added directional light
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88c08edfef
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35085524d3
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@ -199,13 +199,8 @@ int main()
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for (size_t i = 0; i < allShaders.size(); i++)
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for (size_t i = 0; i < allShaders.size(); i++)
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{
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{
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auto shader = allShaders[i];
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auto shader = allShaders[i];
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auto model = allObjects[i].GetModelMatrix();
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glm::mat4 model = allObjects[i].GetModelMatrix();
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if(i == 0)
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{
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float angle = 20.0f * currentFrameTime;
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model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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}
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shader->Use();
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shader->Use();
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shader->SetMatrix("viewMatrix", cam.GetViewMatrix()); // more or less the camera
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shader->SetMatrix("viewMatrix", cam.GetViewMatrix()); // more or less the camera
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@ -220,7 +215,7 @@ int main()
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lightColour.z = sin(glfwGetTime() * 1.3f);
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lightColour.z = sin(glfwGetTime() * 1.3f);
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glm::vec3 diffuseColour = glm::vec3(1.0f);//lightColour * glm::vec3(0.5f);
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glm::vec3 diffuseColour = glm::vec3(1.0f);//lightColour * glm::vec3(0.5f);
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glm::vec3 ambientColour = glm::vec3(0.2f);//diffuseColour * glm::vec3(0.2f);
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glm::vec3 ambientColour = diffuseColour * glm::vec3(0.05f);
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lighting->Use();
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lighting->Use();
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lighting->SetInt("material.diffuseMap", 0);
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lighting->SetInt("material.diffuseMap", 0);
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@ -230,7 +225,7 @@ int main()
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lighting->SetFloat("light.ambientIntensity", ambientColour);
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lighting->SetFloat("light.ambientIntensity", ambientColour);
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lighting->SetFloat("light.diffuseIntensity", diffuseColour);
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lighting->SetFloat("light.diffuseIntensity", diffuseColour);
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lighting->SetFloat("light.specularIntensity", 1.0f, 1.0f, 1.0f);
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lighting->SetFloat("light.specularIntensity", 1.0f, 1.0f, 1.0f);
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lighting->SetFloat("lightPosition", lightPosition);
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lighting->SetFloat("light.direction", -0.2f, -1.0f, -0.3f);
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lighting->SetFloat("viewPosition", cam.Position);
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lighting->SetFloat("viewPosition", cam.Position);
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diffuseMap.BindTexture();
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diffuseMap.BindTexture();
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@ -239,7 +234,20 @@ int main()
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for (size_t i = 0; i < allObjects.size(); i++)
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for (size_t i = 0; i < allObjects.size(); i++)
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{
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{
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allShaders[i]->Use();
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allShaders[i]->Use();
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allObjects[i].Draw();
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for (size_t j = 0; j < 10; j++)
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{
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allObjects[i].Position = cubePositions[j];
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glm::mat4 model = allObjects[i].GetModelMatrix();
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if (i == 0)
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{
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float angle = 20.0f * j;// * currentFrameTime;
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model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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}
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allShaders[i]->SetMatrix("modelMatrix", model);
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allObjects[i].Draw();
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}
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}
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}
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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@ -5,7 +5,8 @@ struct Material {
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float shininess;
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float shininess;
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};
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};
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struct Light {
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struct Light {
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vec3 position;
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// vec3 position;
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vec3 direction;
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vec3 ambientIntensity;
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vec3 ambientIntensity;
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vec3 diffuseIntensity;
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vec3 diffuseIntensity;
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@ -28,7 +29,7 @@ void main()
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vec3 ambientLight = light.ambientIntensity * vec3(texture(material.diffuseMap, TexCoords));
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vec3 ambientLight = light.ambientIntensity * vec3(texture(material.diffuseMap, TexCoords));
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vec3 lightDir = normalize(lightPosition - FragmentPos);
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vec3 lightDir = normalize(-light.direction); //normalize(lightPosition - FragmentPos);
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float diff = max(dot(normal, lightDir), 0.0);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 diffuseLight = light.diffuseIntensity * diff * vec3(texture(material.diffuseMap, TexCoords));
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vec3 diffuseLight = light.diffuseIntensity * diff * vec3(texture(material.diffuseMap, TexCoords));
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