Merge branch 'new_light_and_scene_classes' of gitlab.com:4VRDriver/fall-fever into new_light_and_scene_classes
This commit is contained in:
@@ -5,6 +5,6 @@ Collapsed=0
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[Window][Object Modifier]
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Pos=60,60
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Size=957,134
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Size=925,127
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Collapsed=0
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@@ -17,6 +17,7 @@ add_executable(Fall-Fever
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target_link_libraries(
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Fall-Fever PRIVATE
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glad
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glm
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stb
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${GLFW3_LIBRARY}
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${OPENGL_LIBRARIES}
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@@ -79,23 +79,23 @@ void Controller::run() {
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ShaderProgram lightProgram("res/shaders/light.vert", "res/shaders/light.frag");
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//Model model_backpack("res/models/backpack.ffo");
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Model model_plant("res/models/plant.ffo");
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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_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 plant(&model_plant, &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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//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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@@ -113,7 +113,7 @@ void Controller::run() {
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shaderProgram.unbind();
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World world(&shaderProgram);
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world.addEntity(plant);
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world.addEntity(dragon);
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world.addEntity(lightSource);
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world.updateLight(0, lightSource.getPosition(), glm::vec3(1.0f));
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@@ -7,7 +7,7 @@ double EventHandler::cameraMouseActionRegister[CAMERA_MOUSE_ACTION_NUM_ITEMS] =
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bool EventHandler::windowActionRegister[WINDOW_ACTION_NUM_ITEMS] = {0};
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bool EventHandler::firstMouseInput = 1;
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float EventHandler::mouseSensitivity = 0.08f;
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float EventHandler::mouseSensitivity = 0.5f;
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EventHandler::EventHandler(GLFWwindow *window)
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@@ -101,4 +101,7 @@ void Model::loadModel(std::string pathToModel) {
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Mesh *currentMesh = new Mesh(meshVertices, meshIndices, meshTextures);
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meshes.push_back(currentMesh);
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}
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input.close();
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}
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