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- //Luminca punctiforma
- int start_punctiforma = 0;
- glm::vec3 lightPos1;
- GLuint lightPos1Loc;
- //SPOT LIGHT
- float flashLightCutoff1;
- float flashLightCutoff2;
- int start_spotlight = 0;
- glm::vec3 flashLightDirection;
- glm::vec3 flashLightPosition;
- //SPOT LIGHT
- ___________________________________________________________________________________
- //LUMINA PUNCTIFORMA - START
- if (glfwGetKey(glWindow, GLFW_KEY_V) == GLFW_PRESS)
- {
- myCustomShader.useShaderProgram();
- start_punctiforma = 1;
- glUniform1i(glGetUniformLocation(myCustomShader.shaderProgram, "start_punctiforma"), start_punctiforma);
- }
- //LUMINA PUNCTIFORMA - STOP
- if (glfwGetKey(glWindow, GLFW_KEY_B) == GLFW_PRESS)
- {
- myCustomShader.useShaderProgram();
- start_punctiforma = 0;
- glUniform1i(glGetUniformLocation(myCustomShader.shaderProgram, "start_punctiforma"), start_punctiforma);
- }
- //LUMINA SPOTLIGHT - START
- if (glfwGetKey(glWindow, GLFW_KEY_N) == GLFW_PRESS)
- {
- myCustomShader.useShaderProgram();
- start_spotlight = 1;
- glUniform1i(glGetUniformLocation(myCustomShader.shaderProgram, "start_spotlight"), start_spotlight);
- }
- //LUMINA SPOTLIGHT - STOP
- if (glfwGetKey(glWindow, GLFW_KEY_M) == GLFW_PRESS)
- {
- myCustomShader.useShaderProgram();
- start_spotlight = 0;
- glUniform1i(glGetUniformLocation(myCustomShader.shaderProgram, "start_spotlight"), start_spotlight);
- }
- ____________________________________________
- //LUMINA PUNCTIFORMA
- lightPos1 = glm::vec3(3.0f, -1.0f, -15.0f);//coordonate lumina punctiforma
- lightPos1Loc = glGetUniformLocation(myCustomShader.shaderProgram, "lightPos1");
- glUniform3fv(lightPos1Loc, 1, glm::value_ptr(lightPos1));
- //LUMINA SPOT
- flashLightCutoff1 = glm::cos(glm::radians(40.5f));
- flashLightCutoff2 = glm::cos(glm::radians(100.5f));
- flashLightDirection = glm::vec3(0, -1, 0);
- flashLightPosition = glm::vec3(-20.0f, 0.0f, 4.0f);//coordonate lumina spotlight
- glUniform1f(glGetUniformLocation(myCustomShader.shaderProgram, "flashLightCutoff1"), flashLightCutoff1);
- glUniform1f(glGetUniformLocation(myCustomShader.shaderProgram, "flashLightCutoff2"), flashLightCutoff2);
- glUniform3fv(glGetUniformLocation(myCustomShader.shaderProgram, "flashLightDirection"), 1, glm::value_ptr(flashLightDirection));
- glUniform3fv(glGetUniformLocation(myCustomShader.shaderProgram, "flashLightPosition"), 1, glm::value_ptr(flashLightPosition));
- //LUMINA SPOT
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