Finally working cubemap
This commit is contained in:
parent
d132060e19
commit
f413bbe265
@ -169,11 +169,8 @@ TSimpleLandClass* TGameMap::GetLand()
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void TGameMap::DrawVBO()
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{
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Renderer->PushShader("Simple3D");
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Land->DrawVBO();
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Renderer->PopShader();
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//Land->DrawImmediate();
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Land->DrawVBO();
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for (TLiteModelArr::iterator i = StaticModelArr.begin(); i != StaticModelArr.end(); ++i)
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{
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//i->DrawImmediate();
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143
Template/log.txt
143
Template/log.txt
@ -1,102 +1,109 @@
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2024-Jun-06 15:57:24: Log started
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2024-Jun-06 15:57:25: OpenGL Window created
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2024-Jun-06 15:57:25: Script manager ready
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2024-Jun-06 15:57:25: Render::OpenGL glVersion = 4.6.0 - Build 31.0.101.4887
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2024-Jun-06 15:57:25: Render::OpenGL glVersion above 2.0 ok
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2024-Jun-06 15:57:25: Render::OpenGL GL_ARB_framebuffer_object supported ok
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2024-Jun-06 15:57:25: Render::OpenGL GL_ARB_uniform_buffer_object supported ok
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2024-Jun-06 15:57:25: Prepare to add shader GUI
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: Log started
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2024-Jun-08 20:53:34: OpenGL Window created
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2024-Jun-08 20:53:34: Script manager ready
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2024-Jun-08 20:53:34: Render::OpenGL glVersion = 4.6.0 - Build 31.0.101.4887
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2024-Jun-08 20:53:34: Render::OpenGL glVersion above 2.0 ok
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2024-Jun-08 20:53:34: Render::OpenGL GL_ARB_framebuffer_object supported ok
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2024-Jun-08 20:53:34: Render::OpenGL GL_ARB_uniform_buffer_object supported ok
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2024-Jun-08 20:53:34: Prepare to add shader GUI
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-06 15:57:25: Shader program is - 3
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: GUI
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2024-Jun-06 15:57:25: Prepare to add shader Parallax
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: Shader program is - 3
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager shader loaded: GUI
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2024-Jun-08 20:53:34: Prepare to add shader Parallax
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: 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
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2024-Jun-06 15:57:25: Shader program is - 6
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Parallax
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2024-Jun-06 15:57:25: Prepare to add shader Directlight
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: Shader program is - 6
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager shader loaded: Parallax
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2024-Jun-08 20:53:34: Prepare to add shader Directlight
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-06 15:57:25: Shader program is - 9
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Directlight
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2024-Jun-06 15:57:25: Prepare to add shader Env
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: Shader program is - 9
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager shader loaded: Directlight
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2024-Jun-08 20:53:34: Prepare to add shader Env
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-06 15:57:25: Shader program is - 12
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Env
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2024-Jun-06 15:57:25: Prepare to add shader Water
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: Shader program is - 12
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager shader loaded: Env
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2024-Jun-08 20:53:34: Prepare to add shader Water
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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WARNING: 0:20: 'assign' : implicit type conversion allowed from GLSL 1.20
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2024-Jun-06 15:57:25: Shader program is - 15
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Water
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2024-Jun-06 15:57:25: Prepare to add shader Frame
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: Shader program is - 15
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager shader loaded: Water
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2024-Jun-08 20:53:34: Prepare to add shader Frame
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-06 15:57:25: Shader program is - 18
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Frame
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2024-Jun-06 15:57:25: Prepare to add shader Lightview
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:5: '' : #version directive missing
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2024-Jun-08 20:53:34: Shader program is - 18
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager shader loaded: Frame
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2024-Jun-08 20:53:34: Prepare to add shader Lightview
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:5: '' : #version directive missing
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-06 15:57:25: Shader program is - 21
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Lightview
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2024-Jun-06 15:57:25: Prepare to add shader Simple3D
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: Shader program is - 21
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager shader loaded: Lightview
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2024-Jun-08 20:53:34: Prepare to add shader Simple3D
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-06 15:57:25: Shader program is - 24
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
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2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Simple3D
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2024-Jun-06 15:57:25: ResourceManager::TexList Texture added: bt_box_yellow.bmp with id = 1
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2024-Jun-06 15:57:25: ResourceManager::TexList Texture added: bt_box_norm.bmp32 with id = 2
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2024-Jun-06 15:57:25: Lite model added successfully: models/bt_box_yellow.lm1
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2024-Jun-06 15:57:25: ResourceManager::TexList Texture added: bt_cone.bmp with id = 3
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2024-Jun-06 15:57:25: Lite model added successfully: models/bt_cone.lm1
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2024-Jun-06 15:57:25: Lite model added successfully: models/girl.lm1
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2024-Jun-06 15:57:25: Lite model added successfully: models/bonemodel.lm1
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2024-Jun-06 15:57:26: ResourceManager::TexList Texture added: out.bmp with id = 4
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2024-Jun-06 15:57:26: FrameManager:: frame buffer added: Skybox
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2024-Jun-06 15:57:26: ResourceManager::TexList Texture added: normalmap.bmp with id = 6
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2024-Jun-06 15:57:26: FrameManager:: frame buffer added: ScreenBlur
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2024-Jun-06 15:57:26: FrameManager:: frame buffer added: ShadowBufferGlobal
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2024-Jun-06 15:57:26: FrameManager:: frame buffer added: ShadowBufferLocal
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2024-Jun-08 20:53:34: Shader program is - 24
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager::Shader
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2024-Jun-08 20:53:34: ResourceManager::ShaderManager shader loaded: Simple3D
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2024-Jun-08 20:53:34: ResourceManager::TexList Texture added: bt_box_yellow.bmp with id = 1
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2024-Jun-08 20:53:34: ResourceManager::TexList Texture added: bt_box_norm.bmp32 with id = 2
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2024-Jun-08 20:53:34: Lite model added successfully: models/bt_box_yellow.lm1
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2024-Jun-08 20:53:34: ResourceManager::TexList Texture added: bt_cone.bmp with id = 3
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2024-Jun-08 20:53:34: Lite model added successfully: models/bt_cone.lm1
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2024-Jun-08 20:53:34: Lite model added successfully: models/girl.lm1
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2024-Jun-08 20:53:34: Lite model added successfully: models/bonemodel.lm1
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2024-Jun-08 20:53:35: ResourceManager::TexList Texture added: out.bmp with id = 4
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2024-Jun-08 20:53:35: FrameManager:: frame buffer added: Skybox
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2024-Jun-08 20:53:35: ResourceManager::TexList Texture added: normalmap.bmp with id = 6
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2024-Jun-08 20:53:35: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/posx.bmp
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2024-Jun-08 20:53:35: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/negx.bmp
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2024-Jun-08 20:53:35: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/posy.bmp
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2024-Jun-08 20:53:35: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/negy.bmp
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2024-Jun-08 20:53:35: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/posz.bmp
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2024-Jun-08 20:53:35: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/negz.bmp
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2024-Jun-08 20:53:35: ResourceManager::TexList texture added succesfuly: posx.bmp
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2024-Jun-08 20:53:35: FrameManager:: frame buffer added: ScreenBlur
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2024-Jun-08 20:53:35: FrameManager:: frame buffer added: ShadowBufferGlobal
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2024-Jun-08 20:53:35: FrameManager:: frame buffer added: ShadowBufferLocal
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@ -10,6 +10,7 @@ cardinal CONST_CUBEMAP_UPDATE_INTERVAL = 5000;
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void TMyApplication::DrawToCubemap()
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{
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Renderer->PushPerspectiveProjectionMatrix(pi/2, 1.0, 1, 1000);
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Renderer->PushShader("Directlight");
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Renderer->SwitchToCubemapBuffer("Skybox",0);
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@ -39,6 +40,8 @@ void TMyApplication::DrawToCubemap()
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Renderer->SwitchToScreen();
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Renderer->PopShader();
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Renderer->PopProjectionMatrix();
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}
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void TMyApplication::DrawToShadowMap()
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@ -86,11 +89,33 @@ void TMyApplication::DrawWaterSurface()
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Renderer->PopShader();
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}
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void TMyApplication::DrawCubemap()
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{
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Renderer->PushShader("Env");
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Renderer->SetGLCamAngleView();
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//Renderer->LoadIdentity();
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RenderUniformMatrix3fv(CONST_STRING_MODELROTATEMATRIX_UNIFORM, false, (float*)IdentityMatrix.m);
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RenderUniform3fv(CONST_STRING_MODELTRANSLATEVECTOR_UNIFORM, (float*)ZeroVec3.v);
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glBindTexture(GL_TEXTURE_CUBE_MAP, ResourceManager->FrameManager.GetFrameTexture("Skybox"));
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//glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
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EnableVertexAttribArray("vPosition");
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DrawVertexDataStruct(cubemapVertexDataStruct);
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DisableVertexAttribArray("vPosition");
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Renderer->PopShader();
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}
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//What to do on init
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void TMyApplication::InnerInit()
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{
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ResourceManager->PathToResources = "C:\\Work\\OldProjects\\ho3\\resources\\";
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glDisable(GL_CULL_FACE);
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ResourceManager->ShaderManager.AddShader("GUI", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment");
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ResourceManager->ShaderManager.AddShader("Parallax", "shaders/directlight_parallax_shadow.vertex", "shaders/directlight_parallax_shadow.fragment");
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@ -136,6 +161,13 @@ void TMyApplication::InnerInit()
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ResourceManager->TexList.AddTexture("../resources/normalmap.bmp");
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std::array<std::string, 6> cubemapTextureStr = {
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"../resources/posx.bmp", "../resources/negx.bmp", "../resources/posy.bmp", "../resources/negy.bmp", "../resources/posz.bmp", "../resources/negz.bmp"
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};
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cubemapTexture = ResourceManager->TexList.AddCubemapTexture(cubemapTextureStr);
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//."posx.bmp","negx.bmp","posy.bmp","negy.bmp","posz.bmp","negz.bmp"
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ResourceManager->FrameManager.AddFrameRenderBuffer("ScreenBlur", 512, 512);
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ResourceManager->FrameManager.AddDepthBuffer("ShadowBufferGlobal", 512, 512);
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@ -151,9 +183,119 @@ void TMyApplication::InnerInit()
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glClearColor(0.2f, 0.5f, 1.0f, 1.0f);
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//Renderer->SetShadowClampValue(0.3f);
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Renderer->SetShadowClampValue(0.0f);
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//Renderer->SetShadowClampValue(0.0f);
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Renderer->SetFogBeginDistance(15.f);
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Renderer->SetFogEndDistance(30.f);
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// +x
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, -10.0f, -10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, 10.0f, -10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, 10.0f, 10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, -10.0f, -10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, 10.0f, 10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, -10.0f, 10.0f });
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// -x
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, -10.0f, -10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, 10.0f, -10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, 10.0f, 10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, -10.0f, -10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, 10.0f, 10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, -10.0f, 10.0f });
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// +y
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, 10.0f, -10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, 10.0f, -10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, 10.0f, 10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, 10.0f, -10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, 10.0f, 10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, 10.0f, 10.0f });
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// -y
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, -10.0f, -10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, -10.0f, -10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, -10.0f, 10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, -10.0f, -10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, -10.0f, 10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, -10.0f, 10.0f });
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// +z
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, -10.0f, 10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, -10.0f, 10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, 10.0f, 10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, -10.0f, 10.0f });
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cubemapVertexDataStruct.PositionData.push_back({ 10.0f, 10.0f, 10.0f });
|
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cubemapVertexDataStruct.PositionData.push_back({ -10.0f, 10.0f, 10.0f });
|
||||
|
||||
// -z
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -10.0f, -10.0f, -10.0f });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ 10.0f, -10.0f, -10.0f });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ 10.0f, 10.0f, -10.0f });
|
||||
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -10.0f, -10.0f, -10.0f });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ 10.0f, 10.0f, -10.0f });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -10.0f, 10.0f, -10.0f });
|
||||
|
||||
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
cubemapVertexDataStruct.TexCoordData.push_back({ 0.0, 0.0 });
|
||||
|
||||
|
||||
cubemapVertexDataStruct.RefreshVBO();
|
||||
}
|
||||
|
||||
|
||||
@ -168,12 +310,64 @@ void TMyApplication::InnerDeinit()
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
Renderer->SwitchToScreen();
|
||||
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
|
||||
glClearColor(0.2f, 0.55f, 1.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
Renderer->PushShader("GUI");
|
||||
|
||||
Renderer->PushShader("Directlight");
|
||||
|
||||
DrawToCubemap();
|
||||
|
||||
//Renderer->SwitchToCubemapBuffer("Skybox", 0);
|
||||
//Renderer->SetGlPosXView();
|
||||
//DrawSceneWithoutWater();
|
||||
if (view == 6)
|
||||
{
|
||||
DrawCubemap();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
Renderer->PushPerspectiveProjectionMatrix(pi / 2, 1.0, 1, 1000);
|
||||
if (view == 0)
|
||||
{
|
||||
Renderer->SetGlNegZView();
|
||||
}
|
||||
else if (view == 1)
|
||||
{
|
||||
Renderer->SetGlNegYView();
|
||||
}
|
||||
else if (view == 2)
|
||||
{
|
||||
Renderer->SetGlPosXView();
|
||||
}
|
||||
else if (view == 3)
|
||||
{
|
||||
Renderer->SetGlNegXView();
|
||||
}
|
||||
else if (view == 4)
|
||||
{
|
||||
Renderer->SetGlPosZView();
|
||||
}
|
||||
else if (view == 5)
|
||||
{
|
||||
Renderer->SetGlPosYView();
|
||||
}
|
||||
DrawSceneWithoutWater();
|
||||
Renderer->PopProjectionMatrix();
|
||||
}
|
||||
|
||||
//DrawCubemap();
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
|
||||
/*
|
||||
Renderer->PushShader("Directlight");
|
||||
DrawSceneWithoutWater();
|
||||
Renderer->PopShader();
|
||||
*/
|
||||
//DrawToCubemap();
|
||||
|
||||
/*
|
||||
DrawToCubemap();
|
||||
@ -270,6 +464,11 @@ void TMyApplication::OnMouseDown(TMouseState& mouseState)
|
||||
if (mouseState.LeftButtonPressed)
|
||||
{
|
||||
MouseLeftButtonPressed = true;
|
||||
view += 1;
|
||||
if (view == 7)
|
||||
{
|
||||
view = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -26,6 +26,8 @@ class TMyApplication : public SE::TApplication
|
||||
int MouseX0, MouseY0;
|
||||
//Mouse pos caught on right button click
|
||||
|
||||
int view = 0;
|
||||
|
||||
float WaterTimer;
|
||||
|
||||
void DrawSceneWithoutWater();
|
||||
@ -36,6 +38,11 @@ class TMyApplication : public SE::TApplication
|
||||
|
||||
void DrawWaterSurface();
|
||||
|
||||
void DrawCubemap();
|
||||
|
||||
cardinal cubemapTexture;
|
||||
VertexDataStruct cubemapVertexDataStruct;
|
||||
|
||||
public:
|
||||
|
||||
//Constructor
|
||||
|
BIN
resources/negx.bmp
Normal file
BIN
resources/negx.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 768 KiB |
BIN
resources/negy.bmp
Normal file
BIN
resources/negy.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 768 KiB |
BIN
resources/negz.bmp
Normal file
BIN
resources/negz.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 768 KiB |
BIN
resources/posx.bmp
Normal file
BIN
resources/posx.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 768 KiB |
BIN
resources/posy.bmp
Normal file
BIN
resources/posy.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 768 KiB |
BIN
resources/posz.bmp
Normal file
BIN
resources/posz.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 768 KiB |
36
resources/shaders/directlight — копия.fragment
Normal file
36
resources/shaders/directlight — копия.fragment
Normal file
@ -0,0 +1,36 @@
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform int NormalMapExists;
|
||||
uniform float FogBeginDistance;
|
||||
uniform float FogEndDistance;
|
||||
uniform vec4 FogColor;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
varying vec3 vertexPos;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lVec = lightVec;
|
||||
vec3 cVec = normalize(camVec);
|
||||
|
||||
//go-go-go
|
||||
vec3 TexRGB = texture2D(Texture, texCoord.xy).xyz;
|
||||
|
||||
vec3 norm = vec3(0.0,0.0,1.0);
|
||||
|
||||
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
|
||||
|
||||
float light_coef = 1.0;
|
||||
|
||||
vec4 ambient = gl_LightSource[0].ambient;
|
||||
vec4 diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * min( max(dot(lVec,norm),0.0), light_coef);
|
||||
vec4 specular = gl_LightSource[0].specular * min(shineFactor, light_coef);
|
||||
|
||||
float fogFactor = min(max(max(abs(vertexPos.x)-FogBeginDistance, abs(vertexPos.z)-FogBeginDistance),0.0)/(FogEndDistance - FogBeginDistance),1.0);
|
||||
|
||||
gl_FragColor = mix(vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular), FogColor, fogFactor);
|
||||
|
||||
}
|
35
resources/shaders/directlight — копия.vertex
Normal file
35
resources/shaders/directlight — копия.vertex
Normal file
@ -0,0 +1,35 @@
|
||||
uniform vec3 CamPos;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
varying vec3 vertexPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 realVertexPos = vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
||||
gl_Position = gl_ModelViewProjectionMatrix * realVertexPos;
|
||||
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
|
||||
vec3 lVec = normalize(gl_LightSource[0].position.xyz);
|
||||
vec3 cVec = (CamPos - gl_Vertex.xyz);
|
||||
|
||||
vertexPos = gl_Vertex.xyz;
|
||||
|
||||
mat3 rot;
|
||||
rot[0] = normalize(Tangent);
|
||||
rot[1] = normalize(Binormal);
|
||||
rot[2] = normalize(gl_Normal.xyz);
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
|
||||
lightVec = lVec * rot;
|
||||
camVec = cVec * rot;
|
||||
|
||||
}
|
@ -1,36 +1,23 @@
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform int NormalMapExists;
|
||||
uniform float FogBeginDistance;
|
||||
uniform float FogEndDistance;
|
||||
uniform vec4 FogColor;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
varying vec3 vertexPos;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lVec = lightVec;
|
||||
vec3 cVec = normalize(camVec);
|
||||
vec4 texColor = texture2D(Texture,texCoord).rgba;
|
||||
|
||||
//go-go-go
|
||||
vec3 TexRGB = texture2D(Texture, texCoord.xy).xyz;
|
||||
vec4 fogColor = vec4(0.25, 0.55, 1.0, 1.0);
|
||||
|
||||
vec3 norm = vec3(0.0,0.0,1.0);
|
||||
float fogDistCoef = (vertexPos.z - FogBeginDistance) / (FogEndDistance - FogBeginDistance);
|
||||
|
||||
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
|
||||
fogDistCoef = clamp(fogDistCoef, 0.0, 1.0);
|
||||
|
||||
float light_coef = 1.0;
|
||||
|
||||
vec4 ambient = gl_LightSource[0].ambient;
|
||||
vec4 diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * min( max(dot(lVec,norm),0.0), light_coef);
|
||||
vec4 specular = gl_LightSource[0].specular * min(shineFactor, light_coef);
|
||||
|
||||
float fogFactor = min(max(max(abs(vertexPos.x)-FogBeginDistance, abs(vertexPos.z)-FogBeginDistance),0.0)/(FogEndDistance - FogBeginDistance),1.0);
|
||||
vec4 resultColor = mix(texColor, fogColor, fogDistCoef);
|
||||
|
||||
gl_FragColor = mix(vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular), FogColor, fogFactor);
|
||||
gl_FragColor = vec4(resultColor.rgb, 1.0);
|
||||
|
||||
}
|
@ -1,35 +1,46 @@
|
||||
uniform vec3 CamPos;
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
varying vec3 vertexPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 realVertexPos = vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
||||
gl_Position = gl_ModelViewProjectionMatrix * realVertexPos;
|
||||
vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
|
||||
gl_Position = ProjectionMatrix * realVertexPos;
|
||||
vertexPos = gl_Position.xyz;
|
||||
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
texCoord = vTexCoord.st;
|
||||
|
||||
//vertexPos = vPosition.xyz;
|
||||
|
||||
//vec3 cVec = (CamPos - vPosition.xyz);
|
||||
|
||||
/*
|
||||
vec3 lVec = normalize(gl_LightSource[0].position.xyz);
|
||||
vec3 cVec = (CamPos - gl_Vertex.xyz);
|
||||
vec3 cVec = (CamPos - vPosition.xyz);
|
||||
|
||||
vertexPos = gl_Vertex.xyz;
|
||||
|
||||
mat3 rot;
|
||||
rot[0] = normalize(Tangent);
|
||||
rot[1] = normalize(Binormal);
|
||||
rot[2] = normalize(gl_Normal.xyz);
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
vertexPos = vPosition.xyz;
|
||||
|
||||
lightVec = lVec * rot;
|
||||
camVec = cVec * rot;
|
||||
|
||||
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
// Используем производные для вычисления тангентного и бинормального вектора
|
||||
vec3 dp1 = dFdx(vPosition.xyz);
|
||||
vec3 dp2 = dFdy(vPosition.xyz);
|
||||
vec2 duv1 = dFdx(vTexCoord.st);
|
||||
vec2 duv2 = dFdy(vTexCoord.st);
|
||||
|
||||
vec3 tangent = normalize(dp1 * duv2.y - dp2 * duv1.y);
|
||||
vec3 binormal = normalize(dp2 * duv1.x - dp1 * duv2.x);
|
||||
|
||||
// Создаем матрицу тангенциального пространства
|
||||
mat3 tbnMatrix = mat3(tangent, binormal, normal);
|
||||
tbnMatrix = ModelRotateMatrix * tbnMatrix;
|
||||
|
||||
lightVec = lVec * tbnMatrix;
|
||||
camVec = cVec * tbnMatrix;*/
|
||||
}
|
@ -3,6 +3,7 @@ uniform samplerCube Env;
|
||||
varying vec3 dir;
|
||||
|
||||
void main(){
|
||||
gl_FragColor = textureCube(Env, dir);
|
||||
gl_FragColor = textureCube(Env, normalize(dir));
|
||||
//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
|
||||
}
|
@ -1,7 +1,14 @@
|
||||
attribute vec3 vPosition;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
varying vec3 dir;
|
||||
|
||||
void main(){
|
||||
gl_Position = ftransform();
|
||||
vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
|
||||
gl_Position = ProjectionMatrix * realVertexPos;
|
||||
|
||||
dir = gl_Vertex.xyz;
|
||||
dir = -vPosition;
|
||||
}
|
Loading…
Reference in New Issue
Block a user