Ligthing working
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78f53fdd54
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@ -11,6 +11,7 @@ public:
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void use();
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void setInt(const std::string &name, int value);
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void setFloat(const std::string &name, float value);
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void setVec3(const std::string &name, glm::vec3 value);
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void setMat4(const std::string &name, glm::mat4 value);
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private:
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@ -75,6 +75,50 @@ float cube_vertices[] = {
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f /**/
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};
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float uvcube[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
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};
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const char *basicVertexShaderSource =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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37
shaders/lighting/Frag.glsl
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37
shaders/lighting/Frag.glsl
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@ -0,0 +1,37 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 FragPos;
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in vec3 Normal;
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uniform vec3 ourColor;
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uniform vec3 lightColor;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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void main()
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{
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float ambientStrength = 0.15;
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float specularStrength = 0.5;
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//msc
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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// ambient
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vec3 ambient = ambientStrength * lightColor;
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// diffuse
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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// specular
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 150);
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vec3 specular = specularStrength * spec * lightColor;
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// out
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vec3 result = (ambient + diffuse+specular) * ourColor;
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FragColor = vec4(result, 1.0);
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}
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9
shaders/lighting/LightFrag.glsl
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9
shaders/lighting/LightFrag.glsl
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@ -0,0 +1,9 @@
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#version 330 core
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out vec4 FragColor;
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uniform vec3 ourColor;
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void main()
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{
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FragColor = vec4(ourColor, 1.0);
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}
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18
shaders/lighting/Vert.glsl
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18
shaders/lighting/Vert.glsl
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@ -0,0 +1,18 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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out vec3 FragPos;
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out vec3 Normal;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = aNormal;
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//Normal = mat3(transpose(inverse(model))) * aNormal;//if non unifrom scale
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}
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69
src/main.cpp
69
src/main.cpp
@ -2,7 +2,6 @@
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#include <glad/glad.h> /*Must be before GLFW*/
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#include <GLFW/glfw3.h>
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#include <cassert>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/glm.hpp>
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#include <mesh.hpp>
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#include <shader.hpp>
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@ -14,13 +13,6 @@
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void processInput(GLFWwindow *window);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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glm::vec3 cubePositions[] = {
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f),
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glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f)};
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int main(void) {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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@ -44,58 +36,57 @@ int main(void) {
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices,
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GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(uvcube), uvcube, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(0); /*pos*/
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glEnableVertexAttribArray(1); /*tex_cord*/
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Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
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"./shaders/lighting/Frag.glsl");
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Mesh *cube = new Mesh(cubeShader, VAO, 36);
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Shader *shaderProgram = new Shader("./shaders/MVPTexNoRGBVert.glsl",
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"./shaders/TexNoRGBFrag.glsl");
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Mesh *mesh = new Mesh(shaderProgram, VAO, 36);
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mesh->setOwned(true);
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Texture *texture = new Texture(GL_TEXTURE_2D, "./texture/container.jpg");
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Texture *texture2 = new Texture(GL_TEXTURE_2D, "./texture/brick.jpg");
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Shader *lightShader = new Shader("./shaders/lighting/Vert.glsl",
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"./shaders/lighting/LightFrag.glsl");
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Mesh *light = new Mesh(lightShader, VAO, 36);
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glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
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light->setPosition(lightPos);
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light->setScale(glm::vec3(.3));
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Camera *cam =
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new Camera(glm::vec3(0.0, 0.0, 5.0), -90.0f, 0.0f, 45.0, 800.0 / 600);
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glfwSetWindowUserPointer(window, cam);
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glm::vec3 cPos = glm::vec3(2.3, 3, 5);
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cam->setPos(cPos);
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cam->setRotate(-90.0f - 25.0f, -25.0f);
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glm::vec3 lightc = glm::vec3(1);
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glEnable(GL_DEPTH_TEST);
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while (!glfwWindowShouldClose(window)) {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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texture->bind(GL_TEXTURE0);
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texture2->bind(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE0);
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for (unsigned int i = 0; i < 10; i++) {
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mesh->setPosition(cubePositions[i]);
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mesh->getShader()->setInt("tex0", i % 2);
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Shader *s = cube->getShader();
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s->use();
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s->setVec3("lightColor", lightc);
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s->setVec3("ourColor", glm::vec3(1.0f, 0.5f, 0.31f));
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s->setVec3("lightPos", lightPos);
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s->setVec3("viewPos", glm::vec3(0.0, 0.0, 5.0));
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cube->draw(cam);
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glm::mat4 rotate = glm::mat4(1);
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float angle = 20.0f * i;
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rotate =
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glm::rotate(rotate, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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rotate = glm::rotate(rotate, (float)glfwGetTime() * glm::radians(55.0f),
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glm::vec3(1.0f, 0.5f, 0.0f));
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mesh->setRotation(glm::quat_cast(rotate));
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mesh->draw(cam);
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}
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s = light->getShader();
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s->use();
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s->setVec3("ourColor", lightc);
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light->draw(cam);
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glfwSwapBuffers(window);
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glfwPollEvents();
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processInput(window);
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}
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delete (shaderProgram);
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glfwTerminate();
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return 0;
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}
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@ -45,6 +45,11 @@ void Shader::setFloat(const std::string &name, float value) {
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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void Shader::setVec3(const std::string &name, glm::vec3 value) {
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1,
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glm::value_ptr(value));
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}
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void Shader::setMat4(const std::string &name, glm::mat4 value) {
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
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glm::value_ptr(value));
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