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0a702e155d
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49865aa158
Author | SHA1 | Date | |
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49865aa158 | ||
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e4d425a915 | ||
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72fbf03ed2 |
@ -3,11 +3,12 @@
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uniform sampler2D colorTexture;
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uniform sampler2D normalSampler;
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uniform vec3 cameraPos;
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uniform vec3 sunPos;
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uniform vec3 sunColor;
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uniform float sunLightExp;
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uniform vec3 cameraPos;
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uniform float time;
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uniform vec3 reflectorPos;
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@ -17,54 +18,41 @@ uniform float reflectorAngle;
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uniform float reflectorLightExp;
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vec3 normalizedVertexNormal;
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mat3 TBN;
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in vec3 vertexNormalOut;
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in vec3 vertexTangentOut;
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in vec3 vertexBitangentOut;
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in vec3 vertexPosOut;
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in vec3 vertexPosWld;
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in vec2 vertexTexCoordOut;
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in vec3 viewDirTS;
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in vec3 sunLightDirTS;
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in vec3 reflectorLightDirTS;
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out vec4 outColor;
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vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
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vec3 lightDir = normalize(vertexPosOut - lightPos);
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vec3 viewDir = normalize(cameraPos - vertexPosOut);
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// tangent space
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vec3 viewDirTS = TBN * viewDir;
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vec3 lightDirTS = TBN * lightDir;
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//tmp solution
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viewDir = normalize(viewDirTS);
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lightDir = normalize(lightDirTS);
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float lightDistance = length(vertexPosOut - lightPos);
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vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
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float lightDistance = length(vertexPosWld - lightPos);
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vec3 newLightColor = lightColor / pow(lightDistance, 2);
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float intensity = dot(normalizedVertexNormal, -lightDir);
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float intensity = dot(normalizedVertexNormal, -lightDirTS);
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intensity = max(intensity, 0.0);
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vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
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vec3 reflectDir = reflect(lightDirTS, normalizedVertexNormal);
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float glossPow = 8;
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float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
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float specular = pow(max(dot(viewDirTS, reflectDir), 0.0), glossPow);
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float diffuse = intensity;
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vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
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return vec4(1 - exp(-resultColor * lightExp), 1.0);
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}
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vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
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vec3 reflectorLightDir = normalize(vertexPosOut - lightPos);
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vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
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vec3 reflectorLightDir = normalize(vertexPosWld - lightPos);
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float angleCos = dot(reflectorLightDir, reflectorDir);
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float reflectorOutAngle = reflectorAngle + radians(10);
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float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
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vec4 res = vec4(0, 0, 0, 1);
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if (angleCos > cos(reflectorOutAngle)) {
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float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
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res = calcPointLight(fragColor, lightPos, lightColor, lightExp * intensity);
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res = calcPointLight(fragColor, lightPos, lightDirTS, lightColor, lightExp * intensity);
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}
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return res;
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}
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@ -72,22 +60,19 @@ vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightEx
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void main()
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{
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TBN = transpose(mat3(vertexTangentOut, vertexBitangentOut, vertexNormalOut));
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vec3 textureColor = texture2D(colorTexture, vertexTexCoordOut).rgb;
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normalizedVertexNormal = normalize(vertexNormalOut);
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//get normal from normal sampler
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vec3 samplerNormal = texture2D(normalSampler, vertexTexCoordOut).xyz;
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samplerNormal = 2 * samplerNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
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normalizedVertexNormal = normalize(samplerNormal);// to avoid potential precision problems in sampler texture
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//tmp solution
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//Debug
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//normalizedVertexNormal = vec3(0, 0, 1);
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outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
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outColor = calcPointLight(textureColor, sunPos, sunLightDirTS, sunColor, sunLightExp);
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outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorLightExp);
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outColor += calcSpotLight(textureColor, reflectorPos, reflectorLightDirTS, reflectorColor, reflectorLightExp);
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//Debug
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//outColor = vec4(textureColor, 1);
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@ -9,19 +9,42 @@ layout(location = 4) in vec3 vertexBitangent;
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uniform mat4 transformation;
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uniform mat4 modelMat;
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out vec3 vertexNormalOut;
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out vec3 vertexTangentOut;
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out vec3 vertexBitangentOut;
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out vec3 vertexPosOut;
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uniform vec3 cameraPos;
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uniform vec3 sunPos;
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uniform vec3 reflectorPos;
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out vec3 vertexPosWld;
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out vec2 vertexTexCoordOut;
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out vec3 viewDirTS;
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out vec3 sunLightDirTS;
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out vec3 reflectorLightDirTS;
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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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vertexNormalOut = (modelMat * vec4(vertexNormal, 0.0)).xyz;
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vertexTangentOut = (modelMat * vec4(vertexTangent, 0.0)).xyz;
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vertexBitangentOut = (modelMat * vec4(vertexBitangent, 0.0)).xyz;
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vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
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vec3 normal = (modelMat * vec4(vertexNormal, 0.0)).xyz;
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vec3 tangent = (modelMat * vec4(vertexTangent, 0.0)).xyz;
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vec3 bitangent = (modelMat * vec4(vertexBitangent, 0.0)).xyz;
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vertexPosWld = (modelMat * vec4(vertexPosition, 1.0)).xyz;
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vertexTexCoordOut = vertexTexCoord;
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mat3 TBN = transpose(mat3(tangent, bitangent, normal));
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//`lightPos - vertexPos` from tutorial is wrong?
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//TODO why should we normalize here if we would normalize Tangent Space vectors later?
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// and why do it here, mb fragment shader?
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vec3 sunLightDir = normalize(vertexPosWld - sunPos);
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vec3 reflectorLightDir = normalize(vertexPosWld - reflectorPos);
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vec3 viewDir = normalize(cameraPos - vertexPosWld);
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// tangent space
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viewDirTS = TBN * viewDir;
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sunLightDirTS = TBN * sunLightDir;
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reflectorLightDirTS = TBN * reflectorLightDir;
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//TODO should normilize here or in the fragment shader?
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viewDirTS = normalize(viewDirTS);
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sunLightDirTS = normalize(sunLightDirTS);
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reflectorLightDirTS = normalize(reflectorLightDirTS);
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}
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@ -2,6 +2,7 @@
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uniform sampler2D colorTexture;
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uniform sampler2D clouds;
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uniform sampler2D normalSampler;
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uniform vec3 sunPos;
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uniform vec3 sunColor;
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@ -18,40 +19,40 @@ uniform float reflectorLightExp;
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vec3 normalizedVertexNormal;
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in vec3 vertexNormalOut;
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in vec3 vertexPosOut;
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in vec3 vertexPosWld;
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in vec2 vertexTexCoordOut;
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in vec3 viewDirTS;
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in vec3 sunLightDirTS;
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in vec3 reflectorLightDirTS;
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out vec4 outColor;
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vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
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vec3 lightDir = normalize(vertexPosOut - lightPos);
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float lightDistance = length(vertexPosOut - lightPos);
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vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
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float lightDistance = length(vertexPosWld - lightPos);
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vec3 newLightColor = lightColor / pow(lightDistance, 2);
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float intensity = dot(normalizedVertexNormal, -lightDir);
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float intensity = dot(normalizedVertexNormal, -lightDirTS);
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intensity = max(intensity, 0.0);
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vec3 viewDir = normalize(cameraPos - vertexPosOut);
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vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
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vec3 reflectDir = reflect(lightDirTS, normalizedVertexNormal);
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float glossPow = 8;
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float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
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float specular = pow(max(dot(viewDirTS, reflectDir), 0.0), glossPow);
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float diffuse = intensity;
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vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
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return vec4(1 - exp(-resultColor * lightExp), 1.0);
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}
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vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, vec3 lightDir,
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float innerCutOff, float outerCutOff, float lightExp) {
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vec3 lightToFragDir = normalize(vertexPosOut - lightPos);
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float angleCos = dot(lightToFragDir, lightDir);
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float epsilon = cos(innerCutOff) - cos(outerCutOff);
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vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
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vec3 reflectorLightDir = normalize(vertexPosWld - lightPos);
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float angleCos = dot(reflectorLightDir, reflectorDir);
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float reflectorOutAngle = reflectorAngle + radians(10);
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float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
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vec4 res = vec4(0, 0, 0, 1);
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if (angleCos > cos(outerCutOff)) {
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float intensity = clamp((angleCos - cos(outerCutOff)) / epsilon, 0.0, 1.0);
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res = calcPointLight(fragColor, lightPos, lightColor, reflectorLightExp * intensity);
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if (angleCos > cos(reflectorOutAngle)) {
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float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
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res = calcPointLight(fragColor, lightPos, lightDirTS, lightColor, lightExp * intensity);
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}
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return res;
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}
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@ -62,13 +63,22 @@ void main()
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vec3 textureColor = texture2D(colorTexture, vertexTexCoordOut).rgb;
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vec3 cloudColor = texture2D(clouds, vertexTexCoordOut).rgb;
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//disabled to prevent riffled clouds
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textureColor = mix(vec3(1), textureColor, cloudColor.r);
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normalizedVertexNormal = normalize(vertexNormalOut);
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normalizedVertexNormal = vec3(0, 0, 1);
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if (cloudColor.r < 1) {
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//get normal from normal sampler
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vec3 samplerNormal = texture2D(normalSampler, vertexTexCoordOut).xyz;
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samplerNormal = 2 * samplerNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
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normalizedVertexNormal = normalize(samplerNormal);// to avoid potential precision problems in sampler texture
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}
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outColor = calcPointLight(textureColor, sunPos, sunLightDirTS, sunColor, sunLightExp);
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outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
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outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorDir,
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reflectorAngle, reflectorAngle + radians(10), reflectorLightExp);
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outColor += calcSpotLight(textureColor, reflectorPos, reflectorLightDirTS, reflectorColor, reflectorLightExp);
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//Debug
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//outColor = vec4(textureColor, 1);
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}
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@ -3,20 +3,49 @@
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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layout(location = 3) in vec3 vertexTangent;
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layout(location = 4) in vec3 vertexBitangent;
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uniform mat4 transformation;
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uniform mat4 modelMat;
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out vec3 vertexNormalOut;
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out vec3 vertexPosOut;
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uniform vec3 cameraPos;
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uniform vec3 sunPos;
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uniform vec3 reflectorPos;
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out vec3 vertexPosWld;
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out vec2 vertexTexCoordOut;
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out vec3 viewDirTS;
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out vec3 sunLightDirTS;
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out vec3 reflectorLightDirTS;
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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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vec4 worldNormal = modelMat * vec4(vertexNormal, 0.0);
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vertexNormalOut = worldNormal.xyz;
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vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
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vec3 normal = (modelMat * vec4(vertexNormal, 0.0)).xyz;
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vec3 tangent = (modelMat * vec4(vertexTangent, 0.0)).xyz;
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vec3 bitangent = (modelMat * vec4(vertexBitangent, 0.0)).xyz;
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vertexPosWld = (modelMat * vec4(vertexPosition, 1.0)).xyz;
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vertexTexCoordOut = vertexTexCoord;
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vertexTexCoordOut.y = 1 - vertexTexCoord.y;// corrects inversion (bottom at top) of the earth
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}
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mat3 TBN = transpose(mat3(tangent, bitangent, normal));
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//`lightPos - vertexPos` from tutorial is wrong?
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//TODO why should we normalize here if we would normalize Tangent Space vectors later?
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// and why do it here, mb fragment shader?
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vec3 sunLightDir = normalize(vertexPosWld - sunPos);
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vec3 reflectorLightDir = normalize(vertexPosWld - reflectorPos);
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vec3 viewDir = normalize(cameraPos - vertexPosWld);
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// tangent space
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viewDirTS = TBN * viewDir;
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sunLightDirTS = TBN * sunLightDir;
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reflectorLightDirTS = TBN * reflectorLightDir;
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//TODO should normilize here or in the fragment shader?
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viewDirTS = normalize(viewDirTS);
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sunLightDirTS = normalize(sunLightDirTS);
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reflectorLightDirTS = normalize(reflectorLightDirTS);
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}
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@ -3,6 +3,8 @@
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uniform sampler2D colorTexture;
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uniform sampler2D rust;
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uniform sampler2D scratches;
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uniform sampler2D shipNormalSampler;
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uniform sampler2D rustNormalSampler;
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uniform vec3 sunPos;
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uniform vec3 sunColor;
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@ -18,69 +20,82 @@ uniform float reflectorAngle;
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uniform float reflectorLightExp;
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vec3 normalizedVertexNormal;
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vec3 scratchesColor;
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in vec3 vertexNormalOut;
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in vec3 vertexPosOut;
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in vec3 vertexPosWld;
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in vec2 vertexTexCoordOut;
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in vec3 viewDirTS;
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in vec3 sunLightDirTS;
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in vec3 reflectorLightDirTS;
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in vec3 vertexLocPos;
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out vec4 outColor;
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vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
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vec3 lightDir = normalize(vertexPosOut - lightPos);
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float lightDistance = length(vertexPosOut - lightPos);
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vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
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float lightDistance = length(vertexPosWld - lightPos);
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vec3 newLightColor = lightColor / pow(lightDistance, 2);
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float intensity = dot(normalizedVertexNormal, -lightDir);
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float intensity = dot(normalizedVertexNormal, -lightDirTS);
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intensity = max(intensity, 0.0);
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vec3 viewDir = normalize(cameraPos - vertexPosOut);
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vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
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vec3 reflectDir = reflect(lightDirTS, normalizedVertexNormal);
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float glossPow = 8;
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float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
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float specular = pow(max(dot(viewDirTS, reflectDir), 0.0), glossPow);
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float diffuse = intensity;
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vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
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return vec4(1 - exp(-resultColor * lightExp), 1.0);
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}
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vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, vec3 lightDir, float lightExp) {
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vec3 reflectorLightDir = normalize(vertexPosOut - reflectorPos);
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vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
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vec3 reflectorLightDir = normalize(vertexPosWld - lightPos);
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float angleCos = dot(reflectorLightDir, reflectorDir);
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float reflectorOutAngle = reflectorAngle + radians(10);
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float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
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vec4 res = vec4(0, 0, 0, 1);
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if (angleCos > cos(reflectorOutAngle)) {
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float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
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res = calcPointLight(fragColor, reflectorPos, reflectorColor, reflectorLightExp * intensity);
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res = calcPointLight(fragColor, lightPos, lightDirTS, lightColor, lightExp * intensity);
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}
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return res;
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}
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void main()
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{
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vec3 calcShipColor() {
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vec3 shipColor = texture2D(colorTexture, vertexTexCoordOut).rgb;
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vec3 rustColor = texture2D(rust, vertexTexCoordOut).rgb;
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vec3 scratchesColor = texture2D(scratches, vertexTexCoordOut).rgb;
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vec3 textureColor = mix(rustColor, shipColor, scratchesColor .r);
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vec3 textureColor = mix(rustColor, shipColor, scratchesColor.r);
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if (sin(vertexLocPos.y * vertexLocPos.x * vertexLocPos.z) > 0) {
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textureColor = vec3(1, 0, 0);
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}
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normalizedVertexNormal = normalize(vertexNormalOut);
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outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
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vec3 reflectorLightDir = normalize(vertexPosOut - reflectorPos);
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float angleCos = dot(reflectorLightDir, reflectorDir);
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float reflectorOutAngle = reflectorAngle + radians(10);
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float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
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if (angleCos > cos(reflectorOutAngle)) {
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float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
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outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorLightDir, reflectorLightExp * intensity);
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}
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return textureColor;
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}
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vec3 calcShipNormal() {
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vec3 shipNormal = texture2D(shipNormalSampler, vertexTexCoordOut).xyz;
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shipNormal = 2 * shipNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
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vec3 rustNormal = texture2D(rustNormalSampler, vertexTexCoordOut).xyz;
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rustNormal = 2 * rustNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
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//normalize to avoid potential precision problems in sampler texture
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return normalize(mix(rustNormal, shipNormal, scratchesColor.r));
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}
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void main()
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{
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scratchesColor = texture2D(scratches, vertexTexCoordOut).rgb;
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vec3 textureColor = calcShipColor();
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normalizedVertexNormal = calcShipNormal();
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//Debug
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//normalizedVertexNormal = vec3(0, 0, 1);
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outColor = calcPointLight(textureColor, sunPos, sunLightDirTS, sunColor, sunLightExp);
|
||||
|
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outColor += calcSpotLight(textureColor, reflectorPos, reflectorLightDirTS, reflectorColor, reflectorLightExp);
|
||||
|
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//Debug
|
||||
//outColor = vec4(textureColor, 1);
|
||||
}
|
||||
|
||||
|
@ -3,21 +3,50 @@
|
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layout(location = 0) in vec3 vertexPosition;
|
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layout(location = 1) in vec3 vertexNormal;
|
||||
layout(location = 2) in vec2 vertexTexCoord;
|
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layout(location = 3) in vec3 vertexTangent;
|
||||
layout(location = 4) in vec3 vertexBitangent;
|
||||
|
||||
uniform mat4 transformation;
|
||||
uniform mat4 modelMat;
|
||||
|
||||
out vec3 vertexNormalOut;
|
||||
out vec3 vertexPosOut;
|
||||
out vec2 vertexTexCoordOut;
|
||||
uniform vec3 cameraPos;
|
||||
uniform vec3 sunPos;
|
||||
uniform vec3 reflectorPos;
|
||||
|
||||
out vec3 vertexPosWld;
|
||||
out vec3 vertexLocPos;
|
||||
out vec2 vertexTexCoordOut;
|
||||
out vec3 viewDirTS;
|
||||
out vec3 sunLightDirTS;
|
||||
out vec3 reflectorLightDirTS;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||||
vec4 worldNormal = modelMat * vec4(vertexNormal, 0.0);
|
||||
vertexNormalOut = worldNormal.xyz;
|
||||
vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
|
||||
vec3 normal = (modelMat * vec4(vertexNormal, 0.0)).xyz;
|
||||
vec3 tangent = (modelMat * vec4(vertexTangent, 0.0)).xyz;
|
||||
vec3 bitangent = (modelMat * vec4(vertexBitangent, 0.0)).xyz;
|
||||
vertexPosWld = (modelMat * vec4(vertexPosition, 1.0)).xyz;
|
||||
vertexTexCoordOut = vertexTexCoord;
|
||||
|
||||
vertexLocPos = vertexPosition;
|
||||
|
||||
mat3 TBN = transpose(mat3(tangent, bitangent, normal));
|
||||
|
||||
//`lightPos - vertexPos` from tutorial is wrong?
|
||||
//TODO why should we normalize here if we would normalize Tangent Space vectors later?
|
||||
// and why do it here, mb fragment shader?
|
||||
vec3 sunLightDir = normalize(vertexPosWld - sunPos);
|
||||
vec3 reflectorLightDir = normalize(vertexPosWld - reflectorPos);
|
||||
vec3 viewDir = normalize(cameraPos - vertexPosWld);
|
||||
|
||||
// tangent space
|
||||
viewDirTS = TBN * viewDir;
|
||||
sunLightDirTS = TBN * sunLightDir;
|
||||
reflectorLightDirTS = TBN * reflectorLightDir;
|
||||
|
||||
//TODO should normilize here or in the fragment shader?
|
||||
viewDirTS = normalize(viewDirTS);
|
||||
sunLightDirTS = normalize(sunLightDirTS);
|
||||
reflectorLightDirTS = normalize(reflectorLightDirTS);
|
||||
}
|
||||
|
@ -25,8 +25,10 @@ namespace texture {
|
||||
GLuint grid;
|
||||
|
||||
GLuint earthNormal;
|
||||
GLuint moonNormal;
|
||||
GLuint asteroidNormal;
|
||||
GLuint shipNormal;
|
||||
GLuint rustNormal;
|
||||
|
||||
GLuint cubemap;
|
||||
}
|
||||
@ -143,12 +145,15 @@ void drawObjectColor(GLuint program, Core::RenderContext& context, glm::mat4 mod
|
||||
}
|
||||
|
||||
void drawObjectProc(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color) {
|
||||
program = programProcTex;
|
||||
|
||||
GLuint program = programProcTex;
|
||||
glUseProgram(program);
|
||||
|
||||
Core::SetActiveTexture(texture::ship, "colorTexture", program, 0);
|
||||
Core::SetActiveTexture(texture::rust, "rust", program, 1);
|
||||
Core::SetActiveTexture(texture::scratches, "scratches", program, 2);
|
||||
Core::SetActiveTexture(texture::shipNormal, "shipNormalSampler", program, 3);
|
||||
Core::SetActiveTexture(texture::rustNormal, "rustNormalSampler", program, 4);
|
||||
|
||||
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
|
||||
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
@ -173,9 +178,11 @@ void drawObjectProc(Core::RenderContext& context, glm::mat4 modelMatrix, glm::ve
|
||||
|
||||
}
|
||||
|
||||
void drawObjectTexture(GLuint program, Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureId) {
|
||||
void drawObjectTexture(GLuint program, Core::RenderContext& context, glm::mat4 modelMatrix,
|
||||
GLuint textureId, GLuint normalsTextureId) {
|
||||
glUseProgram(program);
|
||||
Core::SetActiveTexture(textureId, "colorTexture", program, 0);
|
||||
Core::SetActiveTexture(normalsTextureId, "normalSampler", program, 1);
|
||||
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
|
||||
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
@ -205,6 +212,7 @@ void drawEarth(Core::RenderContext& context, glm::mat4 modelMatrix) {
|
||||
glUseProgram(program);
|
||||
Core::SetActiveTexture(texture::earth, "colorTexture", program, 0);
|
||||
Core::SetActiveTexture(texture::clouds, "clouds", program, 1);
|
||||
Core::SetActiveTexture(texture::earthNormal, "normalSampler", program, 2);
|
||||
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
|
||||
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
@ -266,7 +274,7 @@ void renderScene(GLFWwindow* window)
|
||||
|
||||
drawObjectTexture(programTex, sphereContext,
|
||||
glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
|
||||
texture::grid);
|
||||
texture::grid, texture::moonNormal);
|
||||
|
||||
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
|
||||
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
|
||||
@ -370,8 +378,10 @@ void init(GLFWwindow* window)
|
||||
texture::grid = Core::LoadTexture("./textures/grid_color.png");
|
||||
|
||||
texture::earthNormal = Core::LoadTexture("./textures/earth_normalmap.png");
|
||||
texture::moonNormal = Core::LoadTexture("./textures/moon_normal.jpg");
|
||||
texture::asteroidNormal = Core::LoadTexture("./textures/rust_normal.jpg");
|
||||
texture::shipNormal = Core::LoadTexture("./textures/spaceship_normalmap.jpg");
|
||||
texture::rustNormal = Core::LoadTexture("./textures/rust_normal.jpg");
|
||||
|
||||
init_cubemap();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user