Browse Source

fix .gitignore preventing looking in examples/data

remotes/bxxa/master
cinnaboot 4 years ago
parent
commit
49dd1e47e4
  1. 1
      .gitattributes
  2. 1
      .gitignore
  3. BIN
      examples/data/Color Palette 140.png
  4. 11
      examples/data/colored_vertices.frag
  5. 22
      examples/data/colored_vertices.vert
  6. 11
      examples/data/debug.frag
  7. 26
      examples/data/debug.vert
  8. 67
      examples/data/full_lighting.frag
  9. 27
      examples/data/full_lighting.vert
  10. BIN
      examples/data/spaceship.bin
  11. BIN
      examples/data/spaceship.gltf
  12. 21
      examples/data/texture_only.frag
  13. 22
      examples/data/texture_only.vert
  14. BIN
      examples/data/textured_cube.bin
  15. BIN
      examples/data/textured_cube.gltf

1
.gitattributes vendored

@ -1,7 +1,6 @@
*.png filter=lfs diff=lfs merge=lfs -text *.png filter=lfs diff=lfs merge=lfs -text
*.glb filter=lfs diff=lfs merge=lfs -text *.glb filter=lfs diff=lfs merge=lfs -text
*.blend filter=lfs diff=lfs merge=lfs -text *.blend filter=lfs diff=lfs merge=lfs -text
examples/data/* filter=lfs diff=lfs merge=lfs -text
examples/data/spaceship.bin filter=lfs diff=lfs merge=lfs -text examples/data/spaceship.bin filter=lfs diff=lfs merge=lfs -text
examples/data/textured_cube.bin filter=lfs diff=lfs merge=lfs -text examples/data/textured_cube.bin filter=lfs diff=lfs merge=lfs -text
examples/data/spaceship.gltf filter=lfs diff=lfs merge=lfs -text examples/data/spaceship.gltf filter=lfs diff=lfs merge=lfs -text

1
.gitignore vendored

@ -6,5 +6,4 @@ msvc/.vs/
msvc/x64/ msvc/x64/
tags tags
*.swp *.swp
examples/data/*

BIN
examples/data/Color Palette 140.png (Stored with Git LFS)

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11
examples/data/colored_vertices.frag

@ -0,0 +1,11 @@
#version 330 core
in vec3 frag_color;
out vec4 color;
void main()
{
color = vec4(frag_color, 1);
}

22
examples/data/colored_vertices.vert

@ -0,0 +1,22 @@
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
out vec3 frag_color;
layout (std140) uniform matrices
{
mat4 view_xform;
mat4 proj_xform;
mat4 normal_xform;
};
uniform mat4 node_xform;
void main()
{
frag_color = color;
gl_Position = proj_xform * view_xform * node_xform * vec4(position, 1);
}

11
examples/data/debug.frag

@ -0,0 +1,11 @@
#version 330 core
in vec3 frag_normal;
out vec4 color;
void main()
{
color = vec4(frag_normal, 1);
}

26
examples/data/debug.vert

@ -0,0 +1,26 @@
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
out vec3 frag_normal;
layout (std140) uniform matrices
{
mat4 view_xform;
mat4 proj_xform;
mat4 normal_xform;
};
uniform mat4 node_xform;
void main()
{
// TODO: probably better to do this once in a separate uniform than once
// for every vertex
mat4 xform = node_xform;
xform[3] = vec4(0, 0, 0, 1); // NOTE: undo translation
frag_normal = vec4(xform * vec4(normal, 1)).xyz;
gl_Position = proj_xform * view_xform * node_xform * vec4(position, 1);
}

67
examples/data/full_lighting.frag

@ -0,0 +1,67 @@
#version 330 core
in vec3 frag_pos;
in vec3 frag_normal;
in vec2 frag_uv;
out vec4 color;
uniform sampler2D sampler;
const uint NUM_LIGHTS = 32u;
layout (std140) uniform lights
{
uint max_p_lights;
uint active_p_lights;
uint max_d_lights;
uint active_d_lights;
uint padding;
vec4 ambient_color;
vec4 pl_positions[NUM_LIGHTS];
vec4 pl_colors[NUM_LIGHTS];
uint pl_intensities[NUM_LIGHTS]; // NOTE: 16 bytes * NUM_LIGHTS
vec4 dl_directions[NUM_LIGHTS];
vec4 dl_colors[NUM_LIGHTS];
uint dl_intensities[NUM_LIGHTS]; // NOTE: 16 bytes * NUM_LIGHTS
};
const float CONSTANT_ATTENUATION = 0.1;
const float LINEAR_ATTENUATION = 0.2;
const float QUADRATIC_ATTENUATION = 0.02;
void main()
{
vec4 diffuse_color = vec4(0);
// NOTE: directional lights
for (uint i = 0u; i < active_d_lights; i++) {
vec4 light_direction = normalize(dl_directions[i]);
float diffuse_factor =
clamp(dot(vec4(frag_normal, 1), light_direction), 0, 1);
diffuse_color = diffuse_color +
dl_intensities[i] * diffuse_factor * dl_colors[i];
}
// NOTE: point lights
for (uint i = 0u; i < active_p_lights; i ++) {
vec3 direction = vec3(pl_positions[i]).xyz - frag_pos;
float distance = length(direction);
direction = direction / distance;
float attenuation = CONSTANT_ATTENUATION +
LINEAR_ATTENUATION * distance +
QUADRATIC_ATTENUATION * pow(distance, 2);
float diffuse_factor = clamp(dot(frag_normal, direction), 0, 1);
vec4 added_color = pl_colors[i] * pl_intensities[i]
* diffuse_factor / attenuation;
diffuse_color = diffuse_color + added_color;
}
color = (ambient_color + diffuse_color) * texture(sampler, frag_uv.st);
}

27
examples/data/full_lighting.vert

@ -0,0 +1,27 @@
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 uv;
out vec3 frag_pos;
out vec3 frag_normal;
out vec2 frag_uv;
layout (std140) uniform matrices
{
mat4 view_xform;
mat4 proj_xform;
mat4 normal_xform;
};
uniform mat4 node_xform;
void main()
{
frag_pos = (node_xform * vec4(position, 1)).xyz;
frag_uv = uv;
frag_normal = normalize(mat3(node_xform) * normal);
gl_Position = proj_xform * view_xform * node_xform * vec4(position, 1);
}

BIN
examples/data/spaceship.bin (Stored with Git LFS)

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BIN
examples/data/spaceship.gltf (Stored with Git LFS)

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21
examples/data/texture_only.frag

@ -0,0 +1,21 @@
#version 330 core
in vec2 frag_uv;
out vec4 color;
layout (std140) uniform matrices
{
mat4 view_xform;
mat4 proj_xform;
mat4 normal_xform;
};
uniform mat4 node_xform;
uniform sampler2D sampler;
void main()
{
color = texture(sampler, frag_uv.st);
}

22
examples/data/texture_only.vert

@ -0,0 +1,22 @@
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 uv;
out vec2 frag_uv;
layout (std140) uniform matrices
{
mat4 view_xform;
mat4 proj_xform;
mat4 normal_xform;
};
uniform mat4 node_xform;
void main()
{
frag_uv = uv;
gl_Position = proj_xform * view_xform * node_xform * vec4(position, 1);
}

BIN
examples/data/textured_cube.bin (Stored with Git LFS)

Binary file not shown.

BIN
examples/data/textured_cube.gltf (Stored with Git LFS)

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