From c2d1bbcbb317d9594286a9f9bbeb93fe92700755 Mon Sep 17 00:00:00 2001 From: Joshua Goins Date: Sat, 17 May 2025 12:19:28 -0400 Subject: [PATCH] Improve appearance of the 3D View in the Map Editor The object indicators are now drawn in wireframe - just a temporary thing until I figure out how I want to style them. The ambient factor is also increased so not everything is so dark. --- apps/mapeditor/src/objectpass.cpp | 2 +- renderer/shaders/mesh.frag | 4 ++-- renderer/shaders/mesh.frag.spv | Bin 2880 -> 2880 bytes 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/apps/mapeditor/src/objectpass.cpp b/apps/mapeditor/src/objectpass.cpp index d42a55f..b4c2e69 100644 --- a/apps/mapeditor/src/objectpass.cpp +++ b/apps/mapeditor/src/objectpass.cpp @@ -105,7 +105,7 @@ void ObjectPass::createPipeline() VkPipelineRasterizationStateCreateInfo rasterizer = {}; rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; - rasterizer.polygonMode = VK_POLYGON_MODE_FILL; + rasterizer.polygonMode = VK_POLYGON_MODE_LINE; rasterizer.cullMode = VK_CULL_MODE_NONE; rasterizer.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; rasterizer.lineWidth = 1.0f; diff --git a/renderer/shaders/mesh.frag b/renderer/shaders/mesh.frag index ee76730..1ecb789 100644 --- a/renderer/shaders/mesh.frag +++ b/renderer/shaders/mesh.frag @@ -21,7 +21,7 @@ layout(std430, push_constant) uniform PushConstant { }; void main() { - const vec3 lightPos = vec3(3); + const vec3 lightPos = vec3(5); vec3 diffuse; if (textureSize(diffuseTexture, 0).x == 1) { @@ -41,5 +41,5 @@ void main() { float diff = max(dot(norm, lightDir), 0.0); - outColor = vec4(diffuse * (diff + 0.1), 1.0); + outColor = vec4(diffuse * (diff + 0.5), 1.0); } diff --git a/renderer/shaders/mesh.frag.spv b/renderer/shaders/mesh.frag.spv index e95abc4da18eee64f52fd5a391424c07a5a9f782..ac1e54a7dd1b0e31c71f028624c99d87131bad79 100644 GIT binary patch delta 23 fcmX>gc0g={9vkC=$@*-mEDQ_`_M2z0tzZEFR>%gQ delta 23 fcmX>gc0g={9vh>>WPP?&ma}Kh*lwP|wt@u!WJL&~