bool load_content() {
  geom.set_type(GL_TRIANGLE_STRIP);
  // Create quad data
  // Positions
  vector<vec3> positions{vec3(-1.0f, -1.0f, 0.0f), vec3(1.0f, -1.0f, 0.0f), vec3(-1.0f, 1.0f, 0.0f),
                         vec3(1.0f, 1.0f, 0.0f)};
  // Colours
  vector<vec4> colours{vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(1.0f, 0.0f, 0.0f, 1.0f),
                       vec4(1.0f, 0.0f, 0.0f, 1.0f)};
  // Add to the geometry
  geom.add_buffer(positions, BUFFER_INDEXES::POSITION_BUFFER);
  geom.add_buffer(colours, BUFFER_INDEXES::COLOUR_BUFFER);

  // Load in shaders
  eff.add_shader("shaders/basic.vert", GL_VERTEX_SHADER);
  eff.add_shader("shaders/basic.frag", GL_FRAGMENT_SHADER);
  // Build effect
  eff.build();

  // Set camera properties
  cam.set_position(vec3(10.0f, 10.0f, 10.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
  cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);
  return true;
}
Example #2
0
bool load_content() {
  // Create mesh object, cheating and using the mesh builder for now
  m = mesh(geometry_builder::create_box());
  // Scale geometry
  m.get_transform().scale = vec3(10.0f);

  // Load in dissolve shader
  eff.add_shader("33_Dissolve/dissolve.vert", GL_VERTEX_SHADER);
  eff.add_shader("33_Dissolve/dissolve.frag", GL_FRAGMENT_SHADER);

  // Build effect
  eff.build();

  // Load in textures
  tex = texture("textures/checker.png");
  dissolve = texture("textures/blend_map2.jpg");

  // Set camera properties
  cam.set_position(vec3(30.0f, 30.0f, 30.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
  cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);

  return true;
}
bool load_content()
{
	// *************
	// Load in model
	// *************
	m = mesh(geometry("..\\resources\\models\\teapot.obj"));
	

	// ***************
	// Load in texture
	// ***************
	tex = texture("..\\resources\\textures\\checked.gif", false, false);
	

	// Load in shaders
	eff.add_shader("..\\resources\\shaders\\simple_texture.vert", GL_VERTEX_SHADER);
	eff.add_shader("..\\resources\\shaders\\simple_texture.frag", GL_FRAGMENT_SHADER);
	// Build effect
	eff.build();

	// Set camera properties
	cam.set_position(vec3(200.0f, 200.0f, 200.0f));
	cam.set_target(vec3(0.0f, 0.0f, 0.0f));
	auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
	cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);
	return true;
}
Example #4
0
bool load_content() {
  // *********************************
  // Create shadow map- use screen size
	shadow = shadow_map(renderer::get_screen_width(), renderer::get_screen_height());
  // Create plane mesh
	meshes["plane"] = mesh(geometry_builder::create_plane());
  // Create "teapot" mesh by loading in models/teapot.obj
	meshes["teapot"] = mesh(geometry("models/teapot.obj"));
  // Need to rotate the teapot on x by negative pi/2
	meshes["teapot"].get_transform().rotate(vec3(-90.0, 0.0, 0.0));
  // Scale the teapot - (0.1, 0.1, 0.1)
	meshes["teapot"].get_transform().scale = vec3(0.1,0.1,0.1);
  // ***********************
  // Set materials
  // - all emissive is black
  // - all specular is white
  // - all shininess is 25
  // ***********************
  // White plane
	meshes["plane"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
	meshes["plane"].get_material().set_diffuse(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	meshes["plane"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	meshes["plane"].get_material().set_shininess(25.0f);
  // Red teapot
	meshes["teapot"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
	meshes["teapot"].get_material().set_diffuse(vec4(1.0f, 0.0f, 0.0f, 1.0f));
	meshes["teapot"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	meshes["teapot"].get_material().set_shininess(25.0f);



  // *********************************

  // Set spot properties
  // Pos (20, 30, 0), White
  // Direction (-1, -1, 0) normalized
  // 50 range, 10 power
  spot.set_position(vec3(20.0f, 30.0f, 0.0f));
  spot.set_light_colour(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  spot.set_direction(normalize(vec3(-1.0f, -1.0f, 0.0f)));
  spot.set_range(50.0f);
  spot.set_power(10.0f);

  // Load in shaders
  shadow_eff.add_shader("50_Spot_Light/spot.vert", GL_VERTEX_SHADER);
  shadow_eff.add_shader("50_Spot_Light/spot.frag", GL_FRAGMENT_SHADER);
  // Build effect
  shadow_eff.build();

  // Set camera properties
  cam.set_position(vec3(0.0f, 20.0f, -30.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  cam.set_projection(quarter_pi<float>(), renderer::get_screen_aspect(), 0.1f, 1000.0f);
  return true;
}
Example #5
0
bool load_content() {
  // Create cube data - eight corners
  // Positions
  vector<vec3> positions{
      // *********************************
      // Add the position data for cube corners here (8 total)



      // *********************************
  };
  // Colours
  vector<vec4> colours;
  for (auto i = 0; i < positions.size(); ++i) {
    colours.push_back(vec4((i + 1) % 2, 0.0f, i % 2, 1.0f));
  }
  // Create the index buffer
  vector<GLuint> indices{
      // *********************************
      // Add index information here - 3 per triangle, 6 per face, 12 triangles
      // Front

      // Back

      // Right

      // Left

      // Top

      // Bottom

      // *********************************
  };
  // Add to the geometry
  geom.add_buffer(positions, BUFFER_INDEXES::POSITION_BUFFER);
  geom.add_buffer(colours, BUFFER_INDEXES::COLOUR_BUFFER);
  // ****************************
  // Add index buffer to geometry
  // ****************************
  geom.add_index_buffer(indices);

  // Load in shaders
  eff.add_shader("shaders/basic.vert", GL_VERTEX_SHADER);
  eff.add_shader("shaders/basic.frag", GL_FRAGMENT_SHADER);
  // Build effect
  eff.build();

  // Set camera properties
  cam.set_position(vec3(10.0f, 10.0f, 10.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
  cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);
  return true;
}
bool load_content()
{
	// **************************
	// Set geometry type to quads
	// **************************
	geom.set_type(GL_QUADS);

	// Create quad data
	// Positions
	vector<vec3> positions
	{
		// ***********************************************
		// Add the four positions of the quad corners here
		// ***********************************************
		vec3(-1.0f, 1.0f, 0.0f),
		vec3(-1.0f, -1.0f, 0.0f),
		vec3(1.0f, -1.0f, 0.0f),
		vec3(1.0f, 1.0f, 0.0f)

	};
	// Colours
	vector<vec4> colours
	{
		vec4(1.0f, 0.0f, 0.0f, 1.0f),
		vec4(1.0f, 0.0f, 0.0f, 1.0f),
		vec4(1.0f, 0.0f, 0.0f, 1.0f),
		vec4(1.0f, 0.0f, 0.0f, 1.0f)
	};
	// Add to the geometry
	geom.add_buffer(positions, BUFFER_INDEXES::POSITION_BUFFER);
	geom.add_buffer(colours, BUFFER_INDEXES::COLOUR_BUFFER);

	// Load in shaders
	eff.add_shader(
		"..\\resources\\shaders\\basic.vert", // filename
		GL_VERTEX_SHADER); // type
	eff.add_shader(
		"..\\resources\\shaders\\basic.frag", // filename
		GL_FRAGMENT_SHADER); // type
	// Build effect
	eff.build();

	// Set camera properties
	cam.set_position(vec3(10.0f, 10.0f, 10.0f));
	cam.set_target(vec3(0.0f, 0.0f, 0.0f));
	auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
	cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);
	return true;
}
bool load_content() {
  // Construct geometry object
  geometry geom;
  // Create triangle data
  // Positions
  vector<vec3> positions{vec3(0.0f, 1.0f, 0.0f), vec3(-1.0f, -1.0f, 0.0f), vec3(1.0f, -1.0f, 0.0f)};
 
  // *********************************
  // Define texture coordinates for triangle
  vector<vec2> UVs{ vec2(0.0f, 1.0f),
	  vec2(-1.0f, -1.0f),
	  vec2(1.0f, -1.0f) };
  


  // *********************************
  // Add to the geometry
  geom.add_buffer(positions, BUFFER_INDEXES::POSITION_BUFFER);
  // *********************************
  // Add texture coordinate buffer to geometry
  geom.add_buffer(positions, BUFFER_INDEXES::TEXTURE_COORDS_0);
  // *********************************

  // Create mesh object
  m = mesh(geom);
  m2 = mesh(geom);
  m2.get_transform().translate(vec3(5.0f, 1.0f, 1.0f));
  // Load in texture shaders here
  eff.add_shader("27_Texturing_Shader/simple_texture.vert", GL_VERTEX_SHADER);
  eff.add_shader("27_Texturing_Shader/simple_texture.frag", GL_FRAGMENT_SHADER);
  // *********************************
  // Build effect
  eff.build();
  // Load texture "textures/sign.jpg"
  tex = texture("textures/sign.jpg");
  tex2 = texture("textures/stonygrass.jpg");
  // *********************************

  // Set camera properties
  cam.set_position(vec3(10.0f, 10.0f, 10.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
  cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);

  return true;
}
Example #8
0
bool load_content() {
  // Create plane mesh
  meshes["plane"] = mesh(geometry_builder::create_plane());

  // Create scene
  meshes["box"] = mesh(geometry_builder::create_box());
  meshes["tetra"] = mesh(geometry_builder::create_tetrahedron());
  meshes["pyramid"] = mesh(geometry_builder::create_pyramid());
  meshes["disk"] = mesh(geometry_builder::create_disk(20));
  meshes["cylinder"] = mesh(geometry_builder::create_cylinder(20, 20));
  meshes["sphere"] = mesh(geometry_builder::create_sphere(20, 20));
  meshes["torus"] = mesh(geometry_builder::create_torus(20, 20, 1.0f, 5.0f));

  // Transform objects
  meshes["box"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
  meshes["box"].get_transform().translate(vec3(-10.0f, 2.5f, -30.0f));
  meshes["tetra"].get_transform().scale = vec3(4.0f, 4.0f, 4.0f);
  meshes["tetra"].get_transform().translate(vec3(-30.0f, 10.0f, -10.0f));
  meshes["pyramid"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
  meshes["pyramid"].get_transform().translate(vec3(-10.0f, 7.5f, -30.0f));
  meshes["disk"].get_transform().scale = vec3(3.0f, 1.0f, 3.0f);
  meshes["disk"].get_transform().translate(vec3(-10.0f, 11.5f, -30.0f));
  meshes["disk"].get_transform().rotate(vec3(half_pi<float>(), 0.0f, 0.0f));
  meshes["cylinder"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
  meshes["cylinder"].get_transform().translate(vec3(-25.0f, 2.5f, -25.0f));
  meshes["sphere"].get_transform().scale = vec3(2.5f, 2.5f, 2.5f);
  meshes["sphere"].get_transform().translate(vec3(-25.0f, 10.0f, -25.0f));
  meshes["torus"].get_transform().translate(vec3(-25.0f, 10.0f, -25.0f));
  meshes["torus"].get_transform().rotate(vec3(half_pi<float>(), 0.0f, 0.0f));

  // Load texture
  tex = texture("textures/checker.png");

  // Load in shaders
  eff.add_shader("27_Texturing_Shader/simple_texture.vert", GL_VERTEX_SHADER);
  eff.add_shader("27_Texturing_Shader/simple_texture.frag", GL_FRAGMENT_SHADER);

  // Build effect
  eff.build();

  // Set camera properties
  cam.set_position(vec3(50.0f, 10.0f, 50.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  cam.set_projection(quarter_pi<float>(), renderer::get_screen_aspect(), 0.1f, 1000.0f);
  return true;
}
bool load_content() {
  // Construct geometry object
  geometry geom;
  // Required buffers
  vector<vec3> positions;
  vector<vec3> normals;
  // Define the initial tetrahedron - 4 points
  vector<vec3> v{vec3(0.0f, 0.0f, 1.0f), vec3(0.0f, 0.942809f, -0.333333f), vec3(-0.816497f, -0.471405f, -0.333333f),
                 vec3(0.816497f, -0.471405f, 0.333333f)};
  // Divide the triangles
  divide_triangle({v[0], v[1], v[2]}, subdivisions, positions);
  divide_triangle({v[3], v[2], v[1]}, subdivisions, positions);
  divide_triangle({v[0], v[3], v[1]}, subdivisions, positions);
  divide_triangle({v[0], v[2], v[3]}, subdivisions, positions);
  // Copy positions (already normalized) into normals buffer
  normals.insert(normals.end(), positions.begin(), positions.end());
  // Add buffers to geometry
  geom.add_buffer(positions, BUFFER_INDEXES::POSITION_BUFFER);
  geom.add_buffer(normals, BUFFER_INDEXES::NORMAL_BUFFER);

  // Create mesh object
  m = mesh(geom);

  // Load in simple cell shader
  eff.add_shader("34_Simple_Cell_Shading/simple_cell.vert", GL_VERTEX_SHADER);
  eff.add_shader("34_Simple_Cell_Shading/simple_cell.frag", GL_FRAGMENT_SHADER);

  // Build effect
  eff.build();

  // Colour scale from red to black
  vector<vec4> colour_data{vec4(0.12f, 0.0f, 0.0f, 1.0f), vec4(0.25f, 0.0f, 0.0f, 1.0f), vec4(0.5f, 0.0f, 0.0f, 1.0f),
                           vec4(1.0f, 0.0f, 0.0f, 1.0f)};
  // Create 1D 4x1 texture from colour_data
  tex = texture(colour_data, 4, 1, false, false);

  // Set camera properties
  cam.set_position(vec3(10.0f, 10.0f, 10.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
  cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);

  return true;
}
bool load_content()
{
	// Create quad data - two triangles
	// Positions

	geom.set_type(GL_TRIANGLES); // set type only need 4 corners for quad

	vector<vec3> positions
	{
		vec3(1.0, 1.0, 0.0),
		vec3(0.0, 0.0, -1.0),
		vec3(2.0, 0, -1.0),
	};
	// Colours
	vector<vec4> colours
	{
		vec4(1.0f, 0.0f, 0.0f, 1.0f),
		vec4(1.0f, 0.0f, 0.0f, 1.0f),
		vec4(1.0f, 0.0f, 0.0f, 1.0f),
		//vec4(1.0f, 0.0f, 0.0f, 1.0f)
		//vec4(1.0f, 1.0f, 0.0f, 1.0f),
		//vec4(1.0f, 1.0f, 0.0f, 1.0f)
	};
	// Add to the geometry
	geom.add_buffer(positions, BUFFER_INDEXES::POSITION_BUFFER);
	geom.add_buffer(colours, BUFFER_INDEXES::COLOUR_BUFFER);

	// Load in shaders
	eff.add_shader(
		"..\\resources\\shaders\\basic.vert", // filename
		GL_VERTEX_SHADER); // type
	eff.add_shader(
		"..\\resources\\shaders\\basic.frag", // filename
		GL_FRAGMENT_SHADER); // type
	// Build effect
	eff.build();

	// Set camera properties
	cam.set_position(vec3(10.0f, 10.0f, 10.0f));
	cam.set_target(vec3(0.0f, 0.0f, 1.0f));
	auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
	cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);
	return true;
}
bool load_content() {
  // Set to points type
  geom.set_type(GL_POINTS);
  // Create sierpinski gasket
  create_sierpinski(geom);

  // Load in shaders
  eff.add_shader("shaders/basic.vert", GL_VERTEX_SHADER);
  eff.add_shader("shaders/basic.frag", GL_FRAGMENT_SHADER);
  // Build effect
  eff.build();

  // Set camera properties
  cam.set_position(vec3(2.0f, 2.0f, 2.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
  cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);
  return true;
}
bool load_content() {
  // *********************************
  // Load in model, models/teapot.obj
	 mesh m(geometry("models/teapot.obj"));
  // Load in texture, textures/checker.png
	tex = texture("textures/checker.png");
  // *********************************

  // Load in shaders
  eff.add_shader("27_Texturing_Shader/simple_texture.vert", GL_VERTEX_SHADER);
  eff.add_shader("27_Texturing_Shader/simple_texture.frag", GL_FRAGMENT_SHADER);
  // Build effect
  eff.build();

  // Set camera properties
  cam.set_position(vec3(200.0f, 200.0f, 200.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));

  cam.set_projection(quarter_pi<float>(), renderer::get_screen_aspect(), 0.1f, 1000.0f);
  return true;
}
bool load_content()
{
	// Construct geometry object
	geometry geom;
	geom.set_type(GL_QUADS);
	// Create quad data
	// Positions
	vector<vec3> positions
	{
		vec3(-1.0f, 1.0f, 0.0f),
		vec3(-1.0f, -1.0f, 0.0f),
		vec3(1.0f, -1.0f, 0.0f),
		vec3(1.0f, 1.0f, 0.0f)
	};
	// Texture coordinates
	vector<vec2> tex_coords
	{
		vec2(0.0f, 1.0f),
		vec2(0.0f, 0.0f),
		vec2(1.0f, 0.0f),
		vec2(1.0f, 1.0f)
	};
	// Add to the geometry
	geom.add_buffer(positions, BUFFER_INDEXES::POSITION_BUFFER);
	geom.add_buffer(tex_coords, BUFFER_INDEXES::TEXTURE_COORDS_0);

	// Create mesh object
	m = mesh(geom);
	// Scale geometry
	m.get_transform().scale = vec3(10.0f, 10.0f, 10.0f);

	// ********************
	// Load in blend shader
	// ********************
	eff.add_shader("..\\resources\\shaders\\blend.vert", GL_VERTEX_SHADER);			// vertex
	eff.add_shader("..\\resources\\shaders\\blend.frag", GL_FRAGMENT_SHADER);		// fragment

    // ************
	// Build effect
    // ************
	eff.build();


	// **********************
	// Load main two textures
	// **********************
	texs[0] = new texture("..\\resources\\textures\\grass.png", false, false);
	texs[1] = new texture("..\\resources\\textures\\stonygrass.jpg", false, false);


	// **************
	// Load blend map
	// **************
	blend_map = texture("..\\resources\\textures\\blend_map.jpg", false, false);

	// Set camera properties
	cam.set_position(vec3(0.0f, 0.0f, 30.0f));
	cam.set_target(vec3(0.0f, 0.0f, 0.0f));
	auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
	cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);

	return true;
}
bool load_content() {
	// Create plane mesh
	meshes["plane"] = mesh(geometry_builder::create_plane());

	// Create scene
	meshes["box"] = mesh(geometry_builder::create_box());
	meshes["tetra"] = mesh(geometry_builder::create_tetrahedron());
	meshes["pyramid"] = mesh(geometry_builder::create_pyramid());
	meshes["disk"] = mesh(geometry_builder::create_disk(20));
	meshes["cylinder"] = mesh(geometry_builder::create_cylinder(20, 20));
	meshes["sphere"] = mesh(geometry_builder::create_sphere(20, 20));
	meshes["torus"] = mesh(geometry_builder::create_torus(20, 20, 1.0f, 5.0f));

	// Transform objects
	meshes["box"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
	meshes["box"].get_transform().translate(vec3(-10.0f, 2.5f, -30.0f));
	meshes["tetra"].get_transform().scale = vec3(4.0f, 4.0f, 4.0f);
	meshes["tetra"].get_transform().translate(vec3(-30.0f, 10.0f, -10.0f));
	meshes["pyramid"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
	meshes["pyramid"].get_transform().translate(vec3(-10.0f, 7.5f, -30.0f));
	meshes["disk"].get_transform().scale = vec3(3.0f, 1.0f, 3.0f);
	meshes["disk"].get_transform().translate(vec3(-10.0f, 11.5f, -30.0f));
	meshes["disk"].get_transform().rotate(vec3(half_pi<float>(), 0.0f, 0.0f));
	meshes["cylinder"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
	meshes["cylinder"].get_transform().translate(vec3(-25.0f, 2.5f, -25.0f));
	meshes["sphere"].get_transform().scale = vec3(2.5f, 2.5f, 2.5f);
	meshes["sphere"].get_transform().translate(vec3(-25.0f, 10.0f, -25.0f));
	meshes["torus"].get_transform().translate(vec3(-25.0f, 10.0f, -25.0f));
	meshes["torus"].get_transform().rotate(vec3(half_pi<float>(), 0.0f, 0.0f));

	// *********************************
	// Set materials
	// - all emissive is black
	// - all specular is white
	// - all shininess is 25
	// Red box
	materials["box"].set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
	materials["box"].set_diffuse(vec4(1.0f, 0.0f, 0.0f, 1.0f));
	materials["box"].set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	materials["box"].set_shininess(25.0f);

	// Green tetra

	materials["tetra"].set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
	materials["tetra"].set_diffuse(vec4(0.0f, 1.0f, 0.0f, 1.0f));
	materials["tetra"].set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	materials["tetra"].set_shininess(25.0f);


	// Blue pyramid

	materials["pyramid"].set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
	materials["pyramid"].set_diffuse(vec4(0.0f, 0.0f, 1.0f, 1.0f));
	materials["pyramid"].set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	materials["pyramid"].set_shininess(25.0f);


	// Yellow disk

	materials["disk"].set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
	materials["disk"].set_diffuse(vec4(0.0f, 1.0f, 1.0f, 1.0f));
	materials["disk"].set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	materials["disk"].set_shininess(25.0f);


	// Magenta cylinder

	materials["cylinder"].set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
	materials["cylinder"].set_diffuse(vec4(1.0f, 0.0f, 1.0f, 1.0f));
	materials["cylinder"].set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	materials["cylinder"].set_shininess(25.0f);


	// Cyan sphere

	materials["sphere"].set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
	materials["sphere"].set_diffuse(vec4(0.75f, 1.0f, 1.0f, 1.0f));
	materials["sphere"].set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	materials["sphere"].set_shininess(25.0f);


	// White torus

	materials["torus"].set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
	materials["torus"].set_diffuse(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	materials["torus"].set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	materials["torus"].set_shininess(25.0f);


	// *********************************

	// Load texture
	tex = texture("textures/checker2.png");

	// Set lighting values
	// *********************************
	// Point 0, Position (-25, 5, -15)
	// Red, 20 range
	points[0].set_position(vec3(-25, 5, -15));
	points[0].set_light_colour(vec4(1, 0, 0, 1));
	points[0].set_range(20);

	// Point 1, Position (-25, 5, -35)
	// Red,20 range

	points[1].set_position(vec3(-25, 5, -35));
	points[1].set_light_colour(vec4(1, 0, 0, 1));
	points[1].set_range(20);

	// Point 2,Position (-10, 5, -15)
	// Red,20 range

	points[2].set_position(vec3(-10, 5, -15));
	points[2].set_light_colour(vec4(1, 0, 0, 1));
	points[2].set_range(20);

	// Point 3,Position (-10, 5, -35)
	// Red,20 range

	points[3].set_position(vec3(-10, 5, -35));
	points[3].set_light_colour(vec4(1, 0, 0, 1));
	points[3].set_range(20);

	// Spot 0, Position (-25, 10, -15)
	// Green, Direction (1, -1, -1) normalized
	// 20 range,0.5 power

	spots[0].set_position(vec3(-25, 10, -15));
	spots[0].set_light_colour(vec4(0, 1, 0, 1));
	spots[0].set_range(20);
	spots[0].set_power(0.5f);
	spots[0].set_direction(normalize(vec3(1, -1, -1)));

	// Spot 1,Position (-25, 10, -35)
	// Green,Direction (1, -1, 1) normalized
	// 20 range,0.5 power

	spots[1].set_position(vec3(-25, 10, -15));
	spots[1].set_light_colour(vec4(0, 1, 0, 1));
	spots[1].set_range(20);
	spots[1].set_power(0.5f);
	spots[1].set_direction(normalize(vec3(1, -1, 1)));

	// Spot 2,Position (-10, 10, -15)
	// Green,Direction (-1, -1, -1) normalized
	// 20 range,0.5 power

	spots[2].set_position(vec3(-25, 10, -15));
	spots[2].set_light_colour(vec4(0, 1, 0, 1));
	spots[2].set_range(20);
	spots[2].set_power(0.5f);
	spots[2].set_direction(normalize(vec3(-1, -1, -1)));

	// Spot 3,Position (-10, 10, -35)
	// Green,Direction (-1, -1, 1) normalized
	// 20 range,0.5 power

	spots[3].set_position(vec3(-25, 10, -15));
	spots[3].set_light_colour(vec4(0, 1, 0, 1));
	spots[3].set_range(20);
	spots[3].set_power(0.5f);
	spots[3].set_direction(normalize(vec3(-1, -1, -1)));

	// Spot 4,Position (-17.5, 15, -25)
	// Blue,Direction (0, -1, 0)
	// 30 range,1.0 power

	spots[4].set_position(vec3(-25, 10, -15));
	spots[4].set_light_colour(vec4(0, 0, 1, 1));
	spots[4].set_range(20);
	spots[4].set_power(1.0f);
	spots[4].set_direction(normalize(vec3(0, -1, 0)));

	// Set lighting values
	light.set_ambient_intensity(vec4(0.3f, 0.3f, 0.3f, 1.0f));
	light.set_direction(vec3(1.0f, 1.0f, -1.0f));
	light.set_light_colour(vec4(1.0f, 1.0f, 1.0f, 1.0f));


	// Load in shaders
	eff.add_shader("52_Multifile_Shaders/shader.vert", GL_VERTEX_SHADER);
	// Name of fragment shaders required
	vector<string> frag_shaders{ "52_Multifile_Shaders/shader.frag", "shaders/part_direction.frag",
		"shaders/part_point.frag", "shaders/part_spot.frag" };
	eff.add_shader(frag_shaders, GL_FRAGMENT_SHADER);
	// Build effect
	eff.build();

	// Set camera properties
	cam.set_position(vec3(50.0f, 10.0f, 50.0f));
	cam.set_target(vec3(0.0f, 0.0f, 0.0f));
	cam.set_projection(quarter_pi<float>(), renderer::get_screen_aspect(), 0.1f, 1000.0f);
	return true;
}
bool load_content()
{
	// Create cube data - twelve triangles triangles
	// Positions

	geom.set_type(GL_QUADS);

	vector<vec3> positions
	{
		// ****************************************
		// Add the position data for triangles here
		// ****************************************
		// Front

		vec3(-1.0f, 1.0f, 0.0f),    // 2
		vec3(-1.0f, -1.0f, 0.0f),	// 0
		vec3(1.0f, -1.0f, 0.0f),	// 1
		vec3(1.0f, 1.0f, 0.0f),		// 3
	

		// Back
		vec3(-1.0f, 1.0f, -2.0f),	// 6
		vec3(1.0f, 1.0f, -2.0f),	// 7
		vec3(1.0f, -1.0f, -2.0f),	// 5
		vec3(-1.0f, -1.0f, -2.0f),	// 4	


		// Right
		vec3(1.0f, 1.0f, -2.0f),	// 7
		vec3(1.0f, 1.0f, 0.0f),		// 3
		vec3(1.0f, -1.0f, 0.0f),	// 1
		vec3(1.0f, -1.0f, -2.0f),	// 5


		// Left
		vec3(-1.0f, 1.0f, 0.0f),    // 2
		vec3(-1.0f, 1.0f, -2.0f),	// 6
		vec3(-1.0f, -1.0f, -2.0f),	// 4	
		vec3(-1.0f, -1.0f, 0.0f),	// 0

		// Top
		vec3(-1.0f, -1.0f, 0.0f),	// 0
		vec3(-1.0f, -1.0f, -2.0f),	// 4
		vec3(1.0f, -1.0f, -2.0f),	// 5
		vec3(1.0f, -1.0f, 0.0f),	// 1
		
		// Bottom
		vec3(-1.0f, 1.0f, -2.0f),	// 6
		vec3(-1.0f, 1.0f, 0.0f),    // 2
		vec3(1.0f, 1.0f, 0.0f),		// 3
		vec3(1.0f, 1.0f, -2.0f),	// 7

	};
	// Colours
	vector<vec4> colours;
	for (auto i = 0; i < 9; ++i) //positions.size(); ++i)
    	colours.push_back(vec4(1.0f, 0.0f, 0.0f, 1.0f));
	for (auto i = 9; i < 16; ++i)
		colours.push_back(vec4(0.0f, 1.0f, 0.0f, 1.0f));
	for (auto i = 16; i < positions.size(); ++i)
		colours.push_back(vec4(0.0f, 0.0f, 1.0f, 1.0f));


	//glDisable(GL_DEPTH_TEST);

	// Add to the geometry
	geom.add_buffer(positions, BUFFER_INDEXES::POSITION_BUFFER);
	geom.add_buffer(colours, BUFFER_INDEXES::COLOUR_BUFFER);

	// Load in shaders
	eff.add_shader(
		"..\\resources\\shaders\\basic.vert", // filename
		GL_VERTEX_SHADER); // type
	eff.add_shader(
		"..\\resources\\shaders\\basic.frag", // filename
		GL_FRAGMENT_SHADER); // type
	// Build effect
	eff.build();

	// Set camera properties
	cam.set_position(vec3(10.0f, 10.0f, 10.0f));
	cam.set_target(vec3(0.0f, 0.0f, 0.0f));
	auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
	cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);
	return true;
}
bool load_content()
{
	// Construct geometry object
	geometry geom;
	geometry geom2;

	geom.set_type(GL_QUADS);
	geom2.set_type(GL_QUADS);
	
	// Create triangle data
	// Positions
	vector<vec3> positions
	{
		vec3(-1.0f, 1.0f, 0.0f),
		vec3(-1.0f, -1.0f, 0.0f),
		vec3(1.0f, -1.0f, 0.0f),
		vec3(1.0f, 1.0f, 0.0f),
		vec3(1.0f, 1.0f, 0.0f),
		vec3(1.0f, -1.0f, 0.0f),
		vec3(1.0f, -1.0f, -2.0f),
		vec3(1.0f, 1.0f, -2.0f)

		
		
	};

	vector<vec3> pos2
	{
		vec3(-1.0f, 1.0f, -2.0f),
		vec3(-1.0f, 1.0f, 0.0f),
		vec3(1.0f, 1.0f, 0.0f),
		vec3(1.0f, 1.0f, -2.0f)
	};

	/* 
		vec3(-1.0f, 1.0f, -2.0f);
		vec3(-1.0f, -1.0f, 0.0f);
		vec3(1.0f, 1.0f, 0.0f);
		vec3(1.0f, 1.0f, -2.0f);
	*/

	// ***************************************
	// Define texture coordinates for triangle
	// ***************************************
	vector<vec2> tex_coords
	{
		vec2(0.0f, 1.0f),
		vec2(0.0f, 0.0f),
		vec2(0.5f, 0.0f),
		vec2(0.5f, 1.0f),
		vec2(0.5f, 1.0f),
		vec2(0.5f, 0.0f),
		vec2(1.0f, 0.0f),
		vec2(1.0f, 1.0f)

		
	};

	vector<vec2> tex_coordsTOP
	{
		vec2(0.0f, 1.0f),
		vec2(0.0f, 0.0f),
		vec2(1.0f, 0.0f),
		vec2(1.0f, 1.0f),

	};


	// Add to the geometry
	geom.add_buffer(positions, BUFFER_INDEXES::POSITION_BUFFER);
	geom2.add_buffer(pos2, BUFFER_INDEXES::POSITION_BUFFER);

	// *****************************************
	// Add texture coordinate buffer to geometry
	// *****************************************
	geom.add_buffer(tex_coords, BUFFER_INDEXES::TEXTURE_COORDS_0);
	geom2.add_buffer(tex_coordsTOP, BUFFER_INDEXES::TEXTURE_COORDS_0);

	// Create mesh object
	m = mesh(geom);
	m2 = mesh(geom2);

	// ****************************
	// Load in texture shaders here
	// ****************************
	eff.add_shader("..\\resources\\shaders\\simple_texture.vert", GL_VERTEX_SHADER);
	eff.add_shader("..\\resources\\shaders\\simple_texture.frag", GL_FRAGMENT_SHADER);

	// ************
	// Build effect
	// ************
	eff.build();

	// *********************
	// Load texture sign.jpg
	// *********************
	tex = texture("..\\resources\\textures\\sign.jpg");
	tex2 = texture("..\\resources\\textures\\wood.dds");

	// Set camera properties
	cam.set_position(vec3(10.0f, 10.0f, 10.0f));
	cam.set_target(vec3(0.0f, 0.0f, 0.0f));
	auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
	cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);

	return true;
}
Example #17
0
bool load_content() {
  // *********************************
  // Create frame buffer - use screen width and height

  // Create screen quad






  // *********************************

  // Create plane mesh
  meshes["plane"] = mesh(geometry_builder::create_plane());

  // Create scene
  meshes["box"] = mesh(geometry_builder::create_box());
  meshes["tetra"] = mesh(geometry_builder::create_tetrahedron());
  meshes["pyramid"] = mesh(geometry_builder::create_pyramid());
  meshes["disk"] = mesh(geometry_builder::create_disk(20));
  meshes["cylinder"] = mesh(geometry_builder::create_cylinder(20, 20));
  meshes["sphere"] = mesh(geometry_builder::create_sphere(20, 20));
  meshes["torus"] = mesh(geometry_builder::create_torus(20, 20, 1.0f, 5.0f));

  // Transform objects
  meshes["box"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
  meshes["box"].get_transform().translate(vec3(-10.0f, 2.5f, -30.0f));
  meshes["tetra"].get_transform().scale = vec3(4.0f, 4.0f, 4.0f);
  meshes["tetra"].get_transform().translate(vec3(-30.0f, 10.0f, -10.0f));
  meshes["pyramid"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
  meshes["pyramid"].get_transform().translate(vec3(-10.0f, 7.5f, -30.0f));
  meshes["disk"].get_transform().scale = vec3(3.0f, 1.0f, 3.0f);
  meshes["disk"].get_transform().translate(vec3(-10.0f, 11.5f, -30.0f));
  meshes["disk"].get_transform().rotate(vec3(half_pi<float>(), 0.0f, 0.0f));
  meshes["cylinder"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
  meshes["cylinder"].get_transform().translate(vec3(-25.0f, 2.5f, -25.0f));
  meshes["sphere"].get_transform().scale = vec3(2.5f, 2.5f, 2.5f);
  meshes["sphere"].get_transform().translate(vec3(-25.0f, 10.0f, -25.0f));
  meshes["torus"].get_transform().translate(vec3(-25.0f, 10.0f, -25.0f));
  meshes["torus"].get_transform().rotate(vec3(half_pi<float>(), 0.0f, 0.0f));

  // Set materials
  // Red box
  meshes["box"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["box"].get_material().set_diffuse(vec4(1.0f, 0.0f, 0.0f, 1.0f));
  meshes["box"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["box"].get_material().set_shininess(25.0f);
  // Green tetra
  meshes["tetra"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["tetra"].get_material().set_diffuse(vec4(0.0f, 1.0f, 0.0f, 1.0f));
  meshes["tetra"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["tetra"].get_material().set_shininess(25.0f);
  // Blue pyramid
  meshes["pyramid"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["pyramid"].get_material().set_diffuse(vec4(0.0f, 0.0f, 1.0f, 1.0f));
  meshes["pyramid"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["pyramid"].get_material().set_shininess(25.0f);
  // Yellow disk
  meshes["disk"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["disk"].get_material().set_diffuse(vec4(1.0f, 1.0f, 0.0f, 1.0f));
  meshes["disk"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["disk"].get_material().set_shininess(25.0f);
  // Magenta cylinder
  meshes["cylinder"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["cylinder"].get_material().set_diffuse(vec4(1.0f, 0.0f, 1.0f, 1.0f));
  meshes["cylinder"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["cylinder"].get_material().set_shininess(25.0f);
  // Cyan sphere
  meshes["sphere"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["sphere"].get_material().set_diffuse(vec4(0.0f, 1.0f, 1.0f, 1.0f));
  meshes["sphere"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["sphere"].get_material().set_shininess(25.0f);
  // White torus
  meshes["torus"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["torus"].get_material().set_diffuse(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["torus"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["torus"].get_material().set_shininess(25.0f);

  // Load texture
  tex = texture("textures/checked.gif");

  // Set lighting values
  light.set_ambient_intensity(vec4(0.3f, 0.3f, 0.3f, 1.0f));
  light.set_light_colour(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  light.set_direction(vec3(1.0f, 1.0f, -1.0f));

  // Load in shaders
  eff.add_shader("48_Phong_Shading/phong.vert", GL_VERTEX_SHADER);
  eff.add_shader("48_Phong_Shading/phong.frag", GL_FRAGMENT_SHADER);
  tex_eff.add_shader("27_Texturing_Shader/simple_texture.vert", GL_VERTEX_SHADER);
  tex_eff.add_shader("72_Blur/blur.frag", GL_FRAGMENT_SHADER);
  // Build effects
  eff.build();
  tex_eff.build();

  // Set camera properties
  cam.set_position(vec3(50.0f, 10.0f, 50.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
  cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);

  return true;
}
Example #18
0
bool load_content() {
  // *********************************
  // Create shadow map- use screen size

  // Create plane mesh

  // Create "teapot" mesh by loading in models/teapot.obj

  // Need to rotate the teapot on x by negative pi/2

  // Scale the teapot - (0.1, 0.1, 0.1)

  // *********************************

  // Load texture
  tex = texture("textures/checker.png");

  // ***********************
  // Set materials
  // - all emissive is black
  // - all specular is white
  // - all shininess is 25
  // ***********************
  // White plane
  meshes["plane"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["plane"].get_material().set_diffuse(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["plane"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["plane"].get_material().set_shininess(25.0f);
  // Red teapot
  meshes["teapot"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["teapot"].get_material().set_diffuse(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["teapot"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["teapot"].get_material().set_shininess(25.0f);

  // *******************
  // Set spot properties
  // *******************
  // Pos (20, 30, 0), White
  // Direction (-1, -1, 0) normalized
  // 50 range, 10 power
  spot.set_position(vec3(30.0f, 20.0f, 0.0f));
  spot.set_light_colour(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  spot.set_direction(normalize(vec3(-1.0f, -1.0f, 0.0f)));
  spot.set_range(500.0f);
  spot.set_power(10.0f);

  // Load in shaders
  main_eff.add_shader("54_Shadowing/shadow.vert", GL_VERTEX_SHADER);
  vector<string> frag_shaders{"54_Shadowing/shadow.frag", "shaders/part_spot.frag", "shaders/part_shadow.frag"};
  main_eff.add_shader(frag_shaders, GL_FRAGMENT_SHADER);

  shadow_eff.add_shader("50_Spot_Light/spot.vert", GL_VERTEX_SHADER);
  shadow_eff.add_shader("50_Spot_Light/spot.frag", GL_FRAGMENT_SHADER);

  // Build effects
  main_eff.build();
  shadow_eff.build();

  // Set camera properties
  cam.set_position(vec3(0.0f, 50.0f, -75.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  cam.set_projection(quarter_pi<float>(), renderer::get_screen_aspect(), 0.1f, 1000.0f);
  return true;
}
Example #19
0
bool load_content() {
  // Create plane mesh
  meshes["plane"] = mesh(geometry_builder::create_plane());

  // Create scene
  meshes["box"] = mesh(geometry_builder::create_box());
  meshes["tetra"] = mesh(geometry_builder::create_tetrahedron());
  meshes["pyramid"] = mesh(geometry_builder::create_pyramid());
  meshes["disk"] = mesh(geometry_builder::create_disk(20));
  meshes["cylinder"] = mesh(geometry_builder::create_cylinder(20, 20));
  meshes["sphere"] = mesh(geometry_builder::create_sphere(20, 20));
  meshes["torus"] = mesh(geometry_builder::create_torus(20, 20, 1.0f, 5.0f));

  // Transform objects
  meshes["box"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
  meshes["box"].get_transform().translate(vec3(-10.0f, 2.5f, -30.0f));
  meshes["tetra"].get_transform().scale = vec3(4.0f, 4.0f, 4.0f);
  meshes["tetra"].get_transform().translate(vec3(-30.0f, 10.0f, -10.0f));
  meshes["pyramid"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
  meshes["pyramid"].get_transform().translate(vec3(-10.0f, 7.5f, -30.0f));
  meshes["disk"].get_transform().scale = vec3(3.0f, 1.0f, 3.0f);
  meshes["disk"].get_transform().translate(vec3(-10.0f, 11.5f, -30.0f));
  meshes["disk"].get_transform().rotate(vec3(half_pi<float>(), 0.0f, 0.0f));
  meshes["cylinder"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
  meshes["cylinder"].get_transform().translate(vec3(-25.0f, 2.5f, -25.0f));
  meshes["sphere"].get_transform().scale = vec3(2.5f, 2.5f, 2.5f);
  meshes["sphere"].get_transform().translate(vec3(-25.0f, 10.0f, -25.0f));
  meshes["torus"].get_transform().translate(vec3(-25.0f, 10.0f, -25.0f));
  meshes["torus"].get_transform().rotate(vec3(half_pi<float>(), 0.0f, 0.0f));

  // *********************************
  // Set materials
  // - all emissive is black
  // - all specular is white
  // - all shininess is 25
  // Red box
  meshes["box"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["box"].get_material().set_diffuse(vec4(1.0f, 0.0f, 0.0f, 1.0f));
  meshes["box"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["box"].get_material().set_shininess(25.0f);
  // Green tetra
  meshes["tetra"].get_material().set_emissive(vec4(1.0f, 1.0f, 0.0f, 1.0f));
  meshes["tetra"].get_material().set_diffuse(vec4(0.0f, 1.0f, 0.0f, 1.0f));
  meshes["tetra"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["tetra"].get_material().set_shininess(25.0f);
  // Blue pyramid
  meshes["pyramid"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["pyramid"].get_material().set_diffuse(vec4(0.0f, 0.0f, 1.0f, 1.0f));
  meshes["pyramid"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["pyramid"].get_material().set_shininess(25.0f);
  // Yellow disk
  meshes["disk"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["disk"].get_material().set_diffuse(vec4(1.0f, 1.0f, 0.0f, 1.0f));
  meshes["disk"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["disk"].get_material().set_shininess(25.0f);
  // Magenta cylinder
  meshes["cylinder"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["cylinder"].get_material().set_diffuse(vec4(1.0f, 0.0f, 1.0f, 1.0f));
  meshes["cylinder"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["cylinder"].get_material().set_shininess(25.0f);
  // Cyan sphere
  meshes["sphere"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["sphere"].get_material().set_diffuse(vec4(0.0f, 1.0f, 1.0f, 1.0f));
  meshes["sphere"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["sphere"].get_material().set_shininess(25.0f);
  // White torus
 
 meshes["torus"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  meshes["torus"].get_material().set_diffuse(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["torus"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  meshes["torus"].get_material().set_shininess(25.0f);
  // *********************************

  // Load texture
  tex = texture("textures/checker.png");
  // *********************************
  // Set lighting values, Position (-25, 10, -10)
  light.set_position(vec3(-25, 10, -10));
  // Light colour white
  light.set_light_colour(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  // Set range to 20
  light.set_range(20);
  // Load in shaders
  eff.add_shader("49_Point_Light/point.vert", GL_VERTEX_SHADER);
  eff.add_shader("49_Point_Light/point.frag", GL_FRAGMENT_SHADER);

  // Build effect
  eff.build();
  // *********************************

  // Set camera properties
  cam.set_position(vec3(50.0f, 10.0f, 50.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  cam.set_projection(quarter_pi<float>(), renderer::get_screen_aspect(), 0.1f, 1000.0f);
  return true;
}