|
||||
GL.VertexAttribPointer(colorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 3 * sizeof(float));
|
||||
GL.VertexAttribPointer(colorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 6 * sizeof(float));
|
||||
|
||||
var farcolorLocation = _shader.GetAttribLocation("aColorFar");
|
||||
GL.EnableVertexAttribArray(farcolorLocation);
|
||||
GL.VertexAttribPointer(farcolorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 7 * sizeof(float));
|
||||
GL.VertexAttribPointer(farcolorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 10 * sizeof(float));
|
||||
|
||||
var texturecoordLocation = _shader.GetAttribLocation("aTexCoord");
|
||||
GL.EnableVertexAttribArray(texturecoordLocation);
|
||||
GL.VertexAttribPointer(texturecoordLocation, 2, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 11 * sizeof(float));
|
||||
GL.VertexAttribPointer(texturecoordLocation, 2, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 14 * sizeof(float));
|
||||
|
||||
var terraintypeLocation = _shader.GetAttribLocation("aTexType");
|
||||
GL.EnableVertexAttribArray(terraintypeLocation);
|
||||
GL.VertexAttribPointer(terraintypeLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 13 * sizeof(float));
|
||||
GL.VertexAttribPointer(terraintypeLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 16 * sizeof(float));
|
||||
|
||||
var realterraintypeLocation = _shader.GetAttribLocation("aRealTexType");
|
||||
GL.EnableVertexAttribArray(realterraintypeLocation);
|
||||
GL.VertexAttribPointer(realterraintypeLocation, 1, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 13 * sizeof(float));
|
||||
GL.VertexAttribPointer(realterraintypeLocation, 1, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 20 * sizeof(float));
|
||||
}
|
||||
public void Render(Shader shader) {
|
||||
for (int y = startY; y <= endY; y++) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue