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authorOmniscient <omniscient.oce@gmail.com>2024-06-15 22:20:15 +1000
committerOmniscient <omniscient.oce@gmail.com>2024-06-15 22:20:15 +1000
commitd52654dfdbe16345023fed4c61261dc4c66b96fe (patch)
tree49b9dc298ec8d01533c13c909d827f96192551a1 /examples/pbr_params
parentb3b19f081231c7c13322c7b0d577afb6084d48df (diff)
trying to figure out uniform structs..
Diffstat (limited to 'examples/pbr_params')
-rw-r--r--examples/pbr_params/ex_pbr_params.c21
1 files changed, 11 insertions, 10 deletions
diff --git a/examples/pbr_params/ex_pbr_params.c b/examples/pbr_params/ex_pbr_params.c
index 0ac784d..e7b932f 100644
--- a/examples/pbr_params/ex_pbr_params.c
+++ b/examples/pbr_params/ex_pbr_params.c
@@ -16,21 +16,21 @@
extern core g_core;
const vec3 pointlight_positions[4] = {
- { 10.0, 10.0, 10.0 },
- { -10.0, 10.0, 10.0 },
- { 10.0, -10.0, 10.0 },
- { -10.0, -10.0, 10.0 },
+ { 10.0 / 5, 10.0 / 5, 10.0 / 5 },
+ { -10.0 / 5, 10.0 / 5, 10.0 },
+ { 10.0/ 5, -10.0 / 5, 10.0 },
+ { -10.0 / 5, -10.0 / 5, 10.0 },
};
pbr_point_light point_lights[4];
// Lets define some constant PBR parameters here to test on one sphere with first
const rgba ALBEDO = RED_700;
-const f32 metallic = 0.0;
-const f32 roughness = 0.8;
+const f32 metallic = 1.0;
+const f32 roughness = 0.2;
const f32 ao = 0.2;
const pbr_params_material_uniforms pbr_params = {
- .albedo = (vec3){ 0.5, 0.5, 0.5 }, .metallic = metallic, .roughness = roughness, .ao = ao
+ .albedo = (vec3){ 1.0, 0.0, 0.0 }, .metallic = metallic, .roughness = roughness, .ao = ao
};
int main() {
@@ -76,7 +76,7 @@ int main() {
.code = fragment_shader.contents,
.is_spirv = false },
.renderpass = renderpass,
- .wireframe = true,
+ .wireframe = false,
.depth_test = false
};
gpu_pipeline* pbr_pipeline = gpu_graphics_pipeline_create(pipeline_description);
@@ -110,8 +110,9 @@ int main() {
pbr_bind_data.material = pbr_params;
pbr_bind_data.lights =
(pbr_params_light_uniforms){ .viewPos = cam.position,
- .pointLights = { point_lights[0], point_lights[1],
- point_lights[2], point_lights[3] } };
+ /* .pointLights = { point_lights[0], point_lights[1], */
+ /* point_lights[2], point_lights[3] } */
+ };
pbr_uniforms.data = &pbr_bind_data;
encode_bind_shader_data(enc, 0, &pbr_uniforms);