Rework textures
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ec8aff3425
commit
d18f2c340a
@ -3,13 +3,13 @@
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mtllib Glass_wall.mtl
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mtllib Glass_wall.mtl
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o GlassWall
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o GlassWall
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v 0.021167 -0.006553 5.110831
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v 0.021167 -0.006553 5.110831
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v 0.021167 0.563067 5.110831
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v 0.021167 2.986208 5.110831
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v 0.021167 -0.006553 -4.964877
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v 0.021167 -0.006553 -4.964877
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v 0.021167 0.563067 -4.964877
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v 0.021167 2.986208 -4.964877
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v -0.023076 -0.006553 5.110831
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v -0.023076 -0.006553 5.110831
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v -0.023076 0.563067 5.110831
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v -0.023076 2.986208 5.110831
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v -0.023076 -0.006553 -4.964877
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v -0.023076 -0.006553 -4.964877
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v -0.023076 0.563067 -4.964877
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v -0.023076 2.986208 -4.964877
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vn 1.0000 -0.0000 -0.0000
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vn 1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 -1.0000
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vn -0.0000 -0.0000 -1.0000
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vn -1.0000 -0.0000 -0.0000
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vn -1.0000 -0.0000 -0.0000
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@ -8,6 +8,7 @@ layout(location = 4) in vec3 vertexBitangent;
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uniform mat4 transformation;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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uniform mat4 modelMatrix;
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uniform float size;
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out vec3 vecNormal;
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out vec3 vecNormal;
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out vec3 worldPos;
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out vec3 worldPos;
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@ -50,8 +51,12 @@ void main()
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vec3 SL = normalize(spotlightPos-worldPos);
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vec3 SL = normalize(spotlightPos-worldPos);
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spotlightDirTS = TBN*SL;
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spotlightDirTS = TBN*SL;
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sunDirTS = TBN*sunDir;
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sunDirTS = TBN*sunDir;
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if(size == 5){
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vecTex = vertexTexCoord;
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vecTex = vertexTexCoord * vec2(10,10);
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vecTex.y = 1.0 - vecTex.y;
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vecTex.y = 1.0 - vecTex.y;
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}
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else{
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vecTex = vertexTexCoord;
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vecTex.y = 1.0 - vecTex.y;
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}
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}
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}
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@ -82,6 +82,7 @@ GLuint programSkybox;
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GLuint programSun;
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GLuint programSun;
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GLuint programTest;
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GLuint programTest;
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GLuint programTex;
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GLuint programTex;
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GLuint programTexLarge;
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GLuint programDepth;
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GLuint programDepth;
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Core::Shader_Loader shaderLoader;
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Core::Shader_Loader shaderLoader;
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@ -252,10 +253,15 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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}
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}
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void drawObjectPBRWithTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, float roughness, float metallic) {
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void drawObjectPBRWithTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, float roughness, float metallic, float size) {
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glUseProgram(programTex);
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glUseProgram(programTex);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniform1f(glGetUniformLocation(programTex, "size"), size);
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/*glm::mat4 transformation = modelMatrix;*/
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/*glm::mat4 transformation = modelMatrix;*/
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glUniformMatrix4fv(glGetUniformLocation(programTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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@ -267,6 +273,7 @@ void drawObjectPBRWithTexture(Core::RenderContext& context, glm::mat4 modelMatri
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glUniform1f(glGetUniformLocation(programTex, "roughness"), roughness);
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glUniform1f(glGetUniformLocation(programTex, "roughness"), roughness);
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glUniform1f(glGetUniformLocation(programTex, "metallic"), metallic);
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glUniform1f(glGetUniformLocation(programTex, "metallic"), metallic);
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//glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
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//glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
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glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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@ -484,22 +491,22 @@ void renderScene(GLFWwindow* window)
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//draw texture with PBR
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//draw texture with PBR
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drawObjectPBRWithTexture(models::floorContext, glm::mat4(), texture::floorTexture, 0.8f, 0.0f);
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drawObjectPBRWithTexture(models::floorContext, glm::mat4(), texture::floorTexture, 0.8f, 0.0f,5);
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drawObjectPBRWithTexture(models::glassWallContext, glm::mat4(), texture::glassWallTexture, 0.8f, 0.0f);
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drawObjectPBRWithTexture(models::glassWallContext, glm::mat4(), texture::glassWallTexture, 0.8f, 0.0f, 5);
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drawObjectPBRWithTexture(models::roomContext, glm::mat4(), texture::roomTexture, 0.8f, 0.0f);
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drawObjectPBRWithTexture(models::roomContext, glm::mat4(), texture::roomTexture, 0.8f, 0.0f, 5);
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drawObjectPBRWithTexture(models::fishContext, glm::mat4(), texture::fishTexture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::fishContext, glm::mat4(), texture::fishTexture, 0.5f, 0.0f, 0);
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drawObjectPBRWithTexture(models::landContext, glm::mat4(), texture::landTexture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::landContext, glm::mat4(), texture::landTexture, 0.5f, 0.0f, 5);
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drawObjectPBRWithTexture(models::sofaBaseContext, glm::mat4(), texture::sofaBaseTexture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::sofaBaseContext, glm::mat4(), texture::sofaBaseTexture, 0.5f, 0.0f, 0);
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drawObjectPBRWithTexture(models::sofaContext, glm::mat4(), texture::sofaTexture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::sofaContext, glm::mat4(), texture::sofaTexture, 0.5f, 0.0f, 0);
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drawObjectPBRWithTexture(models::roofContext, glm::mat4(), texture::roofTexture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::roofContext, glm::mat4(), texture::roofTexture, 0.5f, 0.0f, 5);
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drawObjectPBRWithTexture(models::fish2Context, glm::mat4(), texture::fishTexture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::fish2Context, glm::mat4(), texture::fishTexture, 0.5f, 0.0f, 0);
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drawObjectPBRWithTexture(models::fish3Context, glm::mat4(), texture::fishTexture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::fish3Context, glm::mat4(), texture::fishTexture, 0.5f, 0.0f, 0);
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drawObjectPBRWithTexture(models::door1Context, glm::mat4(), texture::door1Texture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::door1Context, glm::mat4(), texture::door1Texture, 0.5f, 0.0f, 0);
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drawObjectPBRWithTexture(models::door2Context, glm::mat4(), texture::door2Texture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::door2Context, glm::mat4(), texture::door2Texture, 0.5f, 0.0f, 0);
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drawObjectPBRWithTexture(models::door3Context, glm::mat4(), texture::door3Texture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::door3Context, glm::mat4(), texture::door3Texture, 0.5f, 0.0f, 0);
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drawObjectPBRWithTexture(models::doorhandleContext, glm::mat4(), texture::doorhandleTexture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::doorhandleContext, glm::mat4(), texture::doorhandleTexture, 0.5f, 0.0f, 0);
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drawObjectPBRWithTexture(models::door_next_toContext, glm::mat4(), texture::door_next_toTexture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::door_next_toContext, glm::mat4(), texture::door_next_toTexture, 0.5f, 0.0f, 0);
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drawObjectPBRWithTexture(models::door_next_to_doorhandleContext, glm::mat4(), texture::door_next_to_doorhandleTexture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::door_next_to_doorhandleContext, glm::mat4(), texture::door_next_to_doorhandleTexture, 0.5f, 0.0f, 0);
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//test depth buffer
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//test depth buffer
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -573,6 +580,7 @@ void init(GLFWwindow* window)
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//loading textures
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//loading textures
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programTex = shaderLoader.CreateProgram("shaders/shader_texture.vert", "shaders/shader_texture.frag");
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programTex = shaderLoader.CreateProgram("shaders/shader_texture.vert", "shaders/shader_texture.frag");
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texture::glassWallTexture = Core::LoadTexture("textures/glass.jpg");
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texture::glassWallTexture = Core::LoadTexture("textures/glass.jpg");
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texture::fishTexture = Core::LoadTexture("textures/fish.png");
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texture::fishTexture = Core::LoadTexture("textures/fish.png");
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texture::roomTexture = Core::LoadTexture("textures/wall.jpg");
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texture::roomTexture = Core::LoadTexture("textures/wall.jpg");
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