Inget funkar, broken commit, dont use.

This commit is contained in:
Tleety
2014-06-04 04:20:15 +02:00
parent e15474c3d4
commit cf2040f038
9 changed files with 141 additions and 102 deletions
+1 -1
Submodule assets updated: 75977fd865...664f55cd71
+32 -1
View File
@@ -91,6 +91,24 @@ void GameWorld::Initialize()
EventBroker->Publish(e);
}
#pragma region Lights
{
auto light = CreateEntity();
auto transform = AddComponent<Components::Transform>(light);
auto model = AddComponent<Components::Model>(light);
model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj";
auto pointLight = AddComponent<Components::PointLight>(light);
pointLight->Radius = 40.f;
pointLight->Diffuse = glm::vec3(1.0f, 0.5f, 0.3f);
pointLight->Specular = glm::vec3(1.0f, 1.0f, 1.0f);
pointLight->specularExponent = 100.f;
}
#pragma endregion Region for world lights
#pragma region Ground and roads
{
auto road_base = CreateEntity();
auto transform = AddComponent<Components::Transform>(road_base);
@@ -342,6 +360,9 @@ void GameWorld::Initialize()
CommitEntity(ground_base_mirrored);
}
#pragma endregion Region for ground and roads
{
auto tree = CreateEntity();
auto transform = AddComponent<Components::Transform>(tree);
@@ -408,6 +429,16 @@ void GameWorld::Initialize()
CommitEntity(tree);
}
{
auto leafs = CreateEntity();
auto transform = AddComponent<Components::Transform>(leafs);
transform->Position = glm::vec3(0, 0, 0);
auto model = AddComponent<Components::Model>(leafs);
model->ModelFile = "Models/Tree/Leafs/Leafs.obj";
model->Transparent = true;
CommitEntity(leafs);
}
#pragma region Wall_Debris_Template
{
@@ -616,7 +647,7 @@ void GameWorld::Initialize()
EventBroker->Publish(e);
}*/
CreateGarage(glm::vec3(-3.93076, -49, 0), 1);
CreateGarage(glm::vec3(-3.93076, 10, 0), 1);
{
auto flag = CreateEntity();
+6 -6
View File
@@ -93,7 +93,7 @@ Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
if (Vertices.size() > 0)
{
CreateTangents();
//getSimilarVertexIndex();
getSimilarVertexIndex();
CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords);
}
else
@@ -105,7 +105,7 @@ Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec3> tangents, std::vector<glm::vec3> biTangents, std::vector<glm::vec2>textureCoords)
{
LOG_INFO("Generating VertexBuffer");
//LOG_INFO("Generating VertexBuffer");
glGenBuffers(1, &VertexBuffer);
if (vertices.size() > 0)
{
@@ -118,7 +118,7 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
LOG_WARNING("Created empty vertex buffer!");
}
LOG_INFO("Generating NormalBuffer");
//LOG_INFO("Generating NormalBuffer");
glGenBuffers(1, &NormalBuffer);
if (normals.size() > 0)
{
@@ -131,7 +131,7 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
LOG_WARNING("Created empty normal buffer!");
}
LOG_INFO("Generating TangentNormalsBuffer");
//LOG_INFO("Generating TangentNormalsBuffer");
glGenBuffers(1, &TangentNormalsBuffer);
if (tangents.size() > 0)
{
@@ -144,7 +144,7 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
LOG_WARNING("Created empty tangent buffer!");
}
LOG_INFO("Generating BiTangentNormalsBuffer");
//LOG_INFO("Generating BiTangentNormalsBuffer");
glGenBuffers(1, &BiTangentNormalsBuffer);
if (biTangents.size() > 0)
{
@@ -158,7 +158,7 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
}
LOG_INFO("Generating textureCoordBuffer");
//LOG_INFO("Generating textureCoordBuffer");
glGenBuffers(1, &TextureCoordBuffer);
if (textureCoords.size() > 0)
{
+3 -3
View File
@@ -13,7 +13,7 @@ bool OBJ::LoadFromFile(std::string filename)
return false;
}
LOG_INFO("Parsing .obj \"%s\"", m_Path.string().c_str());
//LOG_INFO("Parsing .obj \"%s\"", m_Path.string().c_str());
std::string line;
while (std::getline(file, line))
@@ -121,7 +121,7 @@ void OBJ::ParseMaterial()
return;
}
LOG_INFO("Parsing .mtl \"%s\"", m_MaterialPath.string().c_str());
//LOG_INFO("Parsing .mtl \"%s\"", m_MaterialPath.string().c_str());
std::string currentMaterialName;
MaterialInfo* currentMaterial = nullptr;
@@ -144,7 +144,7 @@ void OBJ::ParseMaterial()
{
MaterialInfo mat;
ss >> currentMaterialName;
LOG_INFO("Parsing material %s", currentMaterialName.c_str());
//LOG_INFO("Parsing material %s", currentMaterialName.c_str());
Materials[currentMaterialName] = mat;
currentMaterial = &Materials[currentMaterialName];
continue;
+78 -80
View File
@@ -126,6 +126,7 @@ void Renderer::LoadContent()
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SunPass.vert.glsl")));
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SunPass.frag.glsl")));
m_SunPassProgram.Compile();
glBindFragDataLocation(m_SunPassProgram.GetHandle(), 0, "frag_Light");
m_SunPassProgram.Link();
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardRendering.vert.glsl")));
@@ -142,7 +143,6 @@ void Renderer::LoadContent()
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
m_FirstPassProgram.Compile();
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "frag_Diffuse");
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "frag_Position");
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "frag_Normal");
@@ -151,6 +151,7 @@ void Renderer::LoadContent()
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2.glsl")));
m_SecondPassProgram.Compile();
glBindFragDataLocation(m_SecondPassProgram.GetHandle(), 0, "frag_Light");
m_SecondPassProgram.Link();
m_SecondPassProgram_Debug.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
@@ -161,6 +162,7 @@ void Renderer::LoadContent()
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FinalPass.vert.glsl")));
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalPass.frag.glsl")));
m_FinalPassProgram.Compile();
glBindFragDataLocation(m_FinalPassProgram.GetHandle(), 0, "frag_Diffuse");
m_FinalPassProgram.Link();
m_ScreenQuad = CreateQuad();
CreateShadowMap(m_ShadowMapRes);
@@ -269,6 +271,8 @@ void Renderer::Draw(double dt)
void Renderer::DrawFrame(RenderQueuePair &rq)
{
return;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
@@ -387,79 +391,79 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
//DrawShadowMap(rq.Deferred);
/*
Base pass
Base pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
//glViewport(0, 0, m_Width, m_Height);
// Clear G-buffer
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, windowBuffClear);
GLenum FirstPass[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, FirstPass);
glClearColor(115.f / 255, 192.f / 255, 255.f / 255, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Execute the first render stage which will fill out the internal buffers with data(??)
m_FirstPassProgram.Bind();
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, windowBuffOpaque);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
DrawSkybox();
//DrawSkybox();
DrawFBOScene(rq.Deferred);
/*
Lighting pass
Lighting pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
//glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, lightingPassAttachments);
glCullFace(GL_FRONT);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_SecondPassProgram.Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
glCullFace(GL_FRONT);
DrawLightScene(rq.Deferred);
//DrawLightScene(rq.Deferred);
DrawSunLightScene();
/*
Final pass
Final pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
//glViewport(m_Viewport.X, m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
glViewport(0, 0, m_Width, m_Height);
//glScissor(0, 0, m_Width, m_Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glClear(GL_DEPTH_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
glViewport(0, 0, m_Width, m_Height);
glScissor(0, 0, m_Width, m_Height);
//glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
GLenum windowBuffOpaque2[] = { GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE };
glDrawBuffers(4, windowBuffOpaque2);
m_FinalPassProgram.Bind();
// Ambient light
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.7f)));
glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glCullFace(GL_BACK);
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Ambient light
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.3f)));
//glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glCullFace(GL_BACK);
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
/*
Transparency
@@ -469,25 +473,23 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
void Renderer::ForwardRendering(RenderQueue &rq)
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
// Clear G-buffer
GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_NONE , GL_NONE , GL_NONE };
glDrawBuffers(4, attachments);
//glClearColor(0.f, 0.f, 0.f, 1.f);
//glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
//glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
// Clear G-buffer
//GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_NONE , GL_NONE, GL_NONE };
//glDrawBuffers(4, attachments);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glClearColor(0.f, 0.f, 0.f, 0.f);
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 MVP;
@@ -496,7 +498,7 @@ void Renderer::ForwardRendering(RenderQueue &rq)
GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
for (auto &job : rq)
{
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob)
{
glm::mat4 modelMatrix = modelJob->ModelMatrix;
@@ -553,7 +555,8 @@ void Renderer::ForwardRendering(RenderQueue &rq)
/*
Final pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_Width, m_Height);
glScissor(0, 0, m_Width, m_Height);
@@ -569,7 +572,9 @@ void Renderer::ForwardRendering(RenderQueue &rq)
//glUniform1f(glGetUniformLocation(ShaderProgramHandle, "Gamma"), Gamma);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
// glActiveTexture(GL_TEXTURE1);
// glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glCullFace(GL_BACK);
glBindVertexArray(m_ScreenQuad);
@@ -945,7 +950,7 @@ void Renderer::FrameBufferTextures()
//Generate and bind diffuse texture
glGenTextures(1, &m_fDiffuseTexture);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Width, m_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);
@@ -1009,7 +1014,7 @@ void Renderer::FrameBufferTextures()
glGenTextures(1, &m_fLightingTexture);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Width, m_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);
@@ -1266,12 +1271,7 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
void Renderer::DrawLightScene(RenderQueue &rq)
{
glEnable(GL_BLEND);
glBlendEquation (GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable (GL_DEPTH_TEST);
glDepthMask (GL_FALSE);
glBindVertexArray(m_sphereModel->VAO);
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
@@ -1282,6 +1282,13 @@ void Renderer::DrawLightScene(RenderQueue &rq)
m_SecondPassProgram.Bind();
GLuint ShaderProgramHandle = m_SecondPassProgram.GetHandle();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
for (auto &light : Lights)
{
MVP = cameraMatrix * light.SphereModelMatrix;
@@ -1304,21 +1311,10 @@ void Renderer::DrawLightScene(RenderQueue &rq)
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
};
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
void Renderer::DrawSunLightScene()
{
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable (GL_DEPTH_TEST);
glDepthMask (GL_FALSE);
//glBindVertexArray(m_sphereModel->VAO);
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
@@ -1327,7 +1323,13 @@ void Renderer::DrawSunLightScene()
m_SunPassProgram.Bind();
GLuint ShaderProgramHandle = m_SunPassProgram.GetHandle();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
glUniform2fv(glGetUniformLocation(ShaderProgramHandle, "ViewportSize"), 1, glm::value_ptr(glm::vec2(m_Width, m_Height)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
@@ -1339,10 +1341,6 @@ void Renderer::DrawSunLightScene()
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEnable (GL_DEPTH_TEST);
glDepthMask (GL_TRUE);
glDisable (GL_BLEND);
}
void Renderer::SetSphereModel( Model* _model )
+1 -2
View File
@@ -1,6 +1,5 @@
#version 430
//uniform vec3 La;
layout (binding=0) uniform sampler2D DiffuseTexture;
@@ -15,11 +14,11 @@ out vec4 FragmentColor;
void main()
{
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
//vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = DiffuseTexel;
FragmentColor = DiffuseTexel;
//FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
}
+6 -3
View File
@@ -1,7 +1,6 @@
#version 430
uniform vec3 La;
uniform float Gamma;
layout (binding=0) uniform sampler2D DiffuseTexture;
layout (binding=1) uniform sampler2D LightingTexture;
@@ -12,7 +11,7 @@ in VertexData
vec2 TextureCoord;
} Input;
out vec4 FragmentColor;
out vec4 frag_Diffuse;
void main()
{
@@ -21,7 +20,11 @@ void main()
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = DiffuseTexel;
//FragmentColor = DiffuseTexel;
//frag_Diffuse = vec4(LightingTexel.rgb, 0.0);
//frag_Diffuse = DiffuseTexel * ((vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
}
+5 -2
View File
@@ -24,6 +24,7 @@ const vec3 ks = vec3(1.0, 1.0, 1.0);
const vec3 kd = vec3(1.0, 1.0, 1.0);
const vec3 ka = vec3(1.0, 1.0, 1.0);
const float kshine = 1.0;
const vec3 La = vec3(0.3, 0.3, 0.3);
in VertexData
@@ -32,7 +33,7 @@ in VertexData
vec2 TextureCoord;
} Input;
out vec4 FragColor;
out vec4 frag_Light;
vec4 phong(vec3 position, vec3 normal, vec3 specular)
{
@@ -67,6 +68,8 @@ void main()
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
vec4 SpecularTexel = texture(SpecularTexture, TextureCoord);
FragColor = phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel));
frag_Light = phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel));
//FragColor = DiffuseTexel * vec4(1.0/La, 0.0) * (vec4(La, 0.0) + vec4(LightTexel.rgb, 0.0) + vec4(LightTexel.a, LightTexel.a, LightTexel.a, 0.0));
//FragColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightTexel.rgb, 0.0)) + vec4(LightTexel.a, LightTexel.a, LightTexel.a, 0.0);
//FragColor = NormalTexel;
}
+9 -4
View File
@@ -4,6 +4,7 @@ layout (binding=0) uniform sampler2D PositionTexture;
layout (binding=1) uniform sampler2D NormalsTexture;
layout (binding=2) uniform sampler2D SpecularTexture;
uniform vec2 ViewportSize;
uniform mat4 MVP;
uniform mat4 M;
@@ -16,10 +17,12 @@ const vec3 ks = vec3(1.0, 1.0, 1.0);
const vec3 kd = vec3(1.0, 1.0, 1.0);
const vec3 ka = vec3(1.0, 1.0, 1.0);
const float kshine = 1.0;
const vec3 SunDiffuseLight = vec3(0.3, 0.3, 0.3);
const vec3 SunDiffuseLight = vec3(1.0, 1.0, 1.0);
const vec3 SunSpecularLight = vec3(1.0, 1.0, 1.0);
const vec3 SunPos = directionToSun*vec3(100);
const float specularExponent = 5;
const float specularExponent = 100;
const vec3 La = vec3(0.3, 0.3, 0.3);
in VertexData
@@ -28,7 +31,7 @@ in VertexData
vec2 TextureCoord;
} Input;
out vec4 FragColor;
out vec4 frag_Light;
vec4 phong(vec3 position, vec3 normal, vec3 specular)
{
@@ -56,6 +59,8 @@ void main()
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
vec4 SpecularTexel = texture(SpecularTexture, TextureCoord);
FragColor = phong(vec3(PositionTexel), vec3(normalize(NormalTexel)), vec3(SpecularTexel));
frag_Light = phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel));
//FragColor = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightTexel.rgb, 0.0) + vec4(LightTexel.a, LightTexel.a, LightTexel.a, 0.0)));
//FragColor = NormalTexel;
}