Adding nanosuit for testing purposes, struggling on making that god damned Gbuffer work
@ -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" />
|
||||
|
||||
@ -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>
|
||||
|
||||
@ -7,7 +7,7 @@ in vec2 TexCoords;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
|
||||
//uniform sampler2D texture_diffuse1;
|
||||
uniform sampler2D[32] tex;
|
||||
|
||||
void main()
|
||||
{
|
||||
@ -16,8 +16,7 @@ void main()
|
||||
// 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;
|
||||
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;
|
||||
|
||||
@ -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;
|
||||
FragPos = (ModelMatrix * vec4(coord3d, 1.0f)).xyz;
|
||||
gl_Position = mvp * vec4(coord3d, 1.0f);
|
||||
FragPos = gl_Position.xyz;
|
||||
}
|
||||
@ -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()
|
||||
@ -355,8 +355,6 @@ Mesh::Mesh(const char *filename, Shader *sh)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
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 |
BIN
BaseGLProject/Models/nanosuit/cell_leg_alpha.png
Normal file
|
After Width: | Height: | Size: 570 KiB |
BIN
BaseGLProject/Models/nanosuit/front.jpg
Normal file
|
After Width: | Height: | Size: 52 KiB |
BIN
BaseGLProject/Models/nanosuit/glass_ddn.png
Normal file
|
After Width: | Height: | Size: 5.8 KiB |
BIN
BaseGLProject/Models/nanosuit/glass_dif.png
Normal file
|
After Width: | Height: | Size: 1.3 KiB |
BIN
BaseGLProject/Models/nanosuit/glass_refl.png
Normal file
|
After Width: | Height: | Size: 3.2 KiB |
BIN
BaseGLProject/Models/nanosuit/hand_dif.png
Normal file
|
After Width: | Height: | Size: 640 KiB |
BIN
BaseGLProject/Models/nanosuit/hand_showroom_ddn.png
Normal file
|
After Width: | Height: | Size: 976 KiB |
BIN
BaseGLProject/Models/nanosuit/hand_showroom_refl.png
Normal file
|
After Width: | Height: | Size: 64 KiB |
BIN
BaseGLProject/Models/nanosuit/hand_showroom_spec.png
Normal file
|
After Width: | Height: | Size: 1.7 MiB |
BIN
BaseGLProject/Models/nanosuit/helmet_diff.png
Normal file
|
After Width: | Height: | Size: 513 KiB |
BIN
BaseGLProject/Models/nanosuit/helmet_showroom_ddn.png
Normal file
|
After Width: | Height: | Size: 729 KiB |
BIN
BaseGLProject/Models/nanosuit/helmet_showroom_refl.png
Normal file
|
After Width: | Height: | Size: 55 KiB |
BIN
BaseGLProject/Models/nanosuit/helmet_showroom_spec.png
Normal file
|
After Width: | Height: | Size: 1.5 MiB |
BIN
BaseGLProject/Models/nanosuit/leg_dif.png
Normal file
|
After Width: | Height: | Size: 1.1 MiB |
BIN
BaseGLProject/Models/nanosuit/leg_showroom_ddn.png
Normal file
|
After Width: | Height: | Size: 1.3 MiB |
BIN
BaseGLProject/Models/nanosuit/leg_showroom_refl.png
Normal file
|
After Width: | Height: | Size: 73 KiB |
BIN
BaseGLProject/Models/nanosuit/leg_showroom_spec.png
Normal file
|
After Width: | Height: | Size: 1.7 MiB |
79
BaseGLProject/Models/nanosuit/nanosuit.mtl
Normal file
@ -0,0 +1,79 @@
|
||||
# Blender MTL File: 'nanosuit.blend'
|
||||
# Material Count: 6
|
||||
|
||||
newmtl Arm
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Bump arm_showroom_ddn.png
|
||||
map_Ka arm_showroom_refl.png
|
||||
map_Kd arm_dif.png
|
||||
map_Ks arm_showroom_spec.png
|
||||
|
||||
newmtl Body
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd body_dif.png
|
||||
map_Bump body_showroom_ddn.png
|
||||
map_Ka body_showroom_refl.png
|
||||
map_Ks body_showroom_spec.png
|
||||
|
||||
newmtl Glass
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Bump glass_ddn.png
|
||||
map_Ka glass_refl.png
|
||||
map_Kd glass_dif.png
|
||||
|
||||
newmtl Hand
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Bump hand_showroom_ddn.png
|
||||
map_Ka hand_showroom_refl.png
|
||||
map_Kd hand_dif.png
|
||||
map_Ks hand_showroom_spec.png
|
||||
|
||||
newmtl Helmet
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Bump helmet_showroom_ddn.png
|
||||
map_Ka helmet_showroom_refl.png
|
||||
map_Kd helmet_diff.png
|
||||
map_Ks helmet_showroom_spec.png
|
||||
|
||||
newmtl Leg
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Bump leg_showroom_ddn.png
|
||||
map_Ka leg_showroom_refl.png
|
||||
map_Kd leg_dif.png
|
||||
map_Ks leg_showroom_spec.png
|
||||
52352
BaseGLProject/Models/nanosuit/nanosuit.obj
Normal file
@ -70,11 +70,23 @@ void Multipass::drawResultToScreen(SceneContext & scnctx)
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, scnctx.width, scnctx.height);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
shader->enable();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, _pass_textures[_current_tex]);
|
||||
shader->addUniform("tex", 0);
|
||||
glBindVertexArray(_quad_vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _quad_vbo);
|
||||
|
||||
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
static GLuint clearColor[4] = { 0, 0, 0, 0 };
|
||||
glClearTexImage(_pass_textures[_current_tex], 0, GL_BGRA, GL_UNSIGNED_BYTE, &clearColor);
|
||||
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
@ -1,4 +1,6 @@
|
||||
#include "MyGlWindow.h"
|
||||
#include "FreeImage.h"
|
||||
|
||||
//Getting the projection matrix
|
||||
glm::mat4x4 perspective(float fovy, float aspect, float near, float far)
|
||||
{
|
||||
@ -129,7 +131,7 @@ void MyGlWindow::shaderSetup()
|
||||
void MyGlWindow::lightSetup()
|
||||
{
|
||||
//Showcase lights
|
||||
//_scnctx.lights.emplace("Spotlight1", Light(glm::vec3(0.8f), glm::vec4(10, 10, 10, 1)));
|
||||
_scnctx.lights.emplace("Spotlight1", Light(glm::vec3(0.8f), glm::vec4(10, 10, 10, 1)));
|
||||
// 24, 12, 2, glm::vec4(0, 1, 0, 1)));
|
||||
|
||||
//Party lights
|
||||
@ -142,7 +144,6 @@ void MyGlWindow::lightSetup()
|
||||
|
||||
void MyGlWindow::multipassSetup()
|
||||
{
|
||||
_multipassManager.shader = shaders["GBufferVisual"];
|
||||
_multipassManager.addTexture("position_buffer", GL_NEAREST, GL_RGB16F, GL_RGB, GL_FLOAT, false, _scnctx);
|
||||
_multipassManager.addTexture("normal_buffer", GL_NEAREST, GL_RGB16F, GL_RGB, GL_UNSIGNED_BYTE, false, _scnctx);
|
||||
_multipassManager.addTexture("color_buffer", GL_NEAREST, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, false, _scnctx);
|
||||
@ -152,10 +153,6 @@ void MyGlWindow::multipassSetup()
|
||||
|
||||
_multipassManager.setDrawBuffers();
|
||||
|
||||
//Deferred lighting shader
|
||||
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "DisplayAlbedo");
|
||||
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "DisplayPositions");
|
||||
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "DisplayNormals");
|
||||
|
||||
//Standard post-process shader
|
||||
/*_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "depthing");
|
||||
@ -173,17 +170,34 @@ void MyGlWindow::setup()
|
||||
glEnable(GL_DEPTH_BUFFER);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
_scnctx.bg = glm::vec4(0.7, 0.7, 0.9, 1);
|
||||
|
||||
textureSetup();
|
||||
shaderSetup();
|
||||
skybox.initialize("Models/Skybox/", shaders["Skybox"]);
|
||||
skybox.scale = 10;
|
||||
_scnctx.skybox_tex = skybox.getTexID();
|
||||
lightSetup();
|
||||
multipassSetup();
|
||||
|
||||
Dataset moddata;
|
||||
moddata.checkeredFloor(100, 100, glm::vec3(0.1, 0.1, 0.1), glm::vec3(0.7, 0.7, 0.7));
|
||||
meshes.emplace("Floor", new Mesh(moddata, shaders["DSGeometryPass"]));
|
||||
|
||||
|
||||
//Scene for GBuffer Testing
|
||||
/*Mesh *nanosuit_A = new Mesh("nanosuit/nanosuit.obj", shaders["DSGeometryPass"]);
|
||||
Mesh *nanosuit_B = new Mesh("nanosuit/nanosuit.obj", shaders["DSGeometryPass"]);
|
||||
Mesh *nanosuit_C = new Mesh("nanosuit/nanosuit.obj", shaders["DSGeometryPass"]);
|
||||
|
||||
nanosuit_A->addStartScaling(glm::vec4(0.2, 0.2, 0.2, 1));
|
||||
nanosuit_B->addStartScaling(glm::vec4(0.2, 0.2, 0.2, 1));
|
||||
nanosuit_C->addStartScaling(glm::vec4(0.2, 0.2, 0.2, 1));
|
||||
|
||||
nanosuit_A->addStartTranslation(glm::vec4(-10, 0, 0, 1));
|
||||
nanosuit_C->addStartTranslation(glm::vec4(10, 0, 0, 1));
|
||||
|
||||
meshes.emplace("Nanosuit_A", nanosuit_A);
|
||||
meshes.emplace("Nanosuit_B", nanosuit_B);
|
||||
meshes.emplace("Nanosuit_C", nanosuit_C);
|
||||
*/
|
||||
|
||||
//Scene for light testing
|
||||
|
||||
moddata.simpleCube();
|
||||
|
||||
@ -194,24 +208,25 @@ void MyGlWindow::setup()
|
||||
for (int i = 0; i < 30; i++)
|
||||
{
|
||||
std::string cube_name = "Cube" + std::to_string(i);
|
||||
meshes.emplace(cube_name, new Mesh(moddata, shaders["DSGeometryPass"]));
|
||||
meshes.emplace(cube_name, new Mesh("cube/cube.obj", shaders["DSGeometryPass"]));
|
||||
meshes[cube_name]->textures["cube_tex"] = Texture("./Models/cube/color_map.png");
|
||||
|
||||
float pos_x = std::rand() % 100 - 50;
|
||||
float pos_z = std::rand() % 100 - 50;
|
||||
//float pos_x = std::rand() % 100 + 50;
|
||||
//float pos_z = std::rand() % 100 + 50;
|
||||
|
||||
meshes[cube_name]->addStartTranslation(glm::vec4(0, 1, 0, 0));
|
||||
meshes[cube_name]->addStartTranslation(glm::vec4(pos_x, 0, 0, 0));
|
||||
meshes[cube_name]->addStartTranslation(glm::vec4(0, 0, pos_z, 0));
|
||||
meshes[cube_name]->addStartRotation(glm::vec4(1, 0, 0, std::rand() % 360));
|
||||
meshes[cube_name]->addStartRotation(glm::vec4(0, 1, 0, std::rand() % 360));
|
||||
meshes[cube_name]->addStartRotation(glm::vec4(0, 0, 1, std::rand() % 360));
|
||||
//meshes[cube_name]->addStartTranslation(glm::vec4(0, 1, 0, 0));
|
||||
//meshes[cube_name]->addStartTranslation(glm::vec4(pos_x, 0, 0, 0));
|
||||
//meshes[cube_name]->addStartTranslation(glm::vec4(0, 0, pos_z, 0));
|
||||
//meshes[cube_name]->addStartRotation(glm::vec4(1, 0, 0, std::rand() % 360));
|
||||
//meshes[cube_name]->addStartRotation(glm::vec4(0, 1, 0, std::rand() % 360));
|
||||
//meshes[cube_name]->addStartRotation(glm::vec4(0, 0, 1, std::rand() % 360));
|
||||
//
|
||||
//float light_r = (40 + std::rand() % 60) / 100.f;
|
||||
//float light_g = (40 + std::rand() % 60) / 100.f;
|
||||
//float light_b = (40 + std::rand() % 60) / 100.f;
|
||||
|
||||
float light_r = (40 + std::rand() % 60) / 100.f;
|
||||
float light_g = (40 + std::rand() % 60) / 100.f;
|
||||
float light_b = (40 + std::rand() % 60) / 100.f;
|
||||
|
||||
_scnctx.lights.emplace("RandLight" + i,
|
||||
Light(glm::vec3(light_r, light_g, light_b), glm::vec4(pos_x, 2, pos_z, 1)));
|
||||
//_scnctx.lights.emplace("RandLight" + i,
|
||||
// Light(glm::vec3(light_r, light_g, light_b), glm::vec4(pos_x, 2, pos_z, 1)));
|
||||
}
|
||||
}
|
||||
|
||||
@ -233,16 +248,13 @@ void MyGlWindow::draw()
|
||||
glViewport(0, 0, _scnctx.width, _scnctx.height);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
_multipassManager.enableFrameBufferTexture("color_buffer");
|
||||
_multipassManager.enableFrameBufferTexture("position_buffer");
|
||||
|
||||
for (auto it = meshes.begin(); it != meshes.end(); it++)
|
||||
(*it).second->draw(_scnctx);
|
||||
|
||||
_multipassManager.drawResultToScreen(_scnctx);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void MyGlWindow::resize(int w, int h)
|
||||
{
|
||||
m_width = w;
|
||||
|
||||
@ -175,7 +175,7 @@ int loop(GLFWwindow *window)
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
if (ImGui::Begin("First Window"))
|
||||
/*if (ImGui::Begin("First Window"))
|
||||
{
|
||||
ImGui::SetWindowPos(ImVec2(20, 20));
|
||||
|
||||
@ -183,7 +183,7 @@ int loop(GLFWwindow *window)
|
||||
ImGui::ColorEdit3("Background", bgColor, 0);
|
||||
glWin.setBgColor(bgColor);
|
||||
}
|
||||
ImGui::End();
|
||||
ImGui::End();*/
|
||||
|
||||
double currentTime = glfwGetTime();
|
||||
frameCount++;
|
||||
|
||||
@ -1,135 +0,0 @@
|
||||
#include "TextureViewer.h"
|
||||
|
||||
|
||||
TextureViewer::TextureViewer()
|
||||
{
|
||||
this->s = new ShaderProgram();
|
||||
this->fs = "default.frag";
|
||||
this->vs = "default.vs";
|
||||
this->depth = false;
|
||||
setUpShaders();
|
||||
}
|
||||
|
||||
|
||||
TextureViewer::TextureViewer(GLuint tex, std::string vs, std::string fs) {
|
||||
this->s = new ShaderProgram();
|
||||
this->texture = tex;
|
||||
this->fs = fs;
|
||||
this->vs = vs;
|
||||
this->depth = false;
|
||||
|
||||
|
||||
setUpShaders();
|
||||
}
|
||||
|
||||
|
||||
TextureViewer::~TextureViewer()
|
||||
{
|
||||
delete s;
|
||||
glDeleteBuffers(1, &VBO);
|
||||
glDeleteBuffers(1, &VAO);
|
||||
}
|
||||
|
||||
void TextureViewer::draw() {
|
||||
//Bind VAO
|
||||
glBindVertexArray(VAO);
|
||||
//Bind VBO
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
|
||||
s->use();
|
||||
|
||||
glUniform1i(s->uniform("depth"), this->depth);
|
||||
|
||||
//Bind texture
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, this->texture);
|
||||
|
||||
//Draw
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
//Unbind texture for sure
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
s->disable();
|
||||
|
||||
//Unbind VBO - just for sure
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
//Unbind VAO
|
||||
glBindVertexArray(0);
|
||||
|
||||
}
|
||||
|
||||
void TextureViewer::setDepthOnly(bool depth) {
|
||||
this->depth = depth;
|
||||
}
|
||||
|
||||
//Called only once in constructor
|
||||
void TextureViewer::setUpShaders()
|
||||
{
|
||||
//We need only vertex and fragment shaders
|
||||
s->initFromFiles(this->vs,this->fs);
|
||||
|
||||
|
||||
|
||||
s->use();
|
||||
|
||||
//Create uniforms and attributes (filled later)
|
||||
|
||||
s->addUniform("tex");
|
||||
s->addUniform("depth");
|
||||
|
||||
|
||||
//Quad verticles - omitted z coord, because it will always be 1
|
||||
float pos[] = {
|
||||
-1.0, 1.0,
|
||||
1.0, 1.0,
|
||||
-1.0, -1.0,
|
||||
1.0, -1.0
|
||||
};
|
||||
|
||||
float uv[] = {
|
||||
0.0, 1.0,
|
||||
1.0, 1.0,
|
||||
0.0, 0.0,
|
||||
1.0, 0.0
|
||||
};
|
||||
|
||||
//Generate VAO
|
||||
glGenVertexArrays(1, &VAO);
|
||||
//Bind VAO
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
//Generate VBO
|
||||
glGenBuffers(1, &VBO);
|
||||
//Bind VBO
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
//Alocate buffer
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(pos)+sizeof(uv), NULL, GL_STATIC_DRAW);
|
||||
//Fill VBO
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pos), pos);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 8 * sizeof(float), sizeof(uv), uv);
|
||||
|
||||
//Fill attributes and uniforms
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, (sizeof(float)* 2), (void*)0);
|
||||
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, (sizeof(float)* 2), (GLvoid*)(sizeof(float)* 8));
|
||||
|
||||
glUniform1i(s->uniform("tex"), 0);
|
||||
|
||||
s->disable();
|
||||
//unbind buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
//Setters
|
||||
void TextureViewer::setTexture(GLuint tex) {
|
||||
this->texture = tex;
|
||||
}
|
||||
//Getters
|
||||
GLuint TextureViewer::getTexture() {
|
||||
return this->texture;
|
||||
}
|
||||
@ -1,57 +0,0 @@
|
||||
|
||||
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
|
||||
#ifndef CTEXTUREVIEWER_H
|
||||
#define CTEXTUREVIEWER_H
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
#include <vector>
|
||||
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtx/rotate_vector.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
|
||||
#include "Loader.h"
|
||||
|
||||
|
||||
/*
|
||||
* Simple class, which will render texture on screen
|
||||
*/
|
||||
class TextureViewer
|
||||
{
|
||||
private:
|
||||
|
||||
GLuint texture;
|
||||
//VBO - don't need EBO, i'll use glDrawArrays()
|
||||
GLuint VBO;
|
||||
//VAO - needed for glDrawArrays()
|
||||
GLuint VAO;
|
||||
ShaderProgram * s;
|
||||
//Default shaders
|
||||
std::string vs;
|
||||
std::string fs;
|
||||
bool depth;
|
||||
void setUpShaders();
|
||||
|
||||
|
||||
public:
|
||||
|
||||
TextureViewer();
|
||||
TextureViewer(GLuint tex, std::string vs, std::string fs);
|
||||
void draw();
|
||||
//Setters
|
||||
void setTexture(GLuint tex);
|
||||
void setDepthOnly(bool depth);
|
||||
//Getters
|
||||
GLuint getTexture();
|
||||
~TextureViewer();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@ -1,118 +0,0 @@
|
||||
#include "fboManager.h"
|
||||
|
||||
|
||||
|
||||
#include <iostream>
|
||||
|
||||
|
||||
|
||||
FboManager::FboManager() {
|
||||
useRenderDepthBuffer = false;
|
||||
attachmentCount = 0;
|
||||
/*for(int i=0;i<5;i++) {
|
||||
mrt[i] = GL_COLOR_ATTACHMENT0+i;
|
||||
}*/
|
||||
}
|
||||
|
||||
FboManager::~FboManager() {
|
||||
glDeleteFramebuffers(1, &_fboId);
|
||||
if(useRenderDepthBuffer) {
|
||||
glDeleteRenderbuffers(1, &_renderDepthBufferId);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//create FBO
|
||||
void FboManager::initFbo() {
|
||||
glGenFramebuffers(1, &_fboId);
|
||||
}
|
||||
|
||||
//generate and bind depth buffer
|
||||
void FboManager::genRenderDepthBuffer(unsigned w, unsigned h) {
|
||||
glGenRenderbuffers(1,&_renderDepthBufferId);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, _renderDepthBufferId);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT,w,h);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
}
|
||||
|
||||
//bind depth buffer
|
||||
void FboManager::bindRenderDepthBuffer() {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER,_fboId);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,_renderDepthBufferId);
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER,0);
|
||||
}
|
||||
|
||||
void FboManager::setDrawBuffers() {
|
||||
glDrawBuffers(attachmentCount, mrt);
|
||||
}
|
||||
|
||||
void FboManager::bindToFbo(GLenum type, GLenum texture, GLuint textureId) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER,_fboId);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER,type,texture,textureId,0);
|
||||
if(type != GL_DEPTH_ATTACHMENT) {
|
||||
mrt[attachmentCount] = type;
|
||||
attachmentCount += 1;
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
}
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER,0);
|
||||
}
|
||||
|
||||
void FboManager::bind3DTextureToFbo(GLenum type, GLuint textureId) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, _fboId);
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, type, textureId, 0);
|
||||
//glFramebufferTexture3D(GL_FRAMEBUFFER, type, GL_TEXTURE_3D, textureId, 0, 0);
|
||||
if (type != GL_DEPTH_ATTACHMENT) {
|
||||
mrt[attachmentCount] = type;
|
||||
attachmentCount += 1;
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
}
|
||||
}
|
||||
|
||||
GLuint FboManager::getFboId() {
|
||||
return _fboId;
|
||||
}
|
||||
|
||||
bool FboManager::checkFboStatus() {
|
||||
// check FBO status
|
||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
switch(status)
|
||||
{
|
||||
case GL_FRAMEBUFFER_COMPLETE_EXT:
|
||||
std::cout << "Framebuffer complete." << std::endl;
|
||||
return true;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
|
||||
std::cout << "[ERROR] Framebuffer incomplete: Attachment is NOT complete." << std::endl;
|
||||
return false;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
|
||||
std::cout << "[ERROR] Framebuffer incomplete: No image is attached to FBO." << std::endl;
|
||||
return false;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
|
||||
std::cout << "[ERROR] Framebuffer incomplete: Attached images have different dimensions." << std::endl;
|
||||
return false;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
|
||||
std::cout << "[ERROR] Framebuffer incomplete: Color attached images have different internal formats." << std::endl;
|
||||
return false;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
|
||||
std::cout << "[ERROR] Framebuffer incomplete: Draw buffer." << std::endl;
|
||||
return false;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
|
||||
std::cout << "[ERROR] Framebuffer incomplete: Read buffer." << std::endl;
|
||||
return false;
|
||||
|
||||
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
|
||||
std::cout << "[ERROR] Unsupported by FBO implementation." << std::endl;
|
||||
return false;
|
||||
|
||||
default:
|
||||
std::cout << "[ERROR] Unknow error." << std::endl;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -1,49 +0,0 @@
|
||||
/*
|
||||
* File: fboManager.h
|
||||
* Desc: Jednoduchy "manager" pro FBO objekty
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
|
||||
|
||||
#ifndef FBOMANAGER_H
|
||||
#define FBOMANAGER_H
|
||||
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtx/rotate_vector.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
class FboManager {
|
||||
public:
|
||||
FboManager();
|
||||
~FboManager();
|
||||
//check fbo status
|
||||
bool checkFboStatus();
|
||||
|
||||
//create a renderbuffer object
|
||||
void genRenderDepthBuffer(unsigned w, unsigned h);
|
||||
|
||||
//bind a renderbuffer object
|
||||
void bindRenderDepthBuffer();
|
||||
|
||||
void bindToFbo(GLenum type, GLenum texture, GLuint textureId);
|
||||
|
||||
void bind3DTextureToFbo(GLenum type, GLuint textureId);
|
||||
void initFbo();
|
||||
void setDrawBuffers();
|
||||
GLuint getFboId();
|
||||
private:
|
||||
GLuint _fboId;
|
||||
GLuint _renderDepthBufferId;
|
||||
bool useRenderDepthBuffer;
|
||||
unsigned attachmentCount;
|
||||
GLenum mrt[6];
|
||||
};
|
||||
|
||||
#endif
|
||||
@ -1,101 +0,0 @@
|
||||
|
||||
|
||||
#include "textureManager.h"
|
||||
|
||||
|
||||
#define MAX_GRID_SIZE 32
|
||||
|
||||
|
||||
TextureManager::TextureManager() : clearTextureExtension(true) {
|
||||
}
|
||||
|
||||
TextureManager::~TextureManager() {
|
||||
textures.clear();
|
||||
}
|
||||
|
||||
void TextureManager::add(const string& texture) {
|
||||
GLuint tmpId;
|
||||
glGenTextures(1, &tmpId);
|
||||
textures[texture] = tmpId;
|
||||
}
|
||||
|
||||
void TextureManager::createTexture(const string& texture, const string filePath,unsigned w, unsigned h, GLuint filter, GLuint type, GLuint type_2, bool depth = false)
|
||||
{
|
||||
// SDL_Surface *surface;
|
||||
GLuint textureid;
|
||||
int mode;
|
||||
add(texture);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[texture]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
|
||||
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
//No image data - for frameBuffer
|
||||
if(filePath.empty()) {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0 ,type, w, h, 0, type_2, GL_FLOAT, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0 ,type, w, h, 0, type_2, GL_FLOAT, 0);
|
||||
if (depth) {
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TextureManager::createRGBA16F3DTexture(const string& texture, glm::vec3 dim, GLuint filter, GLuint wrap) {
|
||||
GLuint tex;
|
||||
add(texture);
|
||||
glBindTexture(GL_TEXTURE_3D, textures[texture]);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, wrap);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, wrap);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, wrap);
|
||||
//glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, w, h, d, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
//glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, w, h, d, 0, GL_RGBA, GL_FLOAT, &emptyData[0]);
|
||||
std::vector<GLfloat> emptyData(dim.x * dim.y * dim.z * sizeof(float), 0.0);
|
||||
glBindTexture(GL_TEXTURE_3D, textures[texture]);
|
||||
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, dim.x, dim.y, dim.z, 0, GL_RGBA, GL_FLOAT, &emptyData[0]);
|
||||
glBindTexture(GL_TEXTURE_3D, 0);
|
||||
//clear3Dtexture(textures[texture], dim);
|
||||
//glBindTexture(GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
void TextureManager::clear3Dtexture(GLuint texture) {
|
||||
if (clearTextureExtension) {
|
||||
GLfloat data[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
glClearTexImage(texture, 0, GL_RGBA, GL_FLOAT, &data[0]);
|
||||
}
|
||||
else {
|
||||
//MUCH SLOWER version, but should work on version lower than 4.4
|
||||
std::vector<GLfloat> emptyData(MAX_GRID_SIZE * MAX_GRID_SIZE * MAX_GRID_SIZE * sizeof(float), 0.0);
|
||||
glBindTexture(GL_TEXTURE_3D, texture);
|
||||
//glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, MAX_GRID_SIZE, MAX_GRID_SIZE, MAX_GRID_SIZE, 0, GL_RGBA, GL_FLOAT, &emptyData[0]);
|
||||
//or
|
||||
glTexSubImage3D(GL_TEXTURE_3D, 0, 0,0,0, MAX_GRID_SIZE, MAX_GRID_SIZE, MAX_GRID_SIZE, GL_RGBA, GL_FLOAT, &emptyData[0]);
|
||||
glBindTexture(GL_TEXTURE_3D, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void TextureManager::createRGBA3DTexture(const string& texture, glm::vec3 dim, GLuint filter, GLuint wrap) {
|
||||
GLuint tex;
|
||||
add(texture);
|
||||
glBindTexture(GL_TEXTURE_3D, textures[texture]);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, wrap);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, wrap);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, wrap);
|
||||
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, dim.x, dim.y, dim.z, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
//glBindTexture(GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
GLuint TextureManager::operator[] (const string& texture) {
|
||||
return textures[texture];
|
||||
}
|
||||
@ -1,41 +0,0 @@
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
|
||||
|
||||
#ifndef TEXTUREMANAGER_H
|
||||
#define TEXTUREMANAGER_H
|
||||
|
||||
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
#include <vector>
|
||||
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtx/rotate_vector.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
|
||||
using namespace std;
|
||||
|
||||
class TextureManager {
|
||||
public:
|
||||
TextureManager();
|
||||
~TextureManager();
|
||||
GLuint operator[](const string& texture);
|
||||
void add(const string& texture);
|
||||
void createTexture(const string& texture, const string filePath, unsigned w, unsigned h,
|
||||
GLuint filter, GLuint type, GLuint type_2, bool depth);
|
||||
void createRGBA16F3DTexture(const string& texture, glm::vec3 dim, GLuint filter, GLuint wrap);
|
||||
void createRGBA3DTexture(const string& texture, glm::vec3 dim, GLuint filter, GLuint wrap);
|
||||
void clear3Dtexture(GLuint texture);
|
||||
void setClearTextureExtension(bool v) {
|
||||
clearTextureExtension = v;
|
||||
}
|
||||
private:
|
||||
map<string,GLuint> textures;
|
||||
bool clearTextureExtension;
|
||||
};
|
||||
|
||||
#endif
|
||||
@ -6,116 +6,7 @@ out vec4 final_color;
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
subroutine vec4 shading_t(vec4 color);
|
||||
subroutine uniform shading_t Shading;
|
||||
|
||||
const float f = 1.0 / 300.0;
|
||||
|
||||
vec2 offsets[9] = vec2[](
|
||||
vec2(-f, f), vec2(0.0, f), vec2(f, f),
|
||||
vec2(-f, 0.0), vec2(0.0, 0.0), vec2(f, 0.0),
|
||||
vec2(-f, -f), vec2(0.0, -f), vec2(f, -f)
|
||||
);
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 absolutely_no_postprocess(vec4 color)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 sepia(vec4 color)
|
||||
{
|
||||
return vec4(color.r * .393 + color.g * .769 + color.b * .189,
|
||||
color.r * .349 + color.g * .686 + color.b * .168,
|
||||
color.r * .272 + color.g * .534 + color.b * .131, 1.0);
|
||||
}
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 grayscale(vec4 color)
|
||||
{
|
||||
float average = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
|
||||
return vec4(average, average, average, 1);
|
||||
}
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 depthing(vec4 color)
|
||||
{
|
||||
float zNear = 2.1f; // zNear of your perspective projection
|
||||
float zFar = 40.0f; // zFar of your perspective projection
|
||||
float depth = color.x;
|
||||
float r = (zNear * 2.0) / (zFar + zNear - depth * (zFar - zNear));
|
||||
return vec4(r, r, r, 1);
|
||||
}
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 blurring(vec4 color)
|
||||
{
|
||||
float blur_kernel[9] = float[](
|
||||
1.0 / 16, 2.0 / 16, 1.0 / 16,
|
||||
2.0 / 16, 4.0 / 16, 2.0 / 16,
|
||||
1.0 / 16, 2.0 / 16, 1.0 / 16
|
||||
);
|
||||
|
||||
vec3 texblur = vec3(0,0,0);
|
||||
for (int i = 0; i < 9; i++)
|
||||
texblur += vec3(texture(tex, uv + offsets[i]).rgb * blur_kernel[i]);
|
||||
|
||||
return vec4(texblur, 1);
|
||||
}
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 sharpening(vec4 color)
|
||||
{
|
||||
float sharp_kernel[9] = float[](
|
||||
-1, -1, -1,
|
||||
-1, 9, -1,
|
||||
-1, -1, -1
|
||||
);
|
||||
|
||||
vec3 texsharp = vec3(0,0,0);
|
||||
for (uint i = 0; i < 9; i++)
|
||||
texsharp += texture(tex, uv + offsets[i]).rgb * sharp_kernel[i];
|
||||
|
||||
return vec4(texsharp, 1);
|
||||
}
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 sobel_filter(vec4 color)
|
||||
{
|
||||
float sobel_x[9] = float[](
|
||||
-1, 0, 1,
|
||||
-2, 0, 2,
|
||||
-1, 0, 1
|
||||
);
|
||||
|
||||
float sobel_y[9] = float[](
|
||||
-1, -2, -1,
|
||||
0, 0, 0,
|
||||
1, 2, 1
|
||||
);
|
||||
|
||||
vec3 vec_x = vec3(0);
|
||||
vec3 vec_y = vec3(0);
|
||||
|
||||
for (int i = 0; i < 9; i++)
|
||||
{
|
||||
vec_x += texture(tex, uv + offsets[i]).rgb * sobel_x[i];
|
||||
vec_y += texture(tex, uv + offsets[i]).rgb * sobel_y[i];
|
||||
}
|
||||
|
||||
vec4 sobeled = vec4(sqrt(vec_x * vec_x + vec_y * vec_y), 1);
|
||||
return grayscale(sobeled);
|
||||
}
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 no_postprocess(vec4 color)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
final_color = texture(tex, uv).rgba;
|
||||
final_color = Shading(final_color);
|
||||
}
|
||||