Inget funkar, broken commit, dont use.
This commit is contained in:
+1
-1
Submodule assets updated: 75977fd865...664f55cd71
+32
-1
@@ -91,6 +91,24 @@ void GameWorld::Initialize()
|
|||||||
EventBroker->Publish(e);
|
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 road_base = CreateEntity();
|
||||||
auto transform = AddComponent<Components::Transform>(road_base);
|
auto transform = AddComponent<Components::Transform>(road_base);
|
||||||
@@ -342,6 +360,9 @@ void GameWorld::Initialize()
|
|||||||
CommitEntity(ground_base_mirrored);
|
CommitEntity(ground_base_mirrored);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#pragma endregion Region for ground and roads
|
||||||
|
|
||||||
|
|
||||||
{
|
{
|
||||||
auto tree = CreateEntity();
|
auto tree = CreateEntity();
|
||||||
auto transform = AddComponent<Components::Transform>(tree);
|
auto transform = AddComponent<Components::Transform>(tree);
|
||||||
@@ -408,6 +429,16 @@ void GameWorld::Initialize()
|
|||||||
CommitEntity(tree);
|
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
|
#pragma region Wall_Debris_Template
|
||||||
|
|
||||||
{
|
{
|
||||||
@@ -616,7 +647,7 @@ void GameWorld::Initialize()
|
|||||||
EventBroker->Publish(e);
|
EventBroker->Publish(e);
|
||||||
}*/
|
}*/
|
||||||
|
|
||||||
CreateGarage(glm::vec3(-3.93076, -49, 0), 1);
|
CreateGarage(glm::vec3(-3.93076, 10, 0), 1);
|
||||||
|
|
||||||
{
|
{
|
||||||
auto flag = CreateEntity();
|
auto flag = CreateEntity();
|
||||||
|
|||||||
+6
-6
@@ -93,7 +93,7 @@ Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
|
|||||||
if (Vertices.size() > 0)
|
if (Vertices.size() > 0)
|
||||||
{
|
{
|
||||||
CreateTangents();
|
CreateTangents();
|
||||||
//getSimilarVertexIndex();
|
getSimilarVertexIndex();
|
||||||
CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords);
|
CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords);
|
||||||
}
|
}
|
||||||
else
|
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)
|
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);
|
glGenBuffers(1, &VertexBuffer);
|
||||||
if (vertices.size() > 0)
|
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_WARNING("Created empty vertex buffer!");
|
||||||
}
|
}
|
||||||
|
|
||||||
LOG_INFO("Generating NormalBuffer");
|
//LOG_INFO("Generating NormalBuffer");
|
||||||
glGenBuffers(1, &NormalBuffer);
|
glGenBuffers(1, &NormalBuffer);
|
||||||
if (normals.size() > 0)
|
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_WARNING("Created empty normal buffer!");
|
||||||
}
|
}
|
||||||
|
|
||||||
LOG_INFO("Generating TangentNormalsBuffer");
|
//LOG_INFO("Generating TangentNormalsBuffer");
|
||||||
glGenBuffers(1, &TangentNormalsBuffer);
|
glGenBuffers(1, &TangentNormalsBuffer);
|
||||||
if (tangents.size() > 0)
|
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_WARNING("Created empty tangent buffer!");
|
||||||
}
|
}
|
||||||
|
|
||||||
LOG_INFO("Generating BiTangentNormalsBuffer");
|
//LOG_INFO("Generating BiTangentNormalsBuffer");
|
||||||
glGenBuffers(1, &BiTangentNormalsBuffer);
|
glGenBuffers(1, &BiTangentNormalsBuffer);
|
||||||
if (biTangents.size() > 0)
|
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);
|
glGenBuffers(1, &TextureCoordBuffer);
|
||||||
if (textureCoords.size() > 0)
|
if (textureCoords.size() > 0)
|
||||||
{
|
{
|
||||||
|
|||||||
+3
-3
@@ -13,7 +13,7 @@ bool OBJ::LoadFromFile(std::string filename)
|
|||||||
return false;
|
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;
|
std::string line;
|
||||||
while (std::getline(file, line))
|
while (std::getline(file, line))
|
||||||
@@ -121,7 +121,7 @@ void OBJ::ParseMaterial()
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
LOG_INFO("Parsing .mtl \"%s\"", m_MaterialPath.string().c_str());
|
//LOG_INFO("Parsing .mtl \"%s\"", m_MaterialPath.string().c_str());
|
||||||
|
|
||||||
std::string currentMaterialName;
|
std::string currentMaterialName;
|
||||||
MaterialInfo* currentMaterial = nullptr;
|
MaterialInfo* currentMaterial = nullptr;
|
||||||
@@ -144,7 +144,7 @@ void OBJ::ParseMaterial()
|
|||||||
{
|
{
|
||||||
MaterialInfo mat;
|
MaterialInfo mat;
|
||||||
ss >> currentMaterialName;
|
ss >> currentMaterialName;
|
||||||
LOG_INFO("Parsing material %s", currentMaterialName.c_str());
|
//LOG_INFO("Parsing material %s", currentMaterialName.c_str());
|
||||||
Materials[currentMaterialName] = mat;
|
Materials[currentMaterialName] = mat;
|
||||||
currentMaterial = &Materials[currentMaterialName];
|
currentMaterial = &Materials[currentMaterialName];
|
||||||
continue;
|
continue;
|
||||||
|
|||||||
+78
-80
@@ -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 VertexShader("Shaders/SunPass.vert.glsl")));
|
||||||
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SunPass.frag.glsl")));
|
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SunPass.frag.glsl")));
|
||||||
m_SunPassProgram.Compile();
|
m_SunPassProgram.Compile();
|
||||||
|
glBindFragDataLocation(m_SunPassProgram.GetHandle(), 0, "frag_Light");
|
||||||
m_SunPassProgram.Link();
|
m_SunPassProgram.Link();
|
||||||
|
|
||||||
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardRendering.vert.glsl")));
|
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 VertexShader("Shaders/Vertex.glsl")));
|
||||||
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
|
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
|
||||||
m_FirstPassProgram.Compile();
|
m_FirstPassProgram.Compile();
|
||||||
|
|
||||||
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "frag_Diffuse");
|
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "frag_Diffuse");
|
||||||
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "frag_Position");
|
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "frag_Position");
|
||||||
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "frag_Normal");
|
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 VertexShader("Shaders/Vertex2.glsl")));
|
||||||
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2.glsl")));
|
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2.glsl")));
|
||||||
m_SecondPassProgram.Compile();
|
m_SecondPassProgram.Compile();
|
||||||
|
glBindFragDataLocation(m_SecondPassProgram.GetHandle(), 0, "frag_Light");
|
||||||
m_SecondPassProgram.Link();
|
m_SecondPassProgram.Link();
|
||||||
|
|
||||||
m_SecondPassProgram_Debug.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
|
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 VertexShader("Shaders/FinalPass.vert.glsl")));
|
||||||
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalPass.frag.glsl")));
|
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalPass.frag.glsl")));
|
||||||
m_FinalPassProgram.Compile();
|
m_FinalPassProgram.Compile();
|
||||||
|
glBindFragDataLocation(m_FinalPassProgram.GetHandle(), 0, "frag_Diffuse");
|
||||||
m_FinalPassProgram.Link();
|
m_FinalPassProgram.Link();
|
||||||
m_ScreenQuad = CreateQuad();
|
m_ScreenQuad = CreateQuad();
|
||||||
CreateShadowMap(m_ShadowMapRes);
|
CreateShadowMap(m_ShadowMapRes);
|
||||||
@@ -269,6 +271,8 @@ void Renderer::Draw(double dt)
|
|||||||
|
|
||||||
void Renderer::DrawFrame(RenderQueuePair &rq)
|
void Renderer::DrawFrame(RenderQueuePair &rq)
|
||||||
{
|
{
|
||||||
|
return;
|
||||||
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
|
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);
|
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);
|
//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);
|
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);
|
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);
|
//glViewport(0, 0, m_Width, m_Height);
|
||||||
|
|
||||||
// Clear G-buffer
|
// Clear G-buffer
|
||||||
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
|
GLenum FirstPass[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
|
||||||
glDrawBuffers(4, windowBuffClear);
|
glDrawBuffers(4, FirstPass);
|
||||||
glClearColor(115.f / 255, 192.f / 255, 255.f / 255, 0.f);
|
glClearColor(115.f / 255, 192.f / 255, 255.f / 255, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
// Execute the first render stage which will fill out the internal buffers with data(??)
|
// Execute the first render stage which will fill out the internal buffers with data(??)
|
||||||
m_FirstPassProgram.Bind();
|
m_FirstPassProgram.Bind();
|
||||||
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
|
|
||||||
glDrawBuffers(4, windowBuffOpaque);
|
|
||||||
|
|
||||||
glCullFace(GL_BACK);
|
glCullFace(GL_BACK);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
DrawSkybox();
|
//DrawSkybox();
|
||||||
|
|
||||||
DrawFBOScene(rq.Deferred);
|
DrawFBOScene(rq.Deferred);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Lighting pass
|
Lighting pass
|
||||||
*/
|
*/
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
|
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);
|
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 };
|
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
|
||||||
glDrawBuffers(1, lightingPassAttachments);
|
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);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
m_SecondPassProgram.Bind();
|
//DrawLightScene(rq.Deferred);
|
||||||
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);
|
|
||||||
DrawSunLightScene();
|
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();
|
m_FinalPassProgram.Bind();
|
||||||
|
// Ambient light
|
||||||
// Ambient light
|
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.3f)));
|
||||||
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.7f)));
|
//glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
|
||||||
glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
|
|
||||||
|
glCullFace(GL_BACK);
|
||||||
glCullFace(GL_BACK);
|
glBindVertexArray(m_ScreenQuad);
|
||||||
glBindVertexArray(m_ScreenQuad);
|
glEnableVertexAttribArray(0);
|
||||||
glEnableVertexAttribArray(0);
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Transparency
|
Transparency
|
||||||
@@ -469,25 +473,23 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
|
|||||||
|
|
||||||
void Renderer::ForwardRendering(RenderQueue &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);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glDepthMask(GL_FALSE);
|
glDepthMask(GL_FALSE);
|
||||||
|
|
||||||
glEnable(GL_CULL_FACE);
|
glEnable(GL_CULL_FACE);
|
||||||
glCullFace(GL_BACK);
|
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 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
|
||||||
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
|
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
|
||||||
glm::mat4 MVP;
|
glm::mat4 MVP;
|
||||||
@@ -496,7 +498,7 @@ void Renderer::ForwardRendering(RenderQueue &rq)
|
|||||||
GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
|
GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
|
||||||
for (auto &job : rq)
|
for (auto &job : rq)
|
||||||
{
|
{
|
||||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||||
if (modelJob)
|
if (modelJob)
|
||||||
{
|
{
|
||||||
glm::mat4 modelMatrix = modelJob->ModelMatrix;
|
glm::mat4 modelMatrix = modelJob->ModelMatrix;
|
||||||
@@ -553,7 +555,8 @@ void Renderer::ForwardRendering(RenderQueue &rq)
|
|||||||
/*
|
/*
|
||||||
Final pass
|
Final pass
|
||||||
*/
|
*/
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
glViewport(0, 0, m_Width, m_Height);
|
glViewport(0, 0, m_Width, m_Height);
|
||||||
glScissor(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);
|
//glUniform1f(glGetUniformLocation(ShaderProgramHandle, "Gamma"), Gamma);
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
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);
|
glCullFace(GL_BACK);
|
||||||
glBindVertexArray(m_ScreenQuad);
|
glBindVertexArray(m_ScreenQuad);
|
||||||
@@ -945,7 +950,7 @@ void Renderer::FrameBufferTextures()
|
|||||||
//Generate and bind diffuse texture
|
//Generate and bind diffuse texture
|
||||||
glGenTextures(1, &m_fDiffuseTexture);
|
glGenTextures(1, &m_fDiffuseTexture);
|
||||||
glBindTexture(GL_TEXTURE_2D, 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_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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_S, GL_REPEAT);
|
||||||
@@ -1009,7 +1014,7 @@ void Renderer::FrameBufferTextures()
|
|||||||
|
|
||||||
glGenTextures(1, &m_fLightingTexture);
|
glGenTextures(1, &m_fLightingTexture);
|
||||||
glBindTexture(GL_TEXTURE_2D, 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_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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_S, GL_REPEAT);
|
||||||
@@ -1266,12 +1271,7 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
|
|||||||
|
|
||||||
void Renderer::DrawLightScene(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);
|
glBindVertexArray(m_sphereModel->VAO);
|
||||||
|
|
||||||
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
|
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();
|
m_SecondPassProgram.Bind();
|
||||||
GLuint ShaderProgramHandle = m_SecondPassProgram.GetHandle();
|
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)
|
for (auto &light : Lights)
|
||||||
{
|
{
|
||||||
MVP = cameraMatrix * light.SphereModelMatrix;
|
MVP = cameraMatrix * light.SphereModelMatrix;
|
||||||
@@ -1304,21 +1311,10 @@ void Renderer::DrawLightScene(RenderQueue &rq)
|
|||||||
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
|
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
|
||||||
};
|
};
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
glDepthMask(GL_TRUE);
|
|
||||||
glDisable(GL_BLEND);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::DrawSunLightScene()
|
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);
|
//glBindVertexArray(m_sphereModel->VAO);
|
||||||
|
|
||||||
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
|
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
|
||||||
@@ -1327,7 +1323,13 @@ void Renderer::DrawSunLightScene()
|
|||||||
|
|
||||||
m_SunPassProgram.Bind();
|
m_SunPassProgram.Bind();
|
||||||
GLuint ShaderProgramHandle = m_SunPassProgram.GetHandle();
|
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)));
|
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));
|
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||||
@@ -1339,10 +1341,6 @@ void Renderer::DrawSunLightScene()
|
|||||||
glBindVertexArray(m_ScreenQuad);
|
glBindVertexArray(m_ScreenQuad);
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
|
||||||
glEnable (GL_DEPTH_TEST);
|
|
||||||
glDepthMask (GL_TRUE);
|
|
||||||
glDisable (GL_BLEND);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::SetSphereModel( Model* _model )
|
void Renderer::SetSphereModel( Model* _model )
|
||||||
|
|||||||
@@ -1,6 +1,5 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
//uniform vec3 La;
|
|
||||||
|
|
||||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||||
|
|
||||||
@@ -15,11 +14,11 @@ out vec4 FragmentColor;
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
||||||
//vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
|
|
||||||
|
|
||||||
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
|
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
|
||||||
//FragmentColor = DiffuseTexel;
|
//FragmentColor = DiffuseTexel;
|
||||||
|
|
||||||
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);
|
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
|
||||||
}
|
}
|
||||||
@@ -1,7 +1,6 @@
|
|||||||
#version 430
|
#version 430
|
||||||
|
|
||||||
uniform vec3 La;
|
uniform vec3 La;
|
||||||
uniform float Gamma;
|
|
||||||
|
|
||||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||||
layout (binding=1) uniform sampler2D LightingTexture;
|
layout (binding=1) uniform sampler2D LightingTexture;
|
||||||
@@ -12,7 +11,7 @@ in VertexData
|
|||||||
vec2 TextureCoord;
|
vec2 TextureCoord;
|
||||||
} Input;
|
} Input;
|
||||||
|
|
||||||
out vec4 FragmentColor;
|
out vec4 frag_Diffuse;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
@@ -21,7 +20,11 @@ void main()
|
|||||||
|
|
||||||
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
|
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
|
||||||
//FragmentColor = DiffuseTexel;
|
//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);
|
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
|
||||||
}
|
}
|
||||||
@@ -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 kd = vec3(1.0, 1.0, 1.0);
|
||||||
const vec3 ka = vec3(1.0, 1.0, 1.0);
|
const vec3 ka = vec3(1.0, 1.0, 1.0);
|
||||||
const float kshine = 1.0;
|
const float kshine = 1.0;
|
||||||
|
const vec3 La = vec3(0.3, 0.3, 0.3);
|
||||||
|
|
||||||
|
|
||||||
in VertexData
|
in VertexData
|
||||||
@@ -32,7 +33,7 @@ in VertexData
|
|||||||
vec2 TextureCoord;
|
vec2 TextureCoord;
|
||||||
} Input;
|
} Input;
|
||||||
|
|
||||||
out vec4 FragColor;
|
out vec4 frag_Light;
|
||||||
|
|
||||||
vec4 phong(vec3 position, vec3 normal, vec3 specular)
|
vec4 phong(vec3 position, vec3 normal, vec3 specular)
|
||||||
{
|
{
|
||||||
@@ -67,6 +68,8 @@ void main()
|
|||||||
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
|
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
|
||||||
vec4 SpecularTexel = texture(SpecularTexture, 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;
|
//FragColor = NormalTexel;
|
||||||
}
|
}
|
||||||
@@ -4,6 +4,7 @@ layout (binding=0) uniform sampler2D PositionTexture;
|
|||||||
layout (binding=1) uniform sampler2D NormalsTexture;
|
layout (binding=1) uniform sampler2D NormalsTexture;
|
||||||
layout (binding=2) uniform sampler2D SpecularTexture;
|
layout (binding=2) uniform sampler2D SpecularTexture;
|
||||||
|
|
||||||
|
|
||||||
uniform vec2 ViewportSize;
|
uniform vec2 ViewportSize;
|
||||||
uniform mat4 MVP;
|
uniform mat4 MVP;
|
||||||
uniform mat4 M;
|
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 kd = vec3(1.0, 1.0, 1.0);
|
||||||
const vec3 ka = vec3(1.0, 1.0, 1.0);
|
const vec3 ka = vec3(1.0, 1.0, 1.0);
|
||||||
const float kshine = 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 SunSpecularLight = vec3(1.0, 1.0, 1.0);
|
||||||
const vec3 SunPos = directionToSun*vec3(100);
|
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
|
in VertexData
|
||||||
@@ -28,7 +31,7 @@ in VertexData
|
|||||||
vec2 TextureCoord;
|
vec2 TextureCoord;
|
||||||
} Input;
|
} Input;
|
||||||
|
|
||||||
out vec4 FragColor;
|
out vec4 frag_Light;
|
||||||
|
|
||||||
vec4 phong(vec3 position, vec3 normal, vec3 specular)
|
vec4 phong(vec3 position, vec3 normal, vec3 specular)
|
||||||
{
|
{
|
||||||
@@ -56,6 +59,8 @@ void main()
|
|||||||
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
|
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
|
||||||
vec4 SpecularTexel = texture(SpecularTexture, 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;
|
//FragColor = NormalTexel;
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user