Added blendmap component

Added renderque for models with a blendmap component
Added shaders for blendmaps
This commit is contained in:
Tleety
2014-05-28 20:24:31 +02:00
parent a5f4c9daa0
commit 761b8e21e1
13 changed files with 260 additions and 35 deletions
+86
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@@ -0,0 +1,86 @@
#version 430
layout (binding=0) uniform sampler2D DiffuseTexture;
layout (binding=1) uniform sampler2D ShadowTexture;
layout (binding=2) uniform sampler2D NormalMapTexture;
layout (binding=3) uniform sampler2D SpecularMapTexture;
//TerrainTextures
layout (binding=4) uniform sampler2D TextureRed;
layout (binding=5) uniform sampler2D TextureGreen;
layout (binding=6) uniform sampler2D TextureBlue;
uniform float TextureRepeats; //Determines how many times the textures will loop over the terrain
uniform vec3 SunDirection_cameraspace;
uniform mat4 V;
in VertexData
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec4 ShadowCoord;
vec3 Tangent;
vec3 BiTangent;
} Input;
out vec4 frag_Diffuse;
out vec4 frag_Position;
out vec4 frag_Normal;
out vec4 frag_Specular;
float Shadow(vec4 ShadowCoord, vec3 normal)
{
return 1.0;
if (Input.ShadowCoord.x < 0.0 || Input.ShadowCoord.x > 1.0 || Input.ShadowCoord.y < 0.0 || Input.ShadowCoord.y > 1.0)
return 0.9;
//Variable bias
vec3 n = normalize(normal);
vec3 l = normalize(SunDirection_cameraspace);
float cosTheta = clamp(dot(n, l), 0.0, 1.0);
float bias = tan(acos(cosTheta));
bias = clamp(bias, 0.0, 0.00003);
//Fixed bias
bias = 0;
if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z + bias)
{
return 0.6;
}
else
{
return 1.0;
}
}
void main()
{
vec4 BlendMap = texture2D(DiffuseTexture, Input.TextureCoord.st);
vec4 TextureRedTexel = texture2D(TextureRed, Input.TextureCoord.st * TextureRepeats);
vec4 TextureGreenTexel = texture2D(TextureGreen, Input.TextureCoord.st * TextureRepeats);
vec4 TextureBlueTexel = texture2D(TextureBlue, Input.TextureCoord.st * TextureRepeats);
//Mix the Terrain-textures together
TextureRedTexel *= BlendMap.r;
TextureGreenTexel = mix(TextureRedTexel, TextureGreenTexel, BlendMap.g);
vec4 finalBlendTexel = mix(TextureGreenTexel, TextureBlueTexel, BlendMap.b);
// G-buffer Position
frag_Position = vec4(Input.Position.xyz, 1.0);
// G-buffer Normal
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
frag_Normal = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
//frag_Diffuse = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
//frag_Normal = vec4(Input.Normal, 0.0);
// Diffuse Texture
frag_Diffuse = finalBlendTexel * Shadow(Input.ShadowCoord, vec3(frag_Normal));
//G-buffer Specular
frag_Specular = texture(SpecularMapTexture, Input.TextureCoord);
}
+35
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@@ -0,0 +1,35 @@
#version 430
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 DepthMVP;
layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Normal;
layout (location = 2) in vec2 TextureCoord;
layout (location = 3) in vec3 Tangent;
layout (location = 4) in vec3 BiTangent;
out VertexData
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec4 ShadowCoord;
vec3 Tangent;
vec3 BiTangent;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = vec3(V * M * vec4(Position, 1.0));
Output.Normal = normalize(vec3(inverse(transpose(V * M)) * vec4(Normal, 0.0)));
Output.TextureCoord = TextureCoord;
Output.ShadowCoord = DepthMVP * vec4(Position, 1.0);
Output.Tangent = normalize(vec3(inverse(transpose(V * M)) * vec4(Tangent, 0.0)));
Output.BiTangent = normalize(vec3(inverse(transpose(V * M)) * vec4(BiTangent, 0.0)));
}
-26
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@@ -5,13 +5,6 @@ layout (binding=1) uniform sampler2D ShadowTexture;
layout (binding=2) uniform sampler2D NormalMapTexture;
layout (binding=3) uniform sampler2D SpecularMapTexture;
//TerrainTextures
layout (binding=4) uniform sampler2D AsphaltTexture;
layout (binding=5) uniform sampler2D GrassTexture;
layout (binding=6) uniform sampler2D SandTexture;
layout (binding=7) uniform sampler2D BlendMap;
uniform float texScale; //Determines how many times the textures will loop over the terrain
uniform vec3 SunDirection_cameraspace;
uniform mat4 V;
@@ -59,25 +52,6 @@ float Shadow(vec4 ShadowCoord, vec3 normal)
void main()
{
//Fixa så den bara gör detta om modellen har en blend map
//vvvvvv
vec4 Blend = texture2D(BlendMap, Input.TextureCoord.st );
vec4 AsphaltTexel = texture2D(AsphaltTexture, Input.TextureCoord.st * texScale);
vec4 GrassTexel = texture2D(GrassTexture, Input.TextureCoord.st * texScale);
vec4 SandTexel = texture2D(SandTexture, Input.TextureCoord.st * texScale);
//Mix the Terrain-textures together
AsphaltTexel *= Blend.r;
GrassTexel = mix(AsphaltTexel, GrassTexel, Blend.g);
vec4 tex = mix(GrassTexel, SandTexel, Blend.b);
//^^^^^^
//Fixa så den bara gör detta om modellen har en blend map
// G-buffer Position
frag_Position = vec4(Input.Position.xyz, 1.0);