Fixat med ljus
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@@ -34,12 +34,10 @@ void GameWorld::Initialize()
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// Fucking lights
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, 4.f, 0.f);
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transform->Position = glm::vec3(10.f, 2.f, 5.f);
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transform->Position = glm::vec3(0.f, 7.f, 0.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 5.0);
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pointLight->Diffuse = glm::vec3(0.0, 0.0, 5.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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@@ -48,13 +46,10 @@ void GameWorld::Initialize()
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model->ModelFile = "Models/sphere.obj";
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(10.f, 4.f, 0.f);
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transform->Position = glm::vec3(0.f, 2.f, 5.f);
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transform->Position = glm::vec3(10.f, 7.f, 0.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Specular = glm::vec3(3.0, 3.0, 3.0);
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pointLight->Diffuse = glm::vec3(3.0, 0.0, 0.0);
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pointLight->Diffuse = glm::vec3(0.0, 5.0, 0.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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@@ -63,12 +58,10 @@ void GameWorld::Initialize()
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model->ModelFile = "Models/sphere.obj";
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, -4.f, 0.f);
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transform->Position = glm::vec3(-10.f, 2.f, 5.f);
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transform->Position = glm::vec3(-10.f, 7.f, 0.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
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pointLight->Diffuse = glm::vec3(5.0, 0.0, 0.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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@@ -91,6 +84,13 @@ void GameWorld::Initialize()
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transform->Scale = glm::vec3(1.0f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "Models/ship.obj";
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pointLight = AddComponent<Components::PointLight>(m_Player, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(5.0, 0.0, 0.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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AddComponent<Components::Input>(m_Player, "Input");
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auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(0.f, 0.f, 2.f);
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