diff --git a/level.cc b/level.cc index 88bf785..2fd1280 100644 --- a/level.cc +++ b/level.cc @@ -19,16 +19,16 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) { // load a texture: Material material = Material("clownfishBunny.png", 0.1f, 0.5f, 0.5f, 3.0f); //Create object - Object object = Object(model, material, glm::vec3(0.0f, 0.0f, -2.0f), + Object object = Object(model, material, glm::vec3(0.0f, 7.0f, -2.0f), glm::vec3(0.0f, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), shader); //set lighting parameters ambientLight = glm::vec3(1.0f, 1.0f, 1.0f); - Light light = Light(glm::vec3(-3.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 2.0f); + Light light = Light(glm::vec3(-3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f); lights.push_back(light); - Light light2 = Light(glm::vec3(3.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 2.0f); + Light light2 = Light(glm::vec3(3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f); lights.push_back(light2); @@ -36,11 +36,10 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) { this->terrain.load(); Model terrainModel = Model(this->terrain.getModel()); // load a texture: - Material terrainMaterial = Material("clownfishBunny.png", 1.0f, 0.0f, 0.0f, 3.0f); + Material terrainMaterial = Material("terrainTexture.png", 0.1f, 0.8f, 0.2f, 3.0f); //Create object Object terrainObject = Object(terrainModel, terrainMaterial, - //glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), -0.5f, -0.5f*(float)this->terrain.getHeightmapWidth()), - glm::vec3(-1.0f, 0.0f, -1.0f), + glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), shader); objects.push_back(object);