Add displacement mapping with TBN being affected
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15dfce421e
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c9e4332a65
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@ -3,7 +3,8 @@
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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) mat3 TBN;
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in layout(location = 3) vec3 tangent;
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in layout(location = 4) 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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@ -45,12 +46,37 @@ out vec4 color;
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vec4 phong(vec4 basecolor) {
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vec3 nnormal; // normalized normal
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if (isNormalMapped) {
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vec3 tangential = texture(normalTexture, UV).rgb * 2.0 - 1.0;
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nnormal = TBN * normalize(tangential);
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mat3 TBN;
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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; // magic numbers are great
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float v = (texture(displacementTexture, UV + vec2(0.0, 0.0001)).r*2.0-1.0 - o) / 0.0004; // magic numbers are great
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TBN = mat3(
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normalize(tangent + normal*u),
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normalize(bitangent + normal*v),
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normalize(cross(tangent + normal*u, bitangent + normal*v))
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);
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}
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else {
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TBN = mat3(
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normalize(tangent),
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normalize(bitangent),
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normalize(normal)
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);
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}
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nnormal = TBN * normalize(texture(normalTexture, UV).rgb * 2.0 - 1.0);
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}
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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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nnormal = normalize(cross(tangent + normal*u, bitangent + normal*v));
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}
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else {
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nnormal = normalize(normal);
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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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@ -74,14 +100,14 @@ vec4 phong(vec4 basecolor) {
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), 0.0, 1.25);
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float diffuse_i = dot(nnormal, L);
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float specular_i = dot(reflect(-L, nnormal), vec3(0.0)-normalize(vertex));
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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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: 0;
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emmissive_component += light[i].color_emissive;
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if (diffuse_i>0) diffuse_component += light[i].color_diffuse * diffuse_i * attenuation;
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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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}
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return vec4(basecolor.rgb * (emmissive_component + diffuse_component) + specular_component, basecolor.a);
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@ -1,7 +1,7 @@
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#version 430 core
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in layout(location = 0) vec3 position;
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in layout(location = 1) vec3 normal_in;
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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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@ -12,24 +12,37 @@ uniform float displacementCoefficient;
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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 vec2 uvOffset;
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uniform bool isIlluminated;
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uniform bool isTextured;
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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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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) mat3 TBN;
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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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void main() {
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TBN = mat3(
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normalize(vec3(MV * vec4(tangent, 0.0))),
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normalize(vec3(MV * vec4(bitangent, 0.0))),
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normalize(vec3(MV * vec4(normal_in, 0.0)))
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);
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vec3 displacement = vec3(0.0);
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if (isDisplacementMapped){
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float o = texture(displacementTexture, UV + uvOffset).r * 2.0 - 1.0;
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float u = (texture(displacementTexture, UV + uvOffset + vec2(0.001, 0.0)).r*2.0-1.0 - o) / 0.004;
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float v = (texture(displacementTexture, UV + uvOffset + vec2(0.0, 0.001)).r*2.0-1.0 - o) / 0.004;
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normal_out = normalize(vec3(MVnormal * vec4(normal_in, 1.0f)));
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vertex_out = vec3(MV*vec4(position, 1.0f));
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uv_out = UV;
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gl_Position = MVP * vec4(position, 1.0f);
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displacement = normal * displacementCoefficient * o;
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}
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normal_out = normalize(vec3(MVnormal * vec4(normal, 1.0f)));
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vertex_out = vec3(MV * vec4(position+displacement, 1.0f));
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uv_out = UV + uvOffset;
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gl_Position = MVP * vec4(position+displacement, 1.0f);
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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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@ -19,6 +19,7 @@
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#include <utilities/timeutils.h>
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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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typedef unsigned int uint;
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@ -153,40 +154,30 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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std::cout << "Ready. Click to start!" << std::endl;
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}
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void updateNodeTransformations(SceneNode* node, mat4 transformationThusFar, mat4 V, mat4 P) {
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mat4 transformationMatrix(1.0);
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switch(node->nodeType) {
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case GEOMETRY:
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transformationMatrix =
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glm::translate(mat4(1.0), node->position)
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void updateNodeTransformations(SceneNode* node, mat4 transformationThusFar, mat4 const& V, mat4 const& P) {
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mat4 transformationMatrix
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= glm::translate(mat4(1.0), node->position)
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* glm::translate(mat4(1.0), node->referencePoint)
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* glm::rotate(mat4(1.0), node->rotation.z, vec3(0,0,1))
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* glm::rotate(mat4(1.0), node->rotation.y, vec3(0,1,0))
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* glm::rotate(mat4(1.0), node->rotation.x, vec3(1,0,0))
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* glm::translate(mat4(1.0), -node->referencePoint)
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* glm::scale(mat4(1.0), node->scale);
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break;
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case POINT_LIGHT:
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case SPOT_LIGHT:
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transformationMatrix =
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glm::translate(mat4(1.0), node->position);
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break;
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}
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mat4 M = transformationThusFar * transformationMatrix;
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mat4 MV = V*M;
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* glm::scale(mat4(1.0), node->scale)
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* glm::translate(mat4(1.0), -node->referencePoint);
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node->MV = MV;
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node->MVP = P*MV;
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node->MVnormal = glm::inverse(glm::transpose(MV));
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mat4 M = transformationThusFar * transformationMatrix;
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node->MV = V*M;
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node->MVP = P*node->MV;
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node->MVnormal = glm::inverse(glm::transpose(node->MV));
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for(SceneNode* child : node->children) {
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updateNodeTransformations(child, M, V, P);
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}
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// move this into the renderNode method and have it be targeted_node from the spot
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if (node->targeted_by != nullptr) {
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assert(node->targeted_by->nodeType == SPOT_LIGHT);
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node->targeted_by->rotation = vec3(MV*glm::vec4(node->position, 1.0));
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node->targeted_by->rotation = vec3(node->MV*vec4(node->position, 1.0));
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}
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}
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@ -236,10 +227,9 @@ void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
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mat4 projection = glm::perspective(
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glm::radians(45.0f), // fovy
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float(windowWidth) / float(windowHeight), // aspect
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0.1f, 50000.f // near, far
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0.1f, 5000.f // near, far
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);
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// hardcoded camera position...
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mat4 cameraTransform
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= glm::lookAt(cameraPosition, cameraLookAt, cameraUpward);
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@ -258,25 +248,28 @@ void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
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void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader) {
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struct Light { // lights as stored in the shader
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// coordinates in MV space
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vec3 position;
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vec3 spot_target;
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bool is_spot;
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float spot_cuttof_angle;
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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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bool is_spot;
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vec3 spot_target; // MV
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float spot_cuttof_angle;
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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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glUniform1i (l(is_spot) , is_spot);
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glUniform1f (l(spot_cuttof_angle), spot_cuttof_angle);
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glUniform3fv(l(position) , 1, glm::value_ptr(position));
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glUniform3fv(l(spot_target) , 1, glm::value_ptr(spot_target));
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glUniform3fv(l(attenuation) , 1, glm::value_ptr(attenuation));
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glUniform3fv(l(color_emissive) , 1, glm::value_ptr(color_emissive));
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glUniform3fv(l(color_diffuse) , 1, glm::value_ptr(color_diffuse));
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glUniform3fv(l(color_specular) , 1, glm::value_ptr(color_specular));
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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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V(position);
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V(spot_target);
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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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}
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};
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@ -300,6 +293,7 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader)
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glUniformMatrix4fv(s->location("MVP") , 1, GL_FALSE, glm::value_ptr(node->MVP));
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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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glUniform1f( s->location("displacementCoefficient"), node->displacementCoefficient);
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glUniform1ui(s->location("isTextured"), node->isTextured);
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@ -318,10 +312,10 @@ 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 * glm::vec4(node->position, 1.0));
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lights[id].position = vec3(node->MV * vec4(1.0));
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lights[id].is_spot = node->nodeType == SPOT_LIGHT;
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lights[id].spot_target = node->rotation;
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lights[id].spot_cuttof_angle = node->spot_cuttof_angle;
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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].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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@ -16,6 +16,7 @@
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#include <utilities/shader.hpp>
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#include <vector>
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using glm::vec2;
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using glm::vec3;
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using glm::mat4;
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using std::map;
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@ -45,6 +46,9 @@ struct SceneNode {
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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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assert(vertexArrayObjectID==-1);
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isTextured = false;
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isNormalMapped = false;
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isDisplacementMapped = false;
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if (diffuse) {
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if (cache.find(diffuse) == cache.end())
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@ -75,8 +79,8 @@ 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(0.8);
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vec3 color_specular = vec3(0.5);
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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 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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SceneNode* targeted_by = nullptr; // spot will follow this node
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@ -93,6 +97,7 @@ struct SceneNode {
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// textures
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float shinyness = 10.0; // specular power
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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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uint displacementTextureID;
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@ -111,10 +116,6 @@ struct SceneNode {
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mat4 MV; // MV
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mat4 MVnormal; // transpose(inverse(MV))
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};
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// Struct for keeping track of 2D coordinates
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