implement shading modes switch for heightmap

This commit is contained in:
2018-12-24 23:47:00 +01:00
parent 52c87d9ec6
commit f823451546
5 changed files with 44 additions and 17 deletions

View File

@@ -297,16 +297,28 @@ void NodeCanvas::draw()
* glm::scale(glm::vec3(1, glm::pow(App::I.grid->m_hm_height->get_value() - 0.5f, 3.f) * 10.f, 1))
* glm::eulerAngleX(glm::radians(90.f));
// DRAW SOLID
glDisable(GL_BLEND);
ShaderManager::use(kShader::Lambert);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
auto light_yaw = App::I.grid->m_hm_lyaw->get_value() * glm::pi<float>() * 2.f;
auto light_pitch = App::I.grid->m_hm_lpitch->get_value();
auto light_pos = glm::vec3(sinf(light_yaw), cosf(light_yaw), light_pitch);
ShaderManager::u_vec3(kShaderUniform::LightDir, glm::normalize(-light_pos));
App::I.grid->m_hm_plane.draw_fill();
if (App::I.grid->m_shade_mode == NodePanelGrid::ShadeMode::Solid)
{
glDisable(GL_BLEND);
ShaderManager::use(kShader::Lambert);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
auto light_yaw = App::I.grid->m_hm_lyaw->get_value() * glm::pi<float>() * 2.f;
auto light_pitch = App::I.grid->m_hm_lpitch->get_value();
auto light_pos = glm::vec3(sinf(light_yaw), cosf(light_yaw), light_pitch);
ShaderManager::u_vec3(kShaderUniform::LightDir, glm::normalize(-light_pos));
App::I.grid->m_hm_plane.draw_fill();
}
else if (App::I.grid->m_shade_mode == NodePanelGrid::ShadeMode::Flat)
{
ShaderManager::use(kShader::Color);
ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(
glm::vec3(1.f - App::I.grid->m_groud_value->get_value()),
App::I.grid->m_groud_opacity->get_value()
));
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
App::I.grid->m_hm_plane.draw_fill();
}
// DRAW GRIDS
if (App::I.grid->m_hm_wireframe->get_value() > 0.f)
@@ -319,9 +331,12 @@ void NodeCanvas::draw()
App::I.grid->m_hm_wireframe->get_value()
));
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
//glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
//App::I.grid->m_hm_plane.draw_fill();
//glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
if (App::I.grid->m_shade_mode == NodePanelGrid::ShadeMode::Transparent)
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
App::I.grid->m_hm_plane.draw_fill();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
App::I.grid->m_hm_plane.draw_stroke();
}