diff --git a/assets/Textures/Ball.png b/assets/Textures/Ball.png index f43f7f8..6c82961 100644 Binary files a/assets/Textures/Ball.png and b/assets/Textures/Ball.png differ diff --git a/include/Core/Engine.h b/include/Core/Engine.h index 1df8465..7637939 100644 --- a/include/Core/Engine.h +++ b/include/Core/Engine.h @@ -97,44 +97,57 @@ public: //TODO: Remove tobias light-test code. + + + +// { +// auto ent = m_World->CreateEntity(); +// std::shared_ptr transform = m_World->AddComponent(ent); +// transform->Position = glm::vec3(0.5f, 0.f, -9.9f); +// transform->Scale = glm::vec3(1.f, 1.f, 1.f); +// +// std::shared_ptr sprite = m_World->AddComponent(ent); +// sprite->SpriteFile = "Textures/Ball.png"; +// +// std::shared_ptr circleShape = m_World->AddComponent(ent); +// std::shared_ptr ball = m_World->AddComponent(ent); +// +// std::shared_ptr physics = m_World->AddComponent(ent); +// physics->Static = false; +// +// auto plight = m_World->AddComponent(ent); +// plight->Radius = 2.f; +// +// m_World->CommitEntity(ent); +// +// Events::SetImpulse e; +// e.Entity = ent; +// e.Impulse = glm::vec2(0.f, -7.f); +// e.Point = glm::vec2(0.5f, 0.f); +// m_EventBroker->Publish(e); +// } + { auto t_BrickWall = m_World->CreateEntity(); auto transform = m_World->AddComponent(t_BrickWall); transform->Position = glm::vec3(0.f, 0.f, -10.f); auto sprite = m_World->AddComponent(t_BrickWall); //TODO: Rename SpriteFile to DiffuseTexture or similar. - sprite->SpriteFile = "Textures/Test/Brick_Diffuse.png"; + sprite->SpriteFile = "Textures/Ball.png"; sprite->NormalTexture = "Textures/Test/Brick_Normal.png"; sprite->SpecularTexture = "Textures/Test/Brick_Specular.png"; } - - { - auto ent = m_World->CreateEntity(); - std::shared_ptr transform = m_World->AddComponent(ent); - transform->Position = glm::vec3(0.5f, 0.f, -10.f); - transform->Scale = glm::vec3(1.f, 1.f, 1.f); - - std::shared_ptr sprite = m_World->AddComponent(ent); - sprite->SpriteFile = "Textures/Ball.png"; - - std::shared_ptr circleShape = m_World->AddComponent(ent); - std::shared_ptr ball = m_World->AddComponent(ent); - - std::shared_ptr physics = m_World->AddComponent(ent); - physics->Static = false; - - auto plight = m_World->AddComponent(ent); - plight->Radius = 2.f; - - m_World->CommitEntity(ent); - - Events::SetImpulse e; - e.Entity = ent; - e.Impulse = glm::vec2(0.f, -7.f); - e.Point = glm::vec2(0.5f, 0.f); - m_EventBroker->Publish(e); - } + { + auto t_BrickWall = m_World->CreateEntity(); + auto transform = m_World->AddComponent(t_BrickWall); + transform->Position = glm::vec3(0.4f, 0.f, -9.5f); + auto sprite = m_World->AddComponent(t_BrickWall); + //TODO: Rename SpriteFile to DiffuseTexture or similar. + sprite->SpriteFile = "Textures/Ball.png"; + sprite->NormalTexture = "Textures/Test/Brick_Normal.png"; + sprite->SpecularTexture = "Textures/Test/Brick_Specular.png"; + } { auto topWall = m_World->CreateEntity(); @@ -342,7 +355,7 @@ public: glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position) * glm::toMat4(orientation2D) * glm::scale(absoluteTransform.Scale); - EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color); + EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z); } } @@ -365,13 +378,15 @@ public: job.EndIndex = texGroup.EndIndex; job.ModelMatrix = modelMatrix; job.Color = color; + //TODO: This Depth is probably wrong. + job.Depth = (glm::vec4(1,1,1,0) * modelMatrix).z; m_RendererQueue.Deferred.Add(job); } } // TODO: Get this out of engine.h - void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color) + void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color, float depth) { SpriteJob job; job.TextureID = texture->ResourceID; @@ -380,8 +395,10 @@ public: job.SpecularTexture = *specularTexture; job.ModelMatrix = modelMatrix; job.Color = color; + job.Depth = depth; - m_RendererQueue.Deferred.Add(job); + + m_RendererQueue.Forward.Add(job); } void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius) diff --git a/include/Core/Renderer.h b/include/Core/Renderer.h index ac84ef7..241366d 100755 --- a/include/Core/Renderer.h +++ b/include/Core/Renderer.h @@ -93,6 +93,8 @@ private: void CreateBuffers(); GLuint CreateQuad(); + static bool DepthSort(const std::shared_ptr &i, const std::shared_ptr &j) { return (i->Depth < j->Depth); } + void DrawDeferred(RenderQueue &objects, RenderQueue &lights); void DrawForward(RenderQueue &objects, RenderQueue &lights); void DrawScene(RenderQueue &objects, ShaderProgram &program); diff --git a/src/game/Core/Renderer.cpp b/src/game/Core/Renderer.cpp index 59c08b1..4864bc6 100755 --- a/src/game/Core/Renderer.cpp +++ b/src/game/Core/Renderer.cpp @@ -207,7 +207,9 @@ void dd::Renderer::CreateBuffers() void dd::Renderer::Draw(RenderQueueCollection& rq) { - DrawDeferred(rq.Deferred, rq.Lights); + + //DrawDeferred(rq.Deferred, rq.Lights); + rq.Forward.Jobs.sort(dd::Renderer::DepthSort); DrawForward(rq.Forward, rq.Lights); // Finally: Draw the deferred+forward combined texture to the screen @@ -276,14 +278,20 @@ 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); glDepthMask(GL_TRUE); glEnable(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); + glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); + glClearColor(1, 0.9, 0.8f, 1); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + m_spForward->Bind(); DrawScene(objects, *m_spForward); } @@ -304,10 +312,13 @@ 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)); + glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightPosition"), 1, glm::value_ptr(glm::vec3(0.f,0.f,-9.f))); + 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); - //TODO: Make sure that a normal/specular is loaded in. glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture); if (modelJob->NormalTexture != 0) { diff --git a/src/game/Core/Shaders/Deferred/3/Fragment.glsl b/src/game/Core/Shaders/Deferred/3/Fragment.glsl index 27e9c62..c08e74d 100755 --- a/src/game/Core/Shaders/Deferred/3/Fragment.glsl +++ b/src/game/Core/Shaders/Deferred/3/Fragment.glsl @@ -38,7 +38,7 @@ void main() //frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0))); //frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel); - frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel); - //frag_Diffuse = DiffuseTexel; + //frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel); + frag_Diffuse = DiffuseTexel; //frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0); } \ No newline at end of file diff --git a/src/game/Core/Shaders/Forward/Fragment.glsl b/src/game/Core/Shaders/Forward/Fragment.glsl index 144062f..dc9d544 100755 --- a/src/game/Core/Shaders/Forward/Fragment.glsl +++ b/src/game/Core/Shaders/Forward/Fragment.glsl @@ -46,7 +46,7 @@ in VertexData vec4 BoneWeights2; } Input; -out vec4 FragmentColor; +out vec4 frag_Diffuse; vec4 phong(vec3 position, vec3 normal, vec3 specular, float specularExponent) { @@ -83,7 +83,8 @@ void main() vec4 specularTexel = texture(SpecularMap, Input.TextureCoord); vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord); - - FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a); - //FragmentColor = diffuseTexel; + 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; } \ No newline at end of file diff --git a/src/game/Core/Shaders/PureForward/Fragment.glsl b/src/game/Core/Shaders/PureForward/Fragment.glsl new file mode 100755 index 0000000..a0ec258 --- /dev/null +++ b/src/game/Core/Shaders/PureForward/Fragment.glsl @@ -0,0 +1,89 @@ +/* + 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 . +*/ + +#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); + + //frag_Diffuse = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a); + frag_Diffuse = diffuseTexel; +} \ No newline at end of file diff --git a/src/game/Core/Shaders/PureForward/Vertex.glsl b/src/game/Core/Shaders/PureForward/Vertex.glsl new file mode 100755 index 0000000..64a9e26 --- /dev/null +++ b/src/game/Core/Shaders/PureForward/Vertex.glsl @@ -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 . +*/ + +#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; +} \ No newline at end of file