From 6f9ce8a0c16d1c65d05318e585857a3b02243468 Mon Sep 17 00:00:00 2001 From: Tleety Date: Wed, 24 Feb 2016 13:57:54 +0100 Subject: [PATCH] WIP --- include/Engine/Rendering/CubeMapPass.h | 5 +++-- resources/Shaders/ForwardPlus.frag.glsl | 8 +++++--- resources/Shaders/ForwardPlus.vert.glsl | 8 ++++---- src/Engine/Rendering/CubeMapPass.cpp | 23 +++++++++++------------ src/Engine/Rendering/DrawFinalPass.cpp | 7 +++++++ 5 files changed, 30 insertions(+), 21 deletions(-) diff --git a/include/Engine/Rendering/CubeMapPass.h b/include/Engine/Rendering/CubeMapPass.h index 564329e2..0840e2c8 100644 --- a/include/Engine/Rendering/CubeMapPass.h +++ b/include/Engine/Rendering/CubeMapPass.h @@ -10,7 +10,7 @@ public: CubeMapPass(IRenderer* renderer); ~CubeMapPass() { } - void LoadTextures(); + void LoadTextures(std::string input); void FillCubeMap(glm::vec3 originPosition); void GenerateCubeMapTexture(); @@ -19,8 +19,9 @@ public: private: IRenderer* m_Renderer; + std::string m_PreviusCubeMapTexture; - std::vector m_CubeMapTestTextures; + std::vector m_CubeMapTextures; }; #endif \ No newline at end of file diff --git a/resources/Shaders/ForwardPlus.frag.glsl b/resources/Shaders/ForwardPlus.frag.glsl index 1b4d8c1e..8b7a4824 100644 --- a/resources/Shaders/ForwardPlus.frag.glsl +++ b/resources/Shaders/ForwardPlus.frag.glsl @@ -12,6 +12,7 @@ uniform vec4 FillColor; uniform vec4 AmbientColor; uniform float FillPercentage; uniform float GlowIntensity = 10; +uniform vec3 CameraPosition; uniform vec2 DiffuseUVRepeat; uniform vec2 NormalUVRepeat; @@ -134,8 +135,9 @@ void main() normal = normalize(normal); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); vec4 viewVec = normalize(-position); - vec3 R = reflect(viewVec.xyz, normal.xyz); - R = vec3(P * vec4(R, 1.0)); + vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition); + vec3 R = reflect(I, Input.Normal); + //R = vec3(P * vec4(R, 1.0)); vec4 reflectionColor = texture(CubeMap, R); vec2 tilePos; @@ -168,7 +170,7 @@ void main() vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed); color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)); float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0; - color_result = color_result * clamp(1/specularTexel, 0, 1) + reflectionColor * clamp(specularTexel, 0, 1); + //color_result = color_result * clamp(1/specularTexel, 0, 1) + reflectionColor * clamp(specularTexel, 0, 1); //vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color; diff --git a/resources/Shaders/ForwardPlus.vert.glsl b/resources/Shaders/ForwardPlus.vert.glsl index d475d825..32daf240 100644 --- a/resources/Shaders/ForwardPlus.vert.glsl +++ b/resources/Shaders/ForwardPlus.vert.glsl @@ -23,12 +23,12 @@ out VertexData{ void main() { gl_Position = P*V*M * vec4(Position, 1.0); - + mat4 TIM = transpose(inverse(M)); Output.Position = Position; Output.TextureCoordinate = TextureCoords; - Output.Normal = vec3(M * vec4(Normal, 0.0)); - Output.Tangent = vec3(M * vec4(Tangent, 0.0)); - Output.BiTangent = vec3(M * vec4(BiTangent, 0.0)); + Output.Normal = vec3(TIM) * Normal; + Output.Tangent = vec3(TIM) * Tangent; + Output.BiTangent = vec3(TIM) * BiTangent; Output.ExplosionColor = vec4(1.0); Output.ExplosionPercentageElapsed = 0.0; } \ No newline at end of file diff --git a/src/Engine/Rendering/CubeMapPass.cpp b/src/Engine/Rendering/CubeMapPass.cpp index cdfc704e..b64b77f1 100644 --- a/src/Engine/Rendering/CubeMapPass.cpp +++ b/src/Engine/Rendering/CubeMapPass.cpp @@ -3,21 +3,20 @@ CubeMapPass::CubeMapPass(IRenderer* renderer) :m_Renderer(renderer) { - LoadTextures(); + LoadTextures("Nevada"); GenerateCubeMapTexture(); } -/* - -*/ - -void CubeMapPass::LoadTextures() +void CubeMapPass::LoadTextures(std::string input) { - for (int i = 0; i < 6; i++){ - std::string str; - str = "Textures/Test/CubeMap/CubeMapTest0" + std::to_string(i) + ".png"; - Texture* img = ResourceManager::Load(str); - m_CubeMapTestTextures.push_back(img); + if (m_PreviusCubeMapTexture != input) { + m_CubeMapTextures.clear(); + for (int i = 0; i < 6; i++) { + std::string str; + str = "Textures/Test/CubeMap/" + input + "/CubeMapTest0" + std::to_string(i) + ".png"; + Texture* img = ResourceManager::Load(str); + m_CubeMapTextures.push_back(img); + } } } @@ -27,7 +26,7 @@ void CubeMapPass::GenerateCubeMapTexture() glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapTexture); for (int i = 0; i < 6; i++) { - glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_CubeMapTestTextures[i]->Data); + 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); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index e7982a3d..6cd2c1f1 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -383,6 +383,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob); glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + std::vector frameBones; if (explosionEffectJob->AnimationOffset.animation != nullptr) { frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations, explosionEffectJob->AnimationOffset); @@ -399,6 +401,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& BindExplosionTextures(explosionHandle, explosionEffectJob); glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + } break; } @@ -459,6 +463,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& BindModelTextures(forwardSkinnedHandle, modelJob); glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); + std::vector frameBones; if (modelJob->AnimationOffset.animation != nullptr) { frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset); @@ -476,6 +482,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& BindModelTextures(forwardHandle, modelJob); glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture); + glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position())); } break; }