Added light in the middle of the marble.
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parent
6f7486b3f8
commit
f6b2bd776a
7
level.cc
7
level.cc
@ -26,7 +26,7 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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Material material = Material("marbleTexture.png", 0.1f, 0.5f, 0.5f, 3.0f);
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Material material = Material("marbleTexture.png", 0.1f, 0.5f, 0.5f, 3.0f);
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//Create object
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//Create object
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Object object = Object(model, material, glm::vec3(0.0f, 5.0f, 0.0f),
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Object object = Object(model, material, glm::vec3(0.0f, 5.0f, 0.0f),
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glm::vec3(0.0f, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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//add player to phy
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//add player to phy
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this->physics.addPlayer(0.75f,0.0f,5.0f,0.0f,1.0f,0);
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this->physics.addPlayer(0.75f,0.0f,5.0f,0.0f,1.0f,0);
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@ -50,6 +50,8 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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lights.push_back(light);
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lights.push_back(light);
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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);
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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);
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lights.push_back(light2);
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lights.push_back(light2);
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Light light3 = Light(glm::vec3(0.0f, 5.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.5f, 0.5f, 1.0f), 4.0f);
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lights.push_back(light3);
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// load terrain
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// load terrain
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@ -92,8 +94,7 @@ void Level::update(float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPre
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physics.takeUpdateStep(runTime);
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physics.takeUpdateStep(runTime);
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objects[0].setPosition(physics.getPos(0));
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objects[0].setPosition(physics.getPos(0));
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lights[2].setPosition(physics.getPos(0));
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}
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}
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glm::vec3 Level::getAmbientLight() {
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glm::vec3 Level::getAmbientLight() {
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