diff --git a/Content/cube.obj b/Content/cube.obj index 1497666..3aeb634 100644 --- a/Content/cube.obj +++ b/Content/cube.obj @@ -7,15 +7,22 @@ v 0.5 -0.5 -0.5 v 0.5 0.5 -0.5 v -0.5 0.5 -0.5 -f 1 2 3 -f 1 3 4 -f 8 7 6 -f 8 6 5 -f 4 3 7 -f 4 7 8 -f 5 1 4 -f 5 4 8 -f 5 6 2 -f 5 2 1 -f 2 6 7 -f 2 7 3 +vn 0 0 1 +vn 0 0 -1 +vn 0 1 0 +vn 0 -1 0 +vn 1 0 0 +vn -1 0 0 + +f 1//1 2//1 3//1 +f 1//1 3//1 4//1 +f 8//2 7//2 6//2 +f 8//2 6//2 5//2 +f 4//3 3//3 7//3 +f 4//3 7//3 8//3 +f 5//4 6//4 2//4 +f 5//4 2//4 1//4 +f 2//5 6//5 7//5 +f 2//5 7//5 3//5 +f 5//6 1//6 4//6 +f 5//6 4//6 8//6 diff --git a/Source/MainScene.cpp b/Source/MainScene.cpp index 0377db0..389a7b3 100644 --- a/Source/MainScene.cpp +++ b/Source/MainScene.cpp @@ -96,6 +96,17 @@ bool MainScene::init() } } + // Add Lights + // Directional Light: Like sunlight, creating shadows/depth + auto dirLight = DirectionLight::create(Vec3(-1.0f, -1.0f, -0.5f), Color3B::WHITE); + dirLight->setCameraMask((unsigned short)CameraFlag::USER1); + this->addChild(dirLight); + + // Ambient Light: To ensure dark sides are still somewhat visible + auto ambLight = AmbientLight::create(Color3B(80, 80, 80)); + ambLight->setCameraMask((unsigned short)CameraFlag::USER1); + this->addChild(ambLight); + // Setup Camera for Quarter View (Isometric-like) _camera3D = Camera::createPerspective(60.0f, visibleSize.width / visibleSize.height, 0.1f, 1000.0f); _camera3D->setCameraFlag(CameraFlag::USER1);