1.1 --- a/scripts/renderer.js Wed Apr 27 13:35:56 2011 +0200
1.2 +++ b/scripts/renderer.js Wed Apr 27 14:14:07 2011 +0200
1.3 @@ -73,6 +73,8 @@
1.4 this.ambientColourUniform = gl.getUniformLocation(this.program, "uAmbientColour");
1.5 this.lightingDirectionUniform = gl.getUniformLocation(this.program, "uLightingDirection");
1.6 this.directionalColourUniform = gl.getUniformLocation(this.program, "uDirectionalColour");
1.7 + this.pointLightingLocationUniform = gl.getUniformLocation(this.program, "uPointLightingLocation");
1.8 + this.pointLightingColourUniform = gl.getUniformLocation(this.program, "uPointLightingColour");
1.9
1.10 function loadShader(gl, id)
1.11 {
1.12 @@ -161,19 +163,23 @@
1.13
1.14 if (lighting)
1.15 {
1.16 - var uni = 0.02;
1.17 - var ambient = {"r": uni, "g": uni, "b": uni};
1.18 - gl.uniform3f(shader.ambientColourUniform, ambient.r, ambient.g, ambient.b);
1.19 + var uni = 0.00;
1.20 + gl.uniform3f(shader.ambientColourUniform, uni, uni, uni);
1.21
1.22 - var lightingDir = vec3.create();
1.23 - vec3.add(lightingDir, [0.5, -0.5, 0.0]);
1.24 - vec3.normalize(lightingDir);
1.25 - vec3.scale(lightingDir, -1);
1.26 - gl.uniform3fv(shader.lightingDirectionUniform, lightingDir);
1.27 + var pos = node.pos;
1.28 + gl.uniform3f(shader.pointLightingLocationUniform, pos[0], pos[1], pos[2]);
1.29 + uni = .1;
1.30 + gl.uniform3f(shader.pointLightingColourUniform, uni, uni, uni);
1.31 +
1.32 + // var lightingDir = vec3.create();
1.33 + // vec3.add(lightingDir, [0.5, -0.5, 0.0]);
1.34 + // vec3.normalize(lightingDir);
1.35 + // vec3.scale(lightingDir, -1);
1.36 + // gl.uniform3fv(shader.lightingDirectionUniform, lightingDir);
1.37
1.38 - uni = 0.9;
1.39 - var directional = {"r": uni, "g": uni, "b": uni};
1.40 - gl.uniform3f(shader.directionalColourUniform, directional.r, directional.g, directional.b);
1.41 + // uni = 0.9;
1.42 + // var directional = {"r": uni, "g": uni, "b": uni};
1.43 + // gl.uniform3f(shader.directionalColourUniform, directional.r, directional.g, directional.b);
1.44 }
1.45
1.46 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, object.indexBuffer);