void RendererBase::loadScene() { m_camera->setPosDir(glm::vec3(0.0f, 5.0f, 0.0f), glm::vec2(TO_RADIANS(175.0f), 0.0f)); ModelObject *ground = new ModelObject(&m_modelCube); ground->scale(glm::vec3(200.0f, 1.0f, 200.0f)); ground->pos(glm::vec3(0.0f, 0.0f, 0.0f)); m_modelObjects.push_back(ground); int index = 0; for (int x = 0; x < 8; x++) { for (int y = 0; y < 8; y++) { LightPoint *lp = new LightPoint; lp->position = glm::vec3(-10.0f + (x* 12 ), 5.0f, -20.0f + (y* 12 )); ModelObject *teapot = new ModelObject(&m_modelTeapot); teapot->scale(glm::vec3(20.0f, 20.0f, 20.0f)); teapot->pos(glm::vec3(lp->position.x-1.0f, 0.5f, lp->position.z)); m_pointLights.push_back(lp); m_modelObjects.push_back(teapot); } } // Textures m_textureGround.load("Ground_SmoothRocks_1k_d.tga", 16); m_textureGround.setTextTile(50.0f); m_textureGround.setKd(glm::vec3(1.0f)); m_textureGround.setShininess(100.0f); m_textureGround.setSpec(0.1f); m_textureTeapot.load("Metal_WallPanel_1k_d.tga", 16); m_textureTeapot.setTextTile(4.0f); m_textureTeapot.setKd(glm::vec3(1.0f)); m_textureTeapot.setShininess(100.0f); m_textureTeapot.setSpec(2.7f); m_textureColorTerrain.setKd(glm::vec3(0.0f, 0.0f, 1.0f)); m_textureColorTerrain.setShininess(100.0f); m_textureColorTerrain.setSpec(2.7f); std::vector<glm::vec3> verticesList; std::vector<glm::vec3> normalsList; std::vector<glm::vec2> tcList; std::vector<GLushort> indices; CreateCube(1, verticesList, normalsList, tcList, indices); m_terrainCube.fillVertecies(verticesList, normalsList, tcList, indices); m_terrainCube.pos(glm::vec3(0.0f, 1.0f, 0.0f)); m_terrainCube.scale(glm::vec3(4.0f)); }