added models and stuff

This commit is contained in:
2026-05-08 23:44:20 -04:00
parent 3c756d6230
commit 5484e265fb
24 changed files with 3281 additions and 199575 deletions

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# Blender MTL File: 'None'
# Material Count: 1
newmtl Scene_-_Root
Ns 225.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.0 0.0 0.0
Ni 1.450000
d 1.000000
illum 2
map_Kd diffuse.jpg
map_Bump normal.png
map_Ks specular.jpg

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Model by Berk Gedik, from: https://sketchfab.com/3d-models/survival-guitar-backpack-low-poly-799f8c4511f84fab8c3f12887f7e6b36
Modified material assignment (Joey de Vries) for easier load in OpenGL model loading chapter, and renamed albedo to diffuse and metallic to specular to match non-PBR lighting setup.

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resources/c4/C4Fixed.mtl Normal file
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# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl 01_-_Default.001
Ns 10.000005
Ka 1.000000 1.000000 1.000000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 1
map_Kd Corvette_C4_Base_Color.png

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resources/c4/C4Fixed.obj Normal file

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@@ -29,6 +29,7 @@ void main() {
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-lightDirection);
vec3 viewDir = normalize(viewPosition - Position);
vec3 halfwayDir = normalize(lightDir + viewDir);
vec3 ambient = lightAmbient * (diffuseColor * phongAmbient);
@@ -37,9 +38,11 @@ void main() {
vec3 reflectDir = reflect(-lightDir, norm);
float effectiveShininess = max(phongShininess, 1.0);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), effectiveShininess);
float spec = pow(max(dot(norm, halfwayDir), 0.0), effectiveShininess);
vec3 specular = lightSpecular * (spec * specularColor * phongSpecular);
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
float gamma = 2.2;
FragColor.rgb = pow(result.rgb, vec3(1.0/gamma));
}