Added heightmap/normalmap for fibers
This commit is contained in:
parent
95207620f6
commit
13f3e3ee9b
BIN
assets/HeightMap.png
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assets/HeightMap.png
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After Width: | Height: | Size: 5.5 KiB |
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assets/NormalMap.png
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assets/NormalMap.png
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Before Width: | Height: | Size: 180 KiB After Width: | Height: | Size: 180 KiB |
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assets/linesAll.png
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assets/linesAll.png
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@ -78,100 +78,124 @@ void TMyApplication::InnerInit()
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Renderer->PushShader("DefaultShader");
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Renderer->PushShader("DefaultShader");
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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ResourceManager->TexList.AddTexture("owl-green.jpg");
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ResourceManager->TexList.AddTexture("owl-green-height.png");
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ResourceManager->TexList.AddTexture("background.jpg");
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ResourceManager->TexList.AddTexture("owl-green-normal.png");
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ResourceManager->TexList.AddTexture("HeightMap.png");
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ResourceManager->TexList.AddTexture("5f.jpg");
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ResourceManager->TexList.AddTexture("NormalMap.png");
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ResourceManager->TexList.AddTexture("6f.jpg");
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ResourceManager->TexList.AddTexture("linesAll.png");
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ResourceManager->TexList.AddTexture("7f.jpg");
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ResourceManager->TexList.AddTexture("fiber_texture.jpg");
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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auto addRectInData = [this] (const Vector3f &a, const Vector3f &b, const Vector3f &c, const Vector3f &d) {
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Vector2f const bottomLeft(-1000, -1000);
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float const W = 2000;
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fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(a);
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float const H = 2000;
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fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(b);
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fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(c);
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{
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//resolution of background image
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fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(c);
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float const imageW = 512;
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fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(d);
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float const imageH = 512;
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fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(a);
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fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
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fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(1, 0));
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fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(1, 1));
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fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(1, 1));
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fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 1));
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fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
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//it is true that it does nothing? :thinking:
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0], 0, bottomLeft[1]));
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fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0], 0, bottomLeft[1] + H));
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fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(0, 1, 1, 1));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0] + W, 0, bottomLeft[1] + H));
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fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 0, 1));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0] + W, 0, bottomLeft[0] + H));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0] + W, 0, bottomLeft[0]));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0], 0, bottomLeft[0]));
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fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 0, 1));
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float const tw = W / imageW;
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fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(0, 0, 0, 1));
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float const th = H / imageH;
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fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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//end of :thinking:
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};
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auto genRect = [] (Vector3f &a, Vector3f &b, float thick) {
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
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Vector3f AB = b - a;
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
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Vector3f ortho(AB[2], 0, -AB[0]);
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
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ortho.normalize();
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thick /= 2;
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
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Vector3f r1 = a - ortho * thick;
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, th));
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Vector3f r2 = a + ortho * thick;
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
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Vector3f r3 = b + ortho * thick;
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Vector3f r4 = b - ortho * thick;
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return std::make_tuple(r1, r2, r3, r4);
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};
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int const n = 1000;
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float const stripeLength = 100;
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float const stepOnAsix = 7;
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float const thick = 5;
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Vector3f stripeDirection = {0, 0, -1};
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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Vector3f asix = {1, 0, 0};
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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Vector3f p1 = {-512, 0, 0};
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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Vector3f a, b, c, d;
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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for (int i = 0; i < n; ++i) {
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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Vector3f p2 = p1 + stripeDirection * stripeLength;
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std::tie(a, b, c, d) = genRect(p1, p2, thick);
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addRectInData(a, b, c, d);
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Vector3f p3 = p1 + stepOnAsix * asix;
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std::tie(a, b, c, d) = genRect(p2, p3, thick);
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addRectInData(a, b, c, d);
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p1 = p3;
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}
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}
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{
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//resolution of linesAll.png
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float const texW = 900;
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float const texH = 900;
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fabricRenderPair.first.ShaderName = "ParallaxShader";
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float const step = 12;
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float const thick = 10;
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auto f = [this, texW, texH, thick, W, H] (const Vector3f &p1, const Vector3f &p2) {
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auto pv = p2 - p1;
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Vector3f ortho(pv[2], 0, pv[0]);
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ortho.normalize();
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auto p3 = p2 + ortho * thick;
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auto p4 = p1 + ortho * thick;
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p2);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p4);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
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auto texThick = thick / texW;
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auto m = (p1[0] + p2[0]) / 2 / texW;
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auto y = H / texH;
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, y));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, 0));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
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};
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Vector3f const stepDirection(1, 0, 0);
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Vector3f p1(bottomLeft[0], 0, -bottomLeft[1]);
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while (p1[0] < bottomLeft[0] + W) {
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auto p2 = p1 - Vector3f(0, 0, W);
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f(p1, p2);
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auto p3 = p1 + step * stepDirection;
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f(p3, p2);
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p1 = p3;
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}
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}
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background.first.ShaderName ="ParallaxShader";
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fabricRender.first.ShaderName = "ParallaxShader";
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/*
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/*
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* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
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* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
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*/
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*/
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std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
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std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
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fabricRenderPair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "fiber_texture.jpg";
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background.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "background.jpg";
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//fabricRenderPair.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "owl-green-height.png";
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//fabricRenderPair.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "owl-green-normal.png";
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fabricRenderPair.second.RefreshBuffer();
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fabricRender.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "NormalMap.png";
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fabricRender.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "HeightMap.png";
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fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "linesAll.png";
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background.second.RefreshBuffer();
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fabricRender.second.RefreshBuffer();
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Inited = true;
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Inited = true;
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}
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}
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@ -257,9 +281,10 @@ void TMyApplication::InnerDraw()
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Renderer->RotateMatrix(quat2);
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Renderer->RotateMatrix(quat2);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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CheckGlError("");
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CheckGlError("");
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auto mat1 = quatToMatrix(quat1);
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auto mat1 = quatToMatrix(quat1);
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@ -268,11 +293,24 @@ void TMyApplication::InnerDraw()
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Vector3f lightPos = {0.f, 1.f, 1.f};
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Vector3f lightPos = {0.f, 1.f, 1.f};
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Vector3f eye = mat2 * (mat1 * Vector3f(0.0f, 0.f, -distance));
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Vector3f eye = mat2 * mat1 * Vector3f(0.0f, 0.f, -distance);
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{
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{
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TRenderParamsSetter params(fabricRenderPair.first);
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TRenderParamsSetter params(background.first);
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RenderUniform3fv("eye", eye.data());
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RenderUniform3fv("lightPos", lightPos.data());
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Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
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RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
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RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
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RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
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Renderer->DrawTriangleList(background.second);
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}
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{
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TRenderParamsSetter params(fabricRender.first);
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RenderUniform3fv("eye", eye.data());
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RenderUniform3fv("eye", eye.data());
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RenderUniform3fv("lightPos", lightPos.data());
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RenderUniform3fv("lightPos", lightPos.data());
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@ -283,9 +321,10 @@ void TMyApplication::InnerDraw()
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RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
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RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
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RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
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RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
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Renderer->DrawTriangleList(fabricRenderPair.second);
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Renderer->DrawTriangleList(fabricRender.second);
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}
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}
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Renderer->PopMatrix();
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Renderer->PopMatrix();
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CheckGlError("");
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CheckGlError("");
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@ -33,7 +33,8 @@ protected:
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bool Inited;
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bool Inited;
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public:
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public:
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TRenderPair fabricRenderPair;
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TRenderPair fabricRender;
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TRenderPair background;
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bool Loaded;
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bool Loaded;
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