OpenGL lighting
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28 changed files with 873 additions and 188 deletions
172
resources/EngineResources/GLShaders/lighting_frag.glsl
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172
resources/EngineResources/GLShaders/lighting_frag.glsl
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#version 450
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#extension GL_EXT_scalar_block_layout: require
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// CREDITS: functions obtained from this link: https://github.com/SaschaWillems/Vulkan
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// developed by Sascha Willems, https://twitter.com/JoeyDeVriez, licensed under MIT License (MIT)
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// also Vulkan Book https://github.com/lwjglgamedev/vulkanbook/blob/master/bookcontents/chapter-15/chapter-15.md
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const int MAX_LIGHTS = 32;
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const float PI = 3.14159265359;
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struct Light {
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vec3 position;
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uint directional;
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float intensity;
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vec3 color;
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};
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in vec2 inTextCoord;
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out vec4 outFragColor;
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uniform sampler2D outAlbedo;
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uniform sampler2D outPosition;
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uniform sampler2D outNormals;
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uniform sampler2D outPBR;
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struct Attenuation
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{
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float constant;
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float linear;
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float exponent;
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};
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struct Light {
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vec3 position;
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int lightType;
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float intensity;
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vec3 color;
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vec3 conedir;
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float cutoff;
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Attenuation attenuation;
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};
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uniform Light lights[MAX_LIGHTS];
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struct SceneInfo {
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vec3 camPos;
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float ambientLightIntensity;
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vec3 ambientLightColor;
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int LightCount;
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};
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uniform SceneInfo sceneInfo;
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float distributionGGX(vec3 N, vec3 H, float roughness) {
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / denom;
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}
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float geometrySchlickGGX(float NdotV, float roughness) {
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float r = (roughness + 1.0);
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float k = (r * r) / 8.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = geometrySchlickGGX(NdotV, roughness);
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float ggx1 = geometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0) {
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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vec3 calculatePointLight(Light light, vec3 worldPos, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness) {
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vec3 tmpSub = light.position - worldPos;
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vec3 L = normalize(tmpSub);
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vec3 H = normalize(V + L);
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// Calculate distance and attenuation
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float distance = length(tmpSub);
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float attenuation = 1.0 / (distance * distance);
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float intensity = 10.0f;
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vec3 radiance = light.color * light.intensity * attenuation;
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// Cook-Torrance BRDF
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float NDF = distributionGGX(N, H, roughness);
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float G = geometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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return (kD * albedo / PI + specular) * radiance * NdotL;
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}
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vec3 calculateDirectionalLight(Light light, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness) {
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vec3 L = normalize(-light.position);
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vec3 H = normalize(V + L);
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vec3 radiance = light.color * light.intensity;
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// Cook-Torrance BRDF
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float NDF = distributionGGX(N, H, roughness);
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float G = geometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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return (kD * albedo / PI + specular) * radiance * NdotL;
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}
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void main() {
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vec3 albedo = texture(outAlbedo, inTextCoord).rgb;
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vec3 normal = texture(outNormals, inTextCoord).rgb;
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vec3 worldPos = texture(outPosition, inTextCoord).rgb;
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vec3 pbr = texture(outPBR, inTextCoord).rgb;
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float roughness = pbr.g;
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float metallic = pbr.b;
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vec3 N = normalize(normal);
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vec3 V = normalize(sceneInfo.camPos - worldPos);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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vec3 Lo = vec3(0.0);
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for (uint i = 0; i < sceneInfo.LightCount; i++) {
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Light light = lights[i];
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if (light.lightType == 1) {
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Lo += calculateDirectionalLight(light, V, N, F0, albedo, metallic, roughness);
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} else {
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Lo += calculatePointLight(light, worldPos, V, N, F0, albedo, metallic, roughness);
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}
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}
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vec3 ambient = sceneInfo.ambientLightColor * albedo * sceneInfo.ambientLightIntensity;
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vec3 color = ambient + Lo;
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outFragColor = vec4(color, 1.0f);
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if (length(normal) < 0.001) {
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outFragColor = vec4(albedo,1.0f);
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return;
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}
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// outFragColor = vec4(normal, 1.0f);
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}
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@ -1,25 +1,256 @@
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#version 330 core
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const int MAX_LIGHTS = 32;
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const float PI = 3.14159265359;
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const float SPECULAR_POWER = 10;
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in vec4 outPos;
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in vec3 outNormal;
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in vec3 outTangent;
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in vec3 outBitangent;
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in vec2 outTextCoords;
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out vec4 outAlbedo;
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out vec4 fragColor;
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struct Material
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struct Attenuation
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{
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float constant;
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float linear;
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float exponent;
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};
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struct Light {
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vec3 position;
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int lightType;
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float intensity;
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vec3 color;
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vec3 conedir;
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float cutoff;
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Attenuation attenuation;
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};
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struct Material {
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vec4 diffuse;
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int hasTexture;
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int hasNormalMap;
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int hasRoughMap;
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float roughnessFactor;
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float metallicFactor;
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};
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uniform sampler2D textureSampler;
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uniform sampler2D normalSampler;
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uniform sampler2D roughnessSampler;
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uniform Light lights[MAX_LIGHTS];
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struct SceneInfo {
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vec3 camPos;
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float ambientLightIntensity;
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vec3 ambientLightColor;
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int LightCount;
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};
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uniform Material material;
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uniform SceneInfo sceneInfo;
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vec4 calcAmbient(Light ambientLight, vec4 ambient) {
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return vec4(ambientLight.intensity * ambientLight.color, 1) * ambient;
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}
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vec4 calcLightColor(vec4 diffuse, vec4 specular, vec3 lightColor, float light_intensity, vec3 position, vec3 to_light_dir, vec3 normal, float Metallic) {
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vec4 diffuseColor = vec4(0, 0, 0, 1);
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vec4 specColor = vec4(0, 0, 0, 1);
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float diffuseFactor = max(dot(normal, to_light_dir), 0.0);
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diffuseColor = diffuse * vec4(lightColor, 1.0) * light_intensity * diffuseFactor;
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vec3 camera_direction = normalize(-position);
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vec3 from_light_dir = -to_light_dir;
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vec3 reflected_light = normalize(reflect(from_light_dir, normal));
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float specularFactor = max(dot(camera_direction, reflected_light), 0.0);
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specularFactor = pow(specularFactor, SPECULAR_POWER);
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specColor = specular * light_intensity * specularFactor * Metallic * vec4(lightColor, 1.0);
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return (diffuseColor + specColor);
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}
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vec4 calcPointLight(vec4 diffuse, vec4 specular, Light light, vec3 position, vec3 normal, float Metallic) {
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vec3 light_direction = light.position - position;
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vec3 to_light_dir = normalize(light_direction);
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vec4 light_color = calcLightColor(diffuse, specular, light.color, light.intensity, position, to_light_dir, normal,Metallic);
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float distance = length(light_direction);
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float attenuationInv = light.attenuation.constant + light.attenuation.linear * distance +
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light.attenuation.exponent * distance * distance;
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return light_color / attenuationInv;
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}
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vec4 calcSpotLight(vec4 diffuse, vec4 specular, Light light, vec3 position, vec3 normal,float Metallic) {
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vec3 light_direction = light.position - position;
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vec3 to_light_dir = normalize(light_direction);
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vec3 from_light_dir = -to_light_dir;
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float spot_alfa = dot(from_light_dir, normalize(light.conedir));
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vec4 color = vec4(0, 0, 0, 0);
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if (spot_alfa > light.cutoff)
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{
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color = calcPointLight(diffuse, specular, light, position, normal,Metallic);
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color *= (1.0 - (1.0 - spot_alfa)/(1.0 - light.cutoff));
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}
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return color;
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}
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vec4 calcDirLight(vec4 diffuse, vec4 specular, Light light, vec3 position, vec3 normal,float Metallic) {
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return calcLightColor(diffuse, specular, light.color, light.intensity, position, normalize(light.position), normal,Metallic);
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}
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vec3 calcNormal(Material material, vec3 normal, vec2 textCoords, mat3 TBN)
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{
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vec3 newNormal = normal;
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if (material.hasNormalMap > 0)
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{
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newNormal = texture(normalSampler, textCoords).rgb;
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newNormal = normalize(newNormal * 2.0 - 1.0);
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newNormal = normalize(TBN * newNormal);
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}
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return newNormal;
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}
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float distributionGGX(vec3 N, vec3 H, float roughness) {
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / denom;
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}
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float geometrySchlickGGX(float NdotV, float roughness) {
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float r = (roughness + 1.0);
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float k = (r * r) / 8.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = geometrySchlickGGX(NdotV, roughness);
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float ggx1 = geometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0) {
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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vec3 calculatePointLight(Light light, vec3 worldPos, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness) {
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vec3 tmpSub = light.position - worldPos;
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vec3 L = normalize(tmpSub);
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vec3 H = normalize(V + L);
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// Calculate distance and attenuation
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float distance = length(tmpSub);
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float attenuation = 1.0 / (distance * distance);
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float intensity = 10.0f;
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vec3 radiance = light.color * light.intensity * attenuation;
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// Cook-Torrance BRDF
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float NDF = distributionGGX(N, H, roughness);
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float G = geometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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return (kD * albedo / PI + specular) * radiance * NdotL;
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}
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vec3 calculateDirectionalLight(Light light, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness) {
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vec3 L = normalize(-light.position);
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vec3 H = normalize(V + L);
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vec3 radiance = light.color * light.intensity;
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// Cook-Torrance BRDF
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float NDF = distributionGGX(N, H, roughness);
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float G = geometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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return (kD * albedo / PI + specular) * radiance * NdotL;
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}
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void main()
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{
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vec4 texColor = texture(textureSampler,outTextCoords);
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if(texColor.a < 0.4){discard;}
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outAlbedo = texColor;
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texColor = texColor + material.diffuse;
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vec4 text_color = texture(textureSampler, outTextCoords);
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if(text_color.a < 0.5) discard;
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vec4 diffuse = text_color;
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mat3 TBN = mat3(outTangent, outBitangent, outNormal);
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vec3 newNormal = calcNormal(material, outNormal, outTextCoords, TBN);
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float ao = 0.5;
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float roughnessFactor = 0.0;
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float metallicFactor = 0.0;
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if (material.hasRoughMap > 0) {
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vec4 metRoughValue = texture(roughnessSampler, outTextCoords);
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roughnessFactor = metRoughValue.g;
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metallicFactor = metRoughValue.b;
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} else {
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roughnessFactor = material.roughnessFactor;
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metallicFactor = material.metallicFactor;
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}
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vec4 specular = text_color + metallicFactor - roughnessFactor;
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vec4 pbr = vec4(ao, roughnessFactor, metallicFactor, text_color.a);
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float roughness = pbr.g;
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float metallic = pbr.b;
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vec3 N = normalize(newNormal);
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vec3 V = normalize(sceneInfo.camPos - outPos.rgb);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, text_color.rgb, metallic);
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vec3 Lo = vec3(0.0);
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for (int i = 0; i < sceneInfo.LightCount; i++) {
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Light light = lights[i];
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vec3 Pos = vec3(outPos.rgb);
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if (light.lightType == 1) {
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//Lo += calculateDirectionalLight(light, V, N, F0, text_color.rgb, metallic, roughness);
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Lo += calcDirLight(diffuse, specular, light, Pos, outNormal,metallic).rgb;
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} else {
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// Lo += calculatePointLight(light, outPos.rgb, V, N, F0, text_color.rgb, metallic, roughness);
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Lo += calcPointLight(diffuse, specular, light, Pos, outNormal,metallic).rgb;
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}
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}
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vec3 ambient = sceneInfo.ambientLightColor * text_color.rgb * sceneInfo.ambientLightIntensity;
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vec3 color = ambient + Lo;
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fragColor = vec4(color, 1.0f);
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}
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77
resources/EngineResources/GLShaders/scene_frag_deferred.glsl
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resources/EngineResources/GLShaders/scene_frag_deferred.glsl
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#version 450
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const int MAX_TEXTURES = 256;
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out vec4 outPos;
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out vec3 outNormal;
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out vec3 outTangent;
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out vec3 outBitangent;
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out vec2 outTextCoords;
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out vec4 outAlbedo ;
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out vec4 outPosition;
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out vec4 outNormals;
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out vec4 outPBR;
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struct Material {
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vec4 diffuse;
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int hasTexture;
|
||||
int hasNormalMap;
|
||||
int hasRoughMap;
|
||||
float roughnessFactor;
|
||||
float metallicFactor;
|
||||
};
|
||||
|
||||
uniform sampler2D textureSampler;
|
||||
uniform sampler2D normalSampler;
|
||||
uniform sampler2D roughnessSampler;
|
||||
uniform Material material;
|
||||
|
||||
vec3 calcNormal(Material material, vec3 normal, vec2 textCoords, mat3 TBN)
|
||||
{
|
||||
vec3 newNormal = normal;
|
||||
if (material.hasNormalMap > 0)
|
||||
{
|
||||
newNormal = texture(normalSampler, textCoords).rgb;
|
||||
newNormal = normalize(newNormal * 2.0 - 1.0);
|
||||
newNormal = normalize(TBN * newNormal);
|
||||
}
|
||||
return newNormal;
|
||||
}
|
||||
|
||||
layout(push_constant) uniform pc {
|
||||
layout(offset = 64) uint materialIdx;
|
||||
} push_constants;
|
||||
|
||||
void main()
|
||||
{
|
||||
outPosition = outPos;
|
||||
|
||||
if (material.hasTexture == 1) {
|
||||
outAlbedo = texture(textureSampler, outTextCoords);
|
||||
} else {
|
||||
outAlbedo = material.diffuse;
|
||||
}
|
||||
|
||||
|
||||
if(outAlbedo.a < 0.5) discard;
|
||||
|
||||
mat3 TBN = mat3( outTangent, outBitangent, outNormal);
|
||||
vec3 newNormal = calcNormal(material, outNormal, outTextCoords, TBN);
|
||||
outNormals = vec4(newNormal, 1.0f);
|
||||
|
||||
float ao = 0.5f;
|
||||
float roughnessFactor = 0.0f;
|
||||
float metallicFactor = 0.0f;
|
||||
if (material.hasRoughMap > 0) {
|
||||
vec4 metRoughValue = texture(roughnessSampler, outTextCoords);
|
||||
roughnessFactor = metRoughValue.g;
|
||||
metallicFactor = metRoughValue.b;
|
||||
} else {
|
||||
roughnessFactor = material.roughnessFactor;
|
||||
metallicFactor = material.metallicFactor;
|
||||
}
|
||||
|
||||
outPBR = vec4(ao, roughnessFactor, metallicFactor, 1.0f);
|
||||
|
||||
}
|
||||
|
|
@ -19,12 +19,19 @@ uniform mat4 viewMatrix;
|
|||
|
||||
void main()
|
||||
{
|
||||
vec4 worldPos = modelMatrix * vec4(inPos,1);
|
||||
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(inPos, 1.0);
|
||||
mat3 mNormal = transpose(inverse(mat3(modelMatrix)));
|
||||
outPos = worldPos;
|
||||
outNormal = mNormal * normalize(inNormal);
|
||||
outTangent = mNormal * normalize(inTangent);
|
||||
outBitangent = mNormal * normalize(inBitangent);
|
||||
// vec4 worldPos = modelMatrix * vec4(inPos,1);
|
||||
// gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(inPos, 1.0);
|
||||
// mat3 mNormal = transpose(inverse(mat3(modelMatrix)));
|
||||
// outPos = worldPos;
|
||||
// outNormal = mNormal * normalize(inNormal);
|
||||
// outTextCoords = inTextCoords;
|
||||
|
||||
mat4 modelViewMatrix = viewMatrix * modelMatrix;
|
||||
vec4 mvPosition = modelViewMatrix * vec4(inPos, 1.0);
|
||||
gl_Position = projectionMatrix * mvPosition;
|
||||
outPos = mvPosition;
|
||||
outNormal = normalize(modelViewMatrix * vec4(inNormal, 0.0)).xyz;
|
||||
outTangent = inNormal * normalize(inTangent);
|
||||
outBitangent = inNormal * normalize(inBitangent);
|
||||
outTextCoords = inTextCoords;
|
||||
}
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
#version 450
|
||||
|
||||
const int MAX_TEXTURES = 128;
|
||||
const int MAX_TEXTURES = 256;
|
||||
|
||||
layout(location = 0) in vec4 inPos;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#version 450
|
||||
|
||||
const int MAX_TEXTURES = 128;
|
||||
const int MAX_TEXTURES = 256;
|
||||
|
||||
layout(location = 0) in vec4 inPos;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
Binary file not shown.
|
|
@ -1,6 +1,6 @@
|
|||
#version 450
|
||||
|
||||
const int MAX_TEXTURES = 128;
|
||||
const int MAX_TEXTURES = 256;
|
||||
|
||||
layout(location = 0) in vec4 inPos;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#version 450
|
||||
|
||||
const int MAX_TEXTURES = 128;
|
||||
const int MAX_TEXTURES = 256;
|
||||
|
||||
layout(location = 0) in vec4 inPos;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
Binary file not shown.
|
|
@ -1,6 +1,6 @@
|
|||
#version 450
|
||||
|
||||
const int MAX_TEXTURES = 128;
|
||||
const int MAX_TEXTURES = 256;
|
||||
|
||||
layout(location = 0) in vec4 inPos;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#version 450
|
||||
|
||||
const int MAX_TEXTURES = 128;
|
||||
const int MAX_TEXTURES = 256;
|
||||
|
||||
layout(location = 0) in vec4 inPos;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
|
|
|
|||
Binary file not shown.
|
|
@ -7,5 +7,7 @@ layout(location = 1) out vec4 outColor;
|
|||
layout(set = 2, binding = 0) uniform samplerCube skyboxSampler;
|
||||
|
||||
void main() {
|
||||
outColor = vec4(texture(skyboxSampler, outTexCoords).rgb, 1.0);
|
||||
vec3 textureIn = texture(skyboxSampler, outTexCoords).rgb;
|
||||
vec3 adjusted =vec3(0.0,textureIn.y/200.0,textureIn.z/150.0);
|
||||
outColor = vec4(adjusted, 1.0);
|
||||
}
|
||||
Binary file not shown.
|
|
@ -66,7 +66,8 @@ public class OpenGLRenderer implements Renderer{
|
|||
Logger.debug("OpenGL version: [{}]", glGetString(GL_VERSION));
|
||||
Logger.debug("GLSL version: [{}]", glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glClearColor(0.0f, 0.0f, 0.1f, 0.0f);
|
||||
|
||||
glClearColor(0.6f, 0.7f, 1.0f, 0.0f);
|
||||
if(!LoggedNullCapabilities){
|
||||
Logger.debug("Creating OpenGL Context On Render Thread");
|
||||
LoggedNullCapabilities = true;
|
||||
|
|
|
|||
|
|
@ -124,7 +124,7 @@ public class ConvexMesh {
|
|||
int[][] e = {{0,1},{1,2},{2,3},{3,0},{4,5},{5,6},{6,7},{7,4},{0,4},{1,5},{2,6},{3,7}};
|
||||
mesh.Edges.addAll(Arrays.asList(e));
|
||||
if(!PrimaryRuntime.IsServer && !RenderThread.Headless) {
|
||||
PrimaryRuntime.GetEngineInstance().scene().AddActor(new VisualisedCollisionActor3D("VISUALISEDACTOR" + mesh.MeshID.toString(), mesh.Position, mesh.MeshID));
|
||||
// PrimaryRuntime.GetEngineInstance().scene().AddActor(new VisualisedCollisionActor3D("VISUALISEDACTOR" + mesh.MeshID.toString(), mesh.Position, mesh.MeshID));
|
||||
}
|
||||
return mesh;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -99,6 +99,12 @@ public class GameCore implements GameLogic {
|
|||
public InitData Initialise(EngineInstance engineInstance) {
|
||||
Scene scene = (Scene) engineInstance.scene();
|
||||
List<ModelData> models = new ArrayList<>();
|
||||
ModelData SponzaData = ModelLoader.LoadModel("resources/models/Cafe/exterior.json");
|
||||
List<MaterialData> SponzaMaterial = ModelLoader.LoadMaterials("resources/models/Cafe/exterior_mat.json");
|
||||
ModelData SponzaData1 = ModelLoader.LoadModel("resources/models/Cafe/interior.json");
|
||||
List<MaterialData> SponzaMaterial1= ModelLoader.LoadMaterials("resources/models/Cafe/interior_mat.json");
|
||||
scene.AddActor(new Actor3D("Sponza1", SponzaData.ID(), new Vector3f(0,0f,-5f)).SetScale(0.1f));
|
||||
scene.AddActor(new Actor3D("Sponza2", SponzaData1.ID(), new Vector3f(0,0f,-5f)).SetScale(0.1f));
|
||||
MelonaData = ModelLoader.LoadModel("resources/models/cube/Cube.json");
|
||||
CubeModelID = MelonaData.ID();
|
||||
List<MaterialData> MelonaMat = ModelLoader.LoadMaterials("resources/models/cube/Cube_mat.json");
|
||||
|
|
@ -141,6 +147,10 @@ public class GameCore implements GameLogic {
|
|||
}
|
||||
boolean createOfflinePlayer = !PrimaryRuntime.IsServer && !ClientSideNetworkUtils.Connected;
|
||||
|
||||
materials.addAll(SponzaMaterial);
|
||||
materials.addAll(SponzaMaterial1);
|
||||
models.add(SponzaData);
|
||||
models.add(SponzaData1);
|
||||
materials.addAll(MelonaMat);
|
||||
materials.addAll(CollisionVisualisationMat);
|
||||
materials.addAll(MelonaMaterial);
|
||||
|
|
@ -169,13 +179,47 @@ public class GameCore implements GameLogic {
|
|||
guiTextures.add(guiTexture);
|
||||
}
|
||||
|
||||
scene.GetLightingManager().GetAmbientLightColour().set(1.0f, 0.9f, 0.75f);
|
||||
scene.GetLightingManager().SetAmbientLightIntensity(0.6f);
|
||||
|
||||
SkyLight = new Light(new Vector3f(1.5f, 1.20f, 1.0f),new Vector3f(0.0f, -1.0f, 0.3f), true, 2.00f);
|
||||
//scene.GetLightingManager().GetAmbientLightColour().set(1.0f, 0.9f, 0.75f);
|
||||
//scene.GetLightingManager().SetAmbientLightIntensity(0.6f);
|
||||
scene.GetLightingManager().GetAmbientLightColour().set(0.3f, 0.35f, 0.5f);
|
||||
scene.GetLightingManager().SetAmbientLightIntensity(0.01f);
|
||||
|
||||
// SkyLight = new Light(new Vector3f(1.5f, 1.20f, 1.0f),new Vector3f(0.0f, -1.0f, 0.3f), true, 2.00f);
|
||||
SkyLight = new Light(new Vector3f(0.25f, 1.0f, 1.5f),new Vector3f(0.0f, -1.0f, 0.0f), true, 1.70f);
|
||||
SkyLight.SetType(Light.LightType.Directional);
|
||||
|
||||
List<ILight> lights = new ArrayList<>();
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-433, 445f, -424f).div(10.0f),false,3000.0f+ (float)(Math.random() * 100.0)));
|
||||
lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(-210, 445f, 460f).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
|
||||
lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(-966, 445f, 204f).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
|
||||
lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(-176, 445f, 1000f).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
|
||||
lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(777, 445f, 858).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
|
||||
lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(376, 445f, -2136).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
|
||||
lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,2.0f),new Vector3f(2163, 445f, 1880).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
|
||||
lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(3334, 445f, 2405).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
|
||||
lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(3509, 445f, 1825).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
|
||||
lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(3877, 445f, 3378).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
|
||||
lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(4925, 445f, 3430).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
|
||||
lights.add(new Light(new Vector3f(1.9f+ (float)Math.random(),1.5f,1.0f),new Vector3f(-2083, 445f, -1826).div(10.0f),false,700.0f + (float)(Math.random() * 150.0f)));
|
||||
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(2076, 410, 1272).div(10.0f),false,100.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(2446, 465, 2303).div(10.0f),false,100.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-842, 410, -1141).div(10.0f),false,100.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-207, 410, -1830).div(10.0f),false,100.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(899, 460, -2015).div(10.0f),false,100.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(1775, 460, -3448).div(10.0f),false,100.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(1800, 460, -4154).div(10.0f),false,1000.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-1727, 410, -387).div(10.0f),false,100.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-1198, 410, -964).div(10.0f),false,100.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-1778, 410, -1502).div(10.0f),false,100.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-2692, 333, -2109).div(10.0f),false,100.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-2849, 333, -1724).div(10.0f),false,100.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-2019, 410, -729).div(10.0f),false,100.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-1727, 410, -389).div(10.0f),false,100.0f));
|
||||
lights.add(new Light(new Vector3f(1.9f + (float)Math.random(),1.5f,1.0f),new Vector3f(-1337, 410, 122).div(10.0f),false,100.0f));
|
||||
|
||||
|
||||
lights.add(new Light(new Vector3f(0.75f,2.0f,0.75f),new Vector3f(1086, 425, -3375).div(10.0f),false,500.0f));
|
||||
lights.add(SkyLight);
|
||||
|
||||
ILight[] lightArr = new ILight[lights.size()];
|
||||
|
|
@ -188,7 +232,7 @@ public class GameCore implements GameLogic {
|
|||
}
|
||||
//if(PrimaryRuntime.IsServer) {
|
||||
permutation.GeneratePermutationArray(5783904701859L);
|
||||
GenerateChunk(new Vector3i(0, 0, 0), 16);
|
||||
//GenerateChunk(new Vector3i(0, 0, 0), 16);
|
||||
for(int i = 0; i < 20; i++){
|
||||
SpawnNewActor(engineInstance, new Vector3f(-5 + (float)Math.random() * 10,10 + (float)Math.random() * 10, -5 + (float)Math.random() * 10), new Vector3f(0, 0, 0), new Vector3f(1, 1, 1));
|
||||
}
|
||||
|
|
@ -293,7 +337,7 @@ public class GameCore implements GameLogic {
|
|||
return player;
|
||||
}
|
||||
|
||||
public void SpawnNewActor(EngineInstance engineInstance, Vector3f Position, Vector3f Rotation, Vector3f Direction){
|
||||
public Actor3D SpawnNewActor(EngineInstance engineInstance, Vector3f Position, Vector3f Rotation, Vector3f Direction){
|
||||
var scene = engineInstance.scene();
|
||||
Camera camera = scene.GetCamera();
|
||||
SpawnPosition.set(Position);
|
||||
|
|
@ -314,6 +358,7 @@ public class GameCore implements GameLogic {
|
|||
RigidPhysicsController physicsController = (RigidPhysicsController) Melona.GetPhysicsController();
|
||||
//RigidBody.RigidBodyRegister.get(physicsController.RigidBodyID).LinearVelocity.set(0,0,-20f -(40f * (float)Math.random()));
|
||||
scene.AddActor(Melona);
|
||||
return Melona;
|
||||
}
|
||||
|
||||
public void SpawnNewActorEditorComponent(EngineInstance engineInstance, Vector3f Position, Vector3f Rotation, Vector3f Direction){
|
||||
|
|
|
|||
|
|
@ -12,4 +12,14 @@ public interface ILight {
|
|||
public void SetColour(Vector3f Colour);
|
||||
public void SetPositon(float Position);
|
||||
public void SetDirectional(boolean Directional);
|
||||
public Light.Attenuation GetAttenuation();
|
||||
public Light.LightType GetType();
|
||||
public void SetType(Light.LightType type);
|
||||
public void SetAttenuation(Light.Attenuation attenuation);
|
||||
public Vector3f getConeDirection();
|
||||
public float getCutOff();
|
||||
public float getCutOffAngle();
|
||||
|
||||
public void setConeDirection(float x, float y, float z);
|
||||
public void setConeDirection(Vector3f coneDirection);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,9 +1,14 @@
|
|||
package net.halbear.Terrain4J.EngineCore.Main.Scene.InputEvents;
|
||||
|
||||
import net.halbear.Terrain4J.EngineCore.Input.KeyboardInput;
|
||||
import net.halbear.Terrain4J.EngineCore.Logic.Physics.RigidBody.RigidBody;
|
||||
import net.halbear.Terrain4J.EngineCore.Logic.Physics.RigidBody.RigidPhysicsController;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.GameCore;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.PrimaryRuntime;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.Scene.*;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.Scene.Actor.Actor3D;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.Scene.Actor.PlayerActor3D;
|
||||
import org.joml.Vector3f;
|
||||
|
||||
import static org.lwjgl.glfw.GLFW.*;
|
||||
|
||||
|
|
@ -28,8 +33,16 @@ public class DebugCameraController implements IPlayerInputEvents {
|
|||
if(input.keyPressed(GLFW_KEY_SPACE)){
|
||||
camera.MoveUp(MovementDist);
|
||||
}
|
||||
if(input.keySinglePress(GLFW_KEY_F3)){
|
||||
Scene.GUI_MODE = (Scene.GUI_MODE + 1) % 2;
|
||||
}
|
||||
if(input.keyPressed(GLFW_KEY_LEFT_CONTROL)){
|
||||
camera.Sprint(true);
|
||||
} else camera.Sprint(false);
|
||||
if(input.keySinglePress(GLFW_KEY_F)){
|
||||
for(int i = 0; i < 20; i++){
|
||||
Actor3D Melona = GameCore.SpawnNewActor(PrimaryRuntime.GetEngineInstance(), new Vector3f(-5 + (float)Math.random() * 10,10 + (float)Math.random() * 10, -5 + (float)Math.random() * 10), camera.GetRotation(), camera.GetDirection());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,18 +4,90 @@ import org.joml.Vector3f;
|
|||
|
||||
public class Light implements ILight{
|
||||
|
||||
public LightType GetType() {
|
||||
return type;
|
||||
}
|
||||
|
||||
public void SetType(LightType type) {
|
||||
this.type = type;
|
||||
}
|
||||
|
||||
public enum LightType{
|
||||
Spot,
|
||||
Point,
|
||||
Directional,
|
||||
Ambient
|
||||
}
|
||||
|
||||
private Attenuation attenuation;
|
||||
private final Vector3f Colour;
|
||||
private final Vector3f Position;
|
||||
private boolean Directional;
|
||||
private float Intensity;
|
||||
private boolean Directional = false;
|
||||
private float Intensity = 0;
|
||||
private LightType type = LightType.Point;
|
||||
private Vector3f coneDirection = new Vector3f();
|
||||
private float cutOff = 0;
|
||||
private float cutOffAngle = 0;
|
||||
|
||||
public Light(Vector3f Colour, Vector3f Position, boolean Directional, float Intensity){
|
||||
attenuation = new Attenuation(0, 0, 1);
|
||||
this.Colour = Colour;
|
||||
this.Position = Position;
|
||||
this.Directional = Directional;
|
||||
this.Intensity = Intensity;
|
||||
}
|
||||
|
||||
public Light(Vector3f Colour, Vector3f Position, LightType type, float Intensity){
|
||||
attenuation = new Attenuation(0, 0, 1);
|
||||
this.Colour = Colour;
|
||||
this.Position = Position;
|
||||
this.Directional = type == LightType.Directional;
|
||||
this.type = type;
|
||||
this.Intensity = Intensity;
|
||||
}
|
||||
|
||||
public Light(Vector3f Colour, Vector3f Position, Vector3f coneDirection, float cutOffAngle, float Intensity){
|
||||
attenuation = new Attenuation(0, 0, 1);
|
||||
this.Colour = Colour;
|
||||
this.Position = Position;
|
||||
this.Directional = false;
|
||||
this.type = LightType.Spot;
|
||||
this.Intensity = Intensity;
|
||||
}
|
||||
|
||||
public Vector3f getConeDirection() {
|
||||
return coneDirection;
|
||||
}
|
||||
|
||||
public float getCutOff() {
|
||||
return cutOff;
|
||||
}
|
||||
|
||||
public float getCutOffAngle() {
|
||||
return cutOffAngle;
|
||||
}
|
||||
|
||||
public void setConeDirection(float x, float y, float z) {
|
||||
coneDirection.set(x, y, z);
|
||||
}
|
||||
|
||||
public void setConeDirection(Vector3f coneDirection) {
|
||||
this.coneDirection = coneDirection;
|
||||
}
|
||||
|
||||
public final void setCutOffAngle(float cutOffAngle) {
|
||||
this.cutOffAngle = cutOffAngle;
|
||||
cutOff = (float) Math.cos(Math.toRadians(cutOffAngle));
|
||||
}
|
||||
|
||||
public Attenuation GetAttenuation() {
|
||||
return attenuation;
|
||||
}
|
||||
|
||||
public void SetAttenuation(Attenuation attenuation) {
|
||||
this.attenuation = attenuation;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Vector3f GetColour() {
|
||||
return Colour;
|
||||
|
|
@ -55,4 +127,41 @@ public class Light implements ILight{
|
|||
public void SetDirectional(boolean Directional) {
|
||||
this.Directional = Directional;
|
||||
}
|
||||
|
||||
public static class Attenuation {
|
||||
|
||||
private float constant;
|
||||
private float exponent;
|
||||
private float linear;
|
||||
|
||||
public Attenuation(float constant, float linear, float exponent) {
|
||||
this.constant = constant;
|
||||
this.linear = linear;
|
||||
this.exponent = exponent;
|
||||
}
|
||||
|
||||
public float getConstant() {
|
||||
return constant;
|
||||
}
|
||||
|
||||
public float getExponent() {
|
||||
return exponent;
|
||||
}
|
||||
|
||||
public float getLinear() {
|
||||
return linear;
|
||||
}
|
||||
|
||||
public void setConstant(float constant) {
|
||||
this.constant = constant;
|
||||
}
|
||||
|
||||
public void setExponent(float exponent) {
|
||||
this.exponent = exponent;
|
||||
}
|
||||
|
||||
public void setLinear(float linear) {
|
||||
this.linear = linear;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,10 +8,15 @@ import java.util.List;
|
|||
public class GLMaterial {
|
||||
private final List<GLMesh> meshList;
|
||||
private String texturePath;
|
||||
String NormalTexturePath;
|
||||
boolean hasMetalRoughnessMap;
|
||||
boolean hasNormalMap;
|
||||
String MetalRoughnessMap;
|
||||
Vector4f DiffuseColour;
|
||||
float Roughness;
|
||||
float Metallic;
|
||||
public static final Vector4f DEFAULT_COLOUR = new Vector4f(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
private Vector4f DiffuseColour;
|
||||
|
||||
public GLMaterial() {
|
||||
meshList = new ArrayList<>();
|
||||
DiffuseColour = DEFAULT_COLOUR;
|
||||
|
|
@ -39,4 +44,44 @@ public class GLMaterial {
|
|||
public void SetDiffuseColour(Vector4f diffuseColour) {
|
||||
this.DiffuseColour = diffuseColour;
|
||||
}
|
||||
|
||||
public String GetNormalTexturePath() {
|
||||
return NormalTexturePath;
|
||||
}
|
||||
|
||||
public void SetNormalTexturePath(String texturePath) {
|
||||
this.NormalTexturePath = texturePath;
|
||||
}
|
||||
|
||||
public boolean HasNormalMap() {
|
||||
return hasNormalMap;
|
||||
}
|
||||
public void HasNormalMap(boolean Set){this.hasNormalMap = Set;}
|
||||
|
||||
public String GetRoughnessTexturePath() {
|
||||
return MetalRoughnessMap;
|
||||
}
|
||||
|
||||
public void SetRoughnessTexturePath(String texturePath) {
|
||||
this.MetalRoughnessMap = texturePath;
|
||||
}
|
||||
|
||||
public boolean HasRoughnessMap() {
|
||||
return hasMetalRoughnessMap;
|
||||
}
|
||||
public void HasRoughnessMap(boolean Set){this.hasMetalRoughnessMap = Set;}
|
||||
public float GetRoughness() {
|
||||
return Roughness;
|
||||
}
|
||||
public void SetRoughness(float roughness) {
|
||||
this.Roughness = roughness;
|
||||
}
|
||||
|
||||
public float GetMetallic() {
|
||||
return Metallic;
|
||||
}
|
||||
public void SetMetallic(float metallic) {
|
||||
this.Metallic = metallic;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,151 +0,0 @@
|
|||
//package net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.GlModels;
|
||||
//
|
||||
//import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.Images.Texture;
|
||||
//import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.Images.TextureCache;
|
||||
//import net.halbear.Terrain4J.EngineCore.RenderingAPI.Universal.Interfaces.ITextureCache;
|
||||
//import org.joml.Vector4f;
|
||||
//import org.lwjgl.PointerBuffer;
|
||||
//import org.lwjgl.assimp.*;
|
||||
//import org.lwjgl.system.MemoryStack;
|
||||
//
|
||||
//import java.io.File;
|
||||
//import java.nio.IntBuffer;
|
||||
//import java.util.ArrayList;
|
||||
//import java.util.List;
|
||||
//
|
||||
//import static org.lwjgl.assimp.Assimp.*;
|
||||
//
|
||||
//public class GLModelLoader {
|
||||
// private GLModelLoader() {
|
||||
// }
|
||||
//
|
||||
//
|
||||
//
|
||||
// public static GLModel loadModel(String ModelId, String ModelPath, TextureCache textureCache) {
|
||||
// return loadModel(ModelId, ModelPath, textureCache, aiProcess_GenSmoothNormals | aiProcess_JoinIdenticalVertices |
|
||||
// aiProcess_Triangulate | aiProcess_FixInfacingNormals | aiProcess_CalcTangentSpace | aiProcess_LimitBoneWeights |
|
||||
// aiProcess_PreTransformVertices);
|
||||
//
|
||||
// }
|
||||
//
|
||||
// public static GLModel loadModel(String ModelId, String ModelPath, TextureCache textureCache, int Flags) {
|
||||
// File file = new File(ModelPath);
|
||||
// if (!file.exists()) {
|
||||
// throw new RuntimeException("Model path does not exist: " + ModelPath);
|
||||
// }
|
||||
// String ModelDir = file.getParent();
|
||||
//
|
||||
// AIScene aiScene = aiImportFile(ModelPath, Flags);
|
||||
// if (aiScene == null) {
|
||||
// throw new RuntimeException("Error loading model: " + ModelPath);
|
||||
// }
|
||||
//
|
||||
// int MaterialCount = aiScene.mNumMaterials();
|
||||
// List<GLMaterial> materialList = new ArrayList<>();
|
||||
// for (int i = 0; i < MaterialCount; i++) {
|
||||
// AIMaterial aiMaterial = AIMaterial.create(aiScene.mMaterials().get(i));
|
||||
// materialList.add(ProcessMaterial(aiMaterial, ModelDir, textureCache));
|
||||
// }
|
||||
//
|
||||
// int MeshCount = aiScene.mNumMeshes();
|
||||
// PointerBuffer aiMeshes = aiScene.mMeshes();
|
||||
// GLMaterial defaultMaterial = new GLMaterial();
|
||||
// for (int i = 0; i < MeshCount; i++) {
|
||||
// AIMesh aiMesh = AIMesh.create(aiMeshes.get(i));
|
||||
// GLMesh mesh = ProcessMesh(aiMesh);
|
||||
// int materialIdx = aiMesh.mMaterialIndex();
|
||||
// GLMaterial material;
|
||||
// if (materialIdx >= 0 && materialIdx < materialList.size()) {
|
||||
// material = materialList.get(materialIdx);
|
||||
// } else {
|
||||
// material = defaultMaterial;
|
||||
// }
|
||||
// material.GetMeshList().add(mesh);
|
||||
// }
|
||||
//
|
||||
// if (!defaultMaterial.GetMeshList().isEmpty()) {
|
||||
// materialList.add(defaultMaterial);
|
||||
// }
|
||||
//
|
||||
// return new GLModel(ModelId, materialList);
|
||||
// }
|
||||
//
|
||||
// private static GLMaterial ProcessMaterial(AIMaterial aiMaterial, String modelDir, TextureCache textureCache) {
|
||||
// GLMaterial Material = new GLMaterial();
|
||||
// try (MemoryStack stack = MemoryStack.stackPush()) {
|
||||
// AIColor4D color = AIColor4D.create();
|
||||
//
|
||||
// int result = aiGetMaterialColor(aiMaterial, AI_MATKEY_COLOR_DIFFUSE, aiTextureType_NONE, 0,
|
||||
// color);
|
||||
// if (result == aiReturn_SUCCESS) {
|
||||
// Material.SetDiffuseColour(new Vector4f(color.r(), color.g(), color.b(), color.a()));
|
||||
// }
|
||||
//
|
||||
// AIString aiTexturePath = AIString.calloc(stack);
|
||||
// aiGetMaterialTexture(aiMaterial, aiTextureType_DIFFUSE, 0, aiTexturePath, (IntBuffer) null,
|
||||
// null, null, null, null, null);
|
||||
// String TexturePath = aiTexturePath.dataString();
|
||||
// if (TexturePath != null && TexturePath.length() > 0) {
|
||||
// Material.SetTexturePath(modelDir + File.separator + new File(TexturePath).getName());
|
||||
// textureCache.CreateTexture(Material.GetTexturePath());
|
||||
// Material.SetDiffuseColour(GLMaterial.DEFAULT_COLOUR);
|
||||
// }
|
||||
//
|
||||
// return Material;
|
||||
// }
|
||||
// }
|
||||
// private static GLMesh ProcessMesh(AIMesh aiMesh) {
|
||||
// float[] vertices = ProcessVertices(aiMesh);
|
||||
// float[] textCoords = ProcessTextCoords(aiMesh);
|
||||
// int[] indices = ProcessIndices(aiMesh);
|
||||
//
|
||||
// if (textCoords.length == 0) {
|
||||
// int numElements = (vertices.length / 3) * 2;
|
||||
// textCoords = new float[numElements];
|
||||
// }
|
||||
//
|
||||
// return new GLMesh(vertices, textCoords, indices);
|
||||
// }
|
||||
//
|
||||
// private static int[] ProcessIndices(AIMesh aiMesh) {
|
||||
// List<Integer> indices = new ArrayList<>();
|
||||
// int FaceCount = aiMesh.mNumFaces();
|
||||
// AIFace.Buffer aiFaces = aiMesh.mFaces();
|
||||
// for (int i = 0; i < FaceCount; i++) {
|
||||
// AIFace aiFace = aiFaces.get(i);
|
||||
// IntBuffer buffer = aiFace.mIndices();
|
||||
// while (buffer.remaining() > 0) {
|
||||
// indices.add(buffer.get());
|
||||
// }
|
||||
// }
|
||||
// return indices.stream().mapToInt(Integer::intValue).toArray();
|
||||
// }
|
||||
//
|
||||
// private static float[] ProcessTextCoords(AIMesh aiMesh) {
|
||||
// AIVector3D.Buffer TextureCoordBuffer = aiMesh.mTextureCoords(0);
|
||||
// if (TextureCoordBuffer == null) {
|
||||
// return new float[]{};
|
||||
// }
|
||||
// float[] data = new float[TextureCoordBuffer.remaining() * 2];
|
||||
// int index = 0;
|
||||
// while (TextureCoordBuffer.remaining() > 0) {
|
||||
// AIVector3D TextureCoord = TextureCoordBuffer.get();
|
||||
// data[index++] = TextureCoord.x();
|
||||
// data[index++] = 1 - TextureCoord.y();
|
||||
// }
|
||||
// return data;
|
||||
// }
|
||||
//
|
||||
// private static float[] ProcessVertices(AIMesh aiMesh) {
|
||||
// AIVector3D.Buffer VertexBuffer = aiMesh.mVertices();
|
||||
// float[] data = new float[VertexBuffer.remaining() * 3];
|
||||
// int index = 0;
|
||||
// while (VertexBuffer.remaining() > 0) {
|
||||
// AIVector3D TextureCoord = VertexBuffer.get();
|
||||
// data[index++] = TextureCoord.x();
|
||||
// data[index++] = TextureCoord.y();
|
||||
// data[index++] = TextureCoord.z();
|
||||
// }
|
||||
// return data;
|
||||
// }
|
||||
//}
|
||||
|
|
@ -1,9 +1,12 @@
|
|||
package net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.Rendering;
|
||||
|
||||
import imgui.extension.imguizmo.flag.Mode;
|
||||
import net.halbear.Terrain4J.EngineCore.Logic.Rendering.VulkanContext;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.Scene.Actor.Actor3D;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.Scene.Actor.Actor3DElement;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.Scene.ILight;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.Scene.IScene;
|
||||
import net.halbear.Terrain4J.EngineCore.Main.Scene.Light;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.GlModels.GLMaterial;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.GlModels.GLMesh;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.GlModels.GLModel;
|
||||
|
|
@ -14,24 +17,31 @@ import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.Shader.ShaderProgram
|
|||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.Shader.UniformsMap;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Universal.Interfaces.ITextureCache;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Rendering.Pipeline.Images.ITexture;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Util.VulkanBuffer;
|
||||
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Util.VulkanUtils;
|
||||
import net.halbear.Terrain4J.EngineCore.ServerNetworking.ClientSideNetworkUtils;
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector3f;
|
||||
import org.joml.Vector4f;
|
||||
import org.lwjgl.system.MemoryUtil;
|
||||
import org.tinylog.Logger;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.util.ArrayList;
|
||||
import java.util.Collection;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
|
||||
import static org.lwjgl.opengl.GL11.*;
|
||||
import static org.lwjgl.opengl.GL13.GL_TEXTURE0;
|
||||
import static org.lwjgl.opengl.GL13.glActiveTexture;
|
||||
import static org.lwjgl.opengl.GL13.*;
|
||||
import static org.lwjgl.opengl.GL20.GL_FRAGMENT_SHADER;
|
||||
import static org.lwjgl.opengl.GL20.GL_VERTEX_SHADER;
|
||||
import static org.lwjgl.opengl.GL30.glBindVertexArray;
|
||||
|
||||
public class ForwardRenderer implements SceneRender{
|
||||
|
||||
private static final int MAX_LIGHTS = 32;
|
||||
|
||||
private final ShaderProgram shaderProgram;
|
||||
private UniformsMap uniformsMap;
|
||||
|
||||
|
|
@ -48,8 +58,32 @@ public class ForwardRenderer implements SceneRender{
|
|||
uniformsMap.CreateUniform("projectionMatrix");
|
||||
uniformsMap.CreateUniform("modelMatrix");
|
||||
uniformsMap.CreateUniform("textureSampler");
|
||||
uniformsMap.CreateUniform("normalSampler");
|
||||
uniformsMap.CreateUniform("roughnessSampler");
|
||||
uniformsMap.CreateUniform("viewMatrix");
|
||||
uniformsMap.CreateUniform("sceneInfo.camPos");
|
||||
uniformsMap.CreateUniform("sceneInfo.ambientLightIntensity");
|
||||
uniformsMap.CreateUniform("sceneInfo.ambientLightColor");
|
||||
uniformsMap.CreateUniform("sceneInfo.LightCount");
|
||||
uniformsMap.CreateUniform("material.diffuse");
|
||||
uniformsMap.CreateUniform("material.hasTexture");
|
||||
uniformsMap.CreateUniform("material.hasNormalMap");
|
||||
uniformsMap.CreateUniform("material.hasRoughMap");
|
||||
uniformsMap.CreateUniform("material.roughnessFactor");
|
||||
uniformsMap.CreateUniform("material.metallicFactor");
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++) {
|
||||
String name = "lights[" + i + "]";
|
||||
uniformsMap.CreateUniform(name + ".position");
|
||||
uniformsMap.CreateUniform(name + ".lightType");
|
||||
uniformsMap.CreateUniform(name + ".intensity");
|
||||
uniformsMap.CreateUniform(name + ".color");
|
||||
uniformsMap.CreateUniform(name + ".conedir");
|
||||
uniformsMap.CreateUniform(name + ".cutoff");
|
||||
uniformsMap.CreateUniform(name + ".attenuation.constant");
|
||||
uniformsMap.CreateUniform(name + ".attenuation.linear");
|
||||
uniformsMap.CreateUniform(name + ".attenuation.exponent");
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
|
|
@ -60,9 +94,17 @@ public class ForwardRenderer implements SceneRender{
|
|||
@Override
|
||||
public void Render(IScene scene, ModelsCache modelsCache, TextureCache textureCache) {
|
||||
shaderProgram.Bind();
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
uniformsMap.SetUniform("projectionMatrix", scene.GetProjection().GetProjectionMatrix());
|
||||
uniformsMap.SetUniform("viewMatrix", scene.GetCamera().GetViewMatrix());
|
||||
uniformsMap.SetUniform("sceneInfo.camPos", scene.GetCamera().GetPosition());
|
||||
uniformsMap.SetUniform("sceneInfo.ambientLightIntensity", scene.GetLightingManager().GetAmbientLightIntensity());
|
||||
uniformsMap.SetUniform("sceneInfo.ambientLightColor", scene.GetLightingManager().GetAmbientLightColour());
|
||||
uniformsMap.SetUniform("textureSampler", 0);
|
||||
uniformsMap.SetUniform("normalSampler", 1);
|
||||
uniformsMap.SetUniform("roughnessSampler", 2);
|
||||
UpdateLights(scene);
|
||||
Map<String,GLModel> models = modelsCache.GetModelMap();
|
||||
for (Actor3D actor : scene.GetActors()) {
|
||||
if(actor instanceof Actor3DElement &&( !((Actor3DElement) actor).RenderOnTopOfPlayer && ClientSideNetworkUtils.OwnsActor(((Actor3DElement) actor).GetParentID()) || new Vector3f().set(actor.GetPosition()).sub(scene.GetCamera().GetPosition()).absolute().lengthSquared() < 4f)) continue;
|
||||
|
|
@ -71,9 +113,21 @@ public class ForwardRenderer implements SceneRender{
|
|||
if(model == null) continue;
|
||||
model.GetMeshList().stream().forEach(mesh -> {
|
||||
GLMaterial material = modelsCache.GetMaterial(mesh.MaterialID());
|
||||
uniformsMap.SetUniform("material.diffuse", material.GetDiffuseColour());
|
||||
uniformsMap.SetUniform("material.hasTexture", 1);
|
||||
uniformsMap.SetUniform("material.hasNormalMap", material.HasNormalMap() ? 1 : 0);
|
||||
uniformsMap.SetUniform("material.hasRoughMap", material.HasRoughnessMap() ? 1 : 0);
|
||||
uniformsMap.SetUniform("material.roughnessFactor", material.GetRoughness());
|
||||
uniformsMap.SetUniform("material.metallicFactor", material.GetMetallic());
|
||||
ITexture texture = textureCache.GetTexture(material.GetTexturePath());
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
texture.Bind();
|
||||
texture = textureCache.GetTexture(material.HasNormalMap() ? material.GetNormalTexturePath() : TextureCache.DEFAULT_TEXTURE_PATH);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
texture.Bind();
|
||||
texture = textureCache.GetTexture(material.HasRoughnessMap() ? material.GetRoughnessTexturePath() : TextureCache.DEFAULT_TEXTURE_PATH);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
texture.Bind();
|
||||
uniformsMap.SetUniform("material.diffuse", material.GetDiffuseColour());
|
||||
glBindVertexArray(mesh.GetVaoID());
|
||||
uniformsMap.SetUniform("modelMatrix", actor.GetModelMatrix());
|
||||
|
|
@ -85,4 +139,62 @@ public class ForwardRenderer implements SceneRender{
|
|||
|
||||
shaderProgram.UnBind();
|
||||
}
|
||||
|
||||
public void UpdateLights( IScene scene){
|
||||
ILight[] lights = scene.GetLightingManager().GetLights();
|
||||
Matrix4f viewMatrix = scene.GetCamera().GetViewMatrix();
|
||||
int lightCount = Math.min(lights != null ? lights.length : 0, MAX_LIGHTS);
|
||||
uniformsMap.SetUniform("sceneInfo.LightCount", lightCount);
|
||||
ILight light;
|
||||
for(int i = 0; i < lightCount; i++){
|
||||
if (i < MAX_LIGHTS) {
|
||||
light =lights[i];;
|
||||
} else {
|
||||
light = null;
|
||||
}
|
||||
String name = "lights[" + i + "]";
|
||||
UpdateLight(light, name, viewMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateLight(ILight light, String prefix, Matrix4f viewMatrix) {
|
||||
Vector4f aux = new Vector4f();
|
||||
Vector3f lightPosition = new Vector3f();
|
||||
Vector3f color = new Vector3f();
|
||||
float intensity = 0.0f;
|
||||
float constant = 0.0f;
|
||||
float linear = 0.0f;
|
||||
float exponent = 0.0f;
|
||||
int LightType = 0;
|
||||
Vector3f ConeDir = new Vector3f(0,0,0);
|
||||
float Cutoff = 0f;
|
||||
if (light != null) {
|
||||
switch(light.GetType()){
|
||||
case Point -> LightType = 0;
|
||||
case Directional -> LightType = 1;
|
||||
case Ambient -> LightType = 2;
|
||||
case Spot -> LightType = 3;
|
||||
}
|
||||
aux.set(light.GetPosition(), 1);
|
||||
aux.mul(viewMatrix);
|
||||
lightPosition.set(aux.x, aux.y, aux.z);
|
||||
color.set(light.GetColour());
|
||||
intensity = light.GetIntensity();
|
||||
Light.Attenuation attenuation = light.GetAttenuation();
|
||||
constant = attenuation.getConstant();
|
||||
linear = attenuation.getLinear();
|
||||
exponent = attenuation.getExponent();
|
||||
ConeDir = light.getConeDirection();
|
||||
Cutoff = light.getCutOff();
|
||||
}
|
||||
uniformsMap.SetUniform(prefix + ".position", lightPosition);
|
||||
uniformsMap.SetUniform(prefix + ".lightType", LightType);
|
||||
uniformsMap.SetUniform(prefix + ".intensity", intensity);
|
||||
uniformsMap.SetUniform(prefix + ".color", color);
|
||||
uniformsMap.SetUniform(prefix + ".conedir", ConeDir);
|
||||
uniformsMap.SetUniform(prefix + ".cutoff", Cutoff);
|
||||
uniformsMap.SetUniform(prefix + ".attenuation.constant", constant);
|
||||
uniformsMap.SetUniform(prefix + ".attenuation.linear", linear);
|
||||
uniformsMap.SetUniform(prefix + ".attenuation.exponent", exponent);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -71,7 +71,10 @@ public class ShaderProgram {
|
|||
public void LinkShaderProgram(List<Integer> ShaderModules){
|
||||
glLinkProgram(ProgramID);
|
||||
if(glGetProgrami(ProgramID, GL_LINK_STATUS) == GL_FALSE){
|
||||
Logger.error("Failed to link shader program: [{}]", glGetProgramInfoLog(ProgramID, 1024));
|
||||
String infoLog = glGetProgramInfoLog(ProgramID, 1024);
|
||||
ShaderModules.forEach(ShaderID -> glDetachShader(ProgramID, ShaderID));
|
||||
ShaderModules.forEach(GL30::glDeleteShader);
|
||||
throw new RuntimeException("Failed to link shader program: " + infoLog);
|
||||
}
|
||||
|
||||
ShaderModules.forEach(ShaderID -> glDetachShader(ProgramID, ShaderID));
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ package net.halbear.Terrain4J.EngineCore.RenderingAPI.OpenGL.Shader;
|
|||
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector2f;
|
||||
import org.joml.Vector3f;
|
||||
import org.joml.Vector4f;
|
||||
import org.lwjgl.system.MemoryStack;
|
||||
|
||||
|
|
@ -53,4 +54,12 @@ public class UniformsMap {
|
|||
public void SetUniform(String uniformName, Vector2f value) {
|
||||
glUniform2f(GetUniformLocation(uniformName), value.x, value.y);
|
||||
}
|
||||
|
||||
public void SetUniform(String uniformName, float value) {
|
||||
glUniform1f(GetUniformLocation(uniformName), value);
|
||||
}
|
||||
|
||||
public void SetUniform(String uniformName, Vector3f value) {
|
||||
glUniform3f(GetUniformLocation(uniformName), value.x, value.y, value.z);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -18,7 +18,7 @@ import java.util.UUID;
|
|||
import static org.lwjgl.vulkan.VK10.VK_FORMAT_R8G8B8A8_SRGB;
|
||||
|
||||
public class TextureCache implements ITextureCache {
|
||||
public static final int MAX_TEXTURES = 128;
|
||||
public static final int MAX_TEXTURES = 256;
|
||||
private final IndexedLinkedHashMap<String, ITexture> TextureMap;
|
||||
private final List<String> ActualTextures;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,5 @@
|
|||
#created new properties file
|
||||
#Sat Aug 29 04:15:30 BST 2026
|
||||
#Sat Aug 29 18:05:29 BST 2026
|
||||
AlphaToCoverage=false
|
||||
Debug_Shaders=false
|
||||
DefaultTexturePath=resources/EngineResources/Texture/NoTexture.png
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue