mirror of
https://github.com/devZoGok/vb01.git
synced 2026-09-03 04:23:36 +00:00
improved different texture type selection for lighting
This commit is contained in:
+12
-9
@@ -3,6 +3,7 @@
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#include "material.h"
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#include "node.h"
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#include "light.h"
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#include "model.h"
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#include "animation.h"
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#include "animationController.h"
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#include "animationChannel.h"
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@@ -27,29 +28,31 @@ int main(){
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Node *rootNode = root->getRootNode();
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Camera *cam = root->getCamera();
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cam->setPosition(Vector3(0, 1, 1) * 30);
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cam->setPosition(Vector3(0, 1, 1) * 20);
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cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm());
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Box *box = new Box(Vector3(20, 1, 20));
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Node *boxNode = new Node();
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Model *box = new Model(MODEL_PATH + "platform.vb");
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Material *mat = new Material();
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mat->setTexturingEnabled(true);
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mat->setLightingEnabled(true);
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string images[] = {TEX_PATH + "bricks.jpg"};
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Texture *texture = new Texture(images, 1);
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mat->addDiffuseMap(texture);
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mat->setNormalMapEnabled(true);
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string im0[] = {TEX_PATH + "bricks.jpg"};
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string im1[] = {TEX_PATH + "bricksNormal.jpg"};
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Texture *diffuseTex = new Texture(im0, 1);
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mat->addDiffuseMap(diffuseTex);
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Texture *normalTex = new Texture(im1, 1, Texture::NORMAL);
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mat->addNormalMap(normalTex);
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box->setMaterial(mat);
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boxNode->attachMesh(box);
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rootNode->attachChild(boxNode);
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rootNode->attachChild(box);
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Light *light = new Light(Light::SPOT);
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light->setColor(Vector3(1, 1, 1));
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Node *lightNode = new Node(Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, "", new AnimationController());
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lightNode->addLight(light);
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rootNode->attachChild(lightNode);
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lightNode->setOrientation(Quaternion(1.57, Vector3(1, 0, 0)));
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lightNode->setOrientation(Quaternion(1.2, Vector3(1, 0, 0)));
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lightNode->setPosition(Vector3(0, 5, 0));
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KeyframeChannel kcA;
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+3
-3
@@ -96,8 +96,8 @@ namespace vb01{
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shader->setBool(lightingEnabled, "lightingEnabled");
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shader->setBool(normalMapEnabled, "normalMapEnabled");
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for(int i = 0; i < 4; i++){
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shader->setInt(TEXTURE_SLOTS[i], "textures[" + to_string(TEXTURE_SLOTS[i]) + "].pastTexture");
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shader->setInt(TEXTURE_SLOTS[i] + 1, "textures[" + to_string(TEXTURE_SLOTS[i]) + "].nextTexture");
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shader->setInt(TEXTURE_SLOTS[i], "textures[" + to_string(i) + "].pastTexture");
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shader->setInt(TEXTURE_SLOTS[i] + 1, "textures[" + to_string(i) + "].nextTexture");
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}
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shader->setInt(TEXTURE_SLOTS[4], "environmentMap");
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}
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@@ -121,7 +121,7 @@ namespace vb01{
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for(Texture *t : textures){
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int id = t->getTextureTypeId() * 2;
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shader->setBool(t->getNumFrames() > 0, "textures[" + to_string(id) + "].animated");
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shader->setBool(t->getNumFrames() > 1, "textures[" + to_string(id) + "].animated");
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shader->setFloat(t->getMixRatio(), "textures[" + to_string(id) + "].mixRatio");
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t->update(id);
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}
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@@ -0,0 +1,60 @@
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#include "root.h"
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#include "node.h"
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#include "particleEmitter.h"
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#include "material.h"
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#include "texture.h"
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#include "animation.h"
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#include "animationController.h"
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#include "animationChannel.h"
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using namespace std;
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using namespace vb01;
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int main(){
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const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/";
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string skyboxTextures[] = {
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TEX_PATH + "top.jpg",
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TEX_PATH + "bottom.jpg",
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TEX_PATH + "left.jpg",
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TEX_PATH + "right.jpg",
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TEX_PATH + "front.jpg",
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TEX_PATH + "back.jpg"
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};
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Root *root = Root::getSingleton();
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root->start(800, 600, PATH, "Particle emitter sample");
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root->createSkybox(skyboxTextures);
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Node *rootNode = root->getRootNode();
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Camera *cam = root->getCamera();
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cam->setPosition(Vector3(0, 0, 1) * 1);
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cam->lookAt(Vector3(0, 0, -1).norm(), Vector3(0, 1, 0).norm());
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ParticleEmitter *emitter = new ParticleEmitter(1);
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Node *emitterNode = new Node(Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, "", new AnimationController());
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Material *mat = new Material(Material::MATERIAL_PARTICLE);
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mat->setTexturingEnabled(true);
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mat->setLightingEnabled(false);
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string images[] = {TEX_PATH + "smoke00.png"};
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Texture *texture = new Texture(images, 1);
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mat->addDiffuseMap(texture);
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emitter->setMaterial(mat);
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emitter->setStartColor(Vector4(1, 1, 1, 1));
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emitter->setEndColor(Vector4(1, 0, 1, 1));
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emitter->setStartSize(Vector2(1, 1) * .1);
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emitter->setEndSize(Vector2(1, 1) * .1);
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emitter->setLowLife(.3);
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emitter->setHighLife(.4);
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emitter->setSpeed(.01);
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emitter->setSpread(360);
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emitterNode->attachParticleEmitter(emitter);
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rootNode->attachChild(emitterNode);
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emitterNode->setOrientation(Quaternion(-1.57, Vector3(1, 0, 0)));
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while(true)
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root->update();
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return 0;
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}
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@@ -0,0 +1,143 @@
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{
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MESH: Cube
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pos: 0.0 0.0 0.0
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rot: 1.0 0.0 0.0 -0.0
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scale: 1.0 1.0 1.0
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parent: -
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skeleton: -
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numElements: 20 36 0 0
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groups:
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vertices:
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|
||||
12 0.4956846237182617 0.9604101181030273 0.0 0.0 -1.0 1.0 0.0 0.0
|
||||
13 0.4956846237182617 0.4647254943847656 0.0 0.0 -0.9999999403953552 0.9999999403953552 0.0 0.0
|
||||
17 0.4802055358886719 0.9758901596069336 -1.0 -1.4785427993047051e-05 0.0 1.4785427993047051e-05 -1.0 0.0
|
||||
13 0.4956846237182617 0.9913692474365234 -0.9999999403953552 -1.4854152141197119e-05 0.0 1.4854152141197119e-05 -0.9999999403953552 0.0
|
||||
12 0.0 0.9913692474365234 -1.0 1.4343298062158283e-05 0.0 -1.4343298062158283e-05 -1.0 0.0
|
||||
16 0.015479087829589844 0.9758901596069336 -1.0 1.3944924830866512e-05 0.0 -1.3944924830866512e-05 -1.0 0.0
|
||||
12 0.0 0.9913692474365234 -1.0 1.4343298062158283e-05 0.0 -1.4343298062158283e-05 -1.0 0.0
|
||||
14 0.0 0.4956846237182617 -1.0 -1.3590316484624054e-05 0.0 1.3590316484624054e-05 -1.0 0.0
|
||||
19 0.4802055358886719 0.511164665222168 -1.0 -1.5412135326187126e-05 0.0 1.5412135326187126e-05 -1.0 0.0
|
||||
15 0.4956846237182617 0.4956846237182617 -0.9999999403953552 -1.54771696543321e-05 0.0 1.54771696543321e-05 -0.9999999403953552 0.0
|
||||
13 0.4956846237182617 0.9913692474365234 -0.9999999403953552 -1.4854152141197119e-05 0.0 1.4854152141197119e-05 -0.9999999403953552 0.0
|
||||
18 0.01548004150390625 0.5111637115478516 -1.0 -1.4771365385968238e-05 0.0 1.4771365385968238e-05 -1.0 0.0
|
||||
14 0.0 0.4956846237182617 -1.0 -1.3590316484624054e-05 0.0 1.3590316484624054e-05 -1.0 0.0
|
||||
15 0.4956846237182617 0.4956846237182617 -0.9999999403953552 -1.54771696543321e-05 0.0 1.54771696543321e-05 -0.9999999403953552 0.0
|
||||
10 0.713590145111084 0.9604101181030273 0.0 0.0 -1.0 -0.0 1.0 0.0
|
||||
14 0.6740007400512695 0.9604101181030273 0.0 0.0 -1.0 -0.0 1.0 0.0
|
||||
12 0.6740007400512695 0.4647254943847656 0.0 0.0 -0.9999999403953552 -0.0 0.9999999403953552 0.0
|
||||
4 0.9710850715637207 0.9294509887695312 0.0 0.0 -1.0 -0.0 1.0 0.0
|
||||
19 0.9314956665039062 0.9294509887695312 0.0 0.0 -1.0 -0.0 1.0 0.0
|
||||
17 0.9314956665039062 0.4647254943847656 0.0 0.0 -1.0 -0.0 1.0 0.0
|
||||
6 0.9999997615814209 0.4647254943847656 0.0 0.0 -1.0 -0.9999999403953552 0.0 0.0
|
||||
17 0.9604103565216064 0.4647254943847656 0.0 0.0 -1.0 -0.9999999403953552 0.0 0.0
|
||||
16 0.9604103565216064 0.0 0.0 0.0 -1.0 -0.9999999403953552 0.0 0.0
|
||||
11 0.8027482032775879 0.9604101181030273 0.0 0.0 -1.0 -1.0 0.0 0.0
|
||||
15 0.7631587982177734 0.9604101181030273 0.0 0.0 -1.0 -1.0 0.0 0.0
|
||||
14 0.7631587982177734 0.4647254943847656 0.0 0.0 -0.9999999403953552 -0.9999999403953552 0.0 0.0
|
||||
shapeKeys:
|
||||
animations: 0
|
||||
drivers: 0
|
||||
}
|
||||
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|
After Width: | Height: | Size: 12 KiB |
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|
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|
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+3
-1
@@ -78,6 +78,7 @@ void main(){
|
||||
vec4 finalColor = diffuseColor;
|
||||
if(texturingEnabled){
|
||||
vec4 textureColor = texture(textures[0].pastTexture, texCoords);
|
||||
vec4 mixedTexColor = mix(textureColor, texture(textures[0].nextTexture, texCoords), textures[0].mixRatio);
|
||||
finalColor = (textures[0].animated ? mix(textureColor, texture(textures[0].nextTexture, texCoords), textures[0].mixRatio) : textureColor);
|
||||
}
|
||||
|
||||
@@ -85,13 +86,14 @@ void main(){
|
||||
if(lightingEnabled){
|
||||
if(normalMapEnabled){
|
||||
vec3 n = vec3(texture(textures[1].pastTexture, texCoords));
|
||||
if(textures[1].animated)
|
||||
n = mix(n, texture(textures[1].nextTexture, texCoords).rgb, textures[1].mixRatio);
|
||||
normal = mat3(tan, biTan, norm) * n;
|
||||
}
|
||||
|
||||
vec3 diffuseColor = vec3(0), specularColor = vec3(0);
|
||||
float coef = 1;
|
||||
|
||||
|
||||
for(int i = 0; i < numLights; i++){
|
||||
vec3 lightDir = vec3(0), reflectVec, viewDir = normalize(camPos - fragPos);
|
||||
float attenuation = 1.0;
|
||||
|
||||
Reference in New Issue
Block a user