updated test codes.
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@ -1 +1 @@
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Subproject commit 4d5558b3d0240caa2076f59aab1e023147546bf9
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Subproject commit f610497a6d403001303e15f474f9fa2a5bc0cc23
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@ -59,25 +59,21 @@ Output
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Code
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{
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#define HAVE_SPECULAR
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void main()
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{
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MaterialInstance mi=GetMI();
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//将法线归一化
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// vec3 world_normal =normalize(Input.Normal);
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//对世界坐标下的灯光方法归一化
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// vec3 world_light_direction =normalize(sun.direction.xyz);
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//点乘法线和光照
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float intensity=0.5*max(dot(Input.Normal,sun.direction.xyz),0.0)+0.5;
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//直接光颜色
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vec3 direct_color =intensity*sun.color.rgb*mi.Color.rgb;
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// #ifndef HAVE_SPECULAR
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// FragColor=vec4(direct_color,1.0);
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// #else
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#ifndef HAVE_SPECULAR
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FragColor=vec4(direct_color,1.0);
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#else
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vec3 spec_color=vec3(0.0);
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@ -91,6 +87,6 @@ Code
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}
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FragColor=vec4(direct_color+spec_color,1.0);
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// #endif//HAVE_SPECULAR
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#endif//HAVE_SPECULAR
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}
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}
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@ -104,7 +104,7 @@ private:
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{
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Add(material_instance,scale(PLANE_SIZE,PLANE_SIZE,1));
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camera->pos=Vector3f(PLANE_SIZE/2,PLANE_SIZE/2,PLANE_SIZE/2);
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camera->pos=Vector3f(PLANE_SIZE/2,PLANE_SIZE/4,PLANE_SIZE/2);
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camera_control->SetTarget(Vector3f(0,0,0));
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camera_control->Refresh();
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@ -122,18 +122,18 @@ private:
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{
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using namespace inline_geometry;
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////Plane Grid
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//{
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// struct PlaneGridCreateInfo pgci;
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//Plane Grid
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{
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struct PlaneGridCreateInfo pgci;
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// pgci.grid_size.Set(32,32);
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// pgci.sub_count.Set(8,8);
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pgci.grid_size.Set(32,32);
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pgci.sub_count.Set(8,8);
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// pgci.lum=0.5;
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// pgci.sub_lum=0.75;
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pgci.lum=0.5;
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pgci.sub_lum=0.75;
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// prim_plane_grid=CreatePlaneGrid(db,mtl_vertex_lum->GetDefaultVIL(),&pgci);
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//}
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prim_plane_grid=CreatePlaneGrid(db,mtl_vertex_lum->GetDefaultVIL(),&pgci);
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}
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//Sphere
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{
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@ -145,7 +145,7 @@ private:
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bool InitScene()
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{
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//Add(prim_plane_grid,mi_plane_grid,p_line);
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Add(prim_plane_grid,mi_plane_grid,p_line);
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Add(prim_sphere,mi_sphere,p_sphere);
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camera->pos=Vector3f(32,32,32);
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@ -165,8 +165,8 @@ public:
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if(!SceneAppFramework::Init(w,h))
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return(false);
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//if(!InitVertexLumMP())
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// return(false);
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if(!InitVertexLumMP())
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return(false);
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if(!CreateBlinnPhongUBO())
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return(false);
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