diff --git a/LearnOpenGL/OpenGLWrapper.cpp b/LearnOpenGL/OpenGLWrapper.cpp index c6694643598aa9056964e515822209129ec76dd8..4d39a5cf0887e79728043cd747abc2466e9d0576 100644 --- a/LearnOpenGL/OpenGLWrapper.cpp +++ b/LearnOpenGL/OpenGLWrapper.cpp @@ -145,7 +145,6 @@ void RenderObject::render(Camera &camera) set_uniform_value(prog, "light.position", _lightPos); set_uniform_value(prog, "viewPos", camera.Position); - // light properties glm::vec3 a = { 0.2f, 0.2f, 0.2f }; glm::vec3 d = { 0.5f, 0.5f, 0.5f }; glm::vec3 f = { 1.0f, 1.0f, 1.0f }; @@ -153,22 +152,19 @@ void RenderObject::render(Camera &camera) set_uniform_value(prog, "light.diffuse", d); set_uniform_value(prog, "light.specular", f); - // material properties set_uniform_value(prog, "material.shininess", glm::fvec1{ 64.0f }); - // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)_SCR_WIDTH / (float)_SCR_HEIGHT, 0.1f, 100.0f); glm::mat4 view = camera.GetViewMatrix(); set_uniform_value(prog, "projection", projection); set_uniform_value(prog, "view", view); set_uniform_value(prog, "model", model); - // bind diffuse map { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, material->get_diffuseMap()); } - // bind specular map + { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, material->get_specularMap()); diff --git a/LearnOpenGL/Source.cpp b/LearnOpenGL/Source.cpp index ed3d73935aa0917d1260550fb0540b4b885c75d9..b711dd2257d7d66f1292e00943ad8b41e1c83f86 100644 --- a/LearnOpenGL/Source.cpp +++ b/LearnOpenGL/Source.cpp @@ -114,17 +114,6 @@ int main() cube3->set_material(defaultMaterial); } - GLuint diffuseMap = load_image("container2.png"); - GLuint specularMap = load_image("container2_specular.png"); - { - glUseProgram(lightmap); - - set_uniform_value(lightmap, "material.diffuse", glm::ivec1(0)); - set_uniform_value(lightmap, "material.specular", glm::ivec1(1)); - - glUseProgram(lightmap); - } - while (!glfwWindowShouldClose(window)) { double currentFrame = glfwGetTime(); @@ -137,20 +126,13 @@ int main() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); { - glUseProgram(texture_shader); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, diffuseMap); - - glUseProgram(0); + teapot->render(camera); + cube1->render(camera); + cube2->render(camera); + cube3->render(camera); + plane->render(camera); } - teapot->render(camera); - cube1->render(camera); - cube2->render(camera); - cube3->render(camera); - plane->render(camera); - glfwSwapBuffers(window); glfwPollEvents(); }