Minor modifications to the scene
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@ -44,7 +44,7 @@ struct Light { // point lights, coordinates in MV space
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float spot_cuttof_cos;
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};
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#define N_LIGHTS 1
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#define N_LIGHTS 2
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uniform Light light[N_LIGHTS];
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@ -99,8 +99,6 @@ vec3 phong(vec3 basecolor) {
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vec3 diffuse_component = vec3(0.0);
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vec3 specular_component = vec3(0.0);
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float diffuse_i_sum = 0.0;
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//vec3 emissive_component = vec3(0.0);
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for (int i = 0; i<N_LIGHTS; i++) {
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vec3 L = light[i].position - vertex;
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@ -127,7 +125,6 @@ vec3 phong(vec3 basecolor) {
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specular_component += specular_color * light[i].color * specular_i * attenuation;
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if (diffuse_i>0) diffuse_component += diffuse_color * light[i].color * diffuse_i * attenuation;
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//emissive_component += emissive_color*light[i].color*attenuation;
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}
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basecolor *= (emissive_color + diffuse_component);
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@ -36,12 +36,13 @@ uint previousKeyFrame = 0;
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SceneNode* rootNode;
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SceneNode* plainNode;
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SceneNode* carNode;
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SceneNode* treeNode;
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SceneNode* boxNode;
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SceneNode* sphereNode;
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SceneNode* hudNode;
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SceneNode* textNode;
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const uint N_LIGHTS = 1;
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const uint N_LIGHTS = 2;
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SceneNode* lightNode[N_LIGHTS];
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// These are heap allocated, because they should not be initialised at the start of the program
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@ -134,6 +135,10 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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}
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//treeNode = loadModelScene("../res/models/fur_tree/scene.gltf");
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//treeNode->position = {300, 800, 10};
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//rootNode->children.push_back(treeNode);
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carNode = loadModelScene("../res/models/beetle/scene.gltf", {
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{ 0, Material().diffuse({0.0, 0.0, 1.0}).diffuse_only().reflection_mapped(&t_reflection, 0.15)},// Blue_Metal
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{ 1, Material().diffuse(vec3(0.85)).emissive(vec3(0.1)).reflection_mapped(&t_reflection, -1.0)},// Metal (decals)
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@ -190,6 +195,12 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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lightNode[0]->position = {-600, 1400, 800};
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lightNode[0]->attenuation = vec3(1.8, 0.0, 0.0);
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lightNode[1]->position = {500, 0, 80};
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lightNode[1]->referencePoint = {0, 500, 0};
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lightNode[1]->scale *= 0.8;
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lightNode[1]->light_color = vec3(0.0);
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lightNode[1]->attenuation = vec3(1.0, 0.0, 0.000005);
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textNode = createSceneNode();
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textNode->setTexture(&t_charmap);
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