Added heightmap/normalmap for fibers

This commit is contained in:
Samat Agishev 2018-01-19 19:23:11 +05:00
parent 95207620f6
commit 13f3e3ee9b
6 changed files with 119 additions and 79 deletions

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

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@ -33,7 +33,8 @@ protected:
bool Inited; bool Inited;
public: public:
TRenderPair fabricRenderPair; TRenderPair fabricRender;
TRenderPair background;
bool Loaded; bool Loaded;