text: #include "Scene1.h"
  
  Scene1::Scene1(Input* input) : Superscene(input)
  {
    std::cout << "Scene1 initialized" << std::endl;
    //Create a mesh
        mesh = new Entity();
        mesh->LoadObject("Assets/dragon.obj", false);
        //Set a texture to it
        mesh->setTexture(tex::loadTexture("Assets/wall.jpg"));
        mesh->position = glm::vec3(0,0,0);
        mesh->scale = glm::vec3(1,1,1);
        //Add a child to the stage
        this->addChild(mesh);
  
        light = new Light();
        light->position = glm::vec3(5,5,5);
        light->setPosition(light->getPosition());
        light->setLightColor(glm::vec3(0.42f,0.55,0.09));
        light->setStrength(2.5f);
        light->setSpecularStrength(9.0f);
        this->addLight(light);
  
        light2 = new Light();
        light2->position = glm::vec3(-5,5,5);
        light2->setPosition(light2->getPosition());
        light2->setLightColor(glm::vec3(0.80, 0.36, 0.36));
        light2->setStrength(9.5f);
        this->addLight(light2);
  
        setGamma(0.8f);
        setExposure(0.25f);
        skybox = new Skybox("Assets/sandtrap_rt.tga", "Assets/sandtrap_lf.tga", "Assets/sandtrap_up.tga", "Assets/sandtrap_dn.tga", "Assets/sandtrap_bk.tga", "Assets/sandtrap_ft.tga");
        this->addSkybox(skybox);
        water = new Water(glm::vec2(100,100), glm::vec3(0,1,0));
        addWater(water);
      // addFramebuffer("Shaders/Framebuffer/EdgeDetect/shader.vert", "Shaders/Framebuffer/EdgeDetect/shader.frag");
  
  }
  
  Scene1::~Scene1()
  {
    delete mesh;
    delete light;
    delete light2;
  }
  
  void Scene1::Update(float deltaTime)
  {
    if (input->getKeyDown(GLFW_KEY_RIGHT)) {
      sceneState = Superscene::NEXT;
    }
    if (input->getKeyDown(GLFW_KEY_LEFT)) {
      sceneState = Superscene::PREV;
    }
  }
  