Simple Shading
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46b7b28b2b
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c613d00511
16
assets/simple_shading.fragment
Executable file
16
assets/simple_shading.fragment
Executable file
@ -0,0 +1,16 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform float Transparency;
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uniform vec4 LightDirection;
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varying vec2 texCoord;
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varying vec3 fragNormal;
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void main() {
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vec4 color = texture2D(Texture, texCoord).rgba;
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float intensity = dot(normalize(LightDirection.xyz), -normalize(fragNormal));
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gl_FragColor = vec4(color.rgb * intensity*0.5 + vec3(0.5, 0.5, 0.5), color.a * Transparency);
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//gl_FragColor = vec4((fragNormal.rgb + vec3(1.0, 1.0, 1.0))*0.5, 1.0);
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}
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14
assets/simple_shading.vertex
Executable file
14
assets/simple_shading.vertex
Executable file
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attribute vec3 vPosition;
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attribute vec3 Normal;
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attribute vec2 vTexCoord;
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uniform mat4 ProjectionMatrix;
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varying vec2 texCoord;
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varying vec3 fragNormal;
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void main() {
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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fragNormal = Normal;
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}
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@ -54,8 +54,8 @@ void TMyApplication::InnerInit()
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#ifdef TARGET_WIN32
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#ifdef NDEBUG
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//ST::PathToResources = "resources/";
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ST::PathToResources = "../../../assets/";
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ST::PathToResources = "resources/";
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//ST::PathToResources = "../../../assets/";
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#else
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ST::PathToResources = "../../../assets/";
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#endif
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@ -76,6 +76,7 @@ void TMyApplication::InnerInit()
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ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
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ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
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ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
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ResourceManager->ShaderManager.AddShader("SimpleShading", "simple_shading.vertex", "simple_shading.fragment");
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Renderer->PushShader("DefaultShader");
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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@ -144,26 +145,25 @@ void TMyApplication::InnerInit()
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float const R = 5;
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float const r = 6;
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size_t const threadsCount = 3;
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size_t const threadsCount = 5;
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size_t const verticesCount = 6;
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float const angle = pi / 18;
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size_t const iterationsCount = 50;
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//float const angle = pi / 18;
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float const angle = pi / 6;
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size_t const iterationsCount = 20;
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auto g = [this, R, r, threadsCount, verticesCount, angle, iterationsCount, texW, texH, thick, H, W] (const Vector3f &start, const Vector3f &end) {
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Vector3f direction = end - start;
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Vector3f translate = direction / iterationsCount;
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direction.normalize();
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Vector3f translate = (end - start) / iterationsCount;
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auto e0 = Vector3f(1, 0, -direction.x() / direction.z());
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auto e1 = Vector3f(0, 1, -direction.y() / direction.z());
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e1 = e1 - (e1.dot(e0) / e0.dot(e0)) * e0;
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e0.normalize();
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e1.normalize();
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Vector3f e0 = Vector3f(1, 0, -translate.x() / translate.z()).normalized();
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Vector3f e1 = Vector3f(0, 1, -translate.y() / translate.z());
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e1 = (e1 - (e1.dot(e0) / e0.dot(e0)) * e0).normalized();
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std::vector<Vector3f> threadCenters;
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std::vector<std::vector<Vector4f>> threads;
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for(auto i = 0; i < threadsCount; i++) {
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std::vector<Vector4f> vertices;
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Vector3f threadCenter = R * (e0 * cosf(i * 2 * pi / threadsCount) + e1 * sinf(i * 2 * pi / threadsCount));
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threadCenters.push_back(threadCenter);
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for(auto j = 0; j < verticesCount; j++) {
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auto verticeCenter = threadCenter + r * (e0 * cosf(j * 2 * pi / verticesCount) + e1 * sinf(j * 2 * pi / verticesCount));
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vertices.push_back(Vector4f(verticeCenter.x(), verticeCenter.y(), verticeCenter.z(), 1));
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@ -172,7 +172,7 @@ void TMyApplication::InnerInit()
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threads.push_back(vertices);
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}
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auto transform = Translation3f(translate) * AngleAxis<float>(angle, direction);
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auto transform = Translation3f(translate) * AngleAxis<float>(angle, translate.normalized());
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auto matrix = transform.matrix();
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for(auto i = 0; i < iterationsCount; i++) {
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@ -188,33 +188,58 @@ void TMyApplication::InnerInit()
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newThreads.push_back(newVertices);
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for(auto k = 0; k < verticesCount; k++) {
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auto vk = vertices[k];
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auto vk1 = vertices[(k + 1) % verticesCount];
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auto nvk = newVertices[k];
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auto nvk1 = newVertices[(k + 1) % verticesCount];
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk.head(3));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1.head(3));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk.head(3));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1.head(3));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk1.head(3));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk.head(3));
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auto texThick = thick / texW;
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auto m = (start[0] + end[0]) / 2 / texW;
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auto y = H / texH;
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auto threadCenter_ = Vector4f(threadCenters[j].x(), threadCenters[j].y(), threadCenters[j].z(), 1);
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auto threadCenter = threadCenter_.head(3);
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auto newThreadCenter = (matrix * threadCenter_).head(3);
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auto texPiece = texH / iterationsCount;
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threadCenters[j] = newThreadCenter;
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/*
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.01, 0));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0.01));
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Vector3f threadCenter;
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Vector3f newThreadCenter;
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for(auto k = 0; k < verticesCount; k++) {
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threadCenter += vertices[k].head(3);
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newThreadCenter += newVertices[k].head(3);
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}
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threadCenter = threadCenter / verticesCount;
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newThreadCenter = newThreadCenter / verticesCount;
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*/
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for(auto k = 0; k < verticesCount; k++) {
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auto vk = vertices[k].head(3);
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auto vk1 = vertices[(k + 1) % verticesCount].head(3);
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auto nvk = newVertices[k].head(3);
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auto nvk1 = newVertices[(k + 1) % verticesCount].head(3);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.01, 0));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.01, 0.01));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0.01));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk1);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
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*Console << "k=" + boost::lexical_cast<std::string>(k) + "\n";
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*Console << "tc=" + boost::lexical_cast<std::string>(threadCenter(0))+ " " + boost::lexical_cast<std::string>(threadCenter(1)) + " " + boost::lexical_cast<std::string>(threadCenter(2)) +"\n";
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*Console << "ntc="+ boost::lexical_cast<std::string>(newThreadCenter(0)) + " "+ boost::lexical_cast<std::string>(newThreadCenter(1))+ " " + boost::lexical_cast<std::string>(newThreadCenter(2))+"\n";
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk - threadCenter));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk1 - newThreadCenter));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.1));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.2));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
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}
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}
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@ -235,7 +260,7 @@ void TMyApplication::InnerInit()
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}
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background.first.ShaderName ="DefaultShader";
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fabricRender.first.ShaderName = "ParallaxShader";
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fabricRender.first.ShaderName = "SimpleShading";
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/*
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* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
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@ -247,6 +272,7 @@ void TMyApplication::InnerInit()
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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] = "clean-fabric-texture-4-780x585.jpg";
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fabricRender.first.Vec4Map[CONST_STRING_LIGHT_DIRECTION_UNIFORM] = Vector4f(0, -1, 0, 0);
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background.second.RefreshBuffer();
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fabricRender.second.RefreshBuffer();
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@ -337,7 +363,6 @@ void TMyApplication::InnerDraw()
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Renderer->RotateMatrix(quat2);
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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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