feat: multiple lights kinda shadow support (shader is missing)
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15
src/main.cpp
15
src/main.cpp
@ -28,15 +28,10 @@ class Game : public IApplication {
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public:
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Game() {
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Object* lightObj = Object::LoadFile("./assets/sphere.obj");
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// const auto lightEntity = m_registry.create();
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// m_registry.emplace<transform>(lightEntity, glm::vec3(-5.f, 5.f, 5.f), glm::vec3(0.f));
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// m_registry.emplace<light>(lightEntity, glm::vec3(1.f, 0.f, 0.f), 1.f);
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// m_registry.emplace<mesh>(lightEntity, std::unique_ptr<Object>(lightObj));
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const auto lEntt2 = m_registry.create();
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m_registry.emplace<transform>(lEntt2, glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
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m_registry.emplace<light>(lEntt2, glm::vec3(1.f, 1.f, 1.f), 1.5f);
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m_registry.emplace<mesh>(lEntt2, std::unique_ptr<Object>(lightObj));
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const auto lght = m_registry.create();
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m_registry.emplace<transform>(lght, glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
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m_registry.emplace<light>(lght, light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
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m_registry.emplace<mesh>(lght, std::unique_ptr<Object>(lightObj));
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const auto cameraEntity = m_registry.create();
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m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
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@ -47,7 +42,7 @@ public:
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m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.0f, 0.f));
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m_registry.emplace<mesh>(targetEntity, std::unique_ptr<Object>(targetObj));
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Object* cubeObj = Object::LoadFile("./assets/cube.obj");
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Object* cubeObj = Object::LoadFile("./assets/grass_block/grass_block.obj");
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const auto cubeEntity = m_registry.create();
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m_registry.emplace<transform>(cubeEntity, glm::vec3(-1.5f, 0.4f, 0.f));
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m_registry.emplace<mesh>(cubeEntity, std::unique_ptr<Object>(cubeObj));
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