Fix remove texture option

This commit is contained in:
KP 2024-07-31 02:23:57 -05:00
parent 80993a19ea
commit eca9313846
4 changed files with 6 additions and 100 deletions

View file

@ -37,7 +37,7 @@ vec4 MakeLight(vec3 norm, vec3 position, vec3 diffuse, float radius, float sharp
Light light; Light light;
light.position = position; light.position = position;
light.diffuse = diffuse; light.diffuse = diffuse;
light.radius = radius; light.radius = radius;// * 2.0;
float alpha = kpc(distance(light.position, v_position), light.radius * sharpness, light.radius); float alpha = kpc(distance(light.position, v_position), light.radius * sharpness, light.radius);
@ -71,13 +71,13 @@ void main()
//norm = vec3(0,1,0); //norm = vec3(0,1,0);
vec4 texv = texture(u_texture, v_texcoord); vec4 texv = texture(u_texture, v_texcoord);
vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * 1.5, light = ambient; vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * 10.5, light = ambient;
light += MakeLight(norm, vec3(2.0, 10.0, -24.0), vec3(0.7), /*5.0*/ 1000.0, 1.0, 1.0); light += MakeLight(norm, vec3(2.0, 10.0, -24.0), vec3(0.7), /*5.0*/ 1000.0, 1.0, 1.0);
light += MakeLight(norm, vec3(5.0, 2.0, -7.0 + cos(u_time/35.0) * 2.0), vec3(1.0, 0.6, 0.0), 5.0, 0.6, 1.0); light += MakeLight(norm, vec3(5.0, 2.0, -7.0 + cos(u_time/35.0) * 2.0), vec3(1.0, 0.6, 0.0), 5.0, 0.6, 1.0);
light += MakeLight(norm, vec3(7, 2.0, -7.0 + -cos(u_time / 30.0) * 1.0), vec3(0.6, 0.9, 1.0), 5.0, 0.6, 1.0); light += MakeLight(norm, vec3(7, 2.0, -7.0 + -cos(u_time / 30.0) * 1.0), vec3(0.6, 0.9, 1.0), 5.0, 0.6, 1.0);
v_output = texv * light; v_output = texv * light;// * 2.0;
// + editor highlighting // + editor highlighting
v_output.rgb *= u_highlight; v_output.rgb *= u_highlight;

View file

@ -1,95 +0,0 @@
[01:51:37 AM] Info: Starting...
KP3D version 2
===============================
Copyright (C) kpworld.xyz 2018-2024
Contact me! @kp_cftsz
[01:51:37 AM] Info: Initializing SDL
[01:51:37 AM] Info: Initializing OpenGL
[01:51:37 AM] Info: OpenGL version: 4.6.0 NVIDIA 536.23
[01:51:37 AM] Info: Initializing GLEW
[01:51:38 AM] Info: Initializing SDL_mixer
[01:51:38 AM] Info: Reticulating splines...
[01:51:38 AM] Info: Ready!
[01:51:38 AM] Info: Loading material resource: block.png
[01:51:38 AM] Info: Found normal map texture: materials/block_n.png
[01:51:38 AM] Info: Loading material resource: brick2.jpg
[01:51:38 AM] Info: Found normal map texture: materials/brick2_n.jpg
[01:51:38 AM] Info: Loading material resource: bricks.jpg
[01:51:38 AM] Info: Found normal map texture: materials/bricks_n.jpg
[01:51:38 AM] Info: Loading material resource: FLAT5_7.png
[01:51:38 AM] Info: Found normal map texture: materials/FLAT5_7_n.png
[01:51:38 AM] Info: Loading material resource: floor0.png
[01:51:38 AM] Info: Found normal map texture: materials/floor0_n.png
[01:51:38 AM] Info: Loading material resource: floor1.png
[01:51:38 AM] Info: Found normal map texture: materials/floor1_n.png
[01:51:38 AM] Info: Loading material resource: GRASS2.png
[01:51:38 AM] Info: Found normal map texture: materials/GRASS2_n.png
[01:51:38 AM] Info: Loading material resource: hardwood.jpg
[01:51:38 AM] Info: Found normal map texture: materials/hardwood_n.jpg
[01:51:38 AM] Info: Map init
[01:51:38 AM] Info: Finalized mesh with 49 batches
[01:51:58 AM] Info: Finalized mesh with 48 batches
[01:52:01 AM] Info: Finalized mesh with 48 batches
[01:52:12 AM] Info: Finalized mesh with 48 batches
[01:52:14 AM] Info: Finalized mesh with 48 batches
[01:52:15 AM] Info: Finalized mesh with 48 batches
[01:52:21 AM] Info: Finalized mesh with 48 batches
[01:52:24 AM] Info: Finalized mesh with 48 batches
[01:53:07 AM] Info: $ set-mode game
[01:53:07 AM] Info: $
[01:53:24 AM] Warning: Failed to compile fragment shader:
0(52) : error C7011: implicit cast from "float" to "vec3"
[01:53:25 AM] Warning: Failed to compile fragment shader:
0(52) : error C7011: implicit cast from "float" to "vec3"
[01:53:26 AM] Warning: Failed to compile fragment shader:
0(52) : error C7011: implicit cast from "float" to "vec3"
[01:53:27 AM] Warning: Failed to compile fragment shader:
0(52) : error C7011: implicit cast from "float" to "vec3"
[01:53:28 AM] Warning: Failed to compile fragment shader:
0(52) : error C7011: implicit cast from "float" to "vec3"
[01:53:29 AM] Warning: Failed to compile fragment shader:
0(52) : error C7011: implicit cast from "float" to "vec3"
[01:53:30 AM] Warning: Failed to compile fragment shader:
0(52) : error C7011: implicit cast from "float" to "vec3"
[01:53:31 AM] Warning: Failed to compile fragment shader:
0(52) : error C7011: implicit cast from "float" to "vec3"
[01:53:32 AM] Warning: Failed to compile fragment shader:
0(52) : error C7011: implicit cast from "float" to "vec3"
[01:53:33 AM] Warning: Failed to compile fragment shader:
0(52) : error C7011: implicit cast from "float" to "vec3"
[01:53:34 AM] Warning: Failed to compile fragment shader:
0(52) : error C7011: implicit cast from "float" to "vec3"
[01:53:35 AM] Warning: Failed to compile fragment shader:
0(53) : error C1503: undefined variable "ddiffuse"
[01:53:36 AM] Warning: Failed to compile fragment shader:
0(53) : error C1503: undefined variable "ddiffuse"
[01:53:37 AM] Warning: Failed to compile fragment shader:
0(53) : error C1503: undefined variable "ddiffuse"
[01:53:38 AM] Warning: Failed to compile fragment shader:
0(53) : error C1503: undefined variable "ddiffuse"
[01:58:13 AM] Warning: Failed to compile fragment shader:
0(50) : error C1503: undefined variable "ff"
[01:58:14 AM] Warning: Failed to compile fragment shader:
0(50) : error C1503: undefined variable "ff"
[01:58:15 AM] Warning: Failed to compile fragment shader:
0(50) : error C1503: undefined variable "ff"

View file

@ -788,7 +788,7 @@ void Map::Update()
void Map::Render() void Map::Render()
{ {
// Skybox // Skybox
// RenderSkybox(); RenderSkybox();
// Map // Map
glDisable(GL_CULL_FACE); // <- we shouldn't count on this glDisable(GL_CULL_FACE); // <- we shouldn't count on this

View file

@ -881,7 +881,8 @@ void Editor::RenderUIMaterialModal()
// Should we rebuild the map when we change stuff? I guess. // Should we rebuild the map when we change stuff? I guess.
if (should_remove_texture) if (should_remove_texture)
{ {
//*m_material_to_update = nullptr; for (auto mats : m_materials_to_update)
*mats = nullptr;
m_materials_to_update.clear(); m_materials_to_update.clear();
ImGui::CloseCurrentPopup(); ImGui::CloseCurrentPopup();
should_show_material_modal = false; should_show_material_modal = false;