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@@ -10,7 +10,7 @@ out vec4 outColour;
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vec3 viewPos = vec3(0.0, 0.0, 0.0);
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vec3 objectColour = vec3(1.0, 1.0, 1.0);
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vec3 lightColour = vec3(0.7, 0.0, 0.65);
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vec3 lightColour = vec3(0.7, 0.3, 0.65);
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// vec3 lightColour = vec3(0.3, 0.85, 1.0);
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void main() {
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@@ -21,7 +21,7 @@ void main() {
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vec3 diffuse = diff * lightColour;
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float specularStrength = 0;
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float specularStrength = 1;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, normal);
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@@ -30,7 +30,7 @@ void main() {
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vec3 specular = specularStrength * spec * lightColour;
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float ambientStrength = 0.4;
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColour;
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vec3 result = (ambient + diffuse + specular) * objectColour;
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@@ -29,7 +29,7 @@ int main (int argc, char** argv) {
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Shader shader;
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shader.load("./resources/shaders/phong").attatch().link().use();
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Mesh mesh{ "./resources/test1.obj" };
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Mesh mesh{ "./resources/lucy.obj" };
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mesh.setup();
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SDL_Event e;
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@@ -91,7 +91,7 @@ void Mesh::render(Shader& shader) {
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// Model matrice
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, { -17.0f, -17.0f, -17.0f });
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model = glm::translate(model, { -170.0f, -170.0f, -170.0f });
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model = glm::rotate(model, glm::radians(-160.0f + this->rotation), glm::vec3(0.0f, 1.0f, 0.0f));
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// Gets uniform for model matrice, to be used later
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GLint uniTrans = glGetUniformLocation(shader.getProgram(), "model");
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@@ -22,13 +22,12 @@ void OBJLtoGLM(ObjLMesh& mesh,
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mesh.attrib.vertices[3 * index.vertex_index + 1],
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mesh.attrib.vertices[3 * index.vertex_index + 2]
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};
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outVert.push_back(vertex);
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outNorm.push_back({
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mesh.attrib.normals[3 * index.normal_index + 0],
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mesh.attrib.normals[3 * index.normal_index + 1],
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mesh.attrib.normals[3 * index.normal_index + 2]
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});
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// outNorm.push_back({
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// mesh.attrib.normals[3 * index.normal_index + 0],
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// mesh.attrib.normals[3 * index.normal_index + 1],
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// mesh.attrib.normals[3 * index.normal_index + 2]
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// });
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// outTexCoord.push_back({
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// mesh.attrib.texcoords[2 * index.texcoord_index + 0],
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@@ -36,15 +35,16 @@ void OBJLtoGLM(ObjLMesh& mesh,
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// 0.0f
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// });
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// if (uniqueVertices.count(vertex) == 0) {
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// uniqueVertices[vertex] = static_cast<uint32_t>(outVert.size());
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// }
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if (uniqueVertices.count(vertex) == 0) {
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uniqueVertices[vertex] = static_cast<uint32_t>(outVert.size());
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outVert.push_back(vertex);
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}
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outIndices.push_back(outIndices.size());
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outIndices.push_back(uniqueVertices[vertex]);
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}
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}
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// ComputeNormals(outNorm, outVert, outIndices);
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ComputeNormals(outNorm, outVert, outIndices);
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}
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void ComputeNormals(std::vector<glm::vec3>& normals,
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