Add basic phong lighting

(ambient+diffuse+specular)
This commit is contained in:
4VRDriver
2020-09-06 14:59:53 +02:00
parent e4139105ee
commit 192082043e
11 changed files with 110 additions and 29 deletions

View File

@@ -49,15 +49,29 @@ void Controller::run() {
std::vector<Entity> scene;
//Model model_backpack("res/models/backpack.obj");
Model model_backpack("res/models/backpack.obj");
Model model_cube("res/models/cube.obj");
Model model_sphere("res/models/sphere.obj");
//Entity backpack1(&model_backpack, &shaderProgram);
Entity cube(&model_cube, &shaderProgram);
Entity cube(&model_backpack, &shaderProgram);
Entity sphere(&model_sphere, &shaderProgram);
Entity lightSource(&model_cube, &lightProgram);
//scene.push_back(backpack1);
sphere.translate(glm::vec3(5.0f, 0.0f, 2.5f));
lightSource.translate(glm::vec3(-5.0f, 1.0f, 0.0f));
lightSource.scale(0.2f);
shaderProgram.bind();
shaderProgram.setUniform("u_lightPosition", lightSource.getPosition());
shaderProgram.setUniform("u_objectColor", glm::vec3(1.0f, 0.5f, 0.31f));
shaderProgram.setUniform("u_lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
shaderProgram.unbind();
scene.push_back(lightSource);
scene.push_back(cube);
scene.push_back(sphere);
camera->translate(glm::vec3(0.0f, 0.0f, 7.5f));
@@ -83,8 +97,11 @@ void Controller::run() {
camera->lookForward();
camera->updateVPM();
for(auto it = scene.begin(); it != scene.end(); it++) {
it->draw(camera->getViewProj(), camera->getPosition());
}
//backpack1.draw(camera->getViewProj());
cube.draw(camera->getViewProj());
//cube.draw(camera->getViewProj());
glfwSwapBuffers(gameWindow->getGLFWwindow());