Materials and light properties
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@@ -49,12 +49,12 @@ 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_backpack("res/models/backpack.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_backpack, &shaderProgram);
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Entity cube(&model_backpack, &shaderProgram);
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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 lightSource(&model_cube, &lightProgram);
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@@ -63,10 +63,20 @@ void Controller::run() {
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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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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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shaderProgram.bind();
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shaderProgram.setUniform("u_lightPosition", lightSource.getPosition());
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shaderProgram.setUniform("u_objectColor", glm::vec3(1.0f, 0.5f, 0.31f));
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shaderProgram.setUniform("u_lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
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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("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.unbind();
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scene.push_back(lightSource);
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