Now render water through it's own buffer. Not currently visable through finaltexture. Also added a white texture to render the water.
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+16
-4
@@ -347,8 +347,6 @@ public:
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}
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}
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//TODO: Add LightLoadShit
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auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
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if (pointLightComponent)
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{
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@@ -359,6 +357,19 @@ public:
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pointLightComponent->Radius);
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}
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auto parent = m_World->GetEntityParent(entity);
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if(parent != 0) {
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auto waterParticleComponent = m_World->GetComponent<Components::WaterVolume>(parent);
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if (waterParticleComponent) {
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//TODO: Remove hardcoded color.
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//TODO: Do i even need modelMatrix?
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::scale(absoluteTransform.Scale);
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EnqueueWaterParticles(absoluteTransform.Position, glm::vec4(1.f, 1.f, 1.f, 1.f), modelMatrix);
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}
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}
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
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@@ -440,13 +451,14 @@ public:
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}
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void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color)
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void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix)
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{
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WaterParticleJob job;
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job.Position = position;
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job.Color = color;
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job.ModelMatrix = modelMatrix;
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m_RendererQueue.Deferred.Add(job);
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m_RendererQueue.Water.Add(job);
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}
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private:
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@@ -119,6 +119,12 @@ struct WaterParticleJob : RenderJob
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{
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glm::vec3 Position;
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glm::vec4 Color;
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glm::mat4 ModelMatrix;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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class RenderQueue
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@@ -129,6 +135,7 @@ public:
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{
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job.CalculateHash();
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Jobs.push_front(std::shared_ptr<T>(new T(job)));
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m_Size++;
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}
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void Sort()
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@@ -139,8 +146,11 @@ public:
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void Clear()
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{
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Jobs.clear();
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m_Size = 0;
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}
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int Size() const { return m_Size; }
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std::forward_list<std::shared_ptr<RenderJob>>::const_iterator begin()
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{
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return Jobs.begin();
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@@ -152,6 +162,9 @@ public:
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}
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std::forward_list<std::shared_ptr<RenderJob>> Jobs;
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private:
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int m_Size = 0;
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};
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struct RenderQueueCollection
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@@ -79,6 +79,7 @@ private:
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Model* m_UnitQuad = nullptr;
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Texture* m_StandardNormal;
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Texture* m_StandardSpecular;
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Texture* t_m_WhiteSphereTexture;
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GLuint m_rbDepthBuffer = 0;
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GLuint m_fbDeferred1 = 0;
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@@ -90,21 +91,23 @@ private:
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GLuint m_tLighting = 0;
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GLuint m_fbDeferred3 = 0;
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GLuint m_tFinal = 0;
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//Water "Diffuse" texture
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GLuint t_m_GWater = 0;
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//Water GTexture
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GLuint t_m_Gwater = 0;
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//Water blur texture
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GLuint t_m_tWater;
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//WAterpass Framebuffer
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GLuint t_m_fbWater;
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GLuint m_CurrentScreenBuffer = 0;
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void LoadShaders();
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void CreateBuffers();
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GLuint CreateQuad();
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GLuint CreateWaterParticleVAO(RenderQueue &particles);
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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
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void DrawDeferred(RenderQueue &objects, RenderQueue &lights);
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void DrawDeferred(RenderQueue &objects, RenderQueue &lights, RenderQueue &waterParticles);
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void DrawForward(RenderQueue &objects, RenderQueue &lights);
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void DrawScene(RenderQueue &objects, ShaderProgram &program);
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void DrawLightSpheres(RenderQueue &lights);
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+93
-17
@@ -91,6 +91,10 @@ void dd::Renderer::LoadShaders()
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//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
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m_spDeferred2->Link();
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//Water Pass
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t_m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
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t_m_spWater->Link();
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// Pass #3: Combining into final image
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m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
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m_spDeferred3->Link();
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@@ -115,6 +119,7 @@ void dd::Renderer::CreateBuffers()
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
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m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
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t_m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
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glGenRenderbuffers(1, &m_rbDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
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@@ -149,16 +154,14 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//WaterTest
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glGenTextures(1, &t_m_GWater);
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glBindTexture(GL_TEXTURE_2D, t_m_GWater);
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glGenTextures(1, &t_m_Gwater);
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glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// Create first pass framebuffer
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glGenFramebuffers(1, &m_fbDeferred1);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
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@@ -167,10 +170,8 @@ void dd::Renderer::CreateBuffers()
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_GNormal, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_GSpecular, 0);
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//WaterTest
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, t_m_GWater, 0);
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GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4 };
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glDrawBuffers(5, firstPassDrawBuffers);
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GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
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glDrawBuffers(4, firstPassDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("m_fbDeferred1 incomplete: 0x%x\n", fbStatus);
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exit(EXIT_FAILURE);
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@@ -196,19 +197,19 @@ void dd::Renderer::CreateBuffers()
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exit(EXIT_FAILURE);
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}
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//Blur the water
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glGenTextures(1, &t_m_tWater);
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glBindTexture(GL_TEXTURE_2D, t_m_tWater);
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//Fill Water Texture
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glGenTextures(1, &t_m_Gwater);
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glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//Blur water pass
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//Fill water pass
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glGenFramebuffers(1, &t_m_fbWater);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_tWater, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_Gwater, 0);
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GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, secondPassDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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@@ -241,7 +242,7 @@ void dd::Renderer::CreateBuffers()
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void dd::Renderer::Draw(RenderQueueCollection& rq)
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{
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DrawDeferred(rq.Deferred, rq.Lights);
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DrawDeferred(rq.Deferred, rq.Lights, rq.Water);
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rq.Forward.Jobs.sort(dd::Renderer::DepthSort);
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DrawForward(rq.Forward, rq.Lights);
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@@ -264,7 +265,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
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DebugKeys();
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}
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void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
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void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights, RenderQueue &waterParticles)
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{
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// Pass #1: Fill G-buffers
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glDisable(GL_CULL_FACE);
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@@ -279,6 +280,18 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
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m_spDeferred1->Bind();
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DrawScene(objects, *m_spDeferred1);
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//WaterPass
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glDisable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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t_m_spWater->Bind();
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DrawWater(waterParticles);
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// Pass #2: Lighting
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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@@ -349,7 +362,6 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightSpecular"), 1, glm::value_ptr(glm::vec3(1.f)));
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glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightDiffuse"), 1, glm::value_ptr(glm::vec3(1.f)));
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "LightRadius"), 40.0f);
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "MaterialShininess"), modelJob->Shininess);
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glActiveTexture(GL_TEXTURE0);
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@@ -370,7 +382,6 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glBindTexture(GL_TEXTURE_2D, *m_StandardSpecular);
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}
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glBindVertexArray(modelJob->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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@@ -440,6 +451,68 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
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}
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}
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void dd::Renderer::DrawWater(RenderQueue &waterParticles)
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{
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GLuint shaderProgramHandle = *t_m_spWater;
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glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
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glm::mat4 viewMatrix = m_Camera->ViewMatrix();
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glm::mat4 PV = projectionMatrix * viewMatrix;
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glm::mat4 MVP;
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for ( auto &job : waterParticles ) {
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LOG_INFO("1");
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auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
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if (waterJob) {
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LOG_INFO("2");
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glm::mat4 modelMatrix = waterJob->ModelMatrix;
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MVP = PV * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE,
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glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE,
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glm::value_ptr(viewMatrix));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *t_m_WhiteSphereTexture);
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glBindVertexArray(m_UnitQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_UnitQuad->m_Indices.size(), GL_UNSIGNED_INT, 0, 0);
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}
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}
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}
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GLuint dd::Renderer::CreateWaterParticleVAO(RenderQueue &particles)
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{
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float waterVerts[particles.Size()];
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int i = 0;
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for ( auto &job : particles ) {
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auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
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if (!waterJob)
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continue;
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waterVerts[i ] = waterJob->Position.x;
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waterVerts[i+1] = waterJob->Position.y;
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waterVerts[i+2] = waterJob->Position.z;
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i+3;
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}
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GLuint vbo[1], vao;
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glGenBuffers(1, vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, 3 * particles.Size() * sizeof(float), waterVerts, GL_STATIC_DRAW);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return vao;
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}
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GLuint dd::Renderer::CreateQuad()
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{
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float quadVertices[] =
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@@ -503,4 +576,7 @@ void dd::Renderer::DebugKeys()
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if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
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m_CurrentScreenBuffer = m_tLighting;
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}
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if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
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m_CurrentScreenBuffer = t_m_Gwater;
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}
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}
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+90
@@ -0,0 +1,90 @@
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/*
|
||||
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;
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||||
layout (binding=1) uniform sampler2D NormalMap;
|
||||
layout (binding=2) uniform sampler2D SpecularMap;
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uniform mat4 MVP;
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||||
uniform mat4 M;
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||||
uniform mat4 V;
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||||
uniform mat4 P;
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||||
uniform vec3 LightPosition;
|
||||
uniform float LightRadius;
|
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uniform vec3 LightSpecular;
|
||||
uniform vec3 LightDiffuse;
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||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
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||||
vec3 Normal;
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||||
vec3 Tangent;
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||||
vec3 BiTangent;
|
||||
vec2 TextureCoord;
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||||
vec4 DiffuseColor;
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||||
vec4 SpecularColor;
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||||
vec4 BoneIndices1;
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||||
vec4 BoneIndices2;
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||||
vec4 BoneWeights1;
|
||||
vec4 BoneWeights2;
|
||||
} Input;
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||||
|
||||
out vec4 frag_Diffuse;
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||||
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||||
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);
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||||
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
@@ -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;
|
||||
}
|
||||
@@ -264,13 +264,13 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
{
|
||||
auto t_waterparticle = m_World->CreateEntity(e);
|
||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||
auto sprite = m_World->AddComponent<Components::Sprite>(t_waterparticle);
|
||||
//auto sprite = m_World->AddComponent<Components::Sprite>(t_waterparticle);
|
||||
|
||||
|
||||
|
||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||
transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale;
|
||||
sprite->SpriteFile = "Textures/Ball.png";
|
||||
//sprite->SpriteFile = "Textures/Ball.png";
|
||||
m_World->CommitEntity(t_waterparticle);
|
||||
|
||||
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
|
||||
|
||||
Reference in New Issue
Block a user