Disable vsync+default ambient to 0.1+ignore imgui.ini

This commit is contained in:
bloeys
2022-01-13 16:33:04 +04:00
parent 8f9912cd6b
commit d1b9b45e09
6 changed files with 15 additions and 10 deletions

3
.gitignore vendored
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@ -13,4 +13,5 @@
# Dependency directories (remove the comment below to include it)
vendor/
.vscode/
.vscode/
imgui.ini

8
go.mod
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@ -7,11 +7,9 @@ require github.com/veandco/go-sdl2 v0.4.10
require github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784
require (
github.com/bloeys/gglm v0.2.6
github.com/bloeys/assimp-go v0.2.0
github.com/bloeys/gglm v0.3.0
github.com/inkyblackness/imgui-go/v4 v4.3.0
)
require (
github.com/bloeys/assimp-go v0.2.0 // indirect
github.com/inkyblackness/imgui-go v1.12.0 // indirect
)
require github.com/inkyblackness/imgui-go v1.12.0 // indirect

2
go.sum
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@ -8,6 +8,8 @@ github.com/bloeys/gglm v0.2.5 h1:ESCk+zSeun3ogm6IEJ+CwPSf6PunszWSkRw3MmG4OCk=
github.com/bloeys/gglm v0.2.5/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
github.com/bloeys/gglm v0.2.6 h1:+6m+GZuabU9GRhtEfqz7NS3fewO1xMcjJEenKVPRosM=
github.com/bloeys/gglm v0.2.6/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
github.com/bloeys/gglm v0.3.0 h1:5meoMRquQZgkV4h+Li11SD5S89wML+yMcLAIqR75wkQ=
github.com/bloeys/gglm v0.3.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
github.com/go-gl/gl v0.0.0-20210905235341-f7a045908259 h1:8q7+xl2D2qHPLTII1t4vSMNP2VKwDcn+Avf2WXvdB1A=
github.com/go-gl/gl v0.0.0-20210905235341-f7a045908259/go.mod h1:wjpnOv6ONl2SuJSxqCPVaPZibGFdSci9HFocT9qtVYM=

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@ -1,5 +1,5 @@
[Window][Debug##Default]
Pos=893,32
Size=378,371
Pos=951,18
Size=347,356
Collapsed=0

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@ -83,6 +83,9 @@ func main() {
logging.ErrLog.Fatalln(err)
}
//Set vsync
sdl.GLSetSwapInterval(0)
loadShaders()
loadBuffers()
initImGUI()
@ -125,6 +128,7 @@ func main() {
handleInputs()
runGameLogic()
draw()
timing.FrameEnded()
@ -442,7 +446,7 @@ var time uint64 = 0
var name string = ""
var ambientColor gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
var ambientColorStrength float32 = 1
var ambientColorStrength float32 = 0.1
var lightPos1 gglm.Vec3 = *gglm.NewVec3(2, 2, 0)
var lightColor1 gglm.Vec3 = *gglm.NewVec3(1, 1, 1)

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@ -6,7 +6,7 @@ in vec3 fragPos;
out vec4 fragColor;
uniform float ambientStrength = 1;
uniform float ambientStrength = 0.1;
uniform vec3 ambientLightColor = vec3(1, 1, 1);
uniform vec3 lightPos1;