使用phong材质
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@@ -117,6 +117,7 @@ void drawMainUI()
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const char* materialItems[] = {
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const char* materialItems[] = {
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"none",
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"none",
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"classic:phong",
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"debug:solid_color",
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"debug:solid_color",
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"debug:base_color_texture",
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"debug:base_color_texture",
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"debug:normal_texture",
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"debug:normal_texture",
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@@ -137,6 +138,7 @@ void drawMainUI()
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if (lightNode)
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if (lightNode)
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{
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{
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uniformBuffer.setAttribute("light0:position", lightNode->getWorldPosition());
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uniformBuffer.setAttribute("light0:position", lightNode->getWorldPosition());
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uniformBuffer.setAttribute("light0:color", davinci::fVector3::WHITE);
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}
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}
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pipe.setAntiAliasingTech(g_aaTech);
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pipe.setAntiAliasingTech(g_aaTech);
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@@ -29,7 +29,7 @@ public:
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setVertexShader("dv_standard_shaders.dll", "standard+worldpos+normal-uv0");
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setVertexShader("dv_standard_shaders.dll", "standard+worldpos+normal-uv0");
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setFragementShader("dv_standard_shaders.dll", "classic:phong");
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setFragementShader("dv_standard_shaders.dll", "classic:phong");
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registerParam<davinci::fVector4>("u_materialColor", davinci::fVector4::GREEN);
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registerParam<davinci::fVector4>("u_materialColor", davinci::fVector4::GRAY);
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registerParam<float32_t>("u_specularShininess", 64.f);
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registerParam<float32_t>("u_specularShininess", 64.f);
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registerParam<float32_t>("u_specularStrength", 5.f);
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registerParam<float32_t>("u_specularStrength", 5.f);
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}
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}
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