Merge remote-tracking branch 'origin/master' into Sound

Conflicts:
	src/game/Sound/SoundSystem.cpp
This commit is contained in:
Stiffly
2015-09-28 18:14:06 +02:00
84 changed files with 6255 additions and 265 deletions
+1 -1
View File
@@ -79,7 +79,7 @@ int dd::EventBroker::Process(std::string contextTypeName)
return eventsProcessed;
}
void dd::EventBroker::Clear()
void dd::EventBroker::Swap()
{
std::swap(m_EventQueueRead, m_EventQueueWrite);
m_EventQueueWrite->clear();
+264 -10
View File
@@ -91,6 +91,12 @@ void dd::Renderer::LoadShaders()
//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
m_spDeferred2->Link();
//Water Pass
t_m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
t_m_spWater->Link();
t_m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
t_m_spWater2->Link();
// Pass #3: Combining into final image
m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
m_spDeferred3->Link();
@@ -110,11 +116,13 @@ void dd::Renderer::LoadShaders()
void dd::Renderer::CreateBuffers()
{
//TODO: Make the most common cases of texture create and FBO create into a function so it's not so cluttered in here.
m_ScreenQuad = CreateQuad();
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
t_m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
glGenRenderbuffers(1, &m_rbDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
@@ -149,6 +157,13 @@ void dd::Renderer::CreateBuffers()
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, &t_m_Gwater);
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_FLOAT, 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);
// Create first pass framebuffer
glGenFramebuffers(1, &m_fbDeferred1);
@@ -185,14 +200,75 @@ void dd::Renderer::CreateBuffers()
exit(EXIT_FAILURE);
}
//Fill Water Texture
glGenTextures(1, &t_m_Gwater);
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.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);
//Fill water pass
glGenFramebuffers(1, &t_m_fbWater);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_Gwater, 0);
GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, waterPassDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
exit(EXIT_FAILURE);
}
//water Blur texture
glGenTextures(1, &t_m_BWater);
glBindTexture(GL_TEXTURE_2D, t_m_BWater);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.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_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Fill waterBlur pass
glGenFramebuffers(1, &t_m_fbWaterBlur);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater, 0);
GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, waterBlurDrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
exit(EXIT_FAILURE);
}
//water Blur texture2
glGenTextures(1, &t_m_BWater2);
glBindTexture(GL_TEXTURE_2D, t_m_BWater2);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.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_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Fill waterBlur pass2
glGenFramebuffers(1, &t_m_fbWaterBlur2);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater2, 0);
GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, waterBlur2DrawBuffers);
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
exit(EXIT_FAILURE);
}
// Generate final deferred texture
glGenTextures(1, &m_tFinal);
glBindTexture(GL_TEXTURE_2D, m_tFinal);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Create third pass framebuffer
glGenFramebuffers(1, &m_fbDeferred3);
@@ -209,13 +285,13 @@ void dd::Renderer::CreateBuffers()
void dd::Renderer::Draw(RenderQueueCollection& rq)
{
DrawDeferred(rq.Deferred, rq.Lights);
rq.Forward.Jobs.sort(dd::Renderer::DepthSort);
DrawDeferred(rq.Deferred, rq.Lights);
DrawForward(rq.Forward, rq.Lights);
DrawGUI(rq.GUI);
// Finally: Draw the deferred+forward combined texture to the screen
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
@@ -257,7 +333,7 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
glBlendFunc(GL_ONE, GL_ONE);
glDepthMask(GL_FALSE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
glClearColor(0, 0, 0, 1);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
m_spDeferred2->Bind();
DrawLightSpheres(lights);
@@ -266,7 +342,7 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
glCullFace(GL_BACK);
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
glClearColor(0, 0, 0, 1);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
m_spDeferred3->Bind();
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
@@ -280,7 +356,6 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
{
// Forward-render semi-transparent objects on top of the current framebuffer
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
@@ -296,6 +371,19 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
m_spForward->Bind();
DrawScene(objects, *m_spForward);
//WaterPass
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
t_m_spWater->Bind();
DrawWater(objects);
}
void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
@@ -311,6 +399,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
if (modelJob) {
glm::mat4 modelMatrix = modelJob->ModelMatrix;
MVP = PV * modelMatrix;
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
@@ -318,7 +407,6 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightSpecular"), 1, glm::value_ptr(glm::vec3(1.f)));
glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightDiffuse"), 1, glm::value_ptr(glm::vec3(1.f)));
glUniform1f(glGetUniformLocation(shaderProgramHandle, "LightRadius"), 40.0f);
glUniform1f(glGetUniformLocation(shaderProgramHandle, "MaterialShininess"), modelJob->Shininess);
glActiveTexture(GL_TEXTURE0);
@@ -339,7 +427,6 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glBindTexture(GL_TEXTURE_2D, *m_StandardSpecular);
}
glBindVertexArray(modelJob->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
@@ -355,6 +442,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
@@ -409,6 +497,112 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
}
}
void dd::Renderer::DrawWater(RenderQueue &rq)
{
GLuint shaderProgramHandle = *t_m_spWater;
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
glm::mat4 PV = projectionMatrix * viewMatrix;
glm::mat4 MVP;
for ( auto &job : rq ) {
auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
if (waterJob) {
glm::mat4 modelMatrix = waterJob->ModelMatrix;
MVP = PV * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE,
glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE,
glm::value_ptr(viewMatrix));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *t_m_WhiteSphereTexture);
glBindVertexArray(m_UnitQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_UnitQuad->m_Indices.size(), GL_UNSIGNED_INT, 0, 0);
}
}
//blur1
shaderProgramHandle = *t_m_spWater2;
glDisable(GL_CULL_FACE);
glDepthMask(GL_FALSE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
t_m_spWater2->Bind();
float radius = 3.f;
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f)));
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Width);
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
//blur2
shaderProgramHandle = *t_m_spWater2;
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
t_m_spWater2->Bind();
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, t_m_BWater);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
GLuint dd::Renderer::CreateWaterParticleVAO(RenderQueue &particles)
{
float waterVerts[particles.Size()];
int i = 0;
for ( auto &job : particles ) {
auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
if (!waterJob)
continue;
waterVerts[i ] = waterJob->Position.x;
waterVerts[i+1] = waterJob->Position.y;
waterVerts[i+2] = waterJob->Position.z;
i+3;
}
GLuint vbo[1], vao;
glGenBuffers(1, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, 3 * particles.Size() * sizeof(float), waterVerts, GL_STATIC_DRAW);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return vao;
}
GLuint dd::Renderer::CreateQuad()
{
float quadVertices[] =
@@ -472,4 +666,64 @@ void dd::Renderer::DebugKeys()
if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
m_CurrentScreenBuffer = m_tLighting;
}
if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
m_CurrentScreenBuffer = t_m_Gwater;
}
if (glfwGetKey(m_Window, GLFW_KEY_F8)) {
m_CurrentScreenBuffer = t_m_BWater;
}
}
void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
m_spScreen->Bind();
glm::mat4 MVP;
for (auto &job : rq) {
auto frameJob = std::dynamic_pointer_cast<FrameJob>(job);
if (frameJob) {
FrameJob jobCopy = *(frameJob.get());
glm::mat4 viewMatrix = glm::mat4(1); //frameJob->ViewMatrix;
glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix;
glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
MVP = PV * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
//glActiveTexture(GL_TEXTURE1);
//glBindTexture(GL_TEXTURE_2D, frameJob->NormalTexture);
//glActiveTexture(GL_TEXTURE2);
//glBindTexture(GL_TEXTURE_2D, frameJob->SpecularTexture);
Rectangle& vp = frameJob->Viewport;
glViewport(vp.X, m_Resolution.Height - vp.Y - vp.Height, vp.Width, vp.Height);
Rectangle& sc = frameJob->Scissor;
if (sc == Rectangle()) {
glDisable(GL_SCISSOR_TEST);
} else {
glEnable(GL_SCISSOR_TEST);
glScissor(sc.X, m_Resolution.Height - sc.Y - sc.Height, sc.Width, sc.Height);
}
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
continue;
}
}
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, m_Resolution.Width, m_Resolution.Height);
}
+2
View File
@@ -24,6 +24,7 @@ layout (binding = 2) uniform sampler2D SpecularMap;
uniform mat4 V;
uniform float MaterialShininess;
uniform vec4 Color;
in VertexData
{
@@ -49,6 +50,7 @@ void main()
{
// Diffuse Texture
GDiffuse = texture(DiffuseTexture, Input.TextureCoord) * Input.DiffuseColor;
GDiffuse = GDiffuse * Color;
// G-buffer Position
GPosition = vec4(Input.Position.xyz, 1.0);
+90
View File
@@ -0,0 +1,90 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#version 440
layout (binding=0) uniform sampler2D DiffuseTexture;
layout (binding=1) uniform sampler2D NormalMap;
layout (binding=2) uniform sampler2D SpecularMap;
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec3 LightPosition;
uniform float LightRadius;
uniform vec3 LightSpecular;
uniform vec3 LightDiffuse;
in VertexData
{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoord;
vec4 DiffuseColor;
vec4 SpecularColor;
vec4 BoneIndices1;
vec4 BoneIndices2;
vec4 BoneWeights1;
vec4 BoneWeights2;
} Input;
out vec4 frag_Diffuse;
vec4 phong(vec3 position, vec3 normal, vec3 specular, float specularExponent)
{
// Diffuse
vec3 lightPos = vec3(V * vec4(LightPosition, 1.0));
vec3 distanceToLight = lightPos - position;
vec3 directionToLight = normalize(distanceToLight);
float dotProd = dot(directionToLight, normal);
dotProd = max(dotProd, 0.0);
vec3 Idiffuse = LightDiffuse * dotProd;
// Specular
//vec3 reflection = reflect(-directionToLight, normal);
vec3 surfaceToViewer = normalize(-position);
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
float dotSpecular = max(dot(halfWay, normal), 0.0);
float specularFactor = pow(dotSpecular, specularExponent);
vec3 Ispecular = specular * LightSpecular * specularFactor;
//Attenuation
float dist = distance(lightPos, position);
//float attenuation = 1.0 - pow(dist / LightRadius, 2);
float attenuation = pow(max(0.0f, 1.0 - (dist / LightRadius)), 2);
return vec4((Idiffuse + Ispecular) * attenuation, 1.0);
}
void main()
{
vec4 normalTexel = texture(NormalMap, Input.TextureCoord);
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
vec3 normal = normalize(vec4(TBN * normalTexel.xyz, 0.0).xyz);
vec4 specularTexel = texture(SpecularMap, Input.TextureCoord);
vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
vec4 La = vec4(0.3, 0.3, 0.3, 1.0);
vec4 light = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
//frag_Diffuse = light;
frag_Diffuse = diffuseTexel;
}
+83
View File
@@ -0,0 +1,83 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#version 440
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Normal;
layout (location = 2) in vec3 Tangent;
layout (location = 3) in vec3 BiTangent;
layout (location = 4) in vec2 TextureCoord;
layout (location = 5) in vec4 DiffuseColor;
layout (location = 6) in vec4 SpecularColor;
layout (location = 7) in vec4 BoneIndices1;
layout (location = 8) in vec4 BoneIndices2;
layout (location = 9) in vec4 BoneWeights1;
layout (location = 10) in vec4 BoneWeights2;
out VertexData
{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoord;
vec4 DiffuseColor;
vec4 SpecularColor;
vec4 BoneIndices1;
vec4 BoneIndices2;
vec4 BoneWeights1;
vec4 BoneWeights2;
} Output;
void main()
{
mat4 boneTransform = mat4(1);
if (length(BoneWeights1 + BoneWeights2) > 0) {
boneTransform = BoneWeights1[0] * Bones[int(BoneIndices1[0])]
+ BoneWeights1[1] * Bones[int(BoneIndices1[1])]
+ BoneWeights1[2] * Bones[int(BoneIndices1[2])]
+ BoneWeights1[3] * Bones[int(BoneIndices1[3])]
+ BoneWeights2[0] * Bones[int(BoneIndices2[0])]
+ BoneWeights2[1] * Bones[int(BoneIndices2[1])]
+ BoneWeights2[2] * Bones[int(BoneIndices2[2])]
+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
}
//gl_Position = MVP * boneTransform * vec4(Position, 1.0);
gl_Position = MVP * vec4(Position, 1.0);
//TODO: Make sure that boneTransform works here.
Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
Output.Tangent = Tangent;
Output.BiTangent = BiTangent;
Output.TextureCoord = TextureCoord;
Output.DiffuseColor = DiffuseColor;
Output.SpecularColor = SpecularColor;
Output.BoneIndices1 = BoneIndices1;
Output.BoneIndices2 = BoneIndices2;
Output.BoneWeights1 = BoneWeights1;
Output.BoneWeights2 = BoneWeights2;
}
+70
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@@ -0,0 +1,70 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#version 440
uniform vec2 dir;
uniform float res;
uniform float radius;
layout (binding=0) uniform sampler2D WaterTexture;
in VertexData
{
vec3 Position;
vec2 TextureCoord;
} Input;
out vec4 frag_Diffuse;
void main()
{
vec4 WaterTexel = texture(WaterTexture, Input.TextureCoord);
vec4 sum = vec4(0.0);
vec2 tc = Input.TextureCoord;
//How much blur, 1 = blur by one pixel.
float blur = radius/res;
float hstep = dir.x;
float vstep = dir.y;
float Threshhold = 0.1;
//apply filter using a 9 tap filter with predefined gaussian weights
sum += texture(WaterTexture, vec2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.0162162162;
sum += texture(WaterTexture, vec2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.0540540541;
sum += texture(WaterTexture, vec2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.1216216216;
sum += texture(WaterTexture, vec2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.1945945946;
sum += texture(WaterTexture, vec2(tc.x, tc.y)) * 0.2270270270;
sum += texture(WaterTexture, vec2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.1945945946;
sum += texture(WaterTexture, vec2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.1216216216;
sum += texture(WaterTexture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
sum += texture(WaterTexture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
frag_Diffuse = vec4(sum.rgb, 1.0) * vec4(0.0, 0.6, 1.5, 1.0);
float avgColor = frag_Diffuse.r + frag_Diffuse.g + frag_Diffuse.b;
avgColor = avgColor/3;
if ( avgColor*dir.y > Threshhold ){
frag_Diffuse = vec4(0.0, 0.3, 1.0, 1.0);
}
}
+34
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@@ -0,0 +1,34 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#version 440
layout (location = 0) in vec3 Position;
out VertexData
{
vec3 Position;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoord = (vec2(Position) + 1) / 2;
}
+3
View File
@@ -31,6 +31,9 @@ dd::Texture::Texture(std::string path)
}
}
this->Width = image->Width;
this->Height = image->Height;
GLint format;
switch (image->Format) {
case Image::ImageFormat::RGB: