Integrate Marcin's parallax with project
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36fe4ce569
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dcc9542440
@ -19,6 +19,8 @@
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<None Include="shaders\shader_blur.vert" />
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<None Include="shaders\shader_normal.frag" />
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<None Include="shaders\shader_normal.vert" />
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<None Include="shaders\shader_parallax.frag" />
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<None Include="shaders\shader_parallax.vert" />
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<None Include="shaders\shader_particle.frag" />
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<None Include="shaders\shader_particle.vert" />
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<None Include="shaders\shader_skybox.frag" />
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@ -40,10 +42,8 @@
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<ClCompile Include="src\Texture.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Object.h" />
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<ClInclude Include="Skybox.h" />
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<ClInclude Include="src\Camera.h" />
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<ClInclude Include="src\main.h" />
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<ClInclude Include="src\mesh.h" />
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<ClInclude Include="src\model.h" />
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<ClInclude Include="src\Object.h" />
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@ -66,6 +66,12 @@
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<None Include="shaders\shader_asteroid.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_parallax.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_parallax.vert">
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<Filter>Shader Files</Filter>
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</None>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\Box.cpp">
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@ -130,14 +136,8 @@
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<ClInclude Include="src\Physics.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="Object.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\Object.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="src\main.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -22,4 +22,5 @@ d 1.000000
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illum 2
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map_Kd textures\\humster_BaseColor.png
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map_Ns textures\\humster_Roughness.png
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bump textures\\humster_Height.png
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refl textures\\humster_Metallic.png
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@ -19,6 +19,7 @@ uniform mat4 modelMatrix;
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uniform vec3 cameraPos;
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uniform PointLight pointLights[MAX_POINT_LIGHTS];
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uniform int LightsCount;
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uniform mat3 normalMatrix;
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out vec3 fragPos;
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@ -31,8 +32,6 @@ void main()
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{
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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vec3 T = normalize(normalMatrix * aTangent);
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vec3 N = normalize(normalMatrix * vertexNormal);
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// re-orthogonalize T with respect to N
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106
shaders/shader_parallax.frag
Normal file
106
shaders/shader_parallax.frag
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@ -0,0 +1,106 @@
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#version 430 core
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layout (location = 0) out vec4 FragColor;
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layout (location = 1) out vec4 BrightColor;
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struct PointLight {
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vec3 position;
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vec3 color;
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float intensity;
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};
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#define MAX_POINT_LIGHTS 16
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uniform vec3 cameraPos;
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uniform sampler2D diffuseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D depthTexture;
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uniform PointLight pointLights[MAX_POINT_LIGHTS];
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uniform int LightsCount;
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in vec3 fragPos;
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in vec2 vTexCoord;
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in vec3 LightPosTS[MAX_POINT_LIGHTS];
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in vec3 CameraPosTS;
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in vec3 FragPosTS;
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vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
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{
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// number of depth layers
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const float minLayers = 8;
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const float maxLayers = 32;
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float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
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// calculate the size of each layer
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float layerDepth = 1.0 / numLayers;
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// depth of current layer
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float currentLayerDepth = 0.0;
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// the amount to shift the texture coordinates per layer (from vector P)
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vec2 P = viewDir.xy / viewDir.z * 0.1;
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vec2 deltaTexCoords = P / numLayers;
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// get initial values
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vec2 currentTexCoords = texCoords;
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float currentdepthTextureValue = texture(depthTexture, currentTexCoords).r;
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while(currentLayerDepth < currentdepthTextureValue)
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{
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// shift texture coordinates along direction of P
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currentTexCoords -= deltaTexCoords;
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// get depthTexture value at current texture coordinates
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currentdepthTextureValue = texture(depthTexture, currentTexCoords).r;
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// get depth of next layer
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currentLayerDepth += layerDepth;
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}
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// get texture coordinates before collision (reverse operations)
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vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
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// get depth after and before collision for linear interpolation
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float afterDepth = currentdepthTextureValue - currentLayerDepth;
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float beforeDepth = texture(depthTexture, prevTexCoords).r - currentLayerDepth + layerDepth;
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// interpolation of texture coordinates
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float weight = afterDepth / (afterDepth - beforeDepth);
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vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
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return finalTexCoords;
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}
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void main()
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{
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vec3 fragColor = vec3(0,0,0);
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vec3 V = normalize(CameraPosTS-FragPosTS);
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vec2 texCoords = ParallaxMapping(vTexCoord, V);
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if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0)
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discard;
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vec3 texture = texture2D(diffuseTexture, texCoords).rgb;
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//vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z);
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vec3 ambient = vec3(0.1, 0.1, 0.1) * texture;
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vec3 normal = texture2D(normalTexture, vTexCoord).rgb;
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normal = normalize(normal * 2.0 - 1.0);
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for(int i = 0; i < LightsCount; i++)
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{
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vec3 lightDir = normalize(LightPosTS[i] - FragPosTS);
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vec3 R = reflect(-lightDir,normal);
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float dist = distance(fragPos, pointLights[i].position);
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float distance = (1/dist) * (1/dist);
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float spec = pow(max(0,dot(R,V)),2);
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float diff = max(0,dot(normal,normalize(lightDir)));
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vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity;
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
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fragColor += texture*(diffuse+specular);
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}
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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FragColor = vec4(fragColor+ambient,1.0);
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}
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53
shaders/shader_parallax.vert
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53
shaders/shader_parallax.vert
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@ -0,0 +1,53 @@
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec2 vertexTexCoord;
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layout(location = 2) in vec3 vertexNormal;
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layout (location = 3) in vec3 aTangent;
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layout (location = 4) in vec3 aBitangent;
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struct PointLight {
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vec3 position;
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vec3 color;
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float intensity;
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};
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#define MAX_POINT_LIGHTS 16
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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uniform vec3 cameraPos;
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uniform PointLight pointLights[MAX_POINT_LIGHTS];
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uniform int LightsCount;
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uniform mat3 normalMatrix;
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out vec3 fragPos;
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out vec2 vTexCoord;
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out vec3 LightPosTS[MAX_POINT_LIGHTS];
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out vec3 CameraPosTS;
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out vec3 FragPosTS;
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void main()
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{
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vec3 T = normalize(normalMatrix * aTangent);
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vec3 N = normalize(normalMatrix * vertexNormal);
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// re-orthogonalize T with respect to N
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T = normalize(T - dot(T, N) * N);
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// then retrieve perpendicular vector B with the cross product of T and N
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vec3 B = cross(N, T);
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mat3 TBN = mat3(T, B, N);
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for(int i=0; i<LightsCount; i++)
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LightPosTS[i] = TBN * pointLights[i].position;
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CameraPosTS = TBN * cameraPos;
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FragPosTS = TBN * fragPos;
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fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
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vTexCoord = vertexTexCoord;
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}
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@ -10,10 +10,15 @@ void Object::Draw(glm::mat4 perspectiveMatrix, glm::mat4 cameraMatrix)
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glUniformMatrix4fv(glGetUniformLocation(shaderID, "modelMatrix"), 1, GL_FALSE, (float*)&modelM);
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glUniformMatrix4fv(glGetUniformLocation(shaderID, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix3fv(glGetUniformLocation(shaderID, "normalMatrix"), 1, GL_FALSE, (float*)&invModelM);
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glUniform3f(glGetUniformLocation(shaderID, "objectColor"), color.r, color.g, color.b);
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if (textureID != -1)
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Core::SetActiveTexture(textureID, "diffuseTexture", shaderID, 0);
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if (textureDiffuseID != -1)
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Core::SetActiveTexture(textureDiffuseID, "diffuseTexture", shaderID, 0);
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if (textureNormalID != -1)
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Core::SetActiveTexture(textureNormalID, "normalTexture", shaderID, 1);
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if (textureDepthID != -1)
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Core::SetActiveTexture(textureDepthID, "depthTexture", shaderID, 2);
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modelParent->Draw(shaderID);
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glUseProgram(0);
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@ -90,7 +95,7 @@ Object::Object( std::string name,
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this->name = name;
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SetMatrix(position, scale, rotation, angle);
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this->modelParent = modelParent;
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this->textureID = textureID;
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this->textureDiffuseID = textureID;
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this->shaderID = shaderID;
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this->color = color;
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this->dynamic = dynamic;
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@ -110,7 +115,7 @@ Object::Object( std::string name,
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{
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this->name = name;
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SetMatrix(position, scale, rotation, angle);
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this->textureID = -1;
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this->textureDiffuseID = -1;
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this->modelParent = modelParent;
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this->shaderID = shaderID;
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this->color = color;
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@ -56,6 +56,10 @@ public:
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glm::vec3 rotation, glm::vec3 scale, float angle, bool dynamic, bool kinematic);
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bool exists = true;
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GLuint textureDiffuseID = -1;
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GLuint textureNormalID = -1;
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GLuint textureDepthID = -1;
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glm::vec3 getScaleFromMatrix(glm::mat4 modelMatrix);
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glm::vec3 getPositionFromMatrix(glm::mat4 modelMatrix);
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glm::vec3 findOrbit(float time, glm::vec3 center, glm::vec3 orbit, glm::vec3 radius);
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@ -66,9 +70,8 @@ private:
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std::shared_ptr<Model> modelParent;
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std::string name;
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glm::mat4 modelM;
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glm::mat4 invModelM;
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glm::mat3 invModelM;
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glm::mat4 rotationM;
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GLuint textureID;
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GLuint shaderID;
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glm::vec3 color;
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glm::vec3 position;
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15
src/main.cpp
15
src/main.cpp
@ -84,6 +84,7 @@ GLuint programBloom;
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GLuint programNormal;
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GLuint programParticle;
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GLuint programAsteroid;
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GLuint programParallax;
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//bloompart
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unsigned int pingpongFBO[2];
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@ -643,6 +644,7 @@ void updatePhysics()
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void updateLights(GLuint program)
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{
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glUniform1i(glGetUniformLocation(program, "LightsCount"), lights.size());
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for (int i = 0; i < lights.size(); i++)
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{
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std::string col = "pointLights[" + std::to_string(i) + "].color";
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@ -677,15 +679,18 @@ void renderScene()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(programTex);
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glUniform1i(glGetUniformLocation(programTex,"LightsCount"), lights.size());
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updateLights(programTex);
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glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glUseProgram(programNormal);
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glUniform1i(glGetUniformLocation(programNormal, "LightsCount"), lights.size());
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updateLights(programNormal);
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glUniform3f(glGetUniformLocation(programNormal, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glUseProgram(programParallax);
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updateLights(programParallax);
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glUniform3f(glGetUniformLocation(programParallax, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glUseProgram(programSun);
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glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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@ -1038,12 +1043,12 @@ void initObjects()
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glm::vec3(0, 2, 2), glm::vec3(1.5f, 1.0f, 1.0f), glm::vec3(0.3f), 0, false, true);
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objects.push_back(moon);
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Object crewmateObj = Object("Space Humster", crewmate, programNormal, glm::vec3(1.0f),
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Object crewmateObj = Object("Space Humster", crewmate, programTex, glm::vec3(1.0f),
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glm::vec3(-5, 0, 0), glm::vec3(1, 0, 1), glm::vec3(0.1), 0, true, false);
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objects.push_back(crewmateObj);
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//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));;
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Object ship = Object("Corvette", corvette, programNormal, glm::vec3(1.0f),
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Object ship = Object("Corvette", corvette, programParallax, glm::vec3(1.0f),
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cameraPos+glm::vec3(75,-0.3,50), glm::vec3(0, 1, 0), glm::vec3(0.0001f), 60, true, false);
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objects.push_back(ship);
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}
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@ -1059,6 +1064,8 @@ void init()
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programBloom = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.frag");
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programParticle = shaderLoader.CreateProgram("shaders/shader_particle.vert", "shaders/shader_particle.frag");
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programAsteroid = shaderLoader.CreateProgram("shaders/shader_asteroid.vert", "shaders/shader_asteroid.frag");
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programParallax = shaderLoader.CreateProgram("shaders/shader_parallax.vert", "shaders/shader_parallax.frag");
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glUseProgram(programBlur);
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glUniform1i(glGetUniformLocation(programBlur, "image"), 0);
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