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Commit bd72add9 authored by Woohyung Choi's avatar Woohyung Choi
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Remove comments. Clean some codes

parent 1c738594
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...@@ -145,7 +145,6 @@ void RenderObject::render(Camera &camera) ...@@ -145,7 +145,6 @@ void RenderObject::render(Camera &camera)
set_uniform_value(prog, "light.position", _lightPos); set_uniform_value(prog, "light.position", _lightPos);
set_uniform_value(prog, "viewPos", camera.Position); set_uniform_value(prog, "viewPos", camera.Position);
// light properties
glm::vec3 a = { 0.2f, 0.2f, 0.2f }; glm::vec3 a = { 0.2f, 0.2f, 0.2f };
glm::vec3 d = { 0.5f, 0.5f, 0.5f }; glm::vec3 d = { 0.5f, 0.5f, 0.5f };
glm::vec3 f = { 1.0f, 1.0f, 1.0f }; glm::vec3 f = { 1.0f, 1.0f, 1.0f };
...@@ -153,22 +152,19 @@ void RenderObject::render(Camera &camera) ...@@ -153,22 +152,19 @@ void RenderObject::render(Camera &camera)
set_uniform_value(prog, "light.diffuse", d); set_uniform_value(prog, "light.diffuse", d);
set_uniform_value(prog, "light.specular", f); set_uniform_value(prog, "light.specular", f);
// material properties
set_uniform_value(prog, "material.shininess", glm::fvec1{ 64.0f }); 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 projection = glm::perspective(glm::radians(camera.Zoom), (float)_SCR_WIDTH / (float)_SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix(); glm::mat4 view = camera.GetViewMatrix();
set_uniform_value(prog, "projection", projection); set_uniform_value(prog, "projection", projection);
set_uniform_value(prog, "view", view); set_uniform_value(prog, "view", view);
set_uniform_value(prog, "model", model); set_uniform_value(prog, "model", model);
// bind diffuse map
{ {
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, material->get_diffuseMap()); glBindTexture(GL_TEXTURE_2D, material->get_diffuseMap());
} }
// bind specular map
{ {
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, material->get_specularMap()); glBindTexture(GL_TEXTURE_2D, material->get_specularMap());
......
...@@ -114,17 +114,6 @@ int main() ...@@ -114,17 +114,6 @@ int main()
cube3->set_material(defaultMaterial); 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)) while (!glfwWindowShouldClose(window))
{ {
double currentFrame = glfwGetTime(); double currentFrame = glfwGetTime();
...@@ -137,19 +126,12 @@ int main() ...@@ -137,19 +126,12 @@ int main()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 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); teapot->render(camera);
cube1->render(camera); cube1->render(camera);
cube2->render(camera); cube2->render(camera);
cube3->render(camera); cube3->render(camera);
plane->render(camera); plane->render(camera);
}
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
......
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