Specular support. Some edits to EditorTestWorld.xml aswell as some debugmodes for textures in the model component

This commit is contained in:
Tleety
2016-01-27 15:38:54 +01:00
parent 5c9616d4af
commit 44302bb0f3
9 changed files with 291 additions and 44 deletions
+1 -1
Submodule assets updated: bf5fd580e0...9b2fa74a6d
+1
View File
@@ -41,6 +41,7 @@ private:
Texture* m_WhiteTexture;
Texture* m_BlackTexture;
Texture* m_NeutralNormalTexture;
Texture* m_GreyTexture;
FrameBuffer m_FinalPassFrameBuffer;
GLuint m_BloomTexture;
+20 -4
View File
@@ -22,10 +22,26 @@ struct ModelJob : RenderJob
{
Model = model;
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
DiffuseTexture = matGroup.Texture.get();
NormalTexture = matGroup.NormalMap.get();
SpecularTexture = matGroup.SpecularMap.get();
IncandescenceTexture = matGroup.IncandescenceMap.get();
if (modelComponent["DiffuseTexture"]) {
DiffuseTexture = matGroup.Texture.get();
} else {
DiffuseTexture = nullptr;
}
if (modelComponent["NormalMap"]) {
NormalTexture = matGroup.NormalMap.get();
} else {
NormalTexture = nullptr;
}
if (modelComponent["SpecularMap"]) {
SpecularTexture = matGroup.SpecularMap.get();
} else {
SpecularTexture = nullptr;
}
if (modelComponent["GlowMap"]) {
IncandescenceTexture = matGroup.IncandescenceMap.get();
} else {
IncandescenceTexture = nullptr;
}
DiffuseColor = matGroup.DiffuseColor;
SpecularColor = matGroup.SpecularColor;
IncandescenceColor = matGroup.IncandescenceColor;
+4
View File
@@ -4,4 +4,8 @@
<Color R="1" G="1" B="1" A="1"/>
<Transparent>false</Transparent>
<Visible>true</Visible>
<DiffuseTexture>true</DiffuseTexture>
<NormalMap>true</NormalMap>
<SpecularMap>true</SpecularMap>
<GlowMap>true</GlowMap>
</Model>
+12
View File
@@ -21,6 +21,18 @@
<xs:element name="Visible" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the model is visible or not</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="DiffuseTexture" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the model should use the Diffuse texture or not</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NormalMap" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the model should use the Normalmap or not</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="SpecularMap" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the model should use the Specularmap or not</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="GlowMap" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the model should use the Glowmap or not</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
+221 -37
View File
@@ -6,7 +6,7 @@
</Components>
<Children>
<Entity>
<Entity name="Ground">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
@@ -18,69 +18,51 @@
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Model>
<Resource>An error</Resource>
</c:Model>
<c:Transform>
<Position X="1" Y="1" Z="0"/>
<Orientation X="0" Y="0.785390019" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>An error</Resource>
</c:Model>
<c:Transform>
<Position X="2" Y="0" Z="0"/>
<Orientation X="0" Y="0.785390019" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:Camera/>
<c:Listener/>
<c:Transform>
<Position X="1.36896265" Y="4.4259491" Z="10.6640663"/>
<Position X="1.36896265" Y="4.10503054" Z="10.6640663"/>
<Orientation X="-0.0349078141" Y="0.157154545" Z="-2.60252193e-07"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Entity name="DirectionalLight">
<Components>
<c:DirectionalLight/>
<c:DirectionalLight>
<Intensity>0.80000001192092896</Intensity>
</c:DirectionalLight>
<c:Model>
<Resource>Models/DirectionalLightWidget.mesh</Resource>
</c:Model>
<c:RaptorCopter>
<Speed>1.0499999523162842</Speed>
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
<Orientation X="4.32000017" Y="4.6340003" Z="0"/>
<Orientation X="4.16300011" Y="1422.89319" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Entity name="AssaultTPose">
<Components>
<c:Model>
<Resource>Models/Assault.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-2.00568962" Y="0.527161121" Z="0"/>
<Position X="-1.68900967" Y="0.527161121" Z="-1.59648728"/>
<Orientation X="0" Y="1.64900005" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Entity name="SecondaryWeapon">
<Components>
<c:Model>
<Resource>Models/SecondaryWeapon.fbx</Resource>
<Resource>Models/SecondaryWeapon.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.546139359" Y="0.853016734" Z="0.177482292"/>
@@ -91,17 +73,219 @@
</Entity>
</Children>
</Entity>
<Entity>
<Entity name="AnimationGroupOrigin">
<Components>
<c:Transform>
<Position X="1.11190474" Y="0.490183681" Z="0"/>
<Orientation X="0" Y="1.02100003" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="RunAnim">
<Components>
<c:Animation>
<Name>Run</Name>
<Time>0.62051775215976157</Time>
<Speed>1</Speed>
</c:Animation>
<c:Model>
<Resource>models/AssaultAnimated.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.786919653" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Walkanim">
<Components>
<c:Animation>
<Name>Walk</Name>
<Time>0.28779680073140668</Time>
<Speed>1</Speed>
</c:Animation>
<c:Model>
<Resource>models/AssaultAnimated.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="UnitSphere">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="0.294117659" B="19.6078434" G="1.17647064" R="0.0392156877"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0.754540265" Z="0"/>
<Scale X="0.800000012" Y="1.9000001" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Log">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Log.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="3.70000029" Z="0"/>
<Position X="-4" Y="0.698000014" Z="-1"/>
<Orientation X="0" Y="2.74900007" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="SpheresOrigin">
<Components>
<c:Transform>
<Position X="6.80000019" Y="4.9000001" Z="-5.9000001"/>
</c:Transform>
</Components>
<Children>
<Entity name="NormalSphere">
<Components>
<c:Model>
<Resource>Models/NormalMapSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="1.82700014" Y="0" Z="-0.166000009"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="SpecularSphere">
<Components>
<c:Model>
<Resource>Models/SpecularMapSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-1.06487739" Y="0" Z="1.52336037"/>
</c:Transform>
</Components>
<Children>
<Entity name="Rotationpoint">
<Components>
<c:RaptorCopter>
<Speed>1</Speed>
<Axis X="0.699999988" Y="1" Z="0.300000012"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="404.200684" Y="577.428955" Z="173.228897"/>
</c:Transform>
</Components>
<Children>
<Entity name="PointLight">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
</c:Model>
<c:PointLight>
<Radius>3</Radius>
<Intensity>1.1399998664855957</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.600000024" Y="0.5" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="GlowMap">
<Components>
<c:Model>
<Resource>Models/IncandescenceMapSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-1.10000002" Y="0" Z="-1.80000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="CombinedSpheres">
<Components>
<c:Model>
<Resource>models/NormSpecIncdMapSphere.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="RotationPoint">
<Components>
<c:RaptorCopter>
<Speed>1</Speed>
<Axis X="1" Y="1" Z="1"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="53.9495354" Y="53.9495354" Z="53.9495354"/>
</c:Transform>
</Components>
<Children>
<Entity name="PointLight">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
</c:Model>
<c:PointLight>
<Radius>3</Radius>
<Intensity>1.1399998664855957</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-1.70000005" Y="0" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
</c:Model>
<c:PointLight>
<Radius>5.0100002288818359</Radius>
<Intensity>0.69999998807907104</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.900000036" Y="1.10000002" Z="0"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PointLight">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
</c:Model>
<c:PointLight>
<Radius>4</Radius>
<Intensity>0.80000001192092896</Intensity>
</c:PointLight>
<c:Transform>
<Position X="0.400000006" Y="-1" Z="-1.50000012"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,20 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="PointLight" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
</c:Model>
<c:PointLight>
<Radius>3</Radius>
<Intensity>1.1399998664855957</Intensity>
</c:PointLight>
<c:Transform>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
+4 -2
View File
@@ -10,7 +10,8 @@ uniform vec4 FillColor;
uniform float FillPercentage;
layout (binding = 0) uniform sampler2D DiffuseTexture;
layout (binding = 1) uniform sampler2D NormalMapTexture;
layout (binding = 2) uniform sampler2D GlowMapTexture;
layout (binding = 2) uniform sampler2D SpecularMapTexture;
layout (binding = 3) uniform sampler2D GlowMapTexture;
#define TILE_SIZE 16
@@ -116,6 +117,7 @@ void main()
{
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate);
vec4 position = V * M * vec4(Input.Position, 1.0);
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, NormalMapTexture);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
@@ -149,7 +151,7 @@ void main()
}
vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
+8
View File
@@ -14,6 +14,7 @@ void DrawFinalPass::InitializeTextures()
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
m_BlackTexture = ResourceManager::Load<Texture>("Textures/Core/Black.png");
m_NeutralNormalTexture = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
m_GreyTexture = ResourceManager::Load<Texture>("Textures/Core/Grey.png");
}
void DrawFinalPass::InitializeFrameBuffers()
@@ -240,6 +241,13 @@ void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
}
glActiveTexture(GL_TEXTURE2);
if (job->SpecularTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE3);
if (job->IncandescenceTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
} else {