Mise à jour du dépôt en fonction du .gitignore
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parent
4a59748e67
commit
7fb6345839
196 changed files with 2 additions and 5248 deletions
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{
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"framework": {
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#version 330 core
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in vec3 vertexColor;
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out vec4 FragColor;
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void main() {
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FragColor = vec4(vertexColor, 1.0);
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}
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#version 330 core
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layout (location = 0) in vec3 aPosition;
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layout (location = 1) in vec3 aColor;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 vertexColor;
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void main() {
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gl_Position = projection * view * vec4(aPosition, 1.0);
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vertexColor = aColor;
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}
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#version 330 core
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out vec4 FragColor;
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//In order to calculate some basic lighting we need a few things per model basis, and a few things per fragment basis:
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uniform vec3 objectColor; //The color of the object.
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uniform vec3 lightColor; //The color of the light.
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uniform vec3 lightPos; //The position of the light.
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uniform vec3 viewPos; //The position of the view and/or of the player.
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uniform vec4 lineColor;
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uniform sampler2D texture0;
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in vec3 Normal; //The normal of the fragment is calculated in the vertex shader.
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in vec3 FragPos; //The fragment position.
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in vec4 Color;
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void main()
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{
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//The ambient color is the color where the light does not directly hit the object.
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//You can think of it as an underlying tone throughout the object. Or the light coming from the scene/the sky (not the sun).
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float ambientStrength = 1;
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vec4 textureColor = Color;
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vec3 ambient = ambientStrength * lightColor * textureColor;
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//We calculate the light direction, and make sure the normal is normalized.
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos); //Note: The light is pointing from the light to the fragment
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//The diffuse part of the phong model.
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//This is the part of the light that gives the most, it is the color of the object where it is hit by light.
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float diff = max(dot(norm, lightDir), 0.0); //We make sure the value is non negative with the max function.
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vec3 diffuse = diff * lightColor;
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//The specular light is the light that shines from the object, like light hitting metal.
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//The calculations are explained much more detailed in the web version of the tutorials.
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); //The 32 is the shininess of the material.
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vec3 specular = specularStrength * spec * lightColor;
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//At last we add all the light components together and multiply with the color of the object. Then we set the color
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//and makes sure the alpha value is 1
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vec3 result = (ambient + diffuse + specular) * objectColor * textureColor;
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FragColor = lineColor * vec4(result, 1.0);
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//Note we still use the light color * object color from the last tutorial.
|
||||
//This time the light values are in the phong model (ambient, diffuse and specular)
|
||||
}
|
||||
|
|
@ -1,17 +0,0 @@
|
|||
#version 330
|
||||
|
||||
out vec4 outputColor;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
|
||||
in vec4 Color;
|
||||
in vec4 FarColor;
|
||||
in vec3 FragPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
float distance = length(viewPos - FragPos);
|
||||
float interpolationFactor = clamp(distance / 1000, 0.0, 1.0);
|
||||
|
||||
outputColor = mix(Color, FarColor, interpolationFactor);
|
||||
}
|
||||
|
|
@ -1,20 +0,0 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec4 aColor;
|
||||
layout (location = 2) in vec4 aColorFar;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec4 Color;
|
||||
out vec4 FarColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPos, 1.0) * model * view * projection;
|
||||
FragPos = vec3(vec4(aPos, 1.0) * model);
|
||||
Color = aColor;
|
||||
FarColor = aColorFar;
|
||||
}
|
||||
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|
|
@ -1,4 +0,0 @@
|
|||
// <autogenerated />
|
||||
using System;
|
||||
using System.Reflection;
|
||||
[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETCoreApp,Version=v7.0", FrameworkDisplayName = ".NET 7.0")]
|
||||
|
|
@ -1,23 +0,0 @@
|
|||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// Ce code a été généré par un outil.
|
||||
// Version du runtime :4.0.30319.42000
|
||||
//
|
||||
// Les modifications apportées à ce fichier peuvent provoquer un comportement incorrect et seront perdues si
|
||||
// le code est régénéré.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
using System;
|
||||
using System.Reflection;
|
||||
|
||||
[assembly: System.Reflection.AssemblyCompanyAttribute("Map3DRendering")]
|
||||
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
|
||||
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
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||||
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")]
|
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[assembly: System.Reflection.AssemblyProductAttribute("Map3DRendering")]
|
||||
[assembly: System.Reflection.AssemblyTitleAttribute("Map3DRendering")]
|
||||
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
|
||||
|
||||
// Généré par la classe MSBuild WriteCodeFragment.
|
||||
|
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|
|
@ -1 +0,0 @@
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|
||||
|
|
@ -1,13 +0,0 @@
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is_global = true
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build_property.UsingMicrosoftNETSdkWeb =
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build_property.ProjectTypeGuids =
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build_property.InvariantGlobalization =
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build_property.PlatformNeutralAssembly =
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build_property.EnforceExtendedAnalyzerRules =
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build_property._SupportedPlatformList = Linux,macOS,Windows
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build_property.RootNamespace = Map3DRendering
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build_property.ProjectDir = C:\Users\Troispoils\Documents\GitHub\Map3DRendering\Map3DRendering\
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build_property.EnableComHosting =
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build_property.EnableGeneratedComInterfaceComImportInterop =
|
||||
|
|
@ -1,8 +0,0 @@
|
|||
// <auto-generated/>
|
||||
global using global::System;
|
||||
global using global::System.Collections.Generic;
|
||||
global using global::System.IO;
|
||||
global using global::System.Linq;
|
||||
global using global::System.Net.Http;
|
||||
global using global::System.Threading;
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global using global::System.Threading.Tasks;
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|
|
@ -1 +0,0 @@
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"net472",
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"net48",
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"net481"
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||||
],
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"assetTargetFallback": true,
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"warn": true,
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"frameworkReferences": {
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"Microsoft.NETCore.App": {
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"privateAssets": "all"
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}
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},
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"runtimeIdentifierGraphPath": "C:\\Program Files\\dotnet\\sdk\\8.0.100\\RuntimeIdentifierGraph.json"
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}
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}
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}
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|
|
@ -1,22 +0,0 @@
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|||
{
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"C:\\Users\\Troispoils\\.nuget\\packages\\system.runtime.compilerservices.unsafe\\5.0.0\\system.runtime.compilerservices.unsafe.5.0.0.nupkg.sha512"
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||||
],
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||||
"logs": []
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||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue