modified scene system

This commit is contained in:
2026-05-09 22:15:46 -04:00
parent 83be792420
commit c54ca2adc5
5 changed files with 87 additions and 16 deletions

View File

@@ -250,20 +250,17 @@ void loop() {
// draw the stuff
if (shader && activeModel) {
shader->bind();
shader->setMat4("projection", gCamera.projection());
shader->setMat4("view", gCamera.view());
shader->setMat4("model", model);
shader->setVec3("viewPosition", gCamera.position());
shader->setVec3("lightPosition", glm::vec3{-2.f, 0, 2.0f});
shader->setVec3("lightDirection", glm::vec3(1, -1, 1));
shader->setVec3("lightAmbient", glm::vec3(0.3f, 0.3f, 0.3f));
shader->setVec3("lightDiffuse", glm::vec3(0.5f, 0.5f, 0.5f));
shader->setVec3("lightSpecular", glm::vec3(1.0f, 1.0f, 1.0f));
for (const auto& mesh: activeModel->meshes) {
/*for (const auto& mesh: activeModel->meshes) {
unsigned int materialId = 0;
if (materialId >= activeModel->materials.size()) {
materialId = 0;
@@ -294,7 +291,7 @@ void loop() {
glBindVertexArray(mesh.get()->vao);
glDrawElements(GL_TRIANGLES, mesh->numIndices, GL_UNSIGNED_INT, 0);
}
}*/
glBindVertexArray(0);
ShaderProgram::unbind();