finished section "Lighting"
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@ -151,6 +151,8 @@
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</CopyFileToFolders>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="lights\directionalLight.h" />
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<ClInclude Include="lights\pointLight.h" />
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<ClInclude Include="object\game_object.h" />
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<ClInclude Include="util\camera\camera.h" />
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<ClInclude Include="Exceptions\IOException.h" />
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@ -65,6 +65,12 @@
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<ClInclude Include="vertices.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="lights\directionalLight.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="lights\pointLight.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<CopyFileToFolders Include="Shaders\default\default.frag" />
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37
src/Engine/lights/directionalLight.h
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37
src/Engine/lights/directionalLight.h
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#pragma once
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#include <glm/glm.hpp>
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#include "../shaders/Shader.h"
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namespace Nebulix
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{
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struct DirectionalLight
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{
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public:
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DirectionalLight(glm::vec3 direction, glm::vec3 ambient, glm::vec3 diffuse, glm::vec3 specular)
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: direction{ direction }, ambient{ambient}, diffuse{diffuse}, specular{specular}
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{
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}
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/**
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Sets the values of a directional light in the shader
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name: The name of the variable in the shader. Needs to be a struct with the same components as this struct
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shader: The shader to set the values of
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*/
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void SetLight(std::string name, Shader& shader)
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{
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shader.SetFloat(name + ".direction", direction);
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shader.SetFloat(name + ".ambient", ambient);
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shader.SetFloat(name + ".diffuse", diffuse);
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shader.SetFloat(name + ".specular", specular);
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}
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glm::vec3 direction;
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glm::vec3 ambient;
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glm::vec3 diffuse;
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glm::vec3 specular;
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};
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}
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45
src/Engine/lights/pointLight.h
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45
src/Engine/lights/pointLight.h
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#pragma once
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#include <glm/glm.hpp>
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#include "../shaders/Shader.h"
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namespace Nebulix
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{
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struct PointLight
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{
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public:
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PointLight(glm::vec3 &position, glm::vec3 &ambient, glm::vec3 &diffuse, glm::vec3 specular, float linear = 0.09f, float quadratic = 0.032f, float constant = 1.0f)
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: position{position}, ambient{ambient}, diffuse{diffuse}, specular{specular}, linear{linear}, quadratic{quadratic}, constant{constant}
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{
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}
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/**
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Sets the values of a spot light in the shader
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name: The name of the variable in the shader. Needs to be a struct with the same components as this struct
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shader: The shader to set the values of
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*/
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void SetLight(std::string name, Shader &shader)
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{
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shader.SetFloat(name + ".position", position);
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shader.SetFloat(name + ".constant", constant);
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shader.SetFloat(name + ".linear", linear);
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shader.SetFloat(name + ".quadratic", quadratic);
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shader.SetFloat(name + ".ambient", ambient);
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shader.SetFloat(name + ".diffuse", diffuse);
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shader.SetFloat(name + ".specular", specular);
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}
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glm::vec3 position;
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float constant;
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float linear;
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float quadratic;
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glm::vec3 ambient;
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glm::vec3 diffuse;
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glm::vec3 specular;
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};
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}
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@ -12,13 +12,14 @@
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#include "util/stb_image.h"
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#include "util/camera/camera.h"
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#include "object/game_object.h"
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#include "lights/directionalLight.h"
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#include "lights/pointLight.h"
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#include "vertices.h"
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// Continue: https://learnopengl.com/Lighting/Multiple-lights
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// Chapter: Putting it all together
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// Continue: https://learnopengl.com/Model-Loading/Assimp
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// Chapter: Not yet started
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//
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// TODO: look at project->properties->VC++ Directories-> change everything to the Environment var
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// For the "real" Nebulix Engine setup everything so it can be compiled/used with VSCode/CLion and not just VS
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// (so basically having an "external" folder which has open gl, GLAD, GLM, stb_image etc. in it or something like this)
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@ -146,6 +147,12 @@ int main()
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vec3(1.5f, 0.2f, -1.5f),
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vec3(-1.3f, 1.0f, -1.5f)
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};
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std::vector<vec3> pointLightPositions = {
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vec3(0.7f, 0.2f, 2.0f),
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vec3(2.3f, -3.3f, -4.0f),
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vec3(-4.0f, 2.0f, -12.0f),
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vec3(0.0f, 0.0f, -3.0f)
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};
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std::string lightingVertexPath = "shaders/default/default.vert", lampVertexPath = "shaders/default/simple.vert";
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@ -178,10 +185,24 @@ int main()
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vec3 lightPosition = glm::vec3(1.2f, 1.0f, 2.0f);
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Nebulix::GameObject lightBulb(lightVerts, objVertexAttribs, lightPosition, glm::vec3(0.2f));
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std::vector<Nebulix::GameObject> allObjects = std::vector<Nebulix::GameObject>();
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auto allObjects = std::vector<Nebulix::GameObject>();
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allObjects.push_back(cube);
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allObjects.push_back(lightBulb);
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vec3 diffuseColour = vec3(1.0f);
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vec3 ambientColour = diffuseColour * vec3(0.1f);
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Nebulix::DirectionalLight dirLight(vec3(-0.2f, -1.0f, -0.3f), ambientColour, vec3(0.4f), vec3(0.5f));
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auto pointLights = std::vector<Nebulix::PointLight>();
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Nebulix::PointLight pLight1(pointLightPositions[0], ambientColour, diffuseColour, vec3(1.0f));
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Nebulix::PointLight pLight2(pointLightPositions[1], ambientColour, diffuseColour, vec3(1.0f));
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Nebulix::PointLight pLight3(pointLightPositions[2], ambientColour, diffuseColour, vec3(1.0f));
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Nebulix::PointLight pLight4(pointLightPositions[3], ambientColour, diffuseColour, vec3(1.0f));
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pointLights.push_back(pLight1);
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pointLights.push_back(pLight2);
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pointLights.push_back(pLight3);
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pointLights.push_back(pLight4);
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// main loop
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while(!glfwWindowShouldClose(window))
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{
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@ -205,34 +226,32 @@ int main()
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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("projectionMatrix", projectionMatrix);
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//shader->SetMatrix("modelMatrix", allObjects[i].GetModelMatrix());
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shader->SetMatrix("modelMatrix", model);
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}
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glm::vec3 lightColour;
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lightColour.x = sin(glfwGetTime() * 2.0f);
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lightColour.y = sin(glfwGetTime() * 0.7f);
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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 ambientColour = diffuseColour * glm::vec3(0.1f);
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lighting->Use();
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lighting->SetInt("material.diffuseMap", 0);
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lighting->SetInt("material.specularMap", 1);
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lighting->SetFloat("material.specularColour", 0.5f, 0.5f, 0.5f);
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lighting->SetFloat("material.shininess", 32.0f);
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lighting->SetFloat("spotLight.ambientIntensity", ambientColour);
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lighting->SetFloat("spotLight.diffuseIntensity", diffuseColour);
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lighting->SetFloat("spotLight.specularIntensity", 1.0f, 1.0f, 1.0f);
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lighting->SetFloat("spotLight.position", cam.Position);
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lighting->SetFloat("spotLight.direction", cam.Front);
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lighting->SetFloat("spotLight.cutOffAngle", glm::cos(glm::radians(12.5f)));
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lighting->SetFloat("spotLight.outerCutOffAngle", glm::cos(glm::radians(20.0f)));
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dirLight.SetLight("dirLight", *lighting.get());
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for (size_t i = 0; i < pointLights.size(); i++)
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{
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pointLights[i].SetLight("pointLights[" + std::to_string(i) + "]", *lighting.get());
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}
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//lighting->SetFloat("spotLight.ambientIntensity", ambientColour);
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//lighting->SetFloat("spotLight.diffuseIntensity", diffuseColour);
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//lighting->SetFloat("spotLight.specularIntensity", 1.0f, 1.0f, 1.0f);
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//lighting->SetFloat("spotLight.position", cam.Position);
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//lighting->SetFloat("spotLight.direction", cam.Front);
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//lighting->SetFloat("spotLight.cutOffAngle", glm::cos(glm::radians(12.5f)));
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//lighting->SetFloat("spotLight.outerCutOffAngle", glm::cos(glm::radians(20.0f)));
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lighting->SetFloat("viewPosition", cam.Position);
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lighting->SetFloat("spotLight.constant", 1.0f);
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lighting->SetFloat("spotLight.linear", 0.09f);
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lighting->SetFloat("spotLight.quadratic", 0.032f);
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//lighting->SetFloat("spotLight.constant", 1.0f);
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//lighting->SetFloat("spotLight.linear", 0.09f);
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//lighting->SetFloat("spotLight.quadratic", 0.032f);
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diffuseMap.BindTexture();
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diffuseMap.BindTexture(GL_TEXTURE1);
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}
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else
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{
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allObjects[i].Draw();
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for (size_t j = 0; j < 4; j++)
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{
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allObjects[i].Position = pointLightPositions[j];
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glm::mat4 model = allObjects[i].GetModelMatrix();
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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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glDeleteBuffers(1, &vertexBuffer);
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}
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// NOTE: This method will not call "Shader.Use()" but will not set any properties.
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// NOTE: This method will not call "Shader.Use()" and will not set any properties.
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// This is because I do not know the names and values of the properties. Most likely this will be possible after learning about materials
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void Draw()
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{
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@ -13,9 +13,9 @@ struct SpotLight {
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float cutOffAngle;
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float outerCutOffAngle;
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vec3 ambientIntensity;
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vec3 diffuseIntensity;
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vec3 specularIntensity;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float constant;
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float linear;
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@ -57,10 +57,10 @@ vec3 CalculateDirectionalLight(DirectionalLight light, vec3 normal, vec3 viewDir
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{
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vec3 lightDir = normalize(-light.direction);
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float diff = max(dot(normal, lightDir), 0);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 reflectionDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectionDir), 0), material.shininess);
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float spec = pow(max(dot(viewDir, reflectionDir), 0.0), material.shininess);
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vec3 ambient = light.ambient * vec3(texture(material.diffuseMap, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuseMap, TexCoords));
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@ -104,9 +104,9 @@ vec3 CalculateSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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vec3 ambientLight = light.ambientIntensity * texture(material.diffuseMap, TexCoords).rgb * attenuation;
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vec3 diffuseLight = light.diffuseIntensity * diff * texture(material.diffuseMap, TexCoords).rgb * attenuation * intensity;
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vec3 specularLight = light.specularIntensity * spec * texture(material.specularMap, TexCoords).rgb * attenuation * intensity;
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vec3 ambientLight = light.ambient * texture(material.diffuseMap, TexCoords).rgb * attenuation;
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vec3 diffuseLight = light.diffuse * diff * texture(material.diffuseMap, TexCoords).rgb * attenuation * intensity;
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vec3 specularLight = light.specular * spec * texture(material.specularMap, TexCoords).rgb * attenuation * intensity;
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return ambientLight + diffuseLight + specularLight;
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}
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vec3 normal = normalize(Normal);
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vec3 viewDir = normalize(viewPosition - FragPos);
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//vec3 result = CalculateDirectionalLight(dirLight, normal, viewDir);
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vec3 result = CalculateDirectionalLight(dirLight, normal, viewDir);
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//for(int i = 0; i < NR_POINT_LIGHTS; i++)
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// result += CalculatePointLight(pointLights[i], normal, FragPos, viewDir);
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for(int i = 0; i < NR_POINT_LIGHTS; i++)
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result += CalculatePointLight(pointLights[i], normal, FragPos, viewDir);
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vec3 result = CalculateSpotLight(spotLight, normal, FragPos, viewDir);
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//result += CalculateSpotLight(spotLight, normal, FragPos, viewDir);
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FragColor = vec4(result, 1.0);
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}
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