static void draw_scene();
static void toggle_flight();
static void calc_framerate();
static void draw_scene();
static void toggle_flight();
static void calc_framerate();
- float ambient[] = {0.0, 0.0, 0.0, 0.0};
+ float ambient[] = {0.02, 0.02, 0.02, 0.0};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glClearColor(0.1, 0.1, 0.1, 1.0);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glClearColor(0.1, 0.1, 0.1, 1.0);
if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
return false;
}
set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
set_uniform_int(sdr_shadow_notex, "envmap", 2);
if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
return false;
}
set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
set_uniform_int(sdr_shadow_notex, "envmap", 2);
glLightfv(lt, GL_POSITION, posv);
glLightfv(lt, GL_DIFFUSE, colv);
glLightfv(lt, GL_SPECULAR, colv);
glLightfv(lt, GL_POSITION, posv);
glLightfv(lt, GL_DIFFUSE, colv);
glLightfv(lt, GL_SPECULAR, colv);
{
static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
{
static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
- set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
- set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
+ //set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
+ //set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
+
+static void prebake_shaders()
+{
+ /*
+ unsigned int prog;
+
+ uber_clear();
+ uber_enable_light(0);
+ uber_enable_light(1);
+ uber_enable_light(2);
+ if((prog = uber_program())) {
+ }
+
+ uber_enable_texmap();
+ if((prog = uber_program())) {
+ set_uniform_int(prog, "texmap", MTL_TEX_DIFFUSE);
+ }
+
+ uber_clear();
+ */
+}