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@ -105,11 +105,10 @@ void TGameMap::LoadMap()
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Land->SetTexture(std::string("landscapes/out.bmp"));
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Land->SetTexture(std::string("landscapes/out.bmp"));
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Land->Scale(0.005f);
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Land->Scale(0.005f);
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StaticModelArr.resize(4);
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StaticModelArr.resize(3);
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StaticModelArr[0].LoadModel("bt_box_yellow.lm1");
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StaticModelArr[0].LoadModel("bt_box_yellow.lm1");
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StaticModelArr[1].LoadModel("bt_box_red.lm1");
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StaticModelArr[1].LoadModel("bt_box_red.lm1");
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StaticModelArr[2].LoadModel("bt_box_blue.lm1");
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StaticModelArr[2].LoadModel("bt_box_blue.lm1");
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StaticModelArr[3].LoadModel("bt_box_yellow.lm1");
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StaticModelArr[0].ScaleModel(2.0);
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StaticModelArr[0].ScaleModel(2.0);
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StaticModelArr[0].RotateModel(mat3(vec4(0.0, sin(pi/6), 0.0, cos(pi/6))));
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StaticModelArr[0].RotateModel(mat3(vec4(0.0, sin(pi/6), 0.0, cos(pi/6))));
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@ -123,14 +122,11 @@ void TGameMap::LoadMap()
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StaticModelArr[2].ScaleModel(2.0);
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StaticModelArr[2].ScaleModel(2.0);
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StaticModelArr[2].MoveModel(vec3(-1.5f, 0.23f, 7.8f));
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StaticModelArr[2].MoveModel(vec3(-1.5f, 0.23f, 7.8f));
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StaticModelArr[3].ScaleModel(2.0);
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StaticModelArr[3].MoveModel(vec3(0.f, 0.4f, 0.f));
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StaticModelArr[0].UpdateVBO();
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StaticModelArr[0].UpdateVBO();
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StaticModelArr[1].UpdateVBO();
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StaticModelArr[1].UpdateVBO();
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StaticModelArr[2].UpdateVBO();
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StaticModelArr[2].UpdateVBO();
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StaticModelArr[3].UpdateVBO();
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//StaticModelArr[0].SetShaderTranslateVector(vec3(-1.0f, 0.23f, 6.3f));
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//StaticModelArr[0].SetShaderTranslateVector(vec3(-1.0f, 0.23f, 6.3f));
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PlayerChar = new TLiteModel;
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PlayerChar = new TLiteModel;
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@ -151,7 +147,6 @@ void TGameMap::LoadMap()
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MapChar.SetPos(vec3(0.0f, 0.0f, 10.0f));
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MapChar.SetPos(vec3(0.0f, 0.0f, 10.0f));
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day = false;
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}
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}
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@ -193,22 +188,13 @@ TSimpleLandClass* TGameMap::GetLand()
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void TGameMap::DrawVBO()
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void TGameMap::DrawVBO()
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{
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{
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Land->DrawVBO();
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if (day)
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Land->DrawVBO();
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{
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Renderer->PushShader("Directlight");
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}
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else
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{
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Renderer->PushShader("Directlight3");
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}
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for (TLiteModelArr::iterator i = StaticModelArr.begin(); i != StaticModelArr.end(); ++i)
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for (TLiteModelArr::iterator i = StaticModelArr.begin(); i != StaticModelArr.end(); ++i)
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{
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{
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//i->DrawImmediate();
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//i->DrawImmediate();
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i->DrawVBO();
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i->DrawVBO();
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}
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}
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Renderer->PopShader();
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//PlayerChar->DrawVBO();
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//PlayerChar->DrawVBO();
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@ -223,15 +209,6 @@ cardinal timeForSeq = 0;
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void TGameMap::Update(cardinal timer)
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void TGameMap::Update(cardinal timer)
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{
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{
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vec4 quat = vec4(0, sin(timer / 2000.f), 0, cos(timer / 2000.f));
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mat3 rotate(quat);
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StaticModelArr[3].RotateModel(rotate);
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StaticModelArr[3].UpdateVBO();
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/*
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MapChar.Update(timer);
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MapChar.Update(timer);
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@ -261,7 +238,7 @@ void TGameMap::Update(cardinal timer)
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//GirlText->ApplySequence("girl.an1", animSeq);
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//GirlText->ApplySequence("girl.an1", animSeq);
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//GirlText->UpdateVBO();
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//GirlText->UpdateVBO();
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}
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}
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}*/
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}
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@ -62,6 +62,5 @@ public:
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TAnimModel* AnimModel;
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TAnimModel* AnimModel;
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TAnimModel* GirlText;
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TAnimModel* GirlText;
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int animSeq;
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int animSeq;
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bool day;
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};
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};
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232
Template/log.txt
232
Template/log.txt
@ -1,169 +1,139 @@
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2024-Jun-10 22:47:04: Log started
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2024-Jun-09 10:36:12: Log started
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2024-Jun-10 22:47:04: OpenGL Window created
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2024-Jun-09 10:36:13: OpenGL Window created
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2024-Jun-10 22:47:04: Script manager ready
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2024-Jun-09 10:36:13: Script manager ready
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2024-Jun-10 22:47:04: Render::OpenGL glVersion = 4.6.0 - Build 31.0.101.4887
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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-10 22:47:04: Render::OpenGL glVersion above 2.0 ok
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2024-Jun-09 10:36:13: Render::OpenGL glVersion above 2.0 ok
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2024-Jun-10 22:47:04: Render::OpenGL GL_ARB_framebuffer_object supported 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-10 22:47:04: Render::OpenGL GL_ARB_uniform_buffer_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-10 22:47:04: Prepare to add shader GUI
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2024-Jun-09 10:36:13: Prepare to add shader GUI
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2024-Jun-10 22:47:04: 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-10 22:47:04: 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-10 22:47:04: Shader program is - 3
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2024-Jun-09 10:36:13: Shader program is - 3
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager shader loaded: GUI
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: GUI
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2024-Jun-10 22:47:04: Prepare to add shader Parallax
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2024-Jun-09 10:36:13: Prepare to add shader Parallax
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2024-Jun-10 22:47:04: 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-10 22:47:04: 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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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-10 22:47:04: Shader program is - 6
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2024-Jun-09 10:36:13: Shader program is - 6
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager shader loaded: Parallax
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Parallax
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2024-Jun-10 22:47:04: Prepare to add shader Directlight
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2024-Jun-09 10:36:13: Prepare to add shader Directlight
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2024-Jun-10 22:47:04: 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-10 22:47:04: 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-10 22:47:04: Shader program is - 9
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2024-Jun-09 10:36:13: Shader program is - 9
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager shader loaded: Directlight
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Directlight
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2024-Jun-10 22:47:04: Prepare to add shader Directlight2
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2024-Jun-09 10:36:13: Prepare to add shader Env
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2024-Jun-10 22:47:04: 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-10 22:47:04: 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-10 22:47:04: Shader program is - 12
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2024-Jun-09 10:36:13: Shader program is - 12
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager shader loaded: Directlight2
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Env
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2024-Jun-10 22:47:04: Prepare to add shader Directlight3
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2024-Jun-09 10:36:13: Prepare to add shader EnvReverse
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2024-Jun-10 22:47:04: 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-10 22:47:04: 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-10 22:47:04: Shader program is - 15
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2024-Jun-09 10:36:13: Shader program is - 15
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager shader loaded: Directlight3
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: EnvReverse
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2024-Jun-10 22:47:04: Prepare to add shader Env
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2024-Jun-09 10:36:13: Prepare to add shader Water
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2024-Jun-10 22:47:04: 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-10 22:47:04: 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-10 22:47:04: Shader program is - 18
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager shader loaded: Env
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2024-Jun-10 22:47:04: Prepare to add shader EnvReverse
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-10 22:47:04: Shader program is - 21
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager shader loaded: EnvReverse
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2024-Jun-10 22:47:04: Prepare to add shader EnvReverseNight
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-10 22:47:04: Shader program is - 24
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager shader loaded: EnvReverseNight
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2024-Jun-10 22:47:04: Prepare to add shader Water
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
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2024-Jun-10 22:47:04: 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-10 22:47:04: Shader program is - 27
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2024-Jun-09 10:36:13: Shader program is - 18
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager shader loaded: Water
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Water
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2024-Jun-10 22:47:04: Prepare to add shader Frame
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2024-Jun-09 10:36:13: Prepare to add shader Frame
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2024-Jun-10 22:47:04: 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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||||||
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||||||
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||||||
2024-Jun-10 22:47:04: 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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||||||
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||||||
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2024-Jun-10 22:47:04: Shader program is - 30
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2024-Jun-09 10:36:13: Shader program is - 21
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||||||
2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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||||||
2024-Jun-10 22:47:04: ResourceManager::ShaderManager shader loaded: Frame
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Frame
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||||||
2024-Jun-10 22:47:04: Prepare to add shader Lightview
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2024-Jun-09 10:36:13: Prepare to add shader Lightview
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||||||
2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader WARNING: 0:5: '' : #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:5: '' : #version directive missing
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||||||
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||||||
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||||||
2024-Jun-10 22:47:04: 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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||||||
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2024-Jun-10 22:47:04: Shader program is - 33
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2024-Jun-09 10:36:13: Shader program is - 24
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||||||
2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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||||||
2024-Jun-10 22:47:04: ResourceManager::ShaderManager shader loaded: Lightview
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Lightview
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||||||
2024-Jun-10 22:47:04: Prepare to add shader Simple3D
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2024-Jun-09 10:36:13: Prepare to add shader Simple3D
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||||||
2024-Jun-10 22:47:04: 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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||||||
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2024-Jun-10 22:47:04: 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-10 22:47:04: Shader program is - 36
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2024-Jun-09 10:36:13: Shader program is - 27
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager::Shader
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader
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2024-Jun-10 22:47:04: ResourceManager::ShaderManager shader loaded: Simple3D
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Simple3D
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2024-Jun-10 22:47:04: 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_yellow.bmp with id = 1
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2024-Jun-10 22:47:04: ResourceManager::TexList Texture added: bt_box_norm.bmp32 with id = 2
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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-10 22:47:04: Lite model added successfully: models/bt_box_yellow.lm1
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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-10 22:47:04: ResourceManager::TexList Texture added: bt_box_red000.bmp with id = 3
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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-10 22:47:04: ResourceManager::TexList Texture reference added: bt_box_norm.bmp32
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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-10 22:47:04: Lite model added successfully: models/bt_box_red.lm1
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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-10 22:47:04: ResourceManager::TexList Texture added: bt_box_blue00.bmp with id = 4
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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-10 22:47:04: ResourceManager::TexList Texture reference added: bt_box_norm.bmp32
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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-10 22:47:04: Lite model added successfully: models/bt_box_blue.lm1
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2024-Jun-09 10:36:13: Lite model added successfully: models/bt_box_blue.lm1
|
||||||
2024-Jun-10 22:47:04: ResourceManager::TexList Texture added: bt_cone.bmp with id = 5
|
2024-Jun-09 10:36:13: ResourceManager::TexList Texture added: bt_cone.bmp with id = 5
|
||||||
2024-Jun-10 22:47:04: Lite model added successfully: models/bt_cone.lm1
|
2024-Jun-09 10:36:13: Lite model added successfully: models/bt_cone.lm1
|
||||||
2024-Jun-10 22:47:04: Lite model added successfully: models/girl.lm1
|
2024-Jun-09 10:36:13: Lite model added successfully: models/girl.lm1
|
||||||
2024-Jun-10 22:47:05: Lite model added successfully: models/bonemodel.lm1
|
2024-Jun-09 10:36:14: Lite model added successfully: models/bonemodel.lm1
|
||||||
2024-Jun-10 22:47:06: ResourceManager::TexList Texture added: out.bmp with id = 6
|
2024-Jun-09 10:36:16: ResourceManager::TexList Texture added: out.bmp with id = 6
|
||||||
2024-Jun-10 22:47:06: FrameManager:: frame buffer added: Skybox
|
2024-Jun-09 10:36:16: FrameManager:: frame buffer added: Skybox
|
||||||
2024-Jun-10 22:47:06: ResourceManager::TexList Texture added: normalmap.bmp with id = 8
|
2024-Jun-09 10:36:16: ResourceManager::TexList Texture added: normalmap.bmp with id = 8
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posx.bmp
|
2024-Jun-09 10:36:16: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posx.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negx.bmp
|
2024-Jun-09 10:36:16: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negx.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posy.bmp
|
2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posy.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negy.bmp
|
2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negy.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posz.bmp
|
2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posz.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negz.bmp
|
2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negz.bmp
|
||||||
2024-Jun-10 22:47:07: ResourceManager::TexList texture added succesfuly: posx.bmp
|
2024-Jun-09 10:36:17: ResourceManager::TexList texture added succesfuly: posx.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_rt.bmp
|
2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_rt.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_lf.bmp
|
2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_lf.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_dn.bmp
|
2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_dn.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_up.bmp
|
2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_up.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_bk.bmp
|
2024-Jun-09 10:36:18: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_bk.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_ft.bmp
|
2024-Jun-09 10:36:18: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_ft.bmp
|
||||||
2024-Jun-10 22:47:07: ResourceManager::TexList texture added succesfuly: yavin_rt.bmp
|
2024-Jun-09 10:36:18: ResourceManager::TexList texture added succesfuly: yavin_rt.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_rt.bmp
|
2024-Jun-09 10:36:18: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_rt.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_lf.bmp
|
2024-Jun-09 10:36:18: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_lf.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_up.bmp
|
2024-Jun-09 10:36:19: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_up.bmp
|
||||||
2024-Jun-10 22:47:07: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_dn.bmp
|
2024-Jun-09 10:36:19: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_dn.bmp
|
||||||
2024-Jun-10 22:47:08: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_bk.bmp
|
2024-Jun-09 10:36:19: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_bk.bmp
|
||||||
2024-Jun-10 22:47:08: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_ft.bmp
|
2024-Jun-09 10:36:19: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_ft.bmp
|
||||||
2024-Jun-10 22:47:08: ResourceManager::TexList texture added succesfuly: space_rt.bmp
|
2024-Jun-09 10:36:20: ResourceManager::TexList texture added succesfuly: space_rt.bmp
|
||||||
2024-Jun-10 22:47:08: FrameManager:: frame buffer added: ScreenBlur
|
2024-Jun-09 10:36:20: FrameManager:: frame buffer added: ScreenBlur
|
||||||
2024-Jun-10 22:47:08: FrameManager:: frame buffer added: ShadowBufferGlobal
|
2024-Jun-09 10:36:20: FrameManager:: frame buffer added: ShadowBufferGlobal
|
||||||
2024-Jun-10 22:47:08: FrameManager:: frame buffer added: ShadowBufferLocal
|
2024-Jun-09 10:36:20: FrameManager:: frame buffer added: ShadowBufferLocal
|
||||||
|
@ -14,104 +14,53 @@ void TMyApplication::DrawToCubemap()
|
|||||||
|
|
||||||
Renderer->SwitchToCubemapBuffer("Skybox",0);
|
Renderer->SwitchToCubemapBuffer("Skybox",0);
|
||||||
Renderer->SetGlPosXView(false, true);
|
Renderer->SetGlPosXView(false, true);
|
||||||
DrawCubemap();
|
DrawCubemapDay();
|
||||||
if (day)
|
|
||||||
{
|
|
||||||
Renderer->PushShader("Directlight");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
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);
|
||||||
DrawCubemap();
|
DrawCubemapDay();
|
||||||
if (day)
|
|
||||||
{
|
|
||||||
Renderer->PushShader("Directlight");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
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);
|
||||||
DrawCubemap();
|
DrawCubemapDay();
|
||||||
if (day)
|
|
||||||
{
|
|
||||||
Renderer->PushShader("Directlight");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
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);
|
||||||
DrawCubemap();
|
DrawCubemapDay();
|
||||||
if (day)
|
|
||||||
{
|
|
||||||
Renderer->PushShader("Directlight");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
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);
|
||||||
DrawCubemap();
|
DrawCubemapDay();
|
||||||
if (day)
|
|
||||||
{
|
|
||||||
Renderer->PushShader("Directlight");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
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);
|
||||||
DrawCubemap();
|
DrawCubemapDay();
|
||||||
if (day)
|
|
||||||
{
|
|
||||||
Renderer->PushShader("Directlight");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
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();
|
||||||
|
|
||||||
@ -135,18 +84,9 @@ void TMyApplication::DrawToShadowMap()
|
|||||||
void TMyApplication::DrawSceneWithoutWater()
|
void TMyApplication::DrawSceneWithoutWater()
|
||||||
{
|
{
|
||||||
Renderer->SetGLCamAngleView();
|
Renderer->SetGLCamAngleView();
|
||||||
DrawCubemap();
|
DrawCubemapDay();
|
||||||
if (day)
|
|
||||||
{
|
|
||||||
Renderer->PushShader("Directlight");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Renderer->PushShader("Directlight2");
|
|
||||||
}
|
|
||||||
Renderer->SetGLCamView();
|
Renderer->SetGLCamView();
|
||||||
GameMap.DrawVBO();
|
GameMap.DrawVBO();
|
||||||
Renderer->PopShader();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::DrawWaterSurface()
|
void TMyApplication::DrawWaterSurface()
|
||||||
@ -177,18 +117,6 @@ void TMyApplication::DrawWaterSurface()
|
|||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::DrawCubemap()
|
void TMyApplication::DrawCubemap()
|
||||||
{
|
|
||||||
if (day)
|
|
||||||
{
|
|
||||||
DrawCubemapDay();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
DrawCubemapNight();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void TMyApplication::DrawCubemapFixed()
|
|
||||||
{
|
{
|
||||||
Renderer->PushShader("Env");
|
Renderer->PushShader("Env");
|
||||||
//Renderer->SetGLCamAngleView();
|
//Renderer->SetGLCamAngleView();
|
||||||
@ -232,30 +160,6 @@ 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()
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -272,11 +176,8 @@ 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("Directlight3", "shaders/directlight3.vertex", "shaders/directlight3.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");
|
||||||
@ -516,9 +417,6 @@ void TMyApplication::InnerInit()
|
|||||||
frameVertexDataStruct.TexCoordData.push_back({ 0.0, 1.0 });
|
frameVertexDataStruct.TexCoordData.push_back({ 0.0, 1.0 });
|
||||||
frameVertexDataStruct.RefreshVBO();
|
frameVertexDataStruct.RefreshVBO();
|
||||||
|
|
||||||
day = false;
|
|
||||||
GameMap.day = day;
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -536,14 +434,7 @@ void TMyApplication::InnerDraw()
|
|||||||
glClearColor(0.2f, 0.55f, 1.0f, 1.0f);
|
glClearColor(0.2f, 0.55f, 1.0f, 1.0f);
|
||||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
if (day)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Renderer->SetLightPos(lightPos);
|
|
||||||
}
|
|
||||||
Renderer->PushShader("Directlight");
|
Renderer->PushShader("Directlight");
|
||||||
//DrawCubemapDay();
|
//DrawCubemapDay();
|
||||||
|
|
||||||
@ -634,8 +525,6 @@ void TMyApplication::InnerUpdate(cardinal timer)
|
|||||||
{
|
{
|
||||||
WaterTimer += 0.001f * timer;
|
WaterTimer += 0.001f * timer;
|
||||||
|
|
||||||
lightPos = vec3(sin(WaterTimer) * 4.f-2, 5, 0);
|
|
||||||
|
|
||||||
GameMap.Update(timer);
|
GameMap.Update(timer);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -28,10 +28,6 @@ class TMyApplication : public SE::TApplication
|
|||||||
|
|
||||||
int view = 0;
|
int view = 0;
|
||||||
|
|
||||||
vec3 lightPos;
|
|
||||||
|
|
||||||
bool day = false;
|
|
||||||
|
|
||||||
float WaterTimer;
|
float WaterTimer;
|
||||||
|
|
||||||
void DrawSceneWithoutWater();
|
void DrawSceneWithoutWater();
|
||||||
@ -42,10 +38,8 @@ class TMyApplication : public SE::TApplication
|
|||||||
|
|
||||||
void DrawWaterSurface();
|
void DrawWaterSurface();
|
||||||
|
|
||||||
void DrawCubemapFixed();
|
|
||||||
void DrawCubemap();
|
void DrawCubemap();
|
||||||
void DrawCubemapDay();
|
void DrawCubemapDay();
|
||||||
void DrawCubemapNight();
|
|
||||||
|
|
||||||
void DrawFrameFullScreen();
|
void DrawFrameFullScreen();
|
||||||
|
|
||||||
|
@ -1,46 +0,0 @@
|
|||||||
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);*/
|
|
||||||
|
|
||||||
}
|
|
@ -1,26 +0,0 @@
|
|||||||
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;
|
|
||||||
|
|
||||||
}
|
|
@ -1,54 +0,0 @@
|
|||||||
uniform sampler2D Texture;
|
|
||||||
uniform sampler2D NormalMap;
|
|
||||||
uniform float FogBeginDistance;
|
|
||||||
uniform float FogEndDistance;
|
|
||||||
|
|
||||||
varying vec2 texCoord;
|
|
||||||
varying vec3 vertexPos;
|
|
||||||
varying vec3 absoluteVertexPos;
|
|
||||||
varying vec3 normal;
|
|
||||||
varying vec3 tangent;
|
|
||||||
varying vec3 bitangent;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
|
|
||||||
vec3 norm1 = normalize(normal);
|
|
||||||
vec3 norm2 = texture2D(NormalMap, texCoord).rgb * 2.0 - 1.0;
|
|
||||||
|
|
||||||
mat3 TBN = mat3(tangent, bitangent, norm1);
|
|
||||||
|
|
||||||
vec3 transformedNormal = normalize(TBN * norm2);
|
|
||||||
|
|
||||||
//gl_FragColor = vec4(transformedNormal*0.5+ vec3(0.5, 0.5, 0.5), 1.0);
|
|
||||||
|
|
||||||
vec3 lightPos = vec3(-2, 5, 0);
|
|
||||||
|
|
||||||
vec3 lightVec = absoluteVertexPos - lightPos;
|
|
||||||
|
|
||||||
float coef = max(dot(-normalize(lightVec),transformedNormal),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);*/
|
|
||||||
|
|
||||||
}
|
|
@ -1,31 +0,0 @@
|
|||||||
attribute vec3 vPosition;
|
|
||||||
attribute vec2 vTexCoord;
|
|
||||||
attribute vec3 vNormal;
|
|
||||||
attribute vec3 vTangent;
|
|
||||||
attribute vec3 vBinormal;
|
|
||||||
|
|
||||||
uniform mat4 ProjectionMatrix;
|
|
||||||
uniform mat3 ModelRotateMatrix;
|
|
||||||
uniform vec3 ModelTranslateVector;
|
|
||||||
|
|
||||||
varying vec2 texCoord;
|
|
||||||
varying vec3 vertexPos;
|
|
||||||
varying vec3 absoluteVertexPos;
|
|
||||||
varying vec3 normal;
|
|
||||||
varying vec3 tangent;
|
|
||||||
varying vec3 bitangent;
|
|
||||||
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 = normalize(vNormal);
|
|
||||||
tangent = normalize(vTangent);
|
|
||||||
bitangent = cross(normal, tangent);
|
|
||||||
|
|
||||||
}
|
|
@ -1,21 +0,0 @@
|
|||||||
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);
|
|
||||||
|
|
||||||
}
|
|
@ -1,14 +0,0 @@
|
|||||||
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