Revamp color system, again. Moving color components to scene objects instead
This commit is contained in:
+29
-31
@@ -172,20 +172,19 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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boxNode->shininess = 20;
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boxNode->displacementCoefficient = 40;
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rootNode->children.push_back(boxNode);
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sphereNode = createSceneNode();
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sphereNode->setTexture(&t_cobble_diff, &t_cobble_normal);
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sphereNode->setMesh(&sphere);
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sphereNode->scale *= 2;
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sphereNode->scale.z *= 20;
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//lightNode[1]->children.push_back(sphereNode);
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*/
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sphereNode = createSceneNode();
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//sphereNode->setTexture(&t_cobble_diff, &t_cobble_normal);
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sphereNode->setMesh(&sphere);
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sphereNode->position = {500, 500, 100};
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sphereNode->scale *= 15;
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sphereNode->diffuse_color;
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sphereNode->setMaterial(Material().reflection_mapped(&t_reflection, 0.5).no_colors().no_texture_reset(), true);
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//rootNode->children.push_back(sphereNode);
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lightNode[0]->position = {-600, 1400, 800};
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lightNode[0]->color_emissive = vec3(0.35);
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lightNode[0]->color_diffuse = vec3(0.6);
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lightNode[0]->color_specular = vec3(0.1);
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lightNode[0]->attenuation = vec3(1.0, 0.0, 0.0);
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lightNode[0]->attenuation = vec3(1.8, 0.0, 0.0);
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textNode = createSceneNode();
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@@ -302,27 +301,23 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader)
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// coordinates in MV space
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vec3 position; // MV
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vec3 attenuation;
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vec3 color_emissive;
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vec3 color_diffuse;
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vec3 color_specular;
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vec3 color;
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bool is_spot;
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vec3 spot_target; // MV
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float spot_cuttof_angle;
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vec3 spot_direction; // MV, must be normalized
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float spot_cuttof_cos;
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void push_to_shader(Gloom::Shader* shader, uint id) {
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#define L(x) shader->location("light[" + std::to_string(id) + "]." #x)
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#define V(x) glUniform3fv(L(x), 1, glm::value_ptr(x))
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glUniform1i (L(is_spot) , is_spot);
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glUniform1f (L(spot_cuttof_angle), spot_cuttof_angle);
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glUniform1f (L(spot_cuttof_cos), spot_cuttof_cos);
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V(position);
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V(spot_target);
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V(spot_direction);
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V(attenuation);
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V(color_emissive);
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V(color_diffuse);
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V(color_specular);
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#undef v
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#undef l
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V(color);
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#undef V
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#undef L
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}
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};
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static Light lights[N_LIGHTS];
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@@ -346,16 +341,21 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader)
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glUniformMatrix4fv(s->location("MV") , 1, GL_FALSE, glm::value_ptr(node->MV));
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glUniformMatrix4fv(s->location("MVnormal"), 1, GL_FALSE, glm::value_ptr(node->MVnormal));
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glUniform2fv(s->location("uvOffset") , 1, glm::value_ptr(node->uvOffset));
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glUniform4fv(s->location("basecolor") , 1, glm::value_ptr(node->basecolor));
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glUniform3fv(s->location("diffuse_color") , 1, glm::value_ptr(node->diffuse_color));
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glUniform3fv(s->location("emissive_color"), 1, glm::value_ptr(node->emissive_color));
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glUniform3fv(s->location("specular_color"), 1, glm::value_ptr(node->specular_color));
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glUniform1f( s->location("opacity"), node->opacity);
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glUniform1f( s->location("shininess"), node->shininess);
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glUniform1f( s->location("reflexiveness"), node->reflexiveness);
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glUniform1f( s->location("displacementCoefficient"), node->displacementCoefficient);
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glUniform1ui(s->location("isTextured"), node->isTextured);
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glUniform1ui(s->location("isColorMapped"), node->isColorMapped);
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glUniform1ui(s->location("isVertexColored"), node->isVertexColored);
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glUniform1ui(s->location("isNormalMapped"), node->isNormalMapped);
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glUniform1ui(s->location("isDisplacementMapped"), node->isDisplacementMapped);
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glUniform1ui(s->location("isReflectionMapped"), node->isReflectionMapped);
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glUniform1ui(s->location("isIlluminated"), node->isIlluminated);
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glUniform1ui(s->location("isInverted"), node->isInverted);
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if (node->isTextured) glBindTextureUnit(0, node->diffuseTextureID);
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if (node->isNormalMapped) glBindTextureUnit(1, node->normalTextureID);
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if (node->isDisplacementMapped) glBindTextureUnit(2, node->displacementTextureID);
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@@ -368,12 +368,10 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader)
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uint id = node->lightID;
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lights[id].position = vec3(node->MV * vec4(vec3(0.0), 1.0));
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lights[id].is_spot = node->nodeType == SPOT_LIGHT;
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lights[id].spot_target = node->rotation; // already MV space, todo: change this
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lights[id].spot_cuttof_angle = glm::sin(node->spot_cuttof_angle);
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lights[id].spot_direction = node->spot_direction; // MV space
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lights[id].spot_cuttof_cos = node->spot_cuttof_cos;
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lights[id].attenuation = node->attenuation;
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lights[id].color_emissive = node->color_emissive;
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lights[id].color_diffuse = node->color_diffuse;
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lights[id].color_specular = node->color_specular;
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lights[id].color = node->light_color;
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lights[id].push_to_shader(s, id);
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break;
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}
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+39
-16
@@ -43,14 +43,20 @@ struct SceneNode {
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vertexArrayObjectID = cache[mesh];
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VAOIndexCount = mesh->indices.size();
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isColorMapped = ! mesh->colors.empty();
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isVertexColored = ! mesh->colors.empty();
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}
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void setTexture(const PNGImage* diffuse, const PNGImage* normal=nullptr, const PNGImage* displacement=nullptr) {
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void setTexture(
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const PNGImage* diffuse,
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const PNGImage* normal=nullptr,
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const PNGImage* displacement=nullptr,
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const PNGImage* reflection=nullptr,
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bool texture_reset=true) {
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static map<const PNGImage*, int> cache;
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assert(vertexArrayObjectID==-1);
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isTextured = false;
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isNormalMapped = false;
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isDisplacementMapped = false;
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if (texture_reset){
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isTextured = false;
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isNormalMapped = false;
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isDisplacementMapped = false;
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}
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if (diffuse) {
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if (cache.find(diffuse) == cache.end())
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@@ -73,18 +79,32 @@ struct SceneNode {
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isDisplacementMapped = true;
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}
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}
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void setMaterial(const Material& mat, bool recursive=false) {
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if (!mat.ignore_diffuse) diffuse_color = mat.diffuse_color;
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if (!mat.ignore_emissive) emissive_color = mat.emissive_color;
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if (!mat.ignore_specular) specular_color = mat.specular_color;
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if (!mat.ignore_specular) shininess = mat.shininess;
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setTexture(
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mat.diffuse_texture,
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mat.normal_texture,
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mat.displacement_texture,
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mat.reflection_texture,
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mat.texture_reset
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);
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if (recursive) for (SceneNode* child : children)
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child->setMaterial(mat, true);
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}
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// this node
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SceneNodeType nodeType;
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vector<SceneNode*> children;
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// light specific:
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uint lightID = -1;
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vec3 color_emissive = vec3(0.0);
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vec3 color_diffuse = vec3(0.0);
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vec3 color_specular = vec3(0.0);
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vec3 attenuation = vec3(1.0, 0.0, 0.001); // 1 / (x + y*l + z*l*l)
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float spot_cuttof_angle = glm::radians(1.5); // radians
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uint lightID = -1;
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vec3 light_color = vec3(1.0);
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vec3 attenuation = vec3(1.0, 0.0, 0.001); // 1 / (x + y*l + z*l*l)
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vec3 spot_direction = vec3(0.0); // in MV space, must be normalized
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float spot_cuttof_cos = glm::cos(glm::radians(1.5));
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SceneNode* targeted_by = nullptr; // spot will follow this node
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// The node's position and rotation relative to its parent
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@@ -97,9 +117,12 @@ struct SceneNode {
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int vertexArrayObjectID = -1;
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uint VAOIndexCount = 0;
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// textures
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float shininess = 10.0; // specular power
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vec4 basecolor = vec4(1.0);
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// textures and materials
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float opacity = 1.0;
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float shininess = 1.0; // specular power
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vec3 diffuse_color = vec3(1.0);
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vec3 emissive_color = vec3(0.5);
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vec3 specular_color = vec3(0.2);
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vec2 uvOffset = vec2(0.0, 0.0); // specular power
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uint diffuseTextureID;
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uint normalTextureID;
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@@ -108,7 +131,7 @@ struct SceneNode {
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// shader flags
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bool isTextured = false;
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bool isColorMapped = false;
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bool isVertexColored = false;
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bool isNormalMapped = false;
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bool isDisplacementMapped = false;
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bool isIlluminated = true;
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@@ -51,7 +51,7 @@ uint generateBuffer(const Mesh &mesh, bool doAddTangents) {
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glEnableVertexAttribArray(3);
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}
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if (doAddTangents && !mesh.textureCoordinates.empty())
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if (doAddTangents || !mesh.textureCoordinates.empty())
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addTangents(vaoID, mesh);
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return vaoID;
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