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