light working
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Template/log.txt
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Template/log.txt
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2024-Jun-09 10:36:12: Log started
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2024-Jun-09 21:40:20: Log started
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2024-Jun-09 10:36:13: OpenGL Window created
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2024-Jun-09 21:40:20: OpenGL Window created
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2024-Jun-09 10:36:13: Script manager ready
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2024-Jun-09 21:40:20: Script manager ready
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2024-Jun-09 10:36:13: Render::OpenGL glVersion = 4.6.0 - Build 31.0.101.4887
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2024-Jun-09 21:40:20: Render::OpenGL glVersion = 4.6.0 - Build 31.0.101.4887
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2024-Jun-09 10:36:13: Render::OpenGL glVersion above 2.0 ok
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2024-Jun-09 21:40:20: Render::OpenGL glVersion above 2.0 ok
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2024-Jun-09 10:36:13: Render::OpenGL GL_ARB_framebuffer_object supported ok
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2024-Jun-09 21:40:20: Render::OpenGL GL_ARB_framebuffer_object supported ok
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2024-Jun-09 10:36:13: Render::OpenGL GL_ARB_uniform_buffer_object supported ok
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2024-Jun-09 21:40:20: Render::OpenGL GL_ARB_uniform_buffer_object supported ok
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2024-Jun-09 10:36:13: Prepare to add shader GUI
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2024-Jun-09 21:40:20: Prepare to add shader GUI
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 3
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2024-Jun-09 21:40:20: Shader program is - 3
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: GUI
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: GUI
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2024-Jun-09 10:36:13: Prepare to add shader Parallax
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2024-Jun-09 21:40:20: Prepare to add shader Parallax
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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WARNING: 0:27: 'assign' : implicit type conversion allowed from GLSL 1.20
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WARNING: 0:27: 'assign' : implicit type conversion allowed from GLSL 1.20
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WARNING: 0:27: 'assign' : implicit type conversion allowed from GLSL 1.20
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WARNING: 0:27: 'assign' : implicit type conversion allowed from GLSL 1.20
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WARNING: 0:27: 'assign' : implicit type conversion allowed
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WARNING: 0:27: 'assign' : implicit type conversion allowed
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2024-Jun-09 10:36:13: Shader program is - 6
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2024-Jun-09 21:40:20: Shader program is - 6
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Parallax
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Parallax
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2024-Jun-09 10:36:13: Prepare to add shader Directlight
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2024-Jun-09 21:40:20: Prepare to add shader Directlight
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 9
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2024-Jun-09 21:40:20: Shader program is - 9
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Directlight
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Directlight
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2024-Jun-09 10:36:13: Prepare to add shader Env
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2024-Jun-09 21:40:20: Prepare to add shader Directlight2
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 12
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2024-Jun-09 21:40:20: Shader program is - 12
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Env
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Directlight2
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2024-Jun-09 10:36:13: Prepare to add shader EnvReverse
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2024-Jun-09 21:40:20: Prepare to add shader Env
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 15
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2024-Jun-09 21:40:20: Shader program is - 15
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: EnvReverse
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Env
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2024-Jun-09 10:36:13: Prepare to add shader Water
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2024-Jun-09 21:40:20: Prepare to add shader EnvReverse
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: Shader program is - 18
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: EnvReverse
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2024-Jun-09 21:40:20: Prepare to add shader EnvReverseNight
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: Shader program is - 21
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: EnvReverseNight
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2024-Jun-09 21:40:20: Prepare to add shader Water
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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WARNING: 0:29: 'assign' : implicit type conversion allowed from GLSL 1.20
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WARNING: 0:29: 'assign' : implicit type conversion allowed from GLSL 1.20
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2024-Jun-09 10:36:13: Shader program is - 18
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2024-Jun-09 21:40:20: Shader program is - 24
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Water
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Water
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2024-Jun-09 10:36:13: Prepare to add shader Frame
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2024-Jun-09 21:40:20: Prepare to add shader Frame
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 21
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2024-Jun-09 21:40:20: Shader program is - 27
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Frame
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Frame
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2024-Jun-09 10:36:13: Prepare to add shader Lightview
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2024-Jun-09 21:40:20: Prepare to add shader Lightview
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:5: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:5: '' : #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 24
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2024-Jun-09 21:40:20: Shader program is - 30
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Lightview
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Lightview
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2024-Jun-09 10:36:13: Prepare to add shader Simple3D
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2024-Jun-09 21:40:20: Prepare to add shader Simple3D
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 27
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2024-Jun-09 21:40:20: Shader program is - 33
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Simple3D
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2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Simple3D
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2024-Jun-09 10:36:13: ResourceManager::TexList Texture added: bt_box_yellow.bmp with id = 1
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2024-Jun-09 21:40:20: ResourceManager::TexList Texture added: bt_box_yellow.bmp with id = 1
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2024-Jun-09 10:36:13: ResourceManager::TexList Texture added: bt_box_norm.bmp32 with id = 2
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2024-Jun-09 21:40:20: ResourceManager::TexList Texture added: bt_box_norm.bmp32 with id = 2
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2024-Jun-09 10:36:13: Lite model added successfully: models/bt_box_yellow.lm1
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2024-Jun-09 21:40:20: Lite model added successfully: models/bt_box_yellow.lm1
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2024-Jun-09 10:36:13: ResourceManager::TexList Texture added: bt_box_red000.bmp with id = 3
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2024-Jun-09 21:40:20: ResourceManager::TexList Texture added: bt_box_red000.bmp with id = 3
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2024-Jun-09 10:36:13: ResourceManager::TexList Texture reference added: bt_box_norm.bmp32
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2024-Jun-09 21:40:20: ResourceManager::TexList Texture reference added: bt_box_norm.bmp32
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2024-Jun-09 10:36:13: Lite model added successfully: models/bt_box_red.lm1
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2024-Jun-09 21:40:20: Lite model added successfully: models/bt_box_red.lm1
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2024-Jun-09 10:36:13: ResourceManager::TexList Texture added: bt_box_blue00.bmp with id = 4
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2024-Jun-09 21:40:20: ResourceManager::TexList Texture added: bt_box_blue00.bmp with id = 4
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2024-Jun-09 10:36:13: ResourceManager::TexList Texture reference added: bt_box_norm.bmp32
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2024-Jun-09 21:40:20: ResourceManager::TexList Texture reference added: bt_box_norm.bmp32
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2024-Jun-09 10:36:13: Lite model added successfully: models/bt_box_blue.lm1
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2024-Jun-09 21:40:20: Lite model added successfully: models/bt_box_blue.lm1
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2024-Jun-09 10:36:13: ResourceManager::TexList Texture added: bt_cone.bmp with id = 5
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2024-Jun-09 21:40:20: ResourceManager::TexList Texture added: bt_cone.bmp with id = 5
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2024-Jun-09 10:36:13: Lite model added successfully: models/bt_cone.lm1
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2024-Jun-09 21:40:20: Lite model added successfully: models/bt_cone.lm1
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2024-Jun-09 10:36:13: Lite model added successfully: models/girl.lm1
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2024-Jun-09 21:40:20: Lite model added successfully: models/girl.lm1
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2024-Jun-09 10:36:14: Lite model added successfully: models/bonemodel.lm1
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2024-Jun-09 21:40:20: Lite model added successfully: models/bonemodel.lm1
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2024-Jun-09 10:36:16: ResourceManager::TexList Texture added: out.bmp with id = 6
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2024-Jun-09 21:40:21: ResourceManager::TexList Texture added: out.bmp with id = 6
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2024-Jun-09 10:36:16: FrameManager:: frame buffer added: Skybox
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2024-Jun-09 21:40:21: FrameManager:: frame buffer added: Skybox
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2024-Jun-09 10:36:16: ResourceManager::TexList Texture added: normalmap.bmp with id = 8
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2024-Jun-09 21:40:21: ResourceManager::TexList Texture added: normalmap.bmp with id = 8
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2024-Jun-09 10:36:16: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posx.bmp
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2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posx.bmp
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2024-Jun-09 10:36:16: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negx.bmp
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2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negx.bmp
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2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posy.bmp
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2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posy.bmp
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2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negy.bmp
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2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negy.bmp
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2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posz.bmp
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2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posz.bmp
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2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negz.bmp
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2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negz.bmp
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2024-Jun-09 10:36:17: ResourceManager::TexList texture added succesfuly: posx.bmp
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2024-Jun-09 21:40:21: ResourceManager::TexList texture added succesfuly: posx.bmp
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2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_rt.bmp
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2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_rt.bmp
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2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_lf.bmp
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2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_lf.bmp
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2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_dn.bmp
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2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_dn.bmp
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2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_up.bmp
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2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_up.bmp
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2024-Jun-09 10:36:18: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_bk.bmp
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2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_bk.bmp
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2024-Jun-09 10:36:18: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_ft.bmp
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2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_ft.bmp
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2024-Jun-09 10:36:18: ResourceManager::TexList texture added succesfuly: yavin_rt.bmp
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2024-Jun-09 21:40:22: ResourceManager::TexList texture added succesfuly: yavin_rt.bmp
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2024-Jun-09 10:36:18: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_rt.bmp
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2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_rt.bmp
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2024-Jun-09 10:36:18: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_lf.bmp
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2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_lf.bmp
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2024-Jun-09 10:36:19: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_up.bmp
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2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_up.bmp
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2024-Jun-09 10:36:19: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_dn.bmp
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2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_dn.bmp
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2024-Jun-09 10:36:19: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_bk.bmp
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2024-Jun-09 21:40:23: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_bk.bmp
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2024-Jun-09 10:36:19: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_ft.bmp
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2024-Jun-09 21:40:23: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_ft.bmp
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2024-Jun-09 10:36:20: ResourceManager::TexList texture added succesfuly: space_rt.bmp
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2024-Jun-09 21:40:23: ResourceManager::TexList texture added succesfuly: space_rt.bmp
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2024-Jun-09 10:36:20: FrameManager:: frame buffer added: ScreenBlur
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2024-Jun-09 21:40:23: FrameManager:: frame buffer added: ScreenBlur
|
||||||
2024-Jun-09 10:36:20: FrameManager:: frame buffer added: ShadowBufferGlobal
|
2024-Jun-09 21:40:23: FrameManager:: frame buffer added: ShadowBufferGlobal
|
||||||
2024-Jun-09 10:36:20: FrameManager:: frame buffer added: ShadowBufferLocal
|
2024-Jun-09 21:40:23: FrameManager:: frame buffer added: ShadowBufferLocal
|
||||||
|
@ -14,53 +14,68 @@ void TMyApplication::DrawToCubemap()
|
|||||||
|
|
||||||
Renderer->SwitchToCubemapBuffer("Skybox",0);
|
Renderer->SwitchToCubemapBuffer("Skybox",0);
|
||||||
Renderer->SetGlPosXView(false, true);
|
Renderer->SetGlPosXView(false, true);
|
||||||
DrawCubemapDay();
|
//DrawCubemapDay();
|
||||||
|
DrawCubemapNight();
|
||||||
|
Renderer->PushShader("Directlight2");
|
||||||
Renderer->SetGlPosXView(true, true);
|
Renderer->SetGlPosXView(true, true);
|
||||||
GameMap.DrawVBO();
|
GameMap.DrawVBO();
|
||||||
|
Renderer->PopShader();
|
||||||
//glClearColor()
|
//glClearColor()
|
||||||
//glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
|
//glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
|
||||||
//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
Renderer->SwitchToCubemapBuffer("Skybox",1);
|
Renderer->SwitchToCubemapBuffer("Skybox",1);
|
||||||
Renderer->SetGlNegXView(false, true);
|
Renderer->SetGlNegXView(false, true);
|
||||||
DrawCubemapDay();
|
//DrawCubemapDay();
|
||||||
|
DrawCubemapNight();
|
||||||
|
Renderer->PushShader("Directlight2");
|
||||||
Renderer->SetGlNegXView(true, true);
|
Renderer->SetGlNegXView(true, true);
|
||||||
//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);
|
||||||
GameMap.DrawVBO();
|
GameMap.DrawVBO();
|
||||||
|
Renderer->PopShader();
|
||||||
|
|
||||||
Renderer->SwitchToCubemapBuffer("Skybox",2);
|
Renderer->SwitchToCubemapBuffer("Skybox",2);
|
||||||
Renderer->SetGlPosYView(false, true);
|
Renderer->SetGlPosYView(false, true);
|
||||||
DrawCubemapDay();
|
//DrawCubemapDay();
|
||||||
|
DrawCubemapNight();
|
||||||
|
Renderer->PushShader("Directlight2");
|
||||||
Renderer->SetGlPosYView(true, true);
|
Renderer->SetGlPosYView(true, true);
|
||||||
GameMap.DrawVBO();
|
GameMap.DrawVBO();
|
||||||
//glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
|
//glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
|
||||||
//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||||
|
Renderer->PopShader();
|
||||||
Renderer->SwitchToCubemapBuffer("Skybox",3);
|
Renderer->SwitchToCubemapBuffer("Skybox",3);
|
||||||
Renderer->SetGlNegYView(false, true);
|
Renderer->SetGlNegYView(false, true);
|
||||||
DrawCubemapDay();
|
//DrawCubemapDay();
|
||||||
|
DrawCubemapNight();
|
||||||
|
Renderer->PushShader("Directlight2");
|
||||||
Renderer->SetGlNegYView(true, true);
|
Renderer->SetGlNegYView(true, true);
|
||||||
//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);
|
||||||
GameMap.DrawVBO();
|
GameMap.DrawVBO();
|
||||||
|
Renderer->PopShader();
|
||||||
Renderer->SwitchToCubemapBuffer("Skybox",4);
|
Renderer->SwitchToCubemapBuffer("Skybox",4);
|
||||||
Renderer->SetGlPosZView(false, true);
|
Renderer->SetGlPosZView(false, true);
|
||||||
DrawCubemapDay();
|
//DrawCubemapDay();
|
||||||
|
DrawCubemapNight();
|
||||||
|
Renderer->PushShader("Directlight2");
|
||||||
Renderer->SetGlPosZView(true, true);
|
Renderer->SetGlPosZView(true, true);
|
||||||
GameMap.DrawVBO();
|
GameMap.DrawVBO();
|
||||||
//glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
|
//glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
|
||||||
//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||||
|
Renderer->PopShader();
|
||||||
|
|
||||||
Renderer->SwitchToCubemapBuffer("Skybox",5);
|
Renderer->SwitchToCubemapBuffer("Skybox",5);
|
||||||
Renderer->SetGlNegZView(false, true);
|
Renderer->SetGlNegZView(false, true);
|
||||||
DrawCubemapDay();
|
//DrawCubemapDay();
|
||||||
|
DrawCubemapNight();
|
||||||
|
Renderer->PushShader("Directlight2");
|
||||||
Renderer->SetGlNegZView(true, true);
|
Renderer->SetGlNegZView(true, true);
|
||||||
//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);
|
||||||
GameMap.DrawVBO();
|
GameMap.DrawVBO();
|
||||||
|
Renderer->PopShader();
|
||||||
|
|
||||||
Renderer->SwitchToScreen();
|
Renderer->SwitchToScreen();
|
||||||
|
|
||||||
@ -84,9 +99,12 @@ void TMyApplication::DrawToShadowMap()
|
|||||||
void TMyApplication::DrawSceneWithoutWater()
|
void TMyApplication::DrawSceneWithoutWater()
|
||||||
{
|
{
|
||||||
Renderer->SetGLCamAngleView();
|
Renderer->SetGLCamAngleView();
|
||||||
DrawCubemapDay();
|
//DrawCubemapDay();
|
||||||
|
DrawCubemapNight();
|
||||||
|
Renderer->PushShader("Directlight2");
|
||||||
Renderer->SetGLCamView();
|
Renderer->SetGLCamView();
|
||||||
GameMap.DrawVBO();
|
GameMap.DrawVBO();
|
||||||
|
Renderer->PopShader();
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::DrawWaterSurface()
|
void TMyApplication::DrawWaterSurface()
|
||||||
@ -160,6 +178,30 @@ void TMyApplication::DrawCubemapDay()
|
|||||||
Renderer->PopShader();
|
Renderer->PopShader();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void TMyApplication::DrawCubemapNight()
|
||||||
|
{
|
||||||
|
Renderer->PushShader("EnvReverseNight");
|
||||||
|
//Renderer->SetGLCamAngleView();
|
||||||
|
//Renderer->SetGLCamAngleView();
|
||||||
|
//Renderer->LoadIdentity();
|
||||||
|
RenderUniformMatrix3fv(CONST_STRING_MODELROTATEMATRIX_UNIFORM, false, (float*)IdentityMatrix.m);
|
||||||
|
RenderUniform3fv(CONST_STRING_MODELTRANSLATEVECTOR_UNIFORM, (float*)ZeroVec3.v);
|
||||||
|
|
||||||
|
//glBindTexture(GL_TEXTURE_CUBE_MAP, ResourceManager->FrameManager.GetFrameTexture("Skybox"));
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTextureNight);
|
||||||
|
|
||||||
|
EnableVertexAttribArray("vPosition");
|
||||||
|
|
||||||
|
DrawVertexDataStruct(cubemapVertexDataStruct);
|
||||||
|
|
||||||
|
DisableVertexAttribArray("vPosition");
|
||||||
|
|
||||||
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
Renderer->PopShader();
|
||||||
|
}
|
||||||
|
|
||||||
void TMyApplication::DrawFrameFullScreen()
|
void TMyApplication::DrawFrameFullScreen()
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -176,8 +218,10 @@ void TMyApplication::InnerInit()
|
|||||||
ResourceManager->ShaderManager.AddShader("GUI", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment");
|
ResourceManager->ShaderManager.AddShader("GUI", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment");
|
||||||
ResourceManager->ShaderManager.AddShader("Parallax", "shaders/directlight_parallax_shadow.vertex", "shaders/directlight_parallax_shadow.fragment");
|
ResourceManager->ShaderManager.AddShader("Parallax", "shaders/directlight_parallax_shadow.vertex", "shaders/directlight_parallax_shadow.fragment");
|
||||||
ResourceManager->ShaderManager.AddShader("Directlight", "shaders/directlight.vertex", "shaders/directlight.fragment");
|
ResourceManager->ShaderManager.AddShader("Directlight", "shaders/directlight.vertex", "shaders/directlight.fragment");
|
||||||
|
ResourceManager->ShaderManager.AddShader("Directlight2", "shaders/directlight2.vertex", "shaders/directlight2.fragment");
|
||||||
ResourceManager->ShaderManager.AddShader("Env", "shaders/env.vertex", "shaders/env.fragment");
|
ResourceManager->ShaderManager.AddShader("Env", "shaders/env.vertex", "shaders/env.fragment");
|
||||||
ResourceManager->ShaderManager.AddShader("EnvReverse", "shaders/env_reverse.vertex", "shaders/env_reverse.fragment");
|
ResourceManager->ShaderManager.AddShader("EnvReverse", "shaders/env_reverse.vertex", "shaders/env_reverse.fragment");
|
||||||
|
ResourceManager->ShaderManager.AddShader("EnvReverseNight", "shaders/env_reverse_night.vertex", "shaders/env_reverse_night.fragment");
|
||||||
ResourceManager->ShaderManager.AddShader("Water", "shaders/water.vertex", "shaders/water.fragment");
|
ResourceManager->ShaderManager.AddShader("Water", "shaders/water.vertex", "shaders/water.fragment");
|
||||||
ResourceManager->ShaderManager.AddShader("Frame", "shaders/frame.vertex", "shaders/frame.fragment");
|
ResourceManager->ShaderManager.AddShader("Frame", "shaders/frame.vertex", "shaders/frame.fragment");
|
||||||
ResourceManager->ShaderManager.AddShader("Lightview", "shaders/lightview.vertex", "shaders/lightview.fragment");
|
ResourceManager->ShaderManager.AddShader("Lightview", "shaders/lightview.vertex", "shaders/lightview.fragment");
|
||||||
|
@ -40,6 +40,7 @@ class TMyApplication : public SE::TApplication
|
|||||||
|
|
||||||
void DrawCubemap();
|
void DrawCubemap();
|
||||||
void DrawCubemapDay();
|
void DrawCubemapDay();
|
||||||
|
void DrawCubemapNight();
|
||||||
|
|
||||||
void DrawFrameFullScreen();
|
void DrawFrameFullScreen();
|
||||||
|
|
||||||
|
46
resources/shaders/directlight2.fragment
Normal file
46
resources/shaders/directlight2.fragment
Normal file
@ -0,0 +1,46 @@
|
|||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform float FogBeginDistance;
|
||||||
|
uniform float FogEndDistance;
|
||||||
|
|
||||||
|
varying vec2 texCoord;
|
||||||
|
varying vec3 vertexPos;
|
||||||
|
varying vec3 normal;
|
||||||
|
varying vec3 absoluteVertexPos;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
//vec3 norm = normalize(normal)*0.5 + vec3(0.5, 0.5, 0.5);
|
||||||
|
//gl_FragColor = vec4(norm, 1.0);
|
||||||
|
|
||||||
|
vec3 norm = normalize(normal);
|
||||||
|
|
||||||
|
vec3 lightPos = vec3(-2, 5, 0);
|
||||||
|
|
||||||
|
vec3 lightVec = absoluteVertexPos - lightPos;
|
||||||
|
|
||||||
|
float coef = max(dot(-normalize(lightVec),norm),0.2);
|
||||||
|
|
||||||
|
float coef2 = clamp((15.0 - length(lightVec))/10.0, 0.2, 1.0);
|
||||||
|
|
||||||
|
vec4 texColor = texture2D(Texture,texCoord).rgba;
|
||||||
|
|
||||||
|
gl_FragColor = vec4(texColor.rgb*coef2*coef, 1.0);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
//Night
|
||||||
|
//vec4 fogColor = vec4(0.25, 0.55, 1.0, 1.0);
|
||||||
|
vec4 fogColor = vec4(0.05, 0.05, 0.1, 1.0);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
float fogDistCoef = (vertexPos.z - FogBeginDistance) / (FogEndDistance - FogBeginDistance);
|
||||||
|
|
||||||
|
fogDistCoef = clamp(fogDistCoef, 0.0, 1.0);
|
||||||
|
|
||||||
|
vec4 resultColor = mix(texColor*coef2, fogColor, fogDistCoef);
|
||||||
|
|
||||||
|
gl_FragColor = vec4(resultColor.rgb, 1.0);*/
|
||||||
|
|
||||||
|
}
|
26
resources/shaders/directlight2.vertex
Normal file
26
resources/shaders/directlight2.vertex
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
attribute vec3 vNormal;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionMatrix;
|
||||||
|
uniform mat3 ModelRotateMatrix;
|
||||||
|
uniform vec3 ModelTranslateVector;
|
||||||
|
|
||||||
|
varying vec2 texCoord;
|
||||||
|
varying vec3 vertexPos;
|
||||||
|
varying vec3 absoluteVertexPos;
|
||||||
|
varying vec3 normal;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
|
||||||
|
gl_Position = ProjectionMatrix * realVertexPos;
|
||||||
|
vertexPos = gl_Position.xyz;
|
||||||
|
|
||||||
|
absoluteVertexPos = vPosition;
|
||||||
|
|
||||||
|
texCoord = vTexCoord.st;
|
||||||
|
|
||||||
|
normal = vNormal;
|
||||||
|
|
||||||
|
}
|
47
resources/shaders/directlight3.fragment
Normal file
47
resources/shaders/directlight3.fragment
Normal file
@ -0,0 +1,47 @@
|
|||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform sampler2D NormalMap;
|
||||||
|
uniform float FogBeginDistance;
|
||||||
|
uniform float FogEndDistance;
|
||||||
|
|
||||||
|
varying vec2 texCoord;
|
||||||
|
varying vec3 vertexPos;
|
||||||
|
varying vec3 normal;
|
||||||
|
varying vec3 absoluteVertexPos;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
//vec3 norm = normalize(normal)*0.5 + vec3(0.5, 0.5, 0.5);
|
||||||
|
//gl_FragColor = vec4(norm, 1.0);
|
||||||
|
|
||||||
|
vec3 norm = normalize(normal);
|
||||||
|
|
||||||
|
vec3 lightPos = vec3(-2, 5, 0);
|
||||||
|
|
||||||
|
vec3 lightVec = absoluteVertexPos - lightPos;
|
||||||
|
|
||||||
|
float coef = max(dot(-normalize(lightVec),norm),0.2);
|
||||||
|
|
||||||
|
float coef2 = clamp((15.0 - length(lightVec))/10.0, 0.2, 1.0);
|
||||||
|
|
||||||
|
vec4 texColor = texture2D(NormalMap,texCoord).rgba;
|
||||||
|
|
||||||
|
gl_FragColor = vec4(texColor.rgb*coef2*coef, 1.0);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
//Night
|
||||||
|
//vec4 fogColor = vec4(0.25, 0.55, 1.0, 1.0);
|
||||||
|
vec4 fogColor = vec4(0.05, 0.05, 0.1, 1.0);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
float fogDistCoef = (vertexPos.z - FogBeginDistance) / (FogEndDistance - FogBeginDistance);
|
||||||
|
|
||||||
|
fogDistCoef = clamp(fogDistCoef, 0.0, 1.0);
|
||||||
|
|
||||||
|
vec4 resultColor = mix(texColor*coef2, fogColor, fogDistCoef);
|
||||||
|
|
||||||
|
gl_FragColor = vec4(resultColor.rgb, 1.0);*/
|
||||||
|
|
||||||
|
}
|
26
resources/shaders/directlight3.vertex
Normal file
26
resources/shaders/directlight3.vertex
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
attribute vec3 vNormal;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionMatrix;
|
||||||
|
uniform mat3 ModelRotateMatrix;
|
||||||
|
uniform vec3 ModelTranslateVector;
|
||||||
|
|
||||||
|
varying vec2 texCoord;
|
||||||
|
varying vec3 vertexPos;
|
||||||
|
varying vec3 absoluteVertexPos;
|
||||||
|
varying vec3 normal;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
|
||||||
|
gl_Position = ProjectionMatrix * realVertexPos;
|
||||||
|
vertexPos = gl_Position.xyz;
|
||||||
|
|
||||||
|
absoluteVertexPos = vPosition;
|
||||||
|
|
||||||
|
texCoord = vTexCoord.st;
|
||||||
|
|
||||||
|
normal = vNormal;
|
||||||
|
|
||||||
|
}
|
21
resources/shaders/env_reverse_night.fragment
Normal file
21
resources/shaders/env_reverse_night.fragment
Normal file
@ -0,0 +1,21 @@
|
|||||||
|
uniform samplerCube Env;
|
||||||
|
|
||||||
|
varying vec3 dir;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
gl_FragColor = textureCube(Env, normalize(dir));
|
||||||
|
|
||||||
|
vec4 fogColor = vec4(0.05, 0.05, 0.1, 1.0);
|
||||||
|
|
||||||
|
float coef = dir.y+1.0;
|
||||||
|
coef = clamp(coef, 0.0, 1.0);
|
||||||
|
|
||||||
|
gl_FragColor = mix(gl_FragColor,fogColor, coef);
|
||||||
|
|
||||||
|
//if (dir.z < 0)
|
||||||
|
//{
|
||||||
|
// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||||
|
//}
|
||||||
|
//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
}
|
14
resources/shaders/env_reverse_night.vertex
Normal file
14
resources/shaders/env_reverse_night.vertex
Normal file
@ -0,0 +1,14 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionMatrix;
|
||||||
|
uniform mat3 ModelRotateMatrix;
|
||||||
|
uniform vec3 ModelTranslateVector;
|
||||||
|
|
||||||
|
varying vec3 dir;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
|
||||||
|
gl_Position = ProjectionMatrix * realVertexPos;
|
||||||
|
|
||||||
|
dir = -vPosition;
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user