[ADDED] smoke and some small changes
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22
src/main.cpp
22
src/main.cpp
@@ -46,12 +46,19 @@ int main(void)
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});
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models::RawModel raw_model = render_engine::LoadObjModel("res/Tree.obj");
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models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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models::RawModel raw_model = render_engine::LoadObjModel("res/House.obj");
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models::ModelTexture texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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texture.shine_damper = 10;
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texture.reflectivity = 1;
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texture.reflectivity = 0;
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models::TexturedModel model = { raw_model, texture };
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entities::Entity entity(model, glm::vec3(0, -25, -50), glm::vec3(0, 0, 0), 1);
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std::vector<entities::Entity> entities;
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int z = 0;
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for (int i = 0; i < 5; ++i)
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{
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entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
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z += (raw_model.model_size.x * 20);
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}
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entities::Light light(glm::vec3(0, 0, -30), glm::vec3(1, 1, 1));
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@@ -66,16 +73,19 @@ int main(void)
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{
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// Update
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const double delta = UpdateDelta();
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entity.IncreaseRotation(glm::vec3(0, 1, 0));
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camera.Move(window);
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// Render
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render_engine::renderer::Prepare();
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shader.Start();
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shader.LoadSkyColor(render_engine::renderer::SKY_COLOR);
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shader.LoadLight(light);
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shader.LoadViewMatrix(camera);
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render_engine::renderer::Render(entity, shader);
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for (entities::Entity& entity : entities)
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{
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render_engine::renderer::Render(entity, shader);
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}
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// Finish up
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shader.Stop();
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