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| glUseProgram(m_shaderOmbres.identifiant());
glBindTexture(GL_TEXTURE_2D, m_frameBufferProfondeur.identifiantTexture());
glm::mat4 matriceProjection = glm::ortho<float>(-25 * 10, 25 * 10, -25 * 10, 25 * 10, -25 * 10, 25 * 10);
glm::mat4 matriceVue = glm::lookAt(glm::vec3(25 * 5, 25 * 5, 25 * 5), glm::vec3(0, 0, 1000), glm::vec3(0, 0, 1));
glUniform1f(glGetUniformLocation(m_shaderOmbres.identifiant(), "luminositeAmbiante"), glm::abs(m_luminositeAmbiante));
glUniformMatrix4fv(glGetUniformLocation(m_shaderOmbres.identifiant(), "matriceAffichageOmbres"), 1, GL_FALSE, glm::value_ptr(matriceProjection * matriceVue));
for (int x = 0; x < m_tailleTerrain; ++x)
{
for (int y = 0; y < m_tailleTerrain; ++y)
{
for (int z = 0; z < m_tailleTerrain; ++z)
m_regions[x][y][z]->afficher(m_shaderOmbres, matriceAffichage);
}
}
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0); |
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