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