diff --git a/resources/textures/concreteTexture.jpg b/resources/textures/concreteTexture.jpg deleted file mode 100644 index 217845e..0000000 Binary files a/resources/textures/concreteTexture.jpg and /dev/null differ diff --git a/resources/textures/concreteTexture.png b/resources/textures/concreteTexture.png new file mode 100644 index 0000000..b91fca2 Binary files /dev/null and b/resources/textures/concreteTexture.png differ diff --git a/src/8.guest/2022/7.area_lights/area_lights.cpp b/src/8.guest/2022/7.area_lights/area_lights.cpp index 983bf9e..574ebe9 100644 --- a/src/8.guest/2022/7.area_lights/area_lights.cpp +++ b/src/8.guest/2022/7.area_lights/area_lights.cpp @@ -20,7 +20,7 @@ // CUSTOM #include "ltc_matrix.hpp" -#include "colors.hpp" +#include "colors.hpp" // LOOK FOR DIFFERENT COLORS! // FUNCTION PROTOTYPES void framebuffer_size_callback(GLFWwindow* window, int width, int height); @@ -35,12 +35,13 @@ void renderCube(); // SETTINGS AND GLOBALS const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; +const glm::vec3 LIGHT_COLOR = Color::BurlyWood; // CHANGE AREA LIGHT COLOR HERE! bool keys[1024]; // activated keys glm::vec3 areaLightTranslate; Shader* ltcShaderPtr; // camera -Camera camera(glm::vec3(0.0f, 1.0f, 0.5f), glm::vec3(0.0f, 1.0f, 0.0f), 0.0f, 0.0f); +Camera camera(glm::vec3(0.0f, 1.0f, 0.5f), glm::vec3(0.0f, 1.0f, 0.0f), 180.0f, 0.0f); float lastX = (float)SCR_WIDTH / 2.0; float lastY = (float)SCR_HEIGHT / 2.0; bool firstMouse = true; @@ -288,7 +289,7 @@ int main() // TEXTURES unsigned int concreteTexture = loadTexture( - FileSystem::getPath("resources/textures/concreteTexture.jpg").c_str(), true); + FileSystem::getPath("resources/textures/concreteTexture.png").c_str(), true); // SHADER CONFIGURATION shaderLTC.use(); @@ -296,7 +297,7 @@ int main() shaderLTC.setVec3("areaLight.points[1]", areaLightVertices[1].position); shaderLTC.setVec3("areaLight.points[2]", areaLightVertices[4].position); shaderLTC.setVec3("areaLight.points[3]", areaLightVertices[5].position); - shaderLTC.setVec3("areaLight.color", Color::White); + shaderLTC.setVec3("areaLight.color", LIGHT_COLOR); shaderLTC.setInt("LTC1", 0); shaderLTC.setInt("LTC2", 1); shaderLTC.setInt("material.diffuse", 2); @@ -310,7 +311,7 @@ int main() glm::mat4 model(1.0f); shaderLightPlane.setMat4("model", model); } - shaderLightPlane.setVec3("lightColor", Color::White); + shaderLightPlane.setVec3("lightColor", LIGHT_COLOR); glUseProgram(0); // 3D OBJECTS @@ -379,17 +380,19 @@ int main() // --------------------------------------------------------------------------------------------------------- void do_movement(GLfloat deltaTime) { + float cameraSpeed = deltaTime * 3.0f; + if(keys[GLFW_KEY_W]) { - camera.ProcessKeyboard(FORWARD, deltaTime); + camera.ProcessKeyboard(FORWARD, cameraSpeed); } else if(keys[GLFW_KEY_S]) { - camera.ProcessKeyboard(BACKWARD, deltaTime); + camera.ProcessKeyboard(BACKWARD, cameraSpeed); } if(keys[GLFW_KEY_A]) { - camera.ProcessKeyboard(LEFT, deltaTime); + camera.ProcessKeyboard(LEFT, cameraSpeed); } else if(keys[GLFW_KEY_D]) { - camera.ProcessKeyboard(RIGHT, deltaTime); + camera.ProcessKeyboard(RIGHT, cameraSpeed); } if (keys[GLFW_KEY_R]) {