Add Directional Light to world class
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@@ -82,41 +82,28 @@ void Controller::run() {
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//Model model_plant("res/models/plant.ffo");
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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_dragon("res/models/dragon.ffo");
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//Model model_dragon("res/models/dragon.ffo");
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Model model_hut("res/models/hut.ffo");
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//Model model_sphere("res/models/sphere.ffo");
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//Entity backpack(&model_backpack, &shaderProgram);
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//Entity sphere(&model_sphere, &shaderProgram);
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Entity container(&model_container, &shaderProgram);
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Entity dragon(&model_dragon, &shaderProgram);
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//Entity container(&model_container, &shaderProgram);
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Entity hut(&model_hut, &shaderProgram);
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//Entity dragon(&model_dragon, &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.setScale(0.2f);
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//plant.setScale(5.0f);
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dragon.setScale(0.2f);
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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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glm::vec3 ambientColor = diffuseColor * glm::vec3(0.1f);
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glm::vec3 specularColor = glm::vec3(1.0f);
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shaderProgram.bind();
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shaderProgram.setUniform("u_directionalLight.isActive", 1);
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shaderProgram.setUniform("u_directionalLight.direction", glm::vec3(-0.2f, -1.0f, -0.3f));
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shaderProgram.setUniform("u_directionalLight.ambient", ambientColor * 0.25f);
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shaderProgram.setUniform("u_directionalLight.diffuse", diffuseColor * 0.25f);
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shaderProgram.setUniform("u_directionalLight.specular", specularColor * 0.25f);
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shaderProgram.setUniform("u_material.shininess", 32.0f);
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shaderProgram.unbind();
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//dragon.setScale(0.2f);
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World world(&shaderProgram);
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world.addEntity(dragon);
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world.addEntity(hut);
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world.addEntity(lightSource);
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world.updateLight(0, lightSource.getPosition(), glm::vec3(1.0f));
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world.updatePointLight(0, true, lightSource.getPosition(), glm::vec3(1.0f));
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camera->translate(glm::vec3(0.0f, 0.0f, 7.5f));
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