WIP
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@@ -10,7 +10,7 @@ public:
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CubeMapPass(IRenderer* renderer);
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~CubeMapPass() { }
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void LoadTextures();
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void LoadTextures(std::string input);
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void FillCubeMap(glm::vec3 originPosition);
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void GenerateCubeMapTexture();
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@@ -19,8 +19,9 @@ public:
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private:
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IRenderer* m_Renderer;
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std::string m_PreviusCubeMapTexture;
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std::vector<Texture*> m_CubeMapTestTextures;
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std::vector<Texture*> m_CubeMapTextures;
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};
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#endif
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@@ -12,6 +12,7 @@ uniform vec4 FillColor;
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uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float GlowIntensity = 10;
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uniform vec3 CameraPosition;
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uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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@@ -134,8 +135,9 @@ void main()
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normal = normalize(normal);
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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vec4 viewVec = normalize(-position);
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vec3 R = reflect(viewVec.xyz, normal.xyz);
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R = vec3(P * vec4(R, 1.0));
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vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
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vec3 R = reflect(I, Input.Normal);
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//R = vec3(P * vec4(R, 1.0));
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vec4 reflectionColor = texture(CubeMap, R);
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vec2 tilePos;
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@@ -168,7 +170,7 @@ void main()
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
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color_result = color_result * clamp(1/specularTexel, 0, 1) + reflectionColor * clamp(specularTexel, 0, 1);
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//color_result = color_result * clamp(1/specularTexel, 0, 1) + reflectionColor * clamp(specularTexel, 0, 1);
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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@@ -23,12 +23,12 @@ out VertexData{
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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mat4 TIM = transpose(inverse(M));
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = vec3(M * vec4(Normal, 0.0));
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Output.Tangent = vec3(M * vec4(Tangent, 0.0));
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Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
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Output.Normal = vec3(TIM) * Normal;
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Output.Tangent = vec3(TIM) * Tangent;
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Output.BiTangent = vec3(TIM) * BiTangent;
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Output.ExplosionColor = vec4(1.0);
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Output.ExplosionPercentageElapsed = 0.0;
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}
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@@ -3,21 +3,20 @@
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CubeMapPass::CubeMapPass(IRenderer* renderer)
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:m_Renderer(renderer)
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{
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LoadTextures();
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LoadTextures("Nevada");
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GenerateCubeMapTexture();
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}
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/*
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*/
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void CubeMapPass::LoadTextures()
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void CubeMapPass::LoadTextures(std::string input)
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{
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for (int i = 0; i < 6; i++){
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std::string str;
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str = "Textures/Test/CubeMap/CubeMapTest0" + std::to_string(i) + ".png";
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Texture* img = ResourceManager::Load<Texture>(str);
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m_CubeMapTestTextures.push_back(img);
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if (m_PreviusCubeMapTexture != input) {
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m_CubeMapTextures.clear();
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for (int i = 0; i < 6; i++) {
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std::string str;
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str = "Textures/Test/CubeMap/" + input + "/CubeMapTest0" + std::to_string(i) + ".png";
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Texture* img = ResourceManager::Load<Texture>(str);
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m_CubeMapTextures.push_back(img);
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}
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}
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}
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@@ -27,7 +26,7 @@ void CubeMapPass::GenerateCubeMapTexture()
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapTexture);
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for (int i = 0; i < 6; i++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_CubeMapTestTextures[i]->Data);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, m_CubeMapTextures[0]->Width, m_CubeMapTextures[0]->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_CubeMapTextures[i]->Data);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@@ -383,6 +383,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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std::vector<glm::mat4> frameBones;
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if (explosionEffectJob->AnimationOffset.animation != nullptr) {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset);
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@@ -399,6 +401,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindExplosionTextures(explosionHandle, explosionEffectJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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}
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break;
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}
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@@ -459,6 +463,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindModelTextures(forwardSkinnedHandle, modelJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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std::vector<glm::mat4> frameBones;
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if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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@@ -476,6 +482,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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BindModelTextures(forwardHandle, modelJob);
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
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glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
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}
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break;
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}
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