Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn

This commit is contained in:
ViktorLjung
2014-03-10 00:49:04 +01:00
3 changed files with 110 additions and 8 deletions
+7 -1
View File
@@ -65,9 +65,15 @@ void Renderer::Draw(double _dt)
glBindTexture(GL_TEXTURE_2D, ModelsToRender[i]->model->texture[0]->texture);
MVP = cameraMatrix * ModelsToRender[i]->ModelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(ModelsToRender[i]->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "lightPosition"), 1, glm::value_ptr(glm::vec3(0.0f, 0.0f, 0.0f)));
glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 1.5f);
glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 0.0f);
glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 0.0f);
glBindVertexArray(ModelsToRender[i]->model->VAO);
glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->model->Vertices.size());
GLERROR("DRAW");
}
ModelsToRender.clear();
+66 -7
View File
@@ -1,7 +1,14 @@
#version 430
uniform mat4 MVP;
uniform sampler2D texture0;
uniform mat4 model;
uniform mat4 view;
layout(binding=0) uniform sampler2D texture;
uniform vec3 lightPosition;
uniform float constantAttenuation;
uniform float linearAttenuation;
uniform float quadraticAttenuation;
in VertexData {
vec3 Position;
@@ -9,10 +16,62 @@ in VertexData {
vec2 TextureCoord;
} Input;
out vec4 FragmentColor;
out vec4 fragmentColor;
void main()
{
vec4 texel = texture2D(texture0, Input.TextureCoord);
FragmentColor = texel;
void main() {
// Texture
vec4 texel = texture2D(texture, Input.TextureCoord);
//vec4 texel1 = texture2D(texture1, Input.TextureCoord * 32.0);
//vec4 texel2 = texture2D(texture2, Input.TextureCoord * 100.0);
//vec4 blend = texture2D(blendmap, Input.TextureCoord);
//vec4 texel = (blend.x * texel0) + (blend.y * texel1) + (blend.z * texel2);
//
// Phong shading
//
// Light
//vec3 lightPosition = vec3(0, 0, 2);
vec3 Ls = vec3(1.0, 1.0, 0.9); // Specular light
vec3 Ld = vec3(1.0, 1.0, 0.9); // Diffuse light
vec3 La = vec3(0.6, 0.6, 0.6); // Ambient light
// Object
vec3 Ks = vec3(0.3, 0.3, 0.3); // Specular reflectance
vec3 Kd = vec3(1.0, 1.0, 1.0); // Diffuse reflectance
vec3 Ka = vec3(1.0, 1.0, 1.0); // Ambient reflectance
vec3 lightPosView = vec3(view * vec4(lightPosition, 1.0));
vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
// Specular light
vec3 reflection = reflect(-surfaceToLight, surfaceNormal);
float dotSpecular = dot(reflection, normalize(-surfacePosView));
dotSpecular = max(dotSpecular, 0.0);
float specularFactor = pow(dotSpecular, 30.0); // Specular factor
vec3 Is = Ls * Ks * specularFactor;
// Diffuse light
float dotProd = dot(surfaceToLight, surfaceNormal);
dotProd = max(dotProd, 0.0);
vec3 Id = Ld * Kd * abs(dotProd);
// Ambient light
vec3 Ia = La * Ka;
float dist = length(lightPosition - surfacePosition);
float attenuation = 1.0 / (constantAttenuation
+ linearAttenuation * dist
+ quadraticAttenuation * pow(dist, 2.0));
fragmentColor = vec4((Is + Id) * attenuation + Ia, 1.0) * texel;
//fragmentColor = vec4(Id, 1.0) * texel;
//fragmentColor = texel;
}
@@ -0,0 +1,37 @@
#include "RenderSystem.h"
#include "World.h"
void Systems::RenderSystem::OnComponentCreated( std::string type, std:: shared_ptr<Component> component )
{
if(type == "Model")
{
auto modelComponent = std::static_pointer_cast<Components::Model>(component);
<<<<<<< HEAD
if (m_CachedModels.find(modelComponent->ModelFile) != m_CachedModels.end()) {
m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile);
}
=======
>>>>>>> ce6b570520794087eb98447a571578585a705ded
}
}
void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
{
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
if (modelComponent == nullptr)
return;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (transformComponent == nullptr)
return;
if (m_CachedModels.find(modelComponent->ModelFile) == m_CachedModels.end()) {
m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile);
}
Model* model = m_CachedModels[modelComponent->ModelFile];
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
}