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colors
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parent
b44193c2ad
commit
b4a9469dff
2 changed files with 7 additions and 7 deletions
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@ -42,8 +42,8 @@ GLint RenderablePolyLineEntityItem::PAINTSTROKE_GPU_SLOT;
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void RenderablePolyLineEntityItem::createPipeline() {
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static const int NORMAL_OFFSET = 12;
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// static const int COLOR_OFFSET = 24;
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static const int TEXTURE_OFFSET = 24;
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static const int COLOR_OFFSET = 24;
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static const int TEXTURE_OFFSET = 28;
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auto textureCache = DependencyManager::get<TextureCache>();
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QString path = PathUtils::resourcesPath() + "images/paintStroke.png";
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@ -54,7 +54,7 @@ void RenderablePolyLineEntityItem::createPipeline() {
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_format.reset(new gpu::Stream::Format());
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_format->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
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_format->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), NORMAL_OFFSET);
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// _format->setAttribute(gpu::Stream::COLOR, 0, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA), COLOR_OFFSET);
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_format->setAttribute(gpu::Stream::COLOR, 0, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA), COLOR_OFFSET);
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_format->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), TEXTURE_OFFSET);
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auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(paintStroke_vert)));
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@ -112,7 +112,7 @@ void RenderablePolyLineEntityItem::updateGeometry() {
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_vertices.at(vertexIndex));
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_normals.at(i));
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// _verticesBuffer->append(sizeof(int), (gpu::Byte*)&_color);
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_verticesBuffer->append(sizeof(int), (gpu::Byte*)&_color);
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_verticesBuffer->append(sizeof(glm::vec2), (gpu::Byte*)&uv);
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vertexIndex++;
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@ -120,7 +120,7 @@ void RenderablePolyLineEntityItem::updateGeometry() {
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uv.y = 1.0;
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_vertices.at(vertexIndex));
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_normals.at(i));
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// _verticesBuffer->append(sizeof(int), (gpu::Byte*)_color);
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_verticesBuffer->append(sizeof(int), (gpu::Byte*)_color);
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_verticesBuffer->append(sizeof(glm::vec2), (const gpu::Byte*)&uv);
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vertexIndex++;
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@ -35,12 +35,12 @@ void main(void) {
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vec4 texel = texture2D(originalTexture, varTexcoord);
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int frontCondition = 1 -int(gl_FrontFacing) * 2;
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// vec3 color = gl_Color.rgb;
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vec3 color = gl_Color.rgb;
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//vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess
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packDeferredFragmentTranslucent(
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newNormal * frontCondition,
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texel.a,
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texel.rgb,
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color *texel.rgb,
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vec3(0.01, 0.01, 0.01),
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10.0);
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}
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