Specularmap support,

(fix bug in texture binding!)
This commit is contained in:
4VRDriver
2020-09-06 20:37:59 +02:00
parent bd2df7e928
commit 8b1fe545c1
7 changed files with 27 additions and 55 deletions

View File

@@ -50,16 +50,13 @@ void Controller::run() {
std::vector<Entity> scene;
//Model model_backpack("res/models/backpack.obj");
Model model_container("res/models/container.obj");
Model model_cube("res/models/cube.obj");
Model model_sphere("res/models/sphere.obj");
//Entity backpack1(&model_cube, &shaderProgram);
Entity cube(&model_cube, &shaderProgram);
Entity sphere(&model_sphere, &shaderProgram);
Entity cube(&model_container, &shaderProgram);
Entity lightSource(&model_cube, &lightProgram);
sphere.translate(glm::vec3(5.0f, 0.0f, 2.5f));
lightSource.translate(glm::vec3(-5.0f, 1.0f, 0.0f));
lightSource.scale(0.2f);
@@ -68,20 +65,16 @@ void Controller::run() {
glm::vec3 ambientColor = diffuseColor * glm::vec3(0.1f);
shaderProgram.bind();
shaderProgram.setUniform("light.position", lightSource.getPosition());
shaderProgram.setUniform("light.ambient", ambientColor);
shaderProgram.setUniform("light.diffuse", diffuseColor);
shaderProgram.setUniform("light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
shaderProgram.setUniform("u_light.position", lightSource.getPosition());
shaderProgram.setUniform("u_light.ambient", ambientColor);
shaderProgram.setUniform("u_light.diffuse", diffuseColor);
shaderProgram.setUniform("u_light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
shaderProgram.setUniform("material.ambient", glm::vec3(1.0f, 0.5f, 0.31f));
shaderProgram.setUniform("material.diffuse", glm::vec3(1.0f, 0.5f, 0.31f));
shaderProgram.setUniform("material.specular", glm::vec3(0.5f, 0.5f, 0.5f));
shaderProgram.setUniform("material.shininess", 32.0f);
shaderProgram.setUniform("u_material.shininess", 32.0f);
shaderProgram.unbind();
scene.push_back(lightSource);
scene.push_back(cube);
scene.push_back(sphere);
camera->translate(glm::vec3(0.0f, 0.0f, 7.5f));
@@ -110,8 +103,6 @@ void Controller::run() {
for(auto it = scene.begin(); it != scene.end(); it++) {
it->draw(camera->getViewProj(), camera->getPosition());
}
//backpack1.draw(camera->getViewProj());
//cube.draw(camera->getViewProj());
glfwSwapBuffers(gameWindow->getGLFWwindow());