Added GLTF submodule and start of ModelLoader

This commit is contained in:
Simon Lübeß
2021-08-06 12:22:46 +02:00
parent 5c0ee3bae0
commit 80e0bae347
8 changed files with 505 additions and 4 deletions
+142
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@@ -0,0 +1,142 @@
{
"asset": {
"generator": "COLLADA2GLTF",
"version": "2.0"
},
"scene": 0,
"scenes": [
{
"nodes": [
0
]
}
],
"nodes": [
{
"children": [
1
],
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1.0,
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1.0
]
},
{
"mesh": 0
}
],
"meshes": [
{
"primitives": [
{
"attributes": {
"NORMAL": 1,
"POSITION": 2
},
"indices": 0,
"mode": 4,
"material": 0
}
],
"name": "Mesh"
}
],
"accessors": [
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"byteOffset": 0,
"componentType": 5123,
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"max": [
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"min": [
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"type": "SCALAR"
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"materials": [
{
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"baseColorFactor": [
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"metallicFactor": 0.0
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"name": "Red"
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}
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+54
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cbuffer SceneConstants
{
float4x4 ViewProjection = float4x4(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
}
cbuffer ObjectConstants
{
float4x4 Transform;
}
cbuffer Constants
{
float4 BaseColor;
float3 LightDir;
}
struct VS_IN
{
float3 Position : POSITION;
float3 Normal : NORMAL;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float3 Normal : NORMAL;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
float4 worldPosition = mul(Transform, float4(input.Position, 1));
output.Position = mul(ViewProjection, worldPosition);
output.Normal = mul((float3x3)Transform, input.Normal);
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
input.Normal = normalize(input.Normal);
float shading = dot(LightDir, input.Normal);
shading = clamp(shading, 0.0f, 1.0f);
return BaseColor * shading;
}
#effect[VS=VS,PS=PS]