Revamp color system, again. Moving color components to scene objects instead
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50e3b60c28
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3a6181f239
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@ -16,12 +16,16 @@ uniform mat4 MVP;
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uniform mat4 MV;
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uniform mat4 MVnormal;
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// material
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uniform float opacity;
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uniform float shininess;
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uniform vec4 basecolor;
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uniform vec3 diffuse_color;
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uniform vec3 specular_color;
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uniform vec3 emissive_color;
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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 isVertexColored;
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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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@ -30,13 +34,11 @@ uniform bool isInverted;
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struct Light { // point lights, coordinates in MV space
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vec3 position;
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vec3 attenuation; // 1 / (x + y*l + z*l*l)
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vec3 color_emissive;
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vec3 color_diffuse;
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vec3 color_specular;
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vec3 color;
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bool is_spot; // false means point light
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vec3 spot_target;
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float spot_cuttof_angle;
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vec3 spot_direction;
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float spot_cuttof_cos;
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};
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#define N_LIGHTS 1
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@ -46,7 +48,7 @@ uniform Light light[N_LIGHTS];
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out vec4 color_out;
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vec4 phong(vec4 basecolor) {
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vec3 phong(vec3 basecolor) {
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vec3 nnormal; // normalized normal
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if (isNormalMapped) {
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mat3 TBN;
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@ -72,8 +74,8 @@ vec4 phong(vec4 basecolor) {
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else {
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if (isDisplacementMapped) {
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float o = texture(displacementTexture, UV).r * 2.0 - 1.0;
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float u = (texture(displacementTexture, UV + vec2(0.0001, 0.0)).r*2.0-1.0 - o) / 0.0004;
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float v = (texture(displacementTexture, UV + vec2(0.0, 0.0001)).r*2.0-1.0 - o) / 0.0004;
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float u = (texture(displacementTexture, UV + vec2(0.00001, 0.0)).r*2.0-1.0 - o) / 0.00004;
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float v = (texture(displacementTexture, UV + vec2(0.0, 0.00001)).r*2.0-1.0 - o) / 0.00004;
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nnormal = normalize(cross(tangent + normal*u, bitangent + normal*v));
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}
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else {
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@ -81,9 +83,10 @@ vec4 phong(vec4 basecolor) {
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}
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}
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vec3 emmissive_component = vec3(0.0);
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vec3 diffuse_component = vec3(0.0);
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vec3 specular_component = vec3(0.0);
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float diffuse_i_sum = 0.0;
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//vec3 emissive_component = vec3(0.0);
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for (int i = 0; i<N_LIGHTS; i++) {
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vec3 L = light[i].position - vertex;
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@ -91,7 +94,7 @@ vec4 phong(vec4 basecolor) {
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L = normalize(L);
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if (light[i].is_spot) {
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if (dot(normalize(light[i].position - light[i].spot_target), L) < light[i].spot_cuttof_angle) {
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if (dot(light[i].spot_direction, -L) < light[i].spot_cuttof_cos) {
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continue;
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}
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}
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@ -108,19 +111,24 @@ vec4 phong(vec4 basecolor) {
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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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specular_component += light[i].color_specular * specular_i * attenuation;
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if (diffuse_i>0) diffuse_component += light[i].color_diffuse * diffuse_i * attenuation;
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specular_component += specular_color * light[i].color * specular_i * attenuation;
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if (diffuse_i>0) diffuse_component += diffuse_color * light[i].color * diffuse_i * attenuation;
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//emissive_component += emissive_color*light[i].color*attenuation;
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}
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return vec4(basecolor.rgb * (emmissive_component + diffuse_component) + specular_component, basecolor.a);
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basecolor *= (emissive_color + diffuse_component);
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return basecolor + specular_component;
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}
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void main() {
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vec4 c = basecolor;
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if (isColorMapped) c *= color;
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vec4 c = vec4(vec3(1.0), opacity);
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if (isVertexColored) 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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if (isIlluminated) c.rgb = phong(c.rgb);
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else c.rgb *= diffuse_color;
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//c.rgb = diffuse_color;
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//c.rgb = emissive_color;
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//c.rgb = specular_color;
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color_out = c;
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}
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@ -7,6 +7,8 @@ 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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layout(binding = 2) uniform sampler2D displacementTexture;
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uniform float displacementCoefficient;
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@ -14,13 +16,20 @@ uniform mat4 MVP;
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uniform mat4 MV;
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uniform mat4 MVnormal;
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uniform float shininess;
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// material
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uniform vec2 uvOffset;
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uniform float opacity;
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uniform float shininess;
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uniform vec3 diffuse_color;
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uniform vec3 specular_color;
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uniform vec3 emissive_color;
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uniform bool isIlluminated;
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uniform bool isTextured;
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uniform bool isVertexColored;
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uniform bool isNormalMapped;
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uniform bool isDisplacementMapped;
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uniform bool isReflectionMapped;
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uniform bool isInverted;
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out layout(location = 0) vec3 vertex_out;
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@ -172,20 +172,19 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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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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sphereNode = createSceneNode();
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sphereNode->setTexture(&t_cobble_diff, &t_cobble_normal);
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sphereNode->setMesh(&sphere);
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sphereNode->scale *= 2;
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sphereNode->scale.z *= 20;
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//lightNode[1]->children.push_back(sphereNode);
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*/
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sphereNode = createSceneNode();
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//sphereNode->setTexture(&t_cobble_diff, &t_cobble_normal);
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sphereNode->setMesh(&sphere);
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sphereNode->position = {500, 500, 100};
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sphereNode->scale *= 15;
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sphereNode->diffuse_color;
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sphereNode->setMaterial(Material().reflection_mapped(&t_reflection, 0.5).no_colors().no_texture_reset(), true);
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//rootNode->children.push_back(sphereNode);
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lightNode[0]->position = {-600, 1400, 800};
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lightNode[0]->color_emissive = vec3(0.35);
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lightNode[0]->color_diffuse = vec3(0.6);
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lightNode[0]->color_specular = vec3(0.1);
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lightNode[0]->attenuation = vec3(1.0, 0.0, 0.0);
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lightNode[0]->attenuation = vec3(1.8, 0.0, 0.0);
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textNode = createSceneNode();
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@ -302,27 +301,23 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader)
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// coordinates in MV space
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vec3 position; // MV
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vec3 attenuation;
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vec3 color_emissive;
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vec3 color_diffuse;
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vec3 color_specular;
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vec3 color;
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bool is_spot;
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vec3 spot_target; // MV
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float spot_cuttof_angle;
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vec3 spot_direction; // MV, must be normalized
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float spot_cuttof_cos;
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void push_to_shader(Gloom::Shader* shader, uint id) {
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#define L(x) shader->location("light[" + std::to_string(id) + "]." #x)
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#define V(x) glUniform3fv(L(x), 1, glm::value_ptr(x))
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glUniform1i (L(is_spot) , is_spot);
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glUniform1f (L(spot_cuttof_angle), spot_cuttof_angle);
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glUniform1f (L(spot_cuttof_cos), spot_cuttof_cos);
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V(position);
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V(spot_target);
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V(spot_direction);
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V(attenuation);
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V(color_emissive);
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V(color_diffuse);
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V(color_specular);
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#undef v
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#undef l
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V(color);
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#undef V
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#undef L
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}
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};
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static Light lights[N_LIGHTS];
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@ -346,13 +341,18 @@ 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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glUniform4fv(s->location("basecolor") , 1, glm::value_ptr(node->basecolor));
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glUniform3fv(s->location("diffuse_color") , 1, glm::value_ptr(node->diffuse_color));
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glUniform3fv(s->location("emissive_color"), 1, glm::value_ptr(node->emissive_color));
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glUniform3fv(s->location("specular_color"), 1, glm::value_ptr(node->specular_color));
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glUniform1f( s->location("opacity"), node->opacity);
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glUniform1f( s->location("shininess"), node->shininess);
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glUniform1f( s->location("reflexiveness"), node->reflexiveness);
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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("isVertexColored"), node->isVertexColored);
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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("isReflectionMapped"), node->isReflectionMapped);
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glUniform1ui(s->location("isIlluminated"), node->isIlluminated);
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glUniform1ui(s->location("isInverted"), node->isInverted);
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@ -368,12 +368,10 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader)
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uint id = node->lightID;
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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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lights[id].spot_direction = node->spot_direction; // MV space
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lights[id].spot_cuttof_cos = node->spot_cuttof_cos;
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lights[id].attenuation = node->attenuation;
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lights[id].color_emissive = node->color_emissive;
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lights[id].color_diffuse = node->color_diffuse;
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lights[id].color_specular = node->color_specular;
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lights[id].color = node->light_color;
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lights[id].push_to_shader(s, id);
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break;
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}
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@ -43,14 +43,20 @@ struct SceneNode {
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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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isVertexColored = ! mesh->colors.empty();
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}
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void setTexture(const PNGImage* diffuse, const PNGImage* normal=nullptr, const PNGImage* displacement=nullptr) {
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void setTexture(
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const PNGImage* diffuse,
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const PNGImage* normal=nullptr,
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const PNGImage* displacement=nullptr,
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const PNGImage* reflection=nullptr,
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bool texture_reset=true) {
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static map<const PNGImage*, int> cache;
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assert(vertexArrayObjectID==-1);
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if (texture_reset){
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isTextured = false;
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isNormalMapped = false;
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isDisplacementMapped = false;
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}
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if (diffuse) {
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if (cache.find(diffuse) == cache.end())
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@ -73,6 +79,21 @@ struct SceneNode {
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isDisplacementMapped = true;
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}
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}
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void setMaterial(const Material& mat, bool recursive=false) {
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if (!mat.ignore_diffuse) diffuse_color = mat.diffuse_color;
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if (!mat.ignore_emissive) emissive_color = mat.emissive_color;
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if (!mat.ignore_specular) specular_color = mat.specular_color;
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if (!mat.ignore_specular) shininess = mat.shininess;
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setTexture(
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mat.diffuse_texture,
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mat.normal_texture,
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mat.displacement_texture,
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mat.reflection_texture,
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mat.texture_reset
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);
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if (recursive) for (SceneNode* child : children)
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child->setMaterial(mat, true);
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}
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// this node
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SceneNodeType nodeType;
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@ -80,11 +101,10 @@ struct SceneNode {
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// light specific:
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uint lightID = -1;
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vec3 color_emissive = vec3(0.0);
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vec3 color_diffuse = vec3(0.0);
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vec3 color_specular = vec3(0.0);
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vec3 light_color = vec3(1.0);
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vec3 attenuation = vec3(1.0, 0.0, 0.001); // 1 / (x + y*l + z*l*l)
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float spot_cuttof_angle = glm::radians(1.5); // radians
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vec3 spot_direction = vec3(0.0); // in MV space, must be normalized
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float spot_cuttof_cos = glm::cos(glm::radians(1.5));
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SceneNode* targeted_by = nullptr; // spot will follow this node
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// The node's position and rotation relative to its parent
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@ -97,9 +117,12 @@ struct SceneNode {
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int vertexArrayObjectID = -1;
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uint VAOIndexCount = 0;
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// textures
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float shininess = 10.0; // specular power
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vec4 basecolor = vec4(1.0);
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// textures and materials
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float opacity = 1.0;
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float shininess = 1.0; // specular power
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vec3 diffuse_color = vec3(1.0);
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vec3 emissive_color = vec3(0.5);
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vec3 specular_color = vec3(0.2);
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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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@ -108,7 +131,7 @@ 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 isVertexColored = 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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@ -51,7 +51,7 @@ uint generateBuffer(const Mesh &mesh, bool doAddTangents) {
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glEnableVertexAttribArray(3);
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}
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if (doAddTangents && !mesh.textureCoordinates.empty())
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if (doAddTangents || !mesh.textureCoordinates.empty())
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addTangents(vaoID, mesh);
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return vaoID;
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