Materials and light properties

This commit is contained in:
4VRDriver
2020-09-06 16:55:54 +02:00
parent 192082043e
commit bd2df7e928
2 changed files with 36 additions and 19 deletions

View File

@@ -49,12 +49,12 @@ void Controller::run() {
std::vector<Entity> scene;
Model model_backpack("res/models/backpack.obj");
//Model model_backpack("res/models/backpack.obj");
Model model_cube("res/models/cube.obj");
Model model_sphere("res/models/sphere.obj");
//Entity backpack1(&model_backpack, &shaderProgram);
Entity cube(&model_backpack, &shaderProgram);
//Entity backpack1(&model_cube, &shaderProgram);
Entity cube(&model_cube, &shaderProgram);
Entity sphere(&model_sphere, &shaderProgram);
Entity lightSource(&model_cube, &lightProgram);
@@ -63,10 +63,20 @@ void Controller::run() {
lightSource.translate(glm::vec3(-5.0f, 1.0f, 0.0f));
lightSource.scale(0.2f);
glm::vec3 lightColor = glm::vec3(1.0f, 1.0f, 1.0f);
glm::vec3 diffuseColor = lightColor * glm::vec3(1.0f);
glm::vec3 ambientColor = diffuseColor * glm::vec3(0.1f);
shaderProgram.bind();
shaderProgram.setUniform("u_lightPosition", lightSource.getPosition());
shaderProgram.setUniform("u_objectColor", glm::vec3(1.0f, 0.5f, 0.31f));
shaderProgram.setUniform("u_lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
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("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.unbind();
scene.push_back(lightSource);