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https://github.com/IllusionMan1212/3dobs.git
synced 2026-10-24 10:12:35 +00:00
calc normal mat on cpu. use blinn-phong lighting. adjust lighting intensities
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+6
-6
@@ -31,7 +31,7 @@ fn main() -> anyhow::Result<(), Box<dyn std::error::Error>> {
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.build();
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let log_level = if cfg!(debug_assertions) {
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LevelFilter::Debug
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LevelFilter::Trace
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} else {
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LevelFilter::Info
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};
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@@ -132,22 +132,22 @@ fn main() -> anyhow::Result<(), Box<dyn std::error::Error>> {
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mesh_shader.set_float(&format!("pointLights[{}].linear", i), 0.09);
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mesh_shader.set_float(&format!("pointLights[{}].quadratic", i), 0.032);
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mesh_shader.set_3fv(&format!("pointLights[{}].ambient", i), glm::vec3(0.2, 0.2, 0.2));
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mesh_shader.set_3fv(&format!("pointLights[{}].diffuse", i), glm::vec3(0.5, 0.5, 0.5));
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mesh_shader.set_3fv(&format!("pointLights[{}].ambient", i), glm::vec3(0.1, 0.1, 0.1));
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mesh_shader.set_3fv(&format!("pointLights[{}].diffuse", i), glm::vec3(0.7, 0.7, 0.7));
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mesh_shader.set_3fv(&format!("pointLights[{}].specular", i), glm::vec3(1.0, 1.0, 1.0));
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}
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mesh_shader.set_float("spotLight.cutOff", glm::cos(glm::radians(12.5)));
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mesh_shader.set_float("spotLight.outerCutOff", glm::cos(glm::radians(15.0)));
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mesh_shader.set_3fv("spotLight.ambient", glm::vec3(0.2, 0.2, 0.2));
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mesh_shader.set_3fv("spotLight.diffuse", glm::vec3(0.2, 0.2, 0.2));
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mesh_shader.set_3fv("spotLight.diffuse", glm::vec3(0.5, 0.5, 0.5));
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mesh_shader.set_3fv("spotLight.specular", glm::vec3(1.0, 1.0, 1.0));
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mesh_shader.set_float("spotLight.constant", 1.0);
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mesh_shader.set_float("spotLight.linear", 0.09);
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mesh_shader.set_float("spotLight.quadratic", 0.032);
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mesh_shader.set_3fv("dirLight.direction", glm::vec3(-0.2, -1.0, -0.3));
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mesh_shader.set_3fv("dirLight.ambient", glm::vec3(0.2, 0.2, 0.2));
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mesh_shader.set_3fv("dirLight.diffuse", glm::vec3(0.5, 0.5, 0.5));
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mesh_shader.set_3fv("dirLight.ambient", glm::vec3(0.1, 0.1, 0.1));
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mesh_shader.set_3fv("dirLight.diffuse", glm::vec3(1.0, 1.0, 1.0));
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mesh_shader.set_3fv("dirLight.specular", glm::vec3(1.0, 1.0, 1.0));
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let scene_fb = create_scene_framebuffer();
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