Simple Shading

This commit is contained in:
Alexander Biryukov 2018-05-30 20:36:00 +05:00
parent 46b7b28b2b
commit c613d00511
3 changed files with 95 additions and 40 deletions

16
assets/simple_shading.fragment Executable file
View File

@ -0,0 +1,16 @@
precision mediump float;
uniform sampler2D Texture;
uniform float Transparency;
uniform vec4 LightDirection;
varying vec2 texCoord;
varying vec3 fragNormal;
void main() {
vec4 color = texture2D(Texture, texCoord).rgba;
float intensity = dot(normalize(LightDirection.xyz), -normalize(fragNormal));
gl_FragColor = vec4(color.rgb * intensity*0.5 + vec3(0.5, 0.5, 0.5), color.a * Transparency);
//gl_FragColor = vec4((fragNormal.rgb + vec3(1.0, 1.0, 1.0))*0.5, 1.0);
}

14
assets/simple_shading.vertex Executable file
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@ -0,0 +1,14 @@
attribute vec3 vPosition;
attribute vec3 Normal;
attribute vec2 vTexCoord;
uniform mat4 ProjectionMatrix;
varying vec2 texCoord;
varying vec3 fragNormal;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
fragNormal = Normal;
}

View File

@ -54,8 +54,8 @@ void TMyApplication::InnerInit()
#ifdef TARGET_WIN32
#ifdef NDEBUG
//ST::PathToResources = "resources/";
ST::PathToResources = "../../../assets/";
ST::PathToResources = "resources/";
//ST::PathToResources = "../../../assets/";
#else
ST::PathToResources = "../../../assets/";
#endif
@ -76,6 +76,7 @@ void TMyApplication::InnerInit()
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
ResourceManager->ShaderManager.AddShader("SimpleShading", "simple_shading.vertex", "simple_shading.fragment");
Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture("console_bkg.bmp");
@ -144,26 +145,25 @@ void TMyApplication::InnerInit()
float const R = 5;
float const r = 6;
size_t const threadsCount = 3;
size_t const threadsCount = 5;
size_t const verticesCount = 6;
float const angle = pi / 18;
size_t const iterationsCount = 50;
//float const angle = pi / 18;
float const angle = pi / 6;
size_t const iterationsCount = 20;
auto g = [this, R, r, threadsCount, verticesCount, angle, iterationsCount, texW, texH, thick, H, W] (const Vector3f &start, const Vector3f &end) {
Vector3f direction = end - start;
Vector3f translate = direction / iterationsCount;
direction.normalize();
Vector3f translate = (end - start) / iterationsCount;
auto e0 = Vector3f(1, 0, -direction.x() / direction.z());
auto e1 = Vector3f(0, 1, -direction.y() / direction.z());
e1 = e1 - (e1.dot(e0) / e0.dot(e0)) * e0;
e0.normalize();
e1.normalize();
Vector3f e0 = Vector3f(1, 0, -translate.x() / translate.z()).normalized();
Vector3f e1 = Vector3f(0, 1, -translate.y() / translate.z());
e1 = (e1 - (e1.dot(e0) / e0.dot(e0)) * e0).normalized();
std::vector<Vector3f> threadCenters;
std::vector<std::vector<Vector4f>> threads;
for(auto i = 0; i < threadsCount; i++) {
std::vector<Vector4f> vertices;
Vector3f threadCenter = R * (e0 * cosf(i * 2 * pi / threadsCount) + e1 * sinf(i * 2 * pi / threadsCount));
threadCenters.push_back(threadCenter);
for(auto j = 0; j < verticesCount; j++) {
auto verticeCenter = threadCenter + r * (e0 * cosf(j * 2 * pi / verticesCount) + e1 * sinf(j * 2 * pi / verticesCount));
vertices.push_back(Vector4f(verticeCenter.x(), verticeCenter.y(), verticeCenter.z(), 1));
@ -172,7 +172,7 @@ void TMyApplication::InnerInit()
threads.push_back(vertices);
}
auto transform = Translation3f(translate) * AngleAxis<float>(angle, direction);
auto transform = Translation3f(translate) * AngleAxis<float>(angle, translate.normalized());
auto matrix = transform.matrix();
for(auto i = 0; i < iterationsCount; i++) {
@ -188,33 +188,58 @@ void TMyApplication::InnerInit()
newThreads.push_back(newVertices);
for(auto k = 0; k < verticesCount; k++) {
auto vk = vertices[k];
auto vk1 = vertices[(k + 1) % verticesCount];
auto nvk = newVertices[k];
auto nvk1 = newVertices[(k + 1) % verticesCount];
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk.head(3));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1.head(3));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk.head(3));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1.head(3));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk1.head(3));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk.head(3));
auto texThick = thick / texW;
auto m = (start[0] + end[0]) / 2 / texW;
auto y = H / texH;
auto threadCenter_ = Vector4f(threadCenters[j].x(), threadCenters[j].y(), threadCenters[j].z(), 1);
auto threadCenter = threadCenter_.head(3);
auto newThreadCenter = (matrix * threadCenter_).head(3);
auto texPiece = texH / iterationsCount;
threadCenters[j] = newThreadCenter;
/*
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.01, 0));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0.01));
Vector3f threadCenter;
Vector3f newThreadCenter;
for(auto k = 0; k < verticesCount; k++) {
threadCenter += vertices[k].head(3);
newThreadCenter += newVertices[k].head(3);
}
threadCenter = threadCenter / verticesCount;
newThreadCenter = newThreadCenter / verticesCount;
*/
for(auto k = 0; k < verticesCount; k++) {
auto vk = vertices[k].head(3);
auto vk1 = vertices[(k + 1) % verticesCount].head(3);
auto nvk = newVertices[k].head(3);
auto nvk1 = newVertices[(k + 1) % verticesCount].head(3);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.01, 0));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.01, 0.01));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0.01));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk1);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
*Console << "k=" + boost::lexical_cast<std::string>(k) + "\n";
*Console << "tc=" + boost::lexical_cast<std::string>(threadCenter(0))+ " " + boost::lexical_cast<std::string>(threadCenter(1)) + " " + boost::lexical_cast<std::string>(threadCenter(2)) +"\n";
*Console << "ntc="+ boost::lexical_cast<std::string>(newThreadCenter(0)) + " "+ boost::lexical_cast<std::string>(newThreadCenter(1))+ " " + boost::lexical_cast<std::string>(newThreadCenter(2))+"\n";
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk - threadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk1 - newThreadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.1));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.2));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
}
}
@ -235,7 +260,7 @@ void TMyApplication::InnerInit()
}
background.first.ShaderName ="DefaultShader";
fabricRender.first.ShaderName = "ParallaxShader";
fabricRender.first.ShaderName = "SimpleShading";
/*
* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
@ -247,6 +272,7 @@ void TMyApplication::InnerInit()
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] = "clean-fabric-texture-4-780x585.jpg";
fabricRender.first.Vec4Map[CONST_STRING_LIGHT_DIRECTION_UNIFORM] = Vector4f(0, -1, 0, 0);
background.second.RefreshBuffer();
fabricRender.second.RefreshBuffer();
@ -337,7 +363,6 @@ void TMyApplication::InnerDraw()
Renderer->RotateMatrix(quat2);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);