Add vertex color array
This commit is contained in:
parent
86f339ef56
commit
29defbaba9
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@ -28,3 +28,6 @@
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[submodule "lib/lodepng"]
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path = lib/lodepng
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url = https://github.com/lvandeve/lodepng
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[submodule "lib/assimp"]
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path = lib/assimp
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url = git@github.com:assimp/assimp.git
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@ -2,7 +2,7 @@
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# Specify minimum CMake version and project name
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#
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cmake_minimum_required (VERSION 3.0)
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project (glowbox)
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project (plain_of_awesome)
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#
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# CMake setup
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@ -37,6 +37,12 @@ option (SFML_BUILD_WINDOW OFF)
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option (SFML_BUILD_NETWORK OFF)
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add_subdirectory(lib/SFML)
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# assimp
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set(BUILD_ASSIMP_TOOLS ON)
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set(ASSIMP_BUILD_STATIC_LIB ON)
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add_subdirectory(lib/assimp)
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link_directories("lib/assimp/build/code")
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#
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# Set include paths
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#
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@ -47,6 +53,7 @@ include_directories (src/
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lib/glm/
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lib/stb/
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lib/arrrgh/
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lib/assimp/include/
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lib/SFML/include/)
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#
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@ -88,5 +95,6 @@ add_executable (${PROJECT_NAME} ${PROJECT_SOURCES} ${PROJECT_HEADERS}
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target_link_libraries (${PROJECT_NAME}
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glfw
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sfml-audio
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assimp
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${GLFW_LIBRARIES}
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${GLAD_LIBRARIES})
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@ -0,0 +1 @@
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Subproject commit e899067f440c79747549772fef61abe916bd496e
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@ -3,8 +3,9 @@
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in layout(location = 0) vec3 vertex;
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in layout(location = 1) vec3 normal;
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in layout(location = 2) vec2 UV;
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in layout(location = 3) vec3 tangent;
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in layout(location = 4) vec3 bitangent;
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in layout(location = 3) vec4 color;
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in layout(location = 4) vec3 tangent;
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in layout(location = 5) vec3 bitangent;
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layout(binding = 0) uniform sampler2D diffuseTexture;
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layout(binding = 1) uniform sampler2D normalTexture;
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@ -15,10 +16,12 @@ uniform mat4 MVP;
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uniform mat4 MV;
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uniform mat4 MVnormal;
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uniform float shinyness;
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uniform float shininess;
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uniform vec4 basecolor;
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uniform bool isIlluminated;
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uniform bool isTextured;
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uniform bool isColorMapped;
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uniform bool isNormalMapped;
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uniform bool isDisplacementMapped;
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uniform bool isInverted;
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@ -40,7 +43,7 @@ struct Light { // point lights, coordinates in MV space
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uniform Light light[N_LIGHTS];
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out vec4 color;
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out vec4 color_out;
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vec4 phong(vec4 basecolor) {
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@ -102,7 +105,7 @@ vec4 phong(vec4 basecolor) {
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float diffuse_i = dot(nnormal, L);
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float specular_i = dot(reflect(-L, nnormal), -normalize(vertex));
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specular_i = (specular_i>0)
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? pow(specular_i, shinyness)
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? pow(specular_i, shininess)
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: 0;
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emmissive_component += light[i].color_emissive;
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@ -114,14 +117,10 @@ vec4 phong(vec4 basecolor) {
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}
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void main() {
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if(isIlluminated) {
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if (isTextured) {
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color = phong(texture(diffuseTexture, UV));
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} else {
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color = phong(vec4(1.0));
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}
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} else {
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color = texture(diffuseTexture, UV);
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}
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if (isInverted) color.rgb = 1 - color.rgb;
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vec4 c = basecolor;
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if (isColorMapped) c *= color;
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if (isTextured) c *= texture(diffuseTexture, UV);
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if (isIlluminated) c = phong(c);
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if (isInverted) c.rgb = 1 - c.rgb;
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color_out = c;
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}
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@ -3,8 +3,9 @@
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in layout(location = 0) vec3 position;
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in layout(location = 1) vec3 normal;
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in layout(location = 2) vec2 UV;
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in layout(location = 3) vec3 tangent;
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in layout(location = 4) vec3 bitangent;
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in layout(location = 3) vec4 color;
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in layout(location = 4) vec3 tangent;
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in layout(location = 5) vec3 bitangent;
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layout(binding = 2) uniform sampler2D displacementTexture;
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uniform float displacementCoefficient;
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@ -13,7 +14,7 @@ uniform mat4 MVP;
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uniform mat4 MV;
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uniform mat4 MVnormal;
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uniform float shinyness;
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uniform float shininess;
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uniform vec2 uvOffset;
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uniform bool isIlluminated;
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@ -25,8 +26,9 @@ uniform bool isInverted;
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out layout(location = 0) vec3 vertex_out;
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out layout(location = 1) vec3 normal_out;
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out layout(location = 2) vec2 uv_out;
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out layout(location = 3) vec3 tangent_out;
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out layout(location = 4) vec3 bitangent_out;
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out layout(location = 3) vec4 color_out;
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out layout(location = 4) vec3 tangent_out;
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out layout(location = 5) vec3 bitangent_out;
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void main() {
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vec3 displacement = vec3(0.0);
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@ -43,6 +45,8 @@ void main() {
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uv_out = UV + uvOffset;
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gl_Position = MVP * vec4(position+displacement, 1.0f);
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color_out = color;
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tangent_out = normalize(vec3(MVnormal * vec4(tangent, 1.0f)));
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bitangent_out = normalize(vec3(MVnormal * vec4(bitangent, 1.0f)));
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}
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@ -132,7 +132,7 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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plainNode->setTexture(&t_plain_diff, &t_plain_normal, &t_perlin);
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plainNode->setMesh(&plain);
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plainNode->position = {0, 0, 0};
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plainNode->shinyness = 20;
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plainNode->shininess = 20;
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plainNode->displacementCoefficient = 40;
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rootNode->children.push_back(plainNode);
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@ -142,7 +142,7 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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boxNode->position = {500, 500, 40};
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boxNode->referencePoint = {25, 25, 25};
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boxNode->scale *= 2;
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boxNode->shinyness = 20;
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boxNode->shininess = 20;
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boxNode->displacementCoefficient = 40;
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rootNode->children.push_back(boxNode);
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@ -258,7 +258,7 @@ void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
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// update positions of nodes (like the car)
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plainNode->uvOffset.x += timeDelta*0.5;
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plainNode->uvOffset.y -= timeDelta*0.5;
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boxNode->rotation.z += timeDelta;
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if (boxNode) boxNode->rotation.z += timeDelta;
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lightNode[1]->rotation.z -= timeDelta;
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}
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@ -312,9 +312,11 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader)
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glUniformMatrix4fv(s->location("MV") , 1, GL_FALSE, glm::value_ptr(node->MV));
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glUniformMatrix4fv(s->location("MVnormal"), 1, GL_FALSE, glm::value_ptr(node->MVnormal));
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glUniform2fv(s->location("uvOffset") , 1, glm::value_ptr(node->uvOffset));
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glUniform1f( s->location("shinyness"), node->shinyness);
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glUniform4fv(s->location("basecolor") , 1, glm::value_ptr(node->basecolor));
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glUniform1f( s->location("shininess"), node->shininess);
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glUniform1f( s->location("displacementCoefficient"), node->displacementCoefficient);
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glUniform1ui(s->location("isTextured"), node->isTextured);
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glUniform1ui(s->location("isColorMapped"), node->isColorMapped);
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glUniform1ui(s->location("isNormalMapped"), node->isNormalMapped);
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glUniform1ui(s->location("isDisplacementMapped"), node->isDisplacementMapped);
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glUniform1ui(s->location("isIlluminated"), node->isIlluminated);
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@ -330,7 +332,7 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader)
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case SPOT_LIGHT:
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case POINT_LIGHT: {
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uint id = node->lightID;
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lights[id].position = vec3(node->MV * vec4(1.0));
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lights[id].position = vec3(node->MV * vec4(vec3(0.0), 1.0));
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lights[id].is_spot = node->nodeType == SPOT_LIGHT;
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lights[id].spot_target = node->rotation; // already MV space, todo: change this
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lights[id].spot_cuttof_angle = glm::sin(node->spot_cuttof_angle);
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@ -18,6 +18,7 @@
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using glm::vec2;
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using glm::vec3;
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using glm::vec4;
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using glm::mat4;
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using std::map;
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using std::vector;
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@ -34,17 +35,18 @@ struct SceneNode {
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nodeType = type;
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}
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void setMesh(Mesh* mesh) {
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static map<Mesh*, int> cache;
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void setMesh(const Mesh* mesh) {
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static map<const Mesh*, int> cache;
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if (cache.find(mesh) == cache.end())
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cache[mesh] = generateBuffer(*mesh, isNormalMapped || isDisplacementMapped);
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vertexArrayObjectID = cache[mesh];
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VAOIndexCount = mesh->indices.size();
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isColorMapped = ! mesh->colors.empty();
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}
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void setTexture(PNGImage* diffuse, PNGImage* normal=nullptr, PNGImage* displacement=nullptr) {
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static map<PNGImage*, int> cache;
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void setTexture(const PNGImage* diffuse, const PNGImage* normal=nullptr, const PNGImage* displacement=nullptr) {
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static map<const PNGImage*, int> cache;
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assert(vertexArrayObjectID==-1);
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isTextured = false;
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isNormalMapped = false;
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@ -96,7 +98,8 @@ struct SceneNode {
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uint VAOIndexCount = 0;
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// textures
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float shinyness = 10.0; // specular power
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float shininess = 10.0; // specular power
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vec4 basecolor = vec4(1.0);
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vec2 uvOffset = vec2(0.0, 0.0); // specular power
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uint diffuseTextureID;
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uint normalTextureID;
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@ -105,6 +108,7 @@ struct SceneNode {
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// shader flags
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bool isTextured = false;
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bool isColorMapped = false;
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bool isNormalMapped = false;
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bool isDisplacementMapped = false;
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bool isIlluminated = true;
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@ -4,11 +4,12 @@
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#include "glutils.h"
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using std::vector;
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using glm::vec4;
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using glm::vec3;
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using glm::vec2;
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typedef unsigned int uint;
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uint generateBuffer(Mesh &mesh, bool isNormalMapped) {
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uint generateBuffer(const Mesh &mesh, bool doAddTangents) {
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uint vaoID;
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glGenVertexArrays(1, &vaoID);
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glBindVertexArray(vaoID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.indices.size() * sizeof(uint), mesh.indices.data(), GL_STATIC_DRAW);
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if (mesh.textureCoordinates.empty()) return vaoID;
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if (!mesh.textureCoordinates.empty()) {
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uint textureBufferID;
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glGenBuffers(1, &textureBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, textureBufferID);
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glBufferData(GL_ARRAY_BUFFER, mesh.textureCoordinates.size() * sizeof(vec2), mesh.textureCoordinates.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
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glEnableVertexAttribArray(2);
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}
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if (!mesh.colors.empty()) {
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uint colorBufferID;
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glGenBuffers(1, &colorBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, colorBufferID);
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glBufferData(GL_ARRAY_BUFFER, mesh.colors.size() * sizeof(vec4), mesh.colors.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glEnableVertexAttribArray(3);
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}
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if (doAddTangents && !mesh.textureCoordinates.empty())
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addTangents(vaoID, mesh);
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uint textureBufferID;
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glGenBuffers(1, &textureBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, textureBufferID);
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glBufferData(GL_ARRAY_BUFFER, mesh.textureCoordinates.size() * sizeof(vec2), mesh.textureCoordinates.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
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glEnableVertexAttribArray(2);
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if (isNormalMapped) addTangents(vaoID, mesh);
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return vaoID;
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}
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void addTangents(uint vaoID, Mesh& mesh) {
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void addTangents(uint vaoID, const Mesh& mesh) {
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vector<vec3> tangents(mesh.vertices.size());
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vector<vec3> bitangents(mesh.vertices.size());
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@ -95,15 +106,15 @@ void addTangents(uint vaoID, Mesh& mesh) {
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glGenBuffers(1, &tangentBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, tangentBufferID);
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glBufferData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(vec3), tangents.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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glEnableVertexAttribArray(4);
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uint bitangentBufferID;
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glGenBuffers(1, &bitangentBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, bitangentBufferID);
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glBufferData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(vec3), bitangents.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(5, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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glEnableVertexAttribArray(5);
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}
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uint generateTexture(const PNGImage& texture) {
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@ -4,8 +4,8 @@
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#include "imageLoader.hpp"
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unsigned int generateBuffer(Mesh &mesh, bool isNormalMapped = false);
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unsigned int generateBuffer(const Mesh &mesh, bool doAddTangents=false);
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void addTangents(unsigned int vaoID, Mesh& mesh);
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void addTangents(unsigned int vaoID, const Mesh& mesh);
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unsigned int generateTexture(const PNGImage& texture);
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@ -7,6 +7,7 @@ struct Mesh {
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std::vector<glm::vec3> vertices;
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std::vector<glm::vec3> normals;
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std::vector<glm::vec2> textureCoordinates;
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std::vector<glm::vec4> colors;
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std::vector<unsigned int> indices;
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};
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