first approach to transparent textures
@ -146,7 +146,8 @@ void main()
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ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
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ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
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outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
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//outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
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outColor = vec4(vec3(1.0) - exp(-ilumination*exposition), texture2D(colorTexture, vecTex).a);
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//outColor = vec4(roughness,metallic,0,1);
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//outColor = vec4(roughness,metallic,0,1);
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//outColor = vec4(test);
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//outColor = vec4(test);
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}
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}
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@ -492,11 +492,11 @@ void renderScene(GLFWwindow* window)
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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);
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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);
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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);
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drawObjectPBRWithTexture(models::fishContext, glm::mat4(), texture::fishTexture, 0.5f, 0.0f);
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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);
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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);
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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);
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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);
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drawObjectPBRWithTexture(models::fishContext, glm::mat4(), texture::fishTexture, 0.5f, 0.0f);
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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);
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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);
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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);
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@ -546,6 +546,7 @@ void init(GLFWwindow* window)
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programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
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programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
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//loading models
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//loading models
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/spaceship.obj", shipContext);
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loadModelToContext("./models/spaceship.obj", shipContext);
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@ -575,8 +576,11 @@ void init(GLFWwindow* window)
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loadModelToContext("./models/door_next_to.obj", models::door_next_toContext);
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loadModelToContext("./models/door_next_to.obj", models::door_next_toContext);
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loadModelToContext("./models/door_next_to_doorhandle.obj", models::door_next_to_doorhandleContext);
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loadModelToContext("./models/door_next_to_doorhandle.obj", models::door_next_to_doorhandleContext);
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//loading textures
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//loading textures
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//textures that contain transparency should be here
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glDisable(GL_BLEND);
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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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BIN
cw 9/textures/glass.png
Normal file
After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 4.6 MiB |
Before Width: | Height: | Size: 5.6 MiB |
Before Width: | Height: | Size: 4.5 MiB |
Before Width: | Height: | Size: 4.8 MiB |
Before Width: | Height: | Size: 4.2 MiB |
Before Width: | Height: | Size: 3.3 MiB |