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authorSebastian Park <SebPark03@gmail.com>2024-04-25 03:39:49 -0400
committerSebastian Park <SebPark03@gmail.com>2024-04-25 03:39:49 -0400
commit13d8a5ce616d67b01c6ed0becdde537474ba154e (patch)
tree4be53bf46e33fa742c8db93acdb35faadfabba69 /src
parent086fffe83539595c7ddefb7bcbe6cf15b9a63666 (diff)
Michael Normal fixes and change reflection distances.
Diffstat (limited to 'src')
-rwxr-xr-xsrc/glwidget.cpp2
-rw-r--r--src/graphics/shape.cpp1
-rw-r--r--src/ocean/ocean_alt.cpp9
3 files changed, 9 insertions, 3 deletions
diff --git a/src/glwidget.cpp b/src/glwidget.cpp
index 7147e48..7d56389 100755
--- a/src/glwidget.cpp
+++ b/src/glwidget.cpp
@@ -64,7 +64,7 @@ void GLWidget::initializeGL()
fprintf(stdout, "Successfully initialized GLEW %s\n", glewGetString(GLEW_VERSION));
// Set clear color to white
- glClearColor(1, 1, 1, 1);
+ glClearColor(0, 0, 0, 1);
// Enable depth-testing and backface culling
glEnable(GL_DEPTH_TEST);
diff --git a/src/graphics/shape.cpp b/src/graphics/shape.cpp
index f983848..07af24a 100644
--- a/src/graphics/shape.cpp
+++ b/src/graphics/shape.cpp
@@ -147,6 +147,7 @@ void Shape::draw(Shader *shader, GLenum mode)
// https://stackoverflow.com/questions/67277087/opengl-glsl-multiple-texture-binding-not-working
// FIGURED OUT THE PROBLEM. it was that SAMPLERS WERE DEFAULTING TO SLOT 0 AND SETUNIFORM WASN'T WORKING
// BECAUSE IT WAS CALLING SETUNIFORM WITH FREAKING FLOATS. WHAT THE FRICK C++.
+ // https://learnopengl.com/Getting-started/Textures
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_sky_texture);
shader->setUniform("skySampler", 1);
diff --git a/src/ocean/ocean_alt.cpp b/src/ocean/ocean_alt.cpp
index dfb474c..b4052d6 100644
--- a/src/ocean/ocean_alt.cpp
+++ b/src/ocean/ocean_alt.cpp
@@ -110,7 +110,7 @@ void ocean_alt::fft_prime(double t){
Eigen::Vector2d k_normalized = k_vector.normalized();
m_displacements[i] += k_normalized*imag_comp;
- m_slopes[i] += k_vector*imag_comp;
+ m_slopes[i] += -k_vector*imag_comp;
}
}
@@ -271,7 +271,12 @@ std::vector<Eigen::Vector3f> ocean_alt::get_vertices()
float zs = 1.f + s[2]*s[2];
Eigen::Vector3f diff = y - s;
- Eigen::Vector3f norm = Eigen::Vector3f(diff[0]/ sqrt(xs), diff[1]/ sqrt(ys), diff[2]/sqrt(zs));
+ // Eigen::Vector3f norm = Eigen::Vector3f(diff[0]/ sqrt(xs), diff[1]/ sqrt(ys), diff[2]/sqrt(zs));
+
+ // NEW
+ Eigen::Vector3f norm = Eigen::Vector3f(-slope[0], 1.0, -slope[1]);
+ norm.normalize();
+ // NEW