New model loading
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@@ -48,21 +48,21 @@ void Controller::run() {
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std::vector<Entity> scene;
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//Model model_backpack("res/models/backpack.obj");
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Model model_plant("res/models/plant.obj");
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//Model model_container("res/models/container.obj");
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Model model_cube("res/models/cube.obj");
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//Model model_sphere("res/models/sphere.obj");
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Model model_backpack("res/models/backpack.ffo");
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//Model model_plant("res/models/plant.obj");
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//Model model_container("res/models/container.ffo");
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Model model_cube("res/models/cube.ffo");
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//Model model_sphere("res/models/sphere.ffo");
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//Entity backpack1(&model_backpack, &shaderProgram);
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Entity backpack(&model_backpack, &shaderProgram);
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//Entity sphere(&model_sphere, &shaderProgram);
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//Entity cube(&model_container, &shaderProgram);
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Entity plant(&model_plant, &shaderProgram);
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//Entity container(&model_container, &shaderProgram);
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//Entity plant(&model_plant, &shaderProgram);
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Entity lightSource(&model_cube, &lightProgram);
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lightSource.translate(glm::vec3(-5.0f, 1.0f, 0.0f));
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lightSource.scale(0.2f);
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plant.scale(5.0f);
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//plant.scale(5.0f);
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glm::vec3 lightColor = glm::vec3(1.0f, 1.0f, 1.0f);
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glm::vec3 diffuseColor = lightColor * glm::vec3(1.0f);
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@@ -86,7 +86,7 @@ void Controller::run() {
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shaderProgram.setUniform("u_material.shininess", 32.0f);
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shaderProgram.unbind();
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scene.push_back(plant);
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scene.push_back(backpack);
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scene.push_back(lightSource);
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camera->translate(glm::vec3(0.0f, 0.0f, 7.5f));
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