Remove backpack model and replace it with Suzanne
Before Width: | Height: | Size: 1.8 MiB |
@ -1,16 +0,0 @@
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# Blender MTL File: 'None'
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# Material Count: 1
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newmtl Scene_-_Root
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Ns 225.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.0 0.0 0.0
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Ni 1.450000
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d 1.000000
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illum 2
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map_Kd diffuse.jpg
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map_Bump normal.png
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map_Ks specular.jpg
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199481
models/backpack/backpack.obj
Before Width: | Height: | Size: 5.8 MiB |
Before Width: | Height: | Size: 14 MiB |
Before Width: | Height: | Size: 4.2 MiB |
@ -1,3 +0,0 @@
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Model by Berk Gedik, from: https://sketchfab.com/3d-models/survival-guitar-backpack-low-poly-799f8c4511f84fab8c3f12887f7e6b36
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Modified material assignment (Joey de Vries) for easier load in OpenGL model loading chapter, and renamed albedo to diffuse and metallic to specular to match non-PBR lighting setup.
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Before Width: | Height: | Size: 6.4 MiB |
BIN
models/suzanne/diffuse.png
Normal file
After Width: | Height: | Size: 67 KiB |
BIN
models/suzanne/specular.png
Normal file
After Width: | Height: | Size: 526 KiB |
12
models/suzanne/suzanne.mtl
Normal file
@ -0,0 +1,12 @@
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# Blender 4.3.2 MTL File: 'None'
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# www.blender.org
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newmtl Material
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Ka 1.000000 1.000000 1.000000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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map_Kd diffuse.png
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map_Ks specular.png
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2977
models/suzanne/suzanne.obj
Normal file
16
src/main.cc
@ -164,8 +164,6 @@ int main() {
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SDL_SetRelativeMouseMode(SDL_TRUE);
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SDL_WarpMouseInWindow(window, WINDOW_HALF_WIDTH, WINDOW_HALF_HEIGHT);
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stbi_set_flip_vertically_on_load(true);
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glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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glEnable(GL_DEPTH_TEST);
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@ -213,7 +211,7 @@ int main() {
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13, 15, 16
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};
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Model backpack = {"models/backpack/backpack.obj"};
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Model backpack = {"models/suzanne/suzanne.obj"};
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Mesh light = {vertices, indices, {}};
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Shader main_shader {"shaders/vert.glsl", "shaders/frag.glsl"};
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@ -244,18 +242,18 @@ int main() {
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glm::vec3( 0.7f, 0.2f, 2.0f),
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glm::vec3( 2.3f, -3.3f, -4.0f),
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glm::vec3(-4.0f, 2.0f, -12.0f),
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glm::vec3( 0.0f, 0.0f, -3.0f)
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glm::vec3( 1.0f, 0.0f, -18.0f)
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};
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// Setup lights
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main_shader.set_vec3("directional_light.direction", glm::vec3(-0.2f, -1.0f, -0.3f));
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main_shader.set_vec3("directional_light.ambient", light_ambient);
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main_shader.set_vec3("directional_light.diffuse", light_diffuse);
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main_shader.set_vec3("directional_light.diffuse", light_diffuse * 0.25f);
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main_shader.set_vec3("directional_light.specular", light_specular);
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main_shader.set_vec3("spot_light.ambient", light_ambient);
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main_shader.set_vec3("spot_light.diffuse", light_diffuse);
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main_shader.set_vec3("spot_light.specular", light_specular);
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main_shader.set_vec3("spot_light.diffuse", light_diffuse * 0.5f);
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main_shader.set_vec3("spot_light.specular", light_specular * 0.25f);
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for (int i = 0; i < point_light_positions.size(); ++i) {
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char base[256] = {0};
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@ -278,8 +276,8 @@ int main() {
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main_shader.set_vec3(position, point_light_positions[i]);
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main_shader.set_vec3(ambient, light_ambient);
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main_shader.set_vec3(diffuse, light_diffuse);
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main_shader.set_vec3(specular, light_specular);
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main_shader.set_vec3(diffuse, light_diffuse * 0.25f);
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main_shader.set_vec3(specular, light_specular * 0.5f);
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main_shader.set_float(constant, 1.0f);
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main_shader.set_float(linear, 0.09f);
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main_shader.set_float(quadratic, 0.032f);
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