diff --git a/grk-project.vcxproj b/grk-project.vcxproj
index 793bdd8..54e0199 100644
--- a/grk-project.vcxproj
+++ b/grk-project.vcxproj
@@ -19,6 +19,8 @@
+
+
@@ -40,10 +42,8 @@
-
-
diff --git a/grk-project.vcxproj.filters b/grk-project.vcxproj.filters
index de22e09..b2f13ea 100644
--- a/grk-project.vcxproj.filters
+++ b/grk-project.vcxproj.filters
@@ -66,6 +66,12 @@
Shader Files
+
+ Shader Files
+
+
+ Shader Files
+
@@ -130,14 +136,8 @@
Source Files
-
- Header Files
-
Source Files
-
- Header Files
-
\ No newline at end of file
diff --git a/models/space_humster.mtl b/models/space_humster.mtl
index 703715d..896419b 100644
--- a/models/space_humster.mtl
+++ b/models/space_humster.mtl
@@ -22,4 +22,5 @@ d 1.000000
illum 2
map_Kd textures\\humster_BaseColor.png
map_Ns textures\\humster_Roughness.png
+bump textures\\humster_Height.png
refl textures\\humster_Metallic.png
diff --git a/shaders/shader_normal.vert b/shaders/shader_normal.vert
index fabd687..5255b7e 100644
--- a/shaders/shader_normal.vert
+++ b/shaders/shader_normal.vert
@@ -19,6 +19,7 @@ uniform mat4 modelMatrix;
uniform vec3 cameraPos;
uniform PointLight pointLights[MAX_POINT_LIGHTS];
uniform int LightsCount;
+uniform mat3 normalMatrix;
out vec3 fragPos;
@@ -31,8 +32,6 @@ void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
- mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
-
vec3 T = normalize(normalMatrix * aTangent);
vec3 N = normalize(normalMatrix * vertexNormal);
// re-orthogonalize T with respect to N
diff --git a/shaders/shader_parallax.frag b/shaders/shader_parallax.frag
new file mode 100644
index 0000000..64840f9
--- /dev/null
+++ b/shaders/shader_parallax.frag
@@ -0,0 +1,106 @@
+#version 430 core
+
+layout (location = 0) out vec4 FragColor;
+layout (location = 1) out vec4 BrightColor;
+
+struct PointLight {
+ vec3 position;
+ vec3 color;
+ float intensity;
+};
+
+#define MAX_POINT_LIGHTS 16
+
+uniform vec3 cameraPos;
+uniform sampler2D diffuseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D depthTexture;
+
+uniform PointLight pointLights[MAX_POINT_LIGHTS];
+uniform int LightsCount;
+
+in vec3 fragPos;
+in vec2 vTexCoord;
+in vec3 LightPosTS[MAX_POINT_LIGHTS];
+in vec3 CameraPosTS;
+in vec3 FragPosTS;
+
+vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
+{
+ // number of depth layers
+ const float minLayers = 8;
+ const float maxLayers = 32;
+ float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
+ // calculate the size of each layer
+ float layerDepth = 1.0 / numLayers;
+ // depth of current layer
+ float currentLayerDepth = 0.0;
+ // the amount to shift the texture coordinates per layer (from vector P)
+ vec2 P = viewDir.xy / viewDir.z * 0.1;
+ vec2 deltaTexCoords = P / numLayers;
+
+ // get initial values
+ vec2 currentTexCoords = texCoords;
+ float currentdepthTextureValue = texture(depthTexture, currentTexCoords).r;
+
+ while(currentLayerDepth < currentdepthTextureValue)
+ {
+ // shift texture coordinates along direction of P
+ currentTexCoords -= deltaTexCoords;
+ // get depthTexture value at current texture coordinates
+ currentdepthTextureValue = texture(depthTexture, currentTexCoords).r;
+ // get depth of next layer
+ currentLayerDepth += layerDepth;
+ }
+
+ // get texture coordinates before collision (reverse operations)
+ vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
+
+ // get depth after and before collision for linear interpolation
+ float afterDepth = currentdepthTextureValue - currentLayerDepth;
+ float beforeDepth = texture(depthTexture, prevTexCoords).r - currentLayerDepth + layerDepth;
+
+ // interpolation of texture coordinates
+ float weight = afterDepth / (afterDepth - beforeDepth);
+ vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
+
+ return finalTexCoords;
+}
+
+void main()
+{
+ vec3 fragColor = vec3(0,0,0);
+ vec3 V = normalize(CameraPosTS-FragPosTS);
+ vec2 texCoords = ParallaxMapping(vTexCoord, V);
+ if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0)
+ discard;
+
+ vec3 texture = texture2D(diffuseTexture, texCoords).rgb;
+ //vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z);
+ vec3 ambient = vec3(0.1, 0.1, 0.1) * texture;
+
+ vec3 normal = texture2D(normalTexture, vTexCoord).rgb;
+ normal = normalize(normal * 2.0 - 1.0);
+ for(int i = 0; i < LightsCount; i++)
+ {
+ vec3 lightDir = normalize(LightPosTS[i] - FragPosTS);
+
+
+ vec3 R = reflect(-lightDir,normal);
+
+ float dist = distance(fragPos, pointLights[i].position);
+ float distance = (1/dist) * (1/dist);
+
+ float spec = pow(max(0,dot(R,V)),2);
+ float diff = max(0,dot(normal,normalize(lightDir)));
+
+ vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity;
+ vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
+
+
+ fragColor += texture*(diffuse+specular);
+ }
+
+ BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
+ FragColor = vec4(fragColor+ambient,1.0);
+}
diff --git a/shaders/shader_parallax.vert b/shaders/shader_parallax.vert
new file mode 100644
index 0000000..5255b7e
--- /dev/null
+++ b/shaders/shader_parallax.vert
@@ -0,0 +1,53 @@
+#version 430 core
+
+layout(location = 0) in vec3 vertexPosition;
+layout(location = 1) in vec2 vertexTexCoord;
+layout(location = 2) in vec3 vertexNormal;
+layout (location = 3) in vec3 aTangent;
+layout (location = 4) in vec3 aBitangent;
+
+struct PointLight {
+ vec3 position;
+ vec3 color;
+ float intensity;
+};
+
+#define MAX_POINT_LIGHTS 16
+
+uniform mat4 transformation;
+uniform mat4 modelMatrix;
+uniform vec3 cameraPos;
+uniform PointLight pointLights[MAX_POINT_LIGHTS];
+uniform int LightsCount;
+uniform mat3 normalMatrix;
+
+
+out vec3 fragPos;
+out vec2 vTexCoord;
+out vec3 LightPosTS[MAX_POINT_LIGHTS];
+out vec3 CameraPosTS;
+out vec3 FragPosTS;
+
+void main()
+{
+ gl_Position = transformation * vec4(vertexPosition, 1.0);
+
+ vec3 T = normalize(normalMatrix * aTangent);
+ vec3 N = normalize(normalMatrix * vertexNormal);
+ // re-orthogonalize T with respect to N
+ T = normalize(T - dot(T, N) * N);
+ // then retrieve perpendicular vector B with the cross product of T and N
+ vec3 B = cross(N, T);
+
+ mat3 TBN = mat3(T, B, N);
+
+ for(int i=0; iDraw(shaderID);
glUseProgram(0);
@@ -90,7 +95,7 @@ Object::Object( std::string name,
this->name = name;
SetMatrix(position, scale, rotation, angle);
this->modelParent = modelParent;
- this->textureID = textureID;
+ this->textureDiffuseID = textureID;
this->shaderID = shaderID;
this->color = color;
this->dynamic = dynamic;
@@ -110,7 +115,7 @@ Object::Object( std::string name,
{
this->name = name;
SetMatrix(position, scale, rotation, angle);
- this->textureID = -1;
+ this->textureDiffuseID = -1;
this->modelParent = modelParent;
this->shaderID = shaderID;
this->color = color;
diff --git a/src/Object.h b/src/Object.h
index 8b83133..1e30427 100644
--- a/src/Object.h
+++ b/src/Object.h
@@ -56,6 +56,10 @@ public:
glm::vec3 rotation, glm::vec3 scale, float angle, bool dynamic, bool kinematic);
bool exists = true;
+ GLuint textureDiffuseID = -1;
+ GLuint textureNormalID = -1;
+ GLuint textureDepthID = -1;
+
glm::vec3 getScaleFromMatrix(glm::mat4 modelMatrix);
glm::vec3 getPositionFromMatrix(glm::mat4 modelMatrix);
glm::vec3 findOrbit(float time, glm::vec3 center, glm::vec3 orbit, glm::vec3 radius);
@@ -66,9 +70,8 @@ private:
std::shared_ptr modelParent;
std::string name;
glm::mat4 modelM;
- glm::mat4 invModelM;
+ glm::mat3 invModelM;
glm::mat4 rotationM;
- GLuint textureID;
GLuint shaderID;
glm::vec3 color;
glm::vec3 position;
diff --git a/src/main.cpp b/src/main.cpp
index 51e8d2f..032d5a2 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -84,6 +84,7 @@ GLuint programBloom;
GLuint programNormal;
GLuint programParticle;
GLuint programAsteroid;
+GLuint programParallax;
//bloompart
unsigned int pingpongFBO[2];
@@ -643,6 +644,7 @@ void updatePhysics()
void updateLights(GLuint program)
{
+ glUniform1i(glGetUniformLocation(program, "LightsCount"), lights.size());
for (int i = 0; i < lights.size(); i++)
{
std::string col = "pointLights[" + std::to_string(i) + "].color";
@@ -677,15 +679,18 @@ void renderScene()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programTex);
- glUniform1i(glGetUniformLocation(programTex,"LightsCount"), lights.size());
+
updateLights(programTex);
glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUseProgram(programNormal);
- glUniform1i(glGetUniformLocation(programNormal, "LightsCount"), lights.size());
updateLights(programNormal);
glUniform3f(glGetUniformLocation(programNormal, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
+ glUseProgram(programParallax);
+ updateLights(programParallax);
+ glUniform3f(glGetUniformLocation(programParallax, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
+
glUseProgram(programSun);
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
@@ -1038,12 +1043,12 @@ void initObjects()
glm::vec3(0, 2, 2), glm::vec3(1.5f, 1.0f, 1.0f), glm::vec3(0.3f), 0, false, true);
objects.push_back(moon);
- Object crewmateObj = Object("Space Humster", crewmate, programNormal, glm::vec3(1.0f),
+ Object crewmateObj = Object("Space Humster", crewmate, programTex, glm::vec3(1.0f),
glm::vec3(-5, 0, 0), glm::vec3(1, 0, 1), glm::vec3(0.1), 0, true, false);
objects.push_back(crewmateObj);
//glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.7f + glm::vec3(0, -0.25f, 0)) * glm::rotate(-cameraAngle + glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.0001f));;
- Object ship = Object("Corvette", corvette, programNormal, glm::vec3(1.0f),
+ Object ship = Object("Corvette", corvette, programParallax, glm::vec3(1.0f),
cameraPos+glm::vec3(75,-0.3,50), glm::vec3(0, 1, 0), glm::vec3(0.0001f), 60, true, false);
objects.push_back(ship);
}
@@ -1059,6 +1064,8 @@ void init()
programBloom = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.frag");
programParticle = shaderLoader.CreateProgram("shaders/shader_particle.vert", "shaders/shader_particle.frag");
programAsteroid = shaderLoader.CreateProgram("shaders/shader_asteroid.vert", "shaders/shader_asteroid.frag");
+ programParallax = shaderLoader.CreateProgram("shaders/shader_parallax.vert", "shaders/shader_parallax.frag");
+
glUseProgram(programBlur);
glUniform1i(glGetUniformLocation(programBlur, "image"), 0);
diff --git a/src/main.h b/src/main.h
deleted file mode 100644
index e69de29..0000000