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