19 Commits

Author SHA1 Message Date
ba8b44659b resume GetNormalMatrix/GetNormal in auto shader. 2024-03-12 23:04:12 +08:00
f6e61e70ce 更改了specular算法,但是有点问题。。。而且高光区有点象是VS算的一样,怀疑是NORMAL在VS算的原因。但fs没有GetLocalToWorld函数,需要尝试修复。 2024-03-12 00:42:32 +08:00
5347ac7091 specular OK in BlinnPhongDirectionLight sample. but direction error. 2024-03-10 22:45:38 +08:00
f56928d734 Fixed bug about SunLightPureColor.mtl 2024-03-10 01:00:42 +08:00
f3a59c1bb3 test sunlight UBO ok! 2024-03-10 00:35:35 +08:00
4fafd938b1 new function, MaterialFileData load UBO OK! to make shader OK. 2024-03-09 22:26:45 +08:00
c8b3ed0286 preparing blinnphong light sample. added codes of to load ubo. 2024-03-07 13:59:28 +08:00
b9e70426a1 removed sun.ubo, next step is UBO in C++ 2024-03-04 13:12:29 +08:00
a7af276a44 updated SunLightPureColor.mtl 2024-03-04 12:58:22 +08:00
4aeb28c571
added a parse in MaterialFileLoader.cpp that it's UBOParse 2023-12-05 02:08:18 +08:00
c4deceebd9 first step for BlinnPhongPureColor 2023-10-31 17:59:12 +08:00
4ed0e281b2 first run MetricCellsGrid OK! 2023-10-13 19:22:11 +08:00
255c7859f1
optimized DescriptorSets::Update 2023-10-12 01:40:59 +08:00
737438aaed added Normal.glsl BlinnPhongPureColor.mtl 2023-10-10 19:14:10 +08:00
bead8128b7 test ok that LoadPureColor2D material from file. 2023-10-10 10:57:29 +08:00
46781b9627
used "VertexInput" state in .mtl file-format. 2023-10-09 02:21:56 +08:00
5e795c4a7f fragment shader output use "FragColor" instead of "Color". 2023-10-08 10:40:01 +08:00
4ef37a430e move Material2DCreateConfig/Material3DCreateConfig 2023-10-07 20:59:44 +08:00
1f91ec94e1 added Std2D/3D material files. 2023-10-07 20:09:16 +08:00