added the readme
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#ifndef DIRLIGHT_CLASS
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#define DIRLIGHT_CLASS
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#include<glad/glad.h>
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#include<GLFW/glfw3.h>
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#include<glm/glm.hpp>
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#include "shaderClass.h"
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class DirLight {
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public:
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DirLight() {
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}
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DirLight(glm::vec3 ambient, glm::vec3 diffuse, glm::vec3 specular, glm::vec3 direction)
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{
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Initialize(ambient,diffuse,specular,direction);
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}
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void Initialize(glm::vec3 newambient, glm::vec3 newdiffuse, glm::vec3 newspecular, glm::vec3 newdirection) {
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ambient = glm::normalize(newambient);
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diffuse = glm::normalize(newdiffuse);
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specular = glm::normalize(newspecular);
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direction = glm::normalize(newdirection);
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}
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void Bind(Shader& shader) {
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shader.Set3F("dirLight.ambient", ambient);
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shader.Set3F("dirLight.diffuse", diffuse);
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shader.Set3F("dirLight.specular", specular);
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shader.Set3F("dirLight.direction", direction);
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};
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void Unbind(Shader shader) {
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shader.Set3F("dirLight.ambient", glm::vec3(1.0f));
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shader.Set3F("dirLight.diffuse", glm::vec3(0.0f));
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shader.Set3F("dirLight.specular", glm::vec3(0.0f));
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shader.Set3F("dirLight.direction", glm::vec3(1.0f));
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//finish unbinding
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};
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glm::vec3 direction;
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glm::vec3 ambient;
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glm::vec3 diffuse;
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glm::vec3 specular;
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private:
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};
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#endif
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