NormalMaps Working and started work on specular maps.

This commit is contained in:
Tleety
2014-05-19 01:01:46 +02:00
parent 2520fba1b4
commit 7455f4b865
9 changed files with 167 additions and 6 deletions
+16 -1
View File
@@ -17,7 +17,7 @@ Renderer::Renderer()
CAtt = 1.0f;
LAtt = 0.0f;
QAtt = 3.0f;
m_ShadowMapRes = 2048*16;
m_ShadowMapRes = 2048*6;
m_SunPosition = glm::vec3(0, 3.5f, 10);
m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection = glm::ortho<float>(10.f, -10.f, 10.f, -10.f, 10.f, -10.f);
@@ -551,6 +551,15 @@ void Renderer::FrameBufferTextures()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//Generate and bind normal texture
glGenTextures(1, &m_fSpecularTexture);
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
/*glGenTextures(1, &m_fShadowTexture);
glBindTexture(GL_TEXTURE_2D, m_fShadowTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
@@ -567,6 +576,7 @@ void Renderer::FrameBufferTextures()
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fSpecularTexture, 0);
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fShadowTexture, 0);
GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -713,6 +723,11 @@ void Renderer::DrawFBOScene()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
if (texGroup.NormalMap)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, *texGroup.NormalMap);
}
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
}
}