normal mapping - sth wrong with the ship #12
@ -9,6 +9,7 @@ uniform vec3 cameraPos;
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uniform sampler2D textureSampler;
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uniform sampler2D textureSampler;
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uniform sampler2D normalSampler;
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uniform vec3 lightPositions[100];
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uniform vec3 lightPositions[100];
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uniform vec3 lightColors[100];
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uniform vec3 lightColors[100];
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@ -26,6 +27,7 @@ uniform float exposition;
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in vec3 vecNormal;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec3 worldPos;
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in vec2 TexCoords;
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in vec2 TexCoords;
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in mat3 TBN;
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out vec4 outColor;
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out vec4 outColor;
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@ -100,8 +102,8 @@ void main()
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vec4 texColor = texture(textureSampler, TexCoords);
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vec4 texColor = texture(textureSampler, TexCoords);
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vec3 normal = normalize(vecNormal);
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vec3 normal = normalize(texture(normalSampler, TexCoords).xyz * TBN);
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//vec3 normal = normalize(vecNormal);
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vec3 viewDir = normalize(cameraPos-worldPos);
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vec3 viewDir = normalize(cameraPos-worldPos);
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vec3 lightDirs[4];
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vec3 lightDirs[4];
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@ -20,6 +20,7 @@ uniform vec3 cameraPos;
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out vec3 viewDirTS;
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out vec3 viewDirTS;
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out vec3 lightDirTS[10];
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out vec3 lightDirTS[10];
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out vec3 spotlightDirTS;
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out vec3 spotlightDirTS;
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out mat3 TBN;
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void main()
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void main()
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{
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{
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@ -31,7 +32,7 @@ void main()
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vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
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vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
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vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
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vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
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mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
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TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
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vec3 V = normalize(cameraPos-worldPos);
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vec3 V = normalize(cameraPos-worldPos);
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viewDirTS = TBN*V;
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viewDirTS = TBN*V;
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@ -190,7 +190,7 @@ void Core::drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, gl
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Core::DrawContext(context);
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Core::DrawContext(context);
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}
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}
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void Core::drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, float roughness, float metallic, GLuint program) {
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void Core::drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint normalID, float roughness, float metallic, GLuint program) {
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Spaceship* spaceship = Spaceship::getInstance();
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Spaceship* spaceship = Spaceship::getInstance();
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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@ -201,11 +201,13 @@ void Core::drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMat
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glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
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glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
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glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
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glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
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;
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//glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
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Core::SetActiveTexture(textureID, "textureSampler", program, 0);
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Core::SetActiveTexture(textureID, "textureSampler", program, 0);
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glUniform1i(glGetUniformLocation(program, "textureSampler"), 0);
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glUniform1i(glGetUniformLocation(program, "textureSampler"), 0);
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Core::SetActiveTexture(normalID, "normalSampler", program, 1);
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glUniform1i(glGetUniformLocation(program, "normalSampler"), 1);
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glUniform3f(glGetUniformLocation(program, "cameraPos"), spaceship->cameraPos.x, spaceship->cameraPos.y, spaceship->cameraPos.z);
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glUniform3f(glGetUniformLocation(program, "cameraPos"), spaceship->cameraPos.x, spaceship->cameraPos.y, spaceship->cameraPos.z);
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std::list<Sun*>* suns = GameUtils::getInstance()->getSuns();
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std::list<Sun*>* suns = GameUtils::getInstance()->getSuns();
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@ -74,5 +74,5 @@ namespace Core
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glm::mat4 createPerspectiveMatrix();
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glm::mat4 createPerspectiveMatrix();
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program);
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program);
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void loadModelToContext(std::string path, Core::RenderContext& context);
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void loadModelToContext(std::string path, Core::RenderContext& context);
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void drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, float roughness, float metallic, GLuint program);
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void drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint normalID, float roughness, float metallic, GLuint program);
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}
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}
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@ -39,6 +39,7 @@ namespace models {
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namespace texture {
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namespace texture {
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GLuint cubemapTexture;
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GLuint cubemapTexture;
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GLuint spaceshipTexture;
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GLuint spaceshipTexture;
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GLuint spaceshipNormal;
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GLuint spriteTexture;
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GLuint spriteTexture;
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GLuint earthTexture;
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GLuint earthTexture;
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}
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}
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@ -196,14 +197,15 @@ void renderScene(GLFWwindow* window)
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drawObjectPBRTexture(models::spaceshipContext,
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drawObjectPBRTexture(models::spaceshipContext,
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spaceship->calculateModelMatrix(),
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spaceship->calculateModelMatrix(),
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texture::spaceshipTexture,
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texture::spaceshipTexture,
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texture::spaceshipNormal,
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spaceship->roughness, spaceship->metallic, programTex
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spaceship->roughness, spaceship->metallic, programTex
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);
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);
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//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
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//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
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drawObjectPBRTexture(models::sphereContext, glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(1.0f)), texture::earthTexture, 0.3, 0.0, programTex);
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//drawObjectPBRTexture(models::sphereContext, glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(1.0f)), texture::earthTexture, 0.3, 0.0, programTex);
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//glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) *
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//glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) *
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Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
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//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
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drawObjectPBRTexture(models::sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), texture::earthTexture, 0.3, 0.0, programTex);
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//drawObjectPBRTexture(models::sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), texture::earthTexture, 0.3, 0.0, programTex);
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//glUseProgram(programSprite);
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//glUseProgram(programSprite);
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//for (const auto& enemy : enemies) {
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//for (const auto& enemy : enemies) {
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@ -345,6 +347,7 @@ void init(GLFWwindow* window)
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loadPlanetsTextures();
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loadPlanetsTextures();
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texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
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texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
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texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/Material.001_Base_color.jpg");
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texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/Material.001_Base_color.jpg");
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texture::spaceshipNormal = Core::LoadTexture("./textures/spaceship/Material.001_Normal_DirectX.jpg");
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texture::earthTexture = Core::LoadTexture("./textures/planets/8k_earth_daymap.jpg");
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texture::earthTexture = Core::LoadTexture("./textures/planets/8k_earth_daymap.jpg");
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spaceship->createParticles();
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spaceship->createParticles();
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Loading…
Reference in New Issue
Block a user