add a textured sphere8.obj test with obj loader

fix shaders, so that shadowed and non-shadowed are matching
fix registerGraphicsUnitSphereShape API (level of detail), support textured sphere too
add support for textured cube
add start for a Tutorial.cpp
This commit is contained in:
erwin coumans
2015-08-05 19:03:27 -07:00
parent 250068d5eb
commit a5669d2ffd
29 changed files with 2138 additions and 105 deletions

View File

@@ -214,6 +214,8 @@ static GLint createShadow_depthMVP=0;
static GLint ModelViewMatrix=0;
static GLint ProjectionMatrix=0;
static GLint regularLightDirIn=0;
static GLint uniform_texture_diffuse = 0;
@@ -688,6 +690,8 @@ void GLInstancingRenderer::InitShaders()
ModelViewMatrix = glGetUniformLocation(instancingShader, "ModelViewMatrix");
ProjectionMatrix = glGetUniformLocation(instancingShader, "ProjectionMatrix");
uniform_texture_diffuse = glGetUniformLocation(instancingShader, "Diffuse");
regularLightDirIn = glGetUniformLocation(instancingShader,"lightDirIn");
glUseProgram(0);
instancingShaderPointSprite = gltLoadShaderPair(pointSpriteVertexShader,pointSpriteFragmentShader);
@@ -1559,6 +1563,11 @@ b3Assert(glGetError() ==GL_NO_ERROR);
glUseProgram(instancingShader);
glUniformMatrix4fv(ProjectionMatrix, 1, false, &m_data->m_projectionMatrix[0]);
glUniformMatrix4fv(ModelViewMatrix, 1, false, &m_data->m_viewMatrix[0]);
b3Vector3 gLightDir = gLightPos;
gLightDir.normalize();
glUniform3f(regularLightDirIn,gLightDir[0],gLightDir[1],gLightDir[2]);
glUniform1i(uniform_texture_diffuse, 0);
glDrawElementsInstanced(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, indexOffset, gfxObj->m_numGraphicsInstances);
break;