ADD: Normal mapping
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@@ -24,10 +24,10 @@ inline void buildCube(std::vector<Vertex>& vertices, std::vector<uint32_t>& indi
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for (auto& f : faces) {
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uint32_t start = (uint32_t)vertices.size();
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Vertex v0{f.v0, 0, f.normal, 0, glm::vec4(1.0f)};
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Vertex v1{f.v1, 1, f.normal, 0, glm::vec4(1.0f)};
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Vertex v2{f.v2, 0, f.normal, 1, glm::vec4(1.0f)};
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Vertex v3{f.v3, 1, f.normal, 1, glm::vec4(1.0f)};
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Vertex v0{f.v0, 0, f.normal, 0, glm::vec4(1.0f), glm::vec4(1,0,0,1)};
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Vertex v1{f.v1, 1, f.normal, 0, glm::vec4(1.0f), glm::vec4(1,0,0,1)};
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Vertex v2{f.v2, 0, f.normal, 1, glm::vec4(1.0f), glm::vec4(1,0,0,1)};
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Vertex v3{f.v3, 1, f.normal, 1, glm::vec4(1.0f), glm::vec4(1,0,0,1)};
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vertices.push_back(v0);
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vertices.push_back(v1);
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vertices.push_back(v2);
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@@ -61,6 +61,7 @@ inline void buildSphere(std::vector<Vertex>& vertices, std::vector<uint32_t>& in
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vert.uv_x = u;
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vert.uv_y = 1.0f - v;
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vert.color = glm::vec4(1.0f);
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vert.tangent = glm::vec4(1,0,0,1);
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vertices.push_back(vert);
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}
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}
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