Adding nanosuit for testing purposes, struggling on making that god damned Gbuffer work

This commit is contained in:
Hurlu 2019-06-03 17:45:39 +09:00
parent ea937db226
commit 32071d672e
48 changed files with 52511 additions and 702 deletions

View File

@ -95,7 +95,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Console</SubSystem>
<AdditionalLibraryDirectories>C:\Graphics\Tools\SOIL\lib;C:\Graphics\Tools\Assimp\lib\x86;C:\Graphics\Tools\glfw\lib\x86;C:\Graphics\Tools\glew\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>assimp.lib;SOIL.lib;glfw3.lib;glew32.lib;opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>assimp.lib;SOIL.lib;glfw3.lib;glew32.lib;opengl32.lib;FreeImage.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -147,7 +147,6 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Dataset.cpp" />
<ClCompile Include="fboManager.cpp" />
<ClCompile Include="imgui\imgui.cpp" />
<ClCompile Include="imgui\imgui_demo.cpp" />
<ClCompile Include="imgui\imgui_draw.cpp" />
@ -162,13 +161,10 @@
<ClCompile Include="Skybox.cpp" />
<ClCompile Include="Source.cpp" />
<ClCompile Include="Texture.cpp" />
<ClCompile Include="textureManager.cpp" />
<ClCompile Include="TextureViewer.cpp" />
<ClCompile Include="Viewer.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Dataset.h" />
<ClInclude Include="fboManager.h" />
<ClInclude Include="imgui\imconfig.h" />
<ClInclude Include="imgui\imgui.h" />
<ClInclude Include="imgui\imgui_impl_glfw.h" />
@ -188,8 +184,6 @@
<ClInclude Include="Shader.h" />
<ClInclude Include="Skybox.h" />
<ClInclude Include="Texture.h" />
<ClInclude Include="textureManager.h" />
<ClInclude Include="TextureViewer.h" />
<ClInclude Include="Viewer.h" />
</ItemGroup>
<ItemGroup>
@ -201,8 +195,6 @@
<None Include="fog.frag" />
<None Include="fog.vert" />
<None Include="base_light.vert" />
<None Include="GBufferVisual.frag" />
<None Include="GBufferVisual.vert" />
<None Include="light_pov.frag" />
<None Include="light_pov.vert" />
<None Include="nmap.frag" />

View File

@ -22,9 +22,6 @@
<Filter Include="Models">
<UniqueIdentifier>{af32f844-b061-4424-a685-e3f537232cf8}</UniqueIdentifier>
</Filter>
<Filter Include="MankyuCode">
<UniqueIdentifier>{b0c228ca-8e29-48df-a9f6-59fb58accad5}</UniqueIdentifier>
</Filter>
<Filter Include="Shaders\PPShaders">
<UniqueIdentifier>{be4b14ab-faab-4412-8a5b-ce9c1510772f}</UniqueIdentifier>
</Filter>
@ -75,15 +72,6 @@
<ClCompile Include="Skybox.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="fboManager.cpp">
<Filter>MankyuCode</Filter>
</ClCompile>
<ClCompile Include="textureManager.cpp">
<Filter>MankyuCode</Filter>
</ClCompile>
<ClCompile Include="TextureViewer.cpp">
<Filter>MankyuCode</Filter>
</ClCompile>
<ClCompile Include="Multipass.cpp">
<Filter>Source Files</Filter>
</ClCompile>
@ -149,15 +137,6 @@
<ClInclude Include="Skybox.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="fboManager.h">
<Filter>MankyuCode</Filter>
</ClInclude>
<ClInclude Include="textureManager.h">
<Filter>MankyuCode</Filter>
</ClInclude>
<ClInclude Include="TextureViewer.h">
<Filter>MankyuCode</Filter>
</ClInclude>
<ClInclude Include="Multipass.h">
<Filter>Header Files</Filter>
</ClInclude>
@ -230,12 +209,6 @@
<None Include="textureViewer.vert">
<Filter>Shaders\PPShaders</Filter>
</None>
<None Include="GBufferVisual.vert">
<Filter>Shaders\PPShaders</Filter>
</None>
<None Include="GBufferVisual.frag">
<Filter>Shaders\PPShaders</Filter>
</None>
<None Include="DSLightPass.frag">
<Filter>Shaders\PPShaders</Filter>
</None>

View File

@ -7,17 +7,16 @@ in vec2 TexCoords;
in vec3 FragPos;
in vec3 Normal;
//uniform sampler2D texture_diffuse1;
uniform sampler2D[32] tex;
void main()
{
// store the fragment position vector in the first gbuffer texture
gPosition = FragPos;
gPosition = FragPos;
// also store the per-fragment normals into the gbuffer
gNormal = normalize(Normal);
// and the diffuse per-fragment color
gAlbedoSpec.rgb = vec3(1, 1, 1);
//gAlbedoSpec.rgb = texture(texture_diffuse1, TexCoords).rgb;
// and the diffuse per-fragment color
gAlbedoSpec.rgb = texture(tex[0], TexCoords).rgb;
// store specular intensity in gAlbedoSpec's alpha component
//gAlbedoSpec.a = texture(texture_specular1, TexCoords).r;
gAlbedoSpec.a = 1;

View File

@ -8,12 +8,14 @@ out vec2 TexCoords;
out vec3 FragPos;
out vec3 Normal;
uniform mat3 NormalMatrix;
uniform mat4 ModelMatrix;
uniform mat4 mvp;
void main(void)
{
Normal = v_normal;
Normal = v_normal * NormalMatrix;
TexCoords = v_texmap;
gl_Position = mvp * vec4(coord3d, 1.0f);
FragPos = gl_Position.xyz;
FragPos = (ModelMatrix * vec4(coord3d, 1.0f)).xyz;
gl_Position = mvp * vec4(coord3d, 1.0f);
}

View File

@ -304,8 +304,8 @@ void Mesh::MeshEntry::textureBinding(Shader * shd)
glBindTexture(GL_TEXTURE_2D, textures[i].tex_ref);
shd->addUniform("tex[" + std::to_string(i) + "]", (int)i);
}
if (textures.size() > 0)
shd->addUniform("TexCount", (int)textures.size());
//if (textures.size() > 0)
//shd->addUniform("TexCount", (int)textures.size());
}
void Mesh::MeshEntry::textureUnbinding()
@ -353,9 +353,7 @@ Mesh::Mesh(const char *filename, Shader *sh)
textures.emplace(FullPath, Texture(FullPath));
}
}
}
}
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
meshEntries.push_back(new Mesh::MeshEntry(scene->mMeshes[i], scene, this));
@ -414,7 +412,7 @@ void Mesh::textureBinding(Shader *shd)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, it->second.tex_ref);
shd->applyTextureMaterial(it->second);
//shd->applyTextureMaterial(it->second);
if (it->second.isNmap)
{
shd->addUniform("nmap", (int)i);
@ -424,8 +422,8 @@ void Mesh::textureBinding(Shader *shd)
shd->addUniform("tex[" + std::to_string(i - nmap_counter) + "]", (int)i);
i++;
}
if (textures.size() > 0)
shd->addUniform("TexCount", (int)textures.size() - nmap_counter);
/*if (textures.size() > 0)
shd->addUniform("TexCount", (int)textures.size() - nmap_counter);*/
}
void Mesh::draw(SceneContext &ctx) {

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