Revamp color system, again. Moving color components to scene objects instead

This commit is contained in:
Peder Bergebakken Sundt 2019-03-19 20:11:52 +01:00
parent 50e3b60c28
commit 3a6181f239
5 changed files with 111 additions and 73 deletions

View File

@ -16,12 +16,16 @@ uniform mat4 MVP;
uniform mat4 MV; uniform mat4 MV;
uniform mat4 MVnormal; uniform mat4 MVnormal;
// material
uniform float opacity;
uniform float shininess; uniform float shininess;
uniform vec4 basecolor; uniform vec3 diffuse_color;
uniform vec3 specular_color;
uniform vec3 emissive_color;
uniform bool isIlluminated; uniform bool isIlluminated;
uniform bool isTextured; uniform bool isTextured;
uniform bool isColorMapped; uniform bool isVertexColored;
uniform bool isNormalMapped; uniform bool isNormalMapped;
uniform bool isDisplacementMapped; uniform bool isDisplacementMapped;
uniform bool isInverted; uniform bool isInverted;
@ -30,13 +34,11 @@ uniform bool isInverted;
struct Light { // point lights, coordinates in MV space struct Light { // point lights, coordinates in MV space
vec3 position; vec3 position;
vec3 attenuation; // 1 / (x + y*l + z*l*l) vec3 attenuation; // 1 / (x + y*l + z*l*l)
vec3 color_emissive; vec3 color;
vec3 color_diffuse;
vec3 color_specular;
bool is_spot; // false means point light bool is_spot; // false means point light
vec3 spot_target; vec3 spot_direction;
float spot_cuttof_angle; float spot_cuttof_cos;
}; };
#define N_LIGHTS 1 #define N_LIGHTS 1
@ -46,7 +48,7 @@ uniform Light light[N_LIGHTS];
out vec4 color_out; out vec4 color_out;
vec4 phong(vec4 basecolor) { vec3 phong(vec3 basecolor) {
vec3 nnormal; // normalized normal vec3 nnormal; // normalized normal
if (isNormalMapped) { if (isNormalMapped) {
mat3 TBN; mat3 TBN;
@ -72,8 +74,8 @@ vec4 phong(vec4 basecolor) {
else { else {
if (isDisplacementMapped) { if (isDisplacementMapped) {
float o = texture(displacementTexture, UV).r * 2.0 - 1.0; float o = texture(displacementTexture, UV).r * 2.0 - 1.0;
float u = (texture(displacementTexture, UV + vec2(0.0001, 0.0)).r*2.0-1.0 - o) / 0.0004; float u = (texture(displacementTexture, UV + vec2(0.00001, 0.0)).r*2.0-1.0 - o) / 0.00004;
float v = (texture(displacementTexture, UV + vec2(0.0, 0.0001)).r*2.0-1.0 - o) / 0.0004; float v = (texture(displacementTexture, UV + vec2(0.0, 0.00001)).r*2.0-1.0 - o) / 0.00004;
nnormal = normalize(cross(tangent + normal*u, bitangent + normal*v)); nnormal = normalize(cross(tangent + normal*u, bitangent + normal*v));
} }
else { else {
@ -81,9 +83,10 @@ vec4 phong(vec4 basecolor) {
} }
} }
vec3 emmissive_component = vec3(0.0);
vec3 diffuse_component = vec3(0.0); vec3 diffuse_component = vec3(0.0);
vec3 specular_component = vec3(0.0); vec3 specular_component = vec3(0.0);
float diffuse_i_sum = 0.0;
//vec3 emissive_component = vec3(0.0);
for (int i = 0; i<N_LIGHTS; i++) { for (int i = 0; i<N_LIGHTS; i++) {
vec3 L = light[i].position - vertex; vec3 L = light[i].position - vertex;
@ -91,7 +94,7 @@ vec4 phong(vec4 basecolor) {
L = normalize(L); L = normalize(L);
if (light[i].is_spot) { if (light[i].is_spot) {
if (dot(normalize(light[i].position - light[i].spot_target), L) < light[i].spot_cuttof_angle) { if (dot(light[i].spot_direction, -L) < light[i].spot_cuttof_cos) {
continue; continue;
} }
} }
@ -108,19 +111,24 @@ vec4 phong(vec4 basecolor) {
? pow(specular_i, shininess) ? pow(specular_i, shininess)
: 0; : 0;
emmissive_component += light[i].color_emissive; specular_component += specular_color * light[i].color * specular_i * attenuation;
specular_component += light[i].color_specular * specular_i * attenuation; if (diffuse_i>0) diffuse_component += diffuse_color * light[i].color * diffuse_i * attenuation;
if (diffuse_i>0) diffuse_component += light[i].color_diffuse * diffuse_i * attenuation; //emissive_component += emissive_color*light[i].color*attenuation;
} }
return vec4(basecolor.rgb * (emmissive_component + diffuse_component) + specular_component, basecolor.a); basecolor *= (emissive_color + diffuse_component);
return basecolor + specular_component;
} }
void main() { void main() {
vec4 c = basecolor; vec4 c = vec4(vec3(1.0), opacity);
if (isColorMapped) c *= color; if (isVertexColored) c *= color;
if (isTextured) c *= texture(diffuseTexture, UV); if (isTextured) c *= texture(diffuseTexture, UV);
if (isIlluminated) c = phong(c);
if (isInverted) c.rgb = 1 - c.rgb; if (isInverted) c.rgb = 1 - c.rgb;
if (isIlluminated) c.rgb = phong(c.rgb);
else c.rgb *= diffuse_color;
//c.rgb = diffuse_color;
//c.rgb = emissive_color;
//c.rgb = specular_color;
color_out = c; color_out = c;
} }

View File

@ -7,6 +7,8 @@ in layout(location = 3) vec4 color;
in layout(location = 4) vec3 tangent; in layout(location = 4) vec3 tangent;
in layout(location = 5) vec3 bitangent; in layout(location = 5) vec3 bitangent;
layout(binding = 0) uniform sampler2D diffuseTexture;
layout(binding = 1) uniform sampler2D normalTexture;
layout(binding = 2) uniform sampler2D displacementTexture; layout(binding = 2) uniform sampler2D displacementTexture;
uniform float displacementCoefficient; uniform float displacementCoefficient;
@ -14,13 +16,20 @@ uniform mat4 MVP;
uniform mat4 MV; uniform mat4 MV;
uniform mat4 MVnormal; uniform mat4 MVnormal;
uniform float shininess; // material
uniform vec2 uvOffset; uniform vec2 uvOffset;
uniform float opacity;
uniform float shininess;
uniform vec3 diffuse_color;
uniform vec3 specular_color;
uniform vec3 emissive_color;
uniform bool isIlluminated; uniform bool isIlluminated;
uniform bool isTextured; uniform bool isTextured;
uniform bool isVertexColored;
uniform bool isNormalMapped; uniform bool isNormalMapped;
uniform bool isDisplacementMapped; uniform bool isDisplacementMapped;
uniform bool isReflectionMapped;
uniform bool isInverted; uniform bool isInverted;
out layout(location = 0) vec3 vertex_out; out layout(location = 0) vec3 vertex_out;
@ -32,7 +41,7 @@ out layout(location = 5) vec3 bitangent_out;
void main() { void main() {
vec3 displacement = vec3(0.0); vec3 displacement = vec3(0.0);
if (isDisplacementMapped){ if (isDisplacementMapped) {
float o = texture(displacementTexture, UV + uvOffset).r * 2.0 - 1.0; float o = texture(displacementTexture, UV + uvOffset).r * 2.0 - 1.0;
float u = (texture(displacementTexture, UV + uvOffset + vec2(0.001, 0.0)).r*2.0-1.0 - o) / 0.004; float u = (texture(displacementTexture, UV + uvOffset + vec2(0.001, 0.0)).r*2.0-1.0 - o) / 0.004;
float v = (texture(displacementTexture, UV + uvOffset + vec2(0.0, 0.001)).r*2.0-1.0 - o) / 0.004; float v = (texture(displacementTexture, UV + uvOffset + vec2(0.0, 0.001)).r*2.0-1.0 - o) / 0.004;

View File

@ -172,20 +172,19 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
boxNode->shininess = 20; boxNode->shininess = 20;
boxNode->displacementCoefficient = 40; boxNode->displacementCoefficient = 40;
rootNode->children.push_back(boxNode); rootNode->children.push_back(boxNode);
sphereNode = createSceneNode();
sphereNode->setTexture(&t_cobble_diff, &t_cobble_normal);
sphereNode->setMesh(&sphere);
sphereNode->scale *= 2;
sphereNode->scale.z *= 20;
//lightNode[1]->children.push_back(sphereNode);
*/ */
sphereNode = createSceneNode();
//sphereNode->setTexture(&t_cobble_diff, &t_cobble_normal);
sphereNode->setMesh(&sphere);
sphereNode->position = {500, 500, 100};
sphereNode->scale *= 15;
sphereNode->diffuse_color;
sphereNode->setMaterial(Material().reflection_mapped(&t_reflection, 0.5).no_colors().no_texture_reset(), true);
//rootNode->children.push_back(sphereNode);
lightNode[0]->position = {-600, 1400, 800}; lightNode[0]->position = {-600, 1400, 800};
lightNode[0]->color_emissive = vec3(0.35); lightNode[0]->attenuation = vec3(1.8, 0.0, 0.0);
lightNode[0]->color_diffuse = vec3(0.6);
lightNode[0]->color_specular = vec3(0.1);
lightNode[0]->attenuation = vec3(1.0, 0.0, 0.0);
textNode = createSceneNode(); textNode = createSceneNode();
@ -302,27 +301,23 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader)
// coordinates in MV space // coordinates in MV space
vec3 position; // MV vec3 position; // MV
vec3 attenuation; vec3 attenuation;
vec3 color_emissive; vec3 color;
vec3 color_diffuse;
vec3 color_specular;
bool is_spot; bool is_spot;
vec3 spot_target; // MV vec3 spot_direction; // MV, must be normalized
float spot_cuttof_angle; float spot_cuttof_cos;
void push_to_shader(Gloom::Shader* shader, uint id) { void push_to_shader(Gloom::Shader* shader, uint id) {
#define L(x) shader->location("light[" + std::to_string(id) + "]." #x) #define L(x) shader->location("light[" + std::to_string(id) + "]." #x)
#define V(x) glUniform3fv(L(x), 1, glm::value_ptr(x)) #define V(x) glUniform3fv(L(x), 1, glm::value_ptr(x))
glUniform1i (L(is_spot) , is_spot); glUniform1i (L(is_spot) , is_spot);
glUniform1f (L(spot_cuttof_angle), spot_cuttof_angle); glUniform1f (L(spot_cuttof_cos), spot_cuttof_cos);
V(position); V(position);
V(spot_target); V(spot_direction);
V(attenuation); V(attenuation);
V(color_emissive); V(color);
V(color_diffuse); #undef V
V(color_specular); #undef L
#undef v
#undef l
} }
}; };
static Light lights[N_LIGHTS]; static Light lights[N_LIGHTS];
@ -346,13 +341,18 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader)
glUniformMatrix4fv(s->location("MV") , 1, GL_FALSE, glm::value_ptr(node->MV)); glUniformMatrix4fv(s->location("MV") , 1, GL_FALSE, glm::value_ptr(node->MV));
glUniformMatrix4fv(s->location("MVnormal"), 1, GL_FALSE, glm::value_ptr(node->MVnormal)); glUniformMatrix4fv(s->location("MVnormal"), 1, GL_FALSE, glm::value_ptr(node->MVnormal));
glUniform2fv(s->location("uvOffset") , 1, glm::value_ptr(node->uvOffset)); glUniform2fv(s->location("uvOffset") , 1, glm::value_ptr(node->uvOffset));
glUniform4fv(s->location("basecolor") , 1, glm::value_ptr(node->basecolor)); glUniform3fv(s->location("diffuse_color") , 1, glm::value_ptr(node->diffuse_color));
glUniform3fv(s->location("emissive_color"), 1, glm::value_ptr(node->emissive_color));
glUniform3fv(s->location("specular_color"), 1, glm::value_ptr(node->specular_color));
glUniform1f( s->location("opacity"), node->opacity);
glUniform1f( s->location("shininess"), node->shininess); glUniform1f( s->location("shininess"), node->shininess);
glUniform1f( s->location("reflexiveness"), node->reflexiveness);
glUniform1f( s->location("displacementCoefficient"), node->displacementCoefficient); glUniform1f( s->location("displacementCoefficient"), node->displacementCoefficient);
glUniform1ui(s->location("isTextured"), node->isTextured); glUniform1ui(s->location("isTextured"), node->isTextured);
glUniform1ui(s->location("isColorMapped"), node->isColorMapped); glUniform1ui(s->location("isVertexColored"), node->isVertexColored);
glUniform1ui(s->location("isNormalMapped"), node->isNormalMapped); glUniform1ui(s->location("isNormalMapped"), node->isNormalMapped);
glUniform1ui(s->location("isDisplacementMapped"), node->isDisplacementMapped); glUniform1ui(s->location("isDisplacementMapped"), node->isDisplacementMapped);
glUniform1ui(s->location("isReflectionMapped"), node->isReflectionMapped);
glUniform1ui(s->location("isIlluminated"), node->isIlluminated); glUniform1ui(s->location("isIlluminated"), node->isIlluminated);
glUniform1ui(s->location("isInverted"), node->isInverted); glUniform1ui(s->location("isInverted"), node->isInverted);
@ -368,12 +368,10 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader)
uint id = node->lightID; uint id = node->lightID;
lights[id].position = vec3(node->MV * vec4(vec3(0.0), 1.0)); lights[id].position = vec3(node->MV * vec4(vec3(0.0), 1.0));
lights[id].is_spot = node->nodeType == SPOT_LIGHT; lights[id].is_spot = node->nodeType == SPOT_LIGHT;
lights[id].spot_target = node->rotation; // already MV space, todo: change this lights[id].spot_direction = node->spot_direction; // MV space
lights[id].spot_cuttof_angle = glm::sin(node->spot_cuttof_angle); lights[id].spot_cuttof_cos = node->spot_cuttof_cos;
lights[id].attenuation = node->attenuation; lights[id].attenuation = node->attenuation;
lights[id].color_emissive = node->color_emissive; lights[id].color = node->light_color;
lights[id].color_diffuse = node->color_diffuse;
lights[id].color_specular = node->color_specular;
lights[id].push_to_shader(s, id); lights[id].push_to_shader(s, id);
break; break;
} }

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@ -43,14 +43,20 @@ struct SceneNode {
vertexArrayObjectID = cache[mesh]; vertexArrayObjectID = cache[mesh];
VAOIndexCount = mesh->indices.size(); VAOIndexCount = mesh->indices.size();
isColorMapped = ! mesh->colors.empty(); isVertexColored = ! mesh->colors.empty();
} }
void setTexture(const PNGImage* diffuse, const PNGImage* normal=nullptr, const PNGImage* displacement=nullptr) { void setTexture(
const PNGImage* diffuse,
const PNGImage* normal=nullptr,
const PNGImage* displacement=nullptr,
const PNGImage* reflection=nullptr,
bool texture_reset=true) {
static map<const PNGImage*, int> cache; static map<const PNGImage*, int> cache;
assert(vertexArrayObjectID==-1); if (texture_reset){
isTextured = false; isTextured = false;
isNormalMapped = false; isNormalMapped = false;
isDisplacementMapped = false; isDisplacementMapped = false;
}
if (diffuse) { if (diffuse) {
if (cache.find(diffuse) == cache.end()) if (cache.find(diffuse) == cache.end())
@ -73,6 +79,21 @@ struct SceneNode {
isDisplacementMapped = true; isDisplacementMapped = true;
} }
} }
void setMaterial(const Material& mat, bool recursive=false) {
if (!mat.ignore_diffuse) diffuse_color = mat.diffuse_color;
if (!mat.ignore_emissive) emissive_color = mat.emissive_color;
if (!mat.ignore_specular) specular_color = mat.specular_color;
if (!mat.ignore_specular) shininess = mat.shininess;
setTexture(
mat.diffuse_texture,
mat.normal_texture,
mat.displacement_texture,
mat.reflection_texture,
mat.texture_reset
);
if (recursive) for (SceneNode* child : children)
child->setMaterial(mat, true);
}
// this node // this node
SceneNodeType nodeType; SceneNodeType nodeType;
@ -80,11 +101,10 @@ struct SceneNode {
// light specific: // light specific:
uint lightID = -1; uint lightID = -1;
vec3 color_emissive = vec3(0.0); vec3 light_color = vec3(1.0);
vec3 color_diffuse = vec3(0.0);
vec3 color_specular = vec3(0.0);
vec3 attenuation = vec3(1.0, 0.0, 0.001); // 1 / (x + y*l + z*l*l) vec3 attenuation = vec3(1.0, 0.0, 0.001); // 1 / (x + y*l + z*l*l)
float spot_cuttof_angle = glm::radians(1.5); // radians vec3 spot_direction = vec3(0.0); // in MV space, must be normalized
float spot_cuttof_cos = glm::cos(glm::radians(1.5));
SceneNode* targeted_by = nullptr; // spot will follow this node SceneNode* targeted_by = nullptr; // spot will follow this node
// The node's position and rotation relative to its parent // The node's position and rotation relative to its parent
@ -97,9 +117,12 @@ struct SceneNode {
int vertexArrayObjectID = -1; int vertexArrayObjectID = -1;
uint VAOIndexCount = 0; uint VAOIndexCount = 0;
// textures // textures and materials
float shininess = 10.0; // specular power float opacity = 1.0;
vec4 basecolor = vec4(1.0); float shininess = 1.0; // specular power
vec3 diffuse_color = vec3(1.0);
vec3 emissive_color = vec3(0.5);
vec3 specular_color = vec3(0.2);
vec2 uvOffset = vec2(0.0, 0.0); // specular power vec2 uvOffset = vec2(0.0, 0.0); // specular power
uint diffuseTextureID; uint diffuseTextureID;
uint normalTextureID; uint normalTextureID;
@ -108,7 +131,7 @@ struct SceneNode {
// shader flags // shader flags
bool isTextured = false; bool isTextured = false;
bool isColorMapped = false; bool isVertexColored = false;
bool isNormalMapped = false; bool isNormalMapped = false;
bool isDisplacementMapped = false; bool isDisplacementMapped = false;
bool isIlluminated = true; bool isIlluminated = true;

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@ -51,7 +51,7 @@ uint generateBuffer(const Mesh &mesh, bool doAddTangents) {
glEnableVertexAttribArray(3); glEnableVertexAttribArray(3);
} }
if (doAddTangents && !mesh.textureCoordinates.empty()) if (doAddTangents || !mesh.textureCoordinates.empty())
addTangents(vaoID, mesh); addTangents(vaoID, mesh);
return vaoID; return vaoID;