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地形图完成
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@ -104,11 +104,23 @@ void SceneViewer::resizeGL(int w, int h) {
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void SceneViewer::paintGL() {
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void SceneViewer::paintGL() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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terrainShader.bind();
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glm::mat4 Model = glm::mat4(1.0f);
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glm::mat4 view = _camera.viewMatrix();
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glm::mat4 projection = glm::perspective(glm::radians(_camera.zoomVal()), (float)width() / (float)height(), 0.1f, 100.0f);
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Model = glm::translate(Model, glm::vec3(0.0f, -5.0f, 0.0f));
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Model = glm::scale(Model, glm::vec3(10.0f));
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terrainShader.setUniform("view", view);
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terrainShader.setUniform("projection", projection);
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terrainShader.setUniform("model", Model);
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terrainShader.setUniform("texture1", 2);
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ter->render();
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terrainShader.unbind();
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_shaderProgram.bind();
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_shaderProgram.bind();
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// Set view and projection matrices
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// Set view and projection matrices
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glm::mat4 view = _camera.viewMatrix();
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glm::mat4 projection = glm::perspective(glm::radians(_camera.zoomVal()), (float)width() / (float)height(), 0.1f, 100.0f);
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_shaderProgram.setUniform("view", view);
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_shaderProgram.setUniform("view", view);
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_shaderProgram.setUniform("projection", projection);
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_shaderProgram.setUniform("projection", projection);
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@ -118,15 +130,7 @@ void SceneViewer::paintGL() {
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_shaderProgram.unbind();
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_shaderProgram.unbind();
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//terrainShader.bind();
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//glm::mat4 Model = glm::mat4(1.0f);
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//Model = glm::translate(Model, glm::vec3(0.0f, 0.0f, -2.0f));
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//terrainShader.setUniform("view", view);
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//terrainShader.setUniform("projection", projection);
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//terrainShader.setUniform("model", Model);
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//terrainShader.setUniform("texture1", 2);
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//ter->render();
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//terrainShader.unbind();
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skyShader.bind();
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skyShader.bind();
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