Adding nanosuit for testing purposes, struggling on making that god damned Gbuffer work
@ -95,7 +95,7 @@
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<SubSystem>Console</SubSystem>
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<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>
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<AdditionalDependencies>assimp.lib;SOIL.lib;glfw3.lib;glew32.lib;opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>assimp.lib;SOIL.lib;glfw3.lib;glew32.lib;opengl32.lib;FreeImage.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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@ -147,7 +147,6 @@
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="Dataset.cpp" />
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<ClCompile Include="fboManager.cpp" />
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<ClCompile Include="imgui\imgui.cpp" />
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<ClCompile Include="imgui\imgui_demo.cpp" />
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<ClCompile Include="imgui\imgui_draw.cpp" />
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@ -162,13 +161,10 @@
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<ClCompile Include="Skybox.cpp" />
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<ClCompile Include="Source.cpp" />
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<ClCompile Include="Texture.cpp" />
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<ClCompile Include="textureManager.cpp" />
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<ClCompile Include="TextureViewer.cpp" />
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<ClCompile Include="Viewer.cpp" />
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</ItemGroup>
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<ItemGroup>
|
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<ClInclude Include="Dataset.h" />
|
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<ClInclude Include="fboManager.h" />
|
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<ClInclude Include="imgui\imconfig.h" />
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<ClInclude Include="imgui\imgui.h" />
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<ClInclude Include="imgui\imgui_impl_glfw.h" />
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@ -188,8 +184,6 @@
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<ClInclude Include="Shader.h" />
|
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<ClInclude Include="Skybox.h" />
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<ClInclude Include="Texture.h" />
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<ClInclude Include="textureManager.h" />
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<ClInclude Include="TextureViewer.h" />
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<ClInclude Include="Viewer.h" />
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</ItemGroup>
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<ItemGroup>
|
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@ -201,8 +195,6 @@
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<None Include="fog.frag" />
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<None Include="fog.vert" />
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<None Include="base_light.vert" />
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<None Include="GBufferVisual.frag" />
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<None Include="GBufferVisual.vert" />
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<None Include="light_pov.frag" />
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<None Include="light_pov.vert" />
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<None Include="nmap.frag" />
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|
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@ -22,9 +22,6 @@
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<Filter Include="Models">
|
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<UniqueIdentifier>{af32f844-b061-4424-a685-e3f537232cf8}</UniqueIdentifier>
|
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</Filter>
|
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<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>
|
||||
|
||||
@ -7,17 +7,16 @@ in vec2 TexCoords;
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in vec3 FragPos;
|
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in vec3 Normal;
|
||||
|
||||
//uniform sampler2D texture_diffuse1;
|
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uniform sampler2D[32] tex;
|
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|
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void main()
|
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{
|
||||
// store the fragment position vector in the first gbuffer texture
|
||||
gPosition = FragPos;
|
||||
gPosition = FragPos;
|
||||
// also store the per-fragment normals into the gbuffer
|
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gNormal = normalize(Normal);
|
||||
// and the diffuse per-fragment color
|
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gAlbedoSpec.rgb = vec3(1, 1, 1);
|
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//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;
|
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|
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@ -8,12 +8,14 @@ out vec2 TexCoords;
|
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out vec3 FragPos;
|
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out vec3 Normal;
|
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|
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uniform mat3 NormalMatrix;
|
||||
uniform mat4 ModelMatrix;
|
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uniform mat4 mvp;
|
||||
|
||||
void main(void)
|
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{
|
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Normal = v_normal;
|
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Normal = v_normal * NormalMatrix;
|
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TexCoords = v_texmap;
|
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gl_Position = mvp * vec4(coord3d, 1.0f);
|
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FragPos = gl_Position.xyz;
|
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FragPos = (ModelMatrix * vec4(coord3d, 1.0f)).xyz;
|
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gl_Position = mvp * vec4(coord3d, 1.0f);
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}
|
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@ -304,8 +304,8 @@ void Mesh::MeshEntry::textureBinding(Shader * shd)
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glBindTexture(GL_TEXTURE_2D, textures[i].tex_ref);
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shd->addUniform("tex[" + std::to_string(i) + "]", (int)i);
|
||||
}
|
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if (textures.size() > 0)
|
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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) {
|
||||
|
||||
BIN
BaseGLProject/Models/nanosuit/arm_dif.png
Normal file
|
After Width: | Height: | Size: 562 KiB |
BIN
BaseGLProject/Models/nanosuit/arm_showroom_ddn.png
Normal file
|
After Width: | Height: | Size: 846 KiB |
BIN
BaseGLProject/Models/nanosuit/arm_showroom_refl.png
Normal file
|
After Width: | Height: | Size: 386 KiB |
BIN
BaseGLProject/Models/nanosuit/arm_showroom_spec.png
Normal file
|
After Width: | Height: | Size: 1.6 MiB |
BIN
BaseGLProject/Models/nanosuit/back.jpg
Normal file
|
After Width: | Height: | Size: 51 KiB |
BIN
BaseGLProject/Models/nanosuit/body_dif.png
Normal file
|
After Width: | Height: | Size: 621 KiB |
BIN
BaseGLProject/Models/nanosuit/body_showroom_ddn.png
Normal file
|
After Width: | Height: | Size: 840 KiB |
BIN
BaseGLProject/Models/nanosuit/body_showroom_refl.png
Normal file
|
After Width: | Height: | Size: 90 KiB |
BIN
BaseGLProject/Models/nanosuit/body_showroom_spec.png
Normal file
|
After Width: | Height: | Size: 1.7 MiB |
BIN
BaseGLProject/Models/nanosuit/cell_arm_alpha.png
Normal file
|
After Width: | Height: | Size: 100 KiB |
BIN
BaseGLProject/Models/nanosuit/cell_body_alpha.png
Normal file
|
After Width: | Height: | Size: 86 KiB |
BIN
BaseGLProject/Models/nanosuit/cell_ddn.png
Normal file
|
After Width: | Height: | Size: 277 KiB |
BIN
BaseGLProject/Models/nanosuit/cell_hand_alpha.png
Normal file
|
After Width: | Height: | Size: 63 KiB |
BIN
BaseGLProject/Models/nanosuit/cell_helmet_alpha.png
Normal file
|
After Width: | Height: | Size: 42 KiB |