Extended Material structure with PBR material attributes and added some of them to object renderer

Moved PBR lighting calculations to a separate shader source file
Removed some unused stuff
dev
Tomasz Kapuściński 2022-02-26 01:16:36 +01:00
parent 3168bf4350
commit e839f0dec7
11 changed files with 369 additions and 357 deletions

View File

@ -45,33 +45,56 @@ enum class CullFace : unsigned char
BOTH,
};
//! Remains of the legacy material structure, to be reused
//! PBR material
struct Material
{
// Albedo
//! Albedo color
Color albedoColor = Color{ 1.0f, 1.0f, 1.0f, 1.0f };
//! Albedo texture
std::string albedoTexture = "";
// Dirt
bool variableDetail = false;
std::string detailTexture = "";
// Alpha mode
//! Roughness
float roughness = 1.0;
//! Metalness
float metalness = 0.0;
//! AO-roughness-metalness texture
std::string materialTexture = "";
//! Emissive color
Color emissiveColor = Color{ 0.0f, 0.0f, 0.0f, 0.0f };
//! Emissive texture
std::string emissiveTexture = "";
//! Normal map
std::string normalTexture = "";
//! Alpha mode
AlphaMode alphaMode = AlphaMode::OPAQUE;
//! Alpha threshold
float alphaThreshold = 0.0;
// Cull face
CullFace cullFace = CullFace::BACK;
// Special tag
std::string tag = "";
// Legacy functionality
//! Variable detail texture
bool variableDetail = false;
//! Detail texture
std::string detailTexture = "";
bool operator==(const Material& other) const
{
return albedoColor == other.albedoColor
&& albedoTexture == other.albedoTexture
&& variableDetail == other.variableDetail
&& detailTexture == other.detailTexture
&& roughness == other.roughness
&& metalness == other.metalness
&& materialTexture == other.materialTexture
&& emissiveColor == other.emissiveColor
&& emissiveTexture == other.emissiveTexture
&& normalTexture == other.normalTexture
&& alphaMode == other.alphaMode
&& alphaThreshold == other.alphaThreshold
&& cullFace == other.cullFace
&& tag == other.tag;
&& tag == other.tag
&& variableDetail == other.variableDetail
&& detailTexture == other.detailTexture;
}
bool operator!=(const Material& other) const

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@ -140,13 +140,21 @@ public:
//! Sets model matrix
virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
//! Sets color
virtual void SetColor(const glm::vec4& color) = 0;
//! Sets albedo color
virtual void SetAlbedoColor(const Color& color) = 0;
//! Sets albedo texture
virtual void SetAlbedoTexture(const Texture& texture) = 0;
//! Sets emissive color
virtual void SetEmissiveColor(const Color& color) = 0;
//! Sets emissive texture
virtual void SetEmissiveTexture(const Texture& texture) = 0;
//! Sets material parameters
virtual void SetMaterialParams(float roughness, float metalness) = 0;
//! Sets material texture
virtual void SetMaterialTexture(const Texture& texture) = 0;
//! Sets primary texture
virtual void SetPrimaryTexture(const Texture& texture) = 0;
//! Sets secondary texture
virtual void SetSecondaryTexture(const Texture& texture) = 0;
//! Sets detail texture
virtual void SetDetailTexture(const Texture& texture) = 0;
//! Sets shadow map
virtual void SetShadowMap(const Texture& texture) = 0;
@ -154,6 +162,8 @@ public:
virtual void SetLighting(bool enabled) = 0;
//! Sets light parameters
virtual void SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color) = 0;
//! Sets sky parameters
virtual void SetSky(const Color& color, float intensity) = 0;
//! Sets shadow parameters
virtual void SetShadowParams(int count, const ShadowParam* params) = 0;
@ -174,13 +184,10 @@ public:
//! Sets UV transform
virtual void SetUVTransform(const glm::vec2& offset, const glm::vec2& scale) = 0;
virtual void SetPrimaryTextureEnabled(bool enabled) = 0;
//! Sets triplanar mode
virtual void SetTriplanarMode(bool enabled) = 0;
//! Sets triplanar scale
virtual void SetTriplanarScale(float scale) = 0;
//! Sets amount of dirt (second texture) to apply
virtual void SetDirty(float amount) = 0;
//! Draws an object
virtual void DrawObject(const CVertexBuffer* buffer) = 0;

View File

@ -121,8 +121,8 @@ void CCloud::Draw()
renderer->SetViewMatrix(m_engine->GetMatView());
auto texture = m_engine->LoadTexture(m_fileName);
renderer->SetPrimaryTexture(texture);
renderer->SetSecondaryTexture(Texture{});
renderer->SetAlbedoTexture(texture);
renderer->SetDetailTexture(Texture{});
renderer->SetLighting(false);
renderer->SetTransparency(TransparencyMode::BLACK);

View File

@ -1777,12 +1777,6 @@ bool CEngine::TransformPoint(glm::vec3& p2D, int objRank, glm::vec3 p3D)
*******************************************************/
void CEngine::SetMaterial(const Material& mat)
{
m_lastMaterial = mat;
}
void CEngine::SetViewParams(const glm::vec3 &eyePt, const glm::vec3 &lookatPt, const glm::vec3 &upVec)
{
m_eyePt = eyePt;
@ -1957,135 +1951,6 @@ static bool IsExcludeColor(glm::vec2* exclude, int x, int y)
return false; // point to include
}
bool CEngine::ChangeTextureColor(const std::string& texName,
const std::string& srcName,
Color colorRef1, Color colorNew1,
Color colorRef2, Color colorNew2,
float tolerance1, float tolerance2,
const glm::vec2& ts, const glm::vec2& ti,
glm::vec2* exclude, float shift, bool hsv)
{
CImage img;
if (!img.Load(srcName))
{
std::string error = img.GetError();
GetLogger()->Error("Couldn't load texture '%s': %s, blacklisting\n", srcName.c_str(), error.c_str());
m_texBlacklist.insert(srcName);
return false;
}
bool changeColorsNeeded = true;
if (colorRef1.r == colorNew1.r &&
colorRef1.g == colorNew1.g &&
colorRef1.b == colorNew1.b &&
colorRef2.r == colorNew2.r &&
colorRef2.g == colorNew2.g &&
colorRef2.b == colorNew2.b)
{
changeColorsNeeded = false;
}
int dx = img.GetSize().x;
int dy = img.GetSize().y;
int sx = static_cast<int>(Math::Max(ts.x*dx, 0));
int sy = static_cast<int>(Math::Max(ts.y*dy, 0));
int ex = static_cast<int>(Math::Min(ti.x*dx, dx));
int ey = static_cast<int>(Math::Min(ti.y*dy, dy));
ColorHSV cr1 = RGB2HSV(colorRef1);
ColorHSV cn1 = RGB2HSV(colorNew1);
ColorHSV cr2 = RGB2HSV(colorRef2);
ColorHSV cn2 = RGB2HSV(colorNew2);
if (changeColorsNeeded)
{
for (int y = sy; y < ey; y++)
{
for (int x = sx; x < ex; x++)
{
if (exclude != nullptr && IsExcludeColor(exclude, x,y) )
continue;
Color color = img.GetPixel({ x, y });
if (hsv)
{
ColorHSV c = RGB2HSV(color);
if (c.s > 0.01f && fabs(c.h - cr1.h) < tolerance1)
{
c.h += cn1.h - cr1.h;
c.s += cn1.s - cr1.s;
c.v += cn1.v - cr1.v;
if (c.h < 0.0f) c.h -= 1.0f;
if (c.h > 1.0f) c.h += 1.0f;
color = HSV2RGB(c);
color.r = Math::Norm(color.r + shift);
color.g = Math::Norm(color.g + shift);
color.b = Math::Norm(color.b + shift);
img.SetPixel({ x, y }, color);
}
else if (tolerance2 != -1.0f &&
c.s > 0.01f && fabs(c.h - cr2.h) < tolerance2)
{
c.h += cn2.h - cr2.h;
c.s += cn2.s - cr2.s;
c.v += cn2.v - cr2.v;
if (c.h < 0.0f) c.h -= 1.0f;
if (c.h > 1.0f) c.h += 1.0f;
color = HSV2RGB(c);
color.r = Math::Norm(color.r + shift);
color.g = Math::Norm(color.g + shift);
color.b = Math::Norm(color.b + shift);
img.SetPixel({ x, y }, color);
}
}
else
{
if ( fabs(color.r - colorRef1.r) +
fabs(color.g - colorRef1.g) +
fabs(color.b - colorRef1.b) < tolerance1 * 3.0f)
{
color.r = Math::Norm(colorNew1.r + color.r - colorRef1.r + shift);
color.g = Math::Norm(colorNew1.g + color.g - colorRef1.g + shift);
color.b = Math::Norm(colorNew1.b + color.b - colorRef1.b + shift);
img.SetPixel({ x, y }, color);
}
else if (tolerance2 != -1 &&
fabs(color.r - colorRef2.r) +
fabs(color.g - colorRef2.g) +
fabs(color.b - colorRef2.b) < tolerance2 * 3.0f)
{
color.r = Math::Norm(colorNew2.r + color.r - colorRef2.r + shift);
color.g = Math::Norm(colorNew2.g + color.g - colorRef2.g + shift);
color.b = Math::Norm(colorNew2.b + color.b - colorRef2.b + shift);
img.SetPixel({ x, y }, color);
}
}
}
}
}
CreateOrUpdateTexture(texName, &img);
return true;
}
bool CEngine::ChangeTextureColor(const std::string& texName,
Color colorRef1, Color colorNew1,
Color colorRef2, Color colorNew2,
float tolerance1, float tolerance2,
const glm::vec2& ts, const glm::vec2& ti,
glm::vec2* exclude, float shift, bool hsv)
{
return ChangeTextureColor(texName, texName, colorRef1, colorNew1, colorRef2, colorNew2, tolerance1, tolerance2, ts, ti, exclude, shift, hsv);
}
void CEngine::DeleteTexture(const std::string& texName)
{
auto it = m_texNameMap.find(texName);
@ -2904,7 +2769,8 @@ void CEngine::Draw3DScene()
objectRenderer->SetViewMatrix(m_matView);
objectRenderer->SetShadowMap(m_shadowMap);
objectRenderer->SetLighting(true);
objectRenderer->SetLight(glm::vec4(1.0, 1.0, -1.0, 0.0), 1.0f, glm::vec3(1.0));
objectRenderer->SetLight(glm::vec4(1.0, 1.0, -1.0, 0.0), 0.8f, glm::vec3(1.0));
objectRenderer->SetSky(Color(1.0, 1.0, 1.0), 0.5f);
objectRenderer->SetTransparency(TransparencyMode::NONE);
objectRenderer->SetFog(fogStart, fogEnd, { fogColor.r, fogColor.g, fogColor.b });
@ -2958,9 +2824,6 @@ void CEngine::Draw3DScene()
continue;
}
objectRenderer->SetPrimaryTexture(data.albedoTexture);
objectRenderer->SetSecondaryTexture(data.detailTexture);
if (data.material.alphaMode != AlphaMode::OPAQUE)
{
objectRenderer->SetAlphaScissor(data.material.alphaThreshold);
@ -2970,13 +2833,16 @@ void CEngine::Draw3DScene()
objectRenderer->SetAlphaScissor(0.0f);
}
objectRenderer->SetPrimaryTextureEnabled(true);
objectRenderer->SetAlbedoColor(data.material.albedoColor);
objectRenderer->SetAlbedoTexture(data.albedoTexture);
objectRenderer->SetDetailTexture(data.detailTexture);
objectRenderer->SetEmissiveColor(data.material.emissiveColor);
objectRenderer->SetEmissiveTexture(data.emissiveTexture);
objectRenderer->SetMaterialParams(data.material.roughness, data.material.metalness);
objectRenderer->SetMaterialTexture(data.materialTexture);
float dirty = ((data.material.variableDetail
|| !data.material.detailTexture.empty()) && m_dirty)
? 1.0 : 0.0;
objectRenderer->SetDirty(dirty);
objectRenderer->SetColor({ 1.0f, 1.0f, 1.0f, 1.0f });
objectRenderer->SetCullFace(data.material.cullFace);
objectRenderer->SetUVTransform(data.uvOffset, data.uvScale);
objectRenderer->DrawObject(data.buffer);
@ -3009,6 +2875,9 @@ void CEngine::Draw3DScene()
if (! m_objects[objRank].drawWorld)
continue;
if (!m_objects[objRank].ghost)
continue;
auto combinedMatrix = projectionViewMatrix * m_objects[objRank].transform;
if (! IsVisible(combinedMatrix, objRank))
@ -3028,15 +2897,9 @@ void CEngine::Draw3DScene()
for (auto& data : p1.next)
{
objectRenderer->SetPrimaryTexture(data.albedoTexture);
objectRenderer->SetSecondaryTexture(data.detailTexture);
if (!m_objects[objRank].ghost)
continue;
float dirty = 1.0f;// (data.state& ENG_RSTATE_DUAL_BLACK) && m_dirty ? 1.0 : 0.0;
objectRenderer->SetDirty(dirty);
objectRenderer->SetColor(tColor);
objectRenderer->SetAlbedoColor(tColor);
objectRenderer->SetAlbedoTexture(data.albedoTexture);
objectRenderer->SetDetailTexture(data.detailTexture);
objectRenderer->SetUVTransform(data.uvOffset, data.uvScale);
objectRenderer->DrawObject(data.buffer);
}
@ -3347,8 +3210,8 @@ void CEngine::RenderPendingDebugDraws()
renderer->SetTransparency(TransparencyMode::NONE);
renderer->SetLighting(false);
renderer->SetModelMatrix(glm::mat4(1.0f));
renderer->SetPrimaryTexture(Texture{});
renderer->SetSecondaryTexture(Texture{});
renderer->SetAlbedoTexture(Texture{});
renderer->SetDetailTexture(Texture{});
renderer->DrawPrimitives(PrimitiveType::LINE_STRIP,
m_pendingDebugDraws.counts.size(),
@ -3631,9 +3494,8 @@ void CEngine::DrawInterface()
renderer->SetTransparency(TransparencyMode::NONE);
renderer->SetAlphaScissor(0.0f);
renderer->SetShadowParams(0, nullptr);
renderer->SetColor({ 1.0f, 1.0f, 1.0f, 1.0f });
renderer->SetAlbedoColor(Color{ 1.0f, 1.0f, 1.0f, 1.0f });
renderer->SetCullFace(CullFace::BACK);
renderer->SetPrimaryTextureEnabled(true);
renderer->SetTriplanarMode(m_triplanarMode);
renderer->SetTriplanarScale(m_triplanarScale);
@ -3672,8 +3534,8 @@ void CEngine::DrawInterface()
for (auto& data : p1.next)
{
renderer->SetPrimaryTexture(data.albedoTexture);
renderer->SetSecondaryTexture(data.detailTexture);
renderer->SetAlbedoTexture(data.albedoTexture);
renderer->SetDetailTexture(data.detailTexture);
renderer->DrawObject(data.buffer);
}

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@ -133,6 +133,9 @@ struct EngineBaseObjDataTier
bool updateStaticBuffer = false;
Texture albedoTexture;
Texture emissiveTexture;
Texture materialTexture;
Texture normalTexture;
Texture detailTexture;
glm::vec2 uvOffset = { 0.0f, 0.0f };
@ -742,17 +745,11 @@ public:
/* *************** Mode setting *************** */
//! Sets the current rendering state
//void SetState(int state, const Color& color = Color(1.0f, 1.0f, 1.0f, 1.0f));
//! Sets the current material
void SetMaterial(const Material& mat);
//! Specifies the location and direction of view
void SetViewParams(const glm::vec3 &eyePt, const glm::vec3 &lookatPt, const glm::vec3 &upVec);
void SetViewParams(const glm::vec3 &eyePt, const glm::vec3 &lookatPt, const glm::vec3 &upVec);
//! Updates the textures used for drawing ground spot
void UpdateGroundSpotTextures();
void UpdateGroundSpotTextures();
//! Loads texture, creating it if not already present
Texture LoadTexture(const std::string& name);
@ -763,25 +760,6 @@ public:
//! Loads all necessary textures
bool LoadAllTextures();
//! Changes colors in a texture
//@{
bool ChangeTextureColor(const std::string& texName,
const std::string& srcName,
Color colorRef1, Color colorNew1,
Color colorRef2, Color colorNew2,
float tolerance1, float tolerance2,
const glm::vec2& ts, const glm::vec2& ti,
glm::vec2* exclude = nullptr,
float shift = 0.0f, bool hsv = false);
bool ChangeTextureColor(const std::string& texName,
Color colorRef1, Color colorNew1,
Color colorRef2, Color colorNew2,
float tolerance1, float tolerance2,
const glm::vec2& ts, const glm::vec2& ti,
glm::vec2* exclude = nullptr,
float shift = 0.0f, bool hsv = false);
//@}
//! Deletes the given texture, unloading it and removing from cache
void DeleteTexture(const std::string& texName);
//! Deletes the given texture, unloading it and removing from cache

View File

@ -112,7 +112,7 @@ void CPlanet::Draw()
auto texture = m_engine->LoadTexture(planet.name);
renderer->SetPrimaryTexture(texture);
renderer->SetAlbedoTexture(texture);
if (planet.transparent)
renderer->SetTransparency(TransparencyMode::ALPHA);
@ -155,7 +155,7 @@ void CPlanet::Draw()
{ glm::vec3(p2.x, p2.y, 0.0f), white, { u2, v1 } }
};
renderer->SetColor({ 1.0f, 1.0f, 1.0f, 1.0f });
renderer->SetAlbedoColor(Color{ 1.0f, 1.0f, 1.0f, 1.0f });
renderer->DrawPrimitive(PrimitiveType::TRIANGLE_STRIP, 4, quad);
m_engine->AddStatisticTriangle(2);

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@ -340,28 +340,28 @@ void CWater::DrawSurf()
auto texture = m_engine->LoadTexture(m_fileName);
renderer->SetPrimaryTexture(texture);
renderer->SetSecondaryTexture(Texture{});
renderer->SetAlbedoTexture(texture);
renderer->SetDetailTexture(Texture{});
if (m_type[rankview] == WATER_TT)
{
renderer->SetTransparency(TransparencyMode::BLACK);
renderer->SetColor(m_color);
renderer->SetAlbedoColor(m_color);
}
else if (m_type[rankview] == WATER_TO)
{
renderer->SetTransparency(TransparencyMode::NONE);
renderer->SetColor({ 1.0f, 1.0f, 1.0f, 1.0f });
renderer->SetAlbedoColor(Color{ 1.0f, 1.0f, 1.0f, 1.0f });
}
else if (m_type[rankview] == WATER_CT)
{
renderer->SetTransparency(TransparencyMode::BLACK);
renderer->SetColor({ 1.0f, 1.0f, 1.0f, 1.0f });
renderer->SetAlbedoColor(Color{ 1.0f, 1.0f, 1.0f, 1.0f });
}
else if (m_type[rankview] == WATER_CO)
{
renderer->SetTransparency(TransparencyMode::NONE);
renderer->SetColor({ 1.0f, 1.0f, 1.0f, 1.0f });
renderer->SetAlbedoColor(Color{ 1.0f, 1.0f, 1.0f, 1.0f });
}
float size = m_brickSize/2.0f;

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@ -38,20 +38,20 @@ CGL33ObjectRenderer::CGL33ObjectRenderer(CGL33Device* device)
{
GetLogger()->Info("Creating CGL33ObjectRenderer\n");
std::string preamble = LoadSource("shaders/gl33/preamble.glsl");
std::string shadowSource = LoadSource("shaders/gl33/shadow.glsl");
std::string lightingSource = LoadSource("shaders/gl33/lighting.glsl");
std::string vsSource = LoadSource("shaders/gl33/object_vs.glsl");
std::string fsSource = LoadSource("shaders/gl33/object_fs.glsl");
GLint vsShader = CreateShader(GL_VERTEX_SHADER, { preamble, shadowSource, vsSource });
GLint vsShader = CreateShader(GL_VERTEX_SHADER, { preamble, lightingSource, shadowSource, vsSource });
if (vsShader == 0)
{
GetLogger()->Error("Cound not create vertex shader from file 'object_vs.glsl'\n");
return;
}
GLint fsShader = CreateShader(GL_FRAGMENT_SHADER, { preamble, shadowSource, fsSource });
GLint fsShader = CreateShader(GL_FRAGMENT_SHADER, { preamble, lightingSource, shadowSource, fsSource });
if (fsShader == 0)
{
GetLogger()->Error("Cound not create fragment shader from file 'object_fs.glsl'\n");
@ -70,21 +70,29 @@ CGL33ObjectRenderer::CGL33ObjectRenderer(CGL33Device* device)
m_projectionMatrix = glGetUniformLocation(m_program, "uni_ProjectionMatrix");
m_viewMatrix = glGetUniformLocation(m_program, "uni_ViewMatrix");
m_cameraMatrix = glGetUniformLocation(m_program, "uni_CameraMatrix");
m_shadowMatrix = glGetUniformLocation(m_program, "uni_ShadowMatrix");
m_modelMatrix = glGetUniformLocation(m_program, "uni_ModelMatrix");
m_normalMatrix = glGetUniformLocation(m_program, "uni_NormalMatrix");
m_lighting = glGetUniformLocation(m_program, "uni_Lighting");
m_cameraPosition = glGetUniformLocation(m_program, "uni_CameraPosition");
m_lightPosition = glGetUniformLocation(m_program, "uni_LightPosition");
m_lightIntensity = glGetUniformLocation(m_program, "uni_LightIntensity");
m_lightColor = glGetUniformLocation(m_program, "uni_LightColor");
m_skyColor = glGetUniformLocation(m_program, "uni_SkyColor");
m_skyIntensity = glGetUniformLocation(m_program, "uni_SkyIntensity");
m_fogRange = glGetUniformLocation(m_program, "uni_FogRange");
m_fogColor = glGetUniformLocation(m_program, "uni_FogColor");
m_color = glGetUniformLocation(m_program, "uni_Color");
m_primaryEnabled = glGetUniformLocation(m_program, "uni_PrimaryEnabled");
m_albedoColor = glGetUniformLocation(m_program, "uni_AlbedoColor");
m_emissiveColor = glGetUniformLocation(m_program, "uni_EmissiveColor");
m_roughness = glGetUniformLocation(m_program, "uni_Roughness");
m_metalness = glGetUniformLocation(m_program, "uni_Metalness");
m_triplanarMode = glGetUniformLocation(m_program, "uni_TriplanarMode");
m_triplanarScale = glGetUniformLocation(m_program, "uni_TriplanarScale");
m_dirty = glGetUniformLocation(m_program, "uni_Dirty");
m_alphaScissor = glGetUniformLocation(m_program, "uni_AlphaScissor");
m_uvOffset = glGetUniformLocation(m_program, "uni_UVOffset");
m_uvScale = glGetUniformLocation(m_program, "uni_UVScale");
@ -106,14 +114,20 @@ CGL33ObjectRenderer::CGL33ObjectRenderer(CGL33Device* device)
}
// Set texture units
auto texture = glGetUniformLocation(m_program, "uni_PrimaryTexture");
glUniform1i(texture, 10);
auto texture = glGetUniformLocation(m_program, "uni_AlbedoTexture");
glUniform1i(texture, m_albedoIndex);
texture = glGetUniformLocation(m_program, "uni_SecondaryTexture");
glUniform1i(texture, 11);
texture = glGetUniformLocation(m_program, "uni_DetailTexture");
glUniform1i(texture, m_detailIndex);
texture = glGetUniformLocation(m_program, "uni_EmissiveTexture");
glUniform1i(texture, m_emissiveIndex);
texture = glGetUniformLocation(m_program, "uni_MaterialTexture");
glUniform1i(texture, m_materialIndex);
texture = glGetUniformLocation(m_program, "uni_ShadowMap");
glUniform1i(texture, 12);
glUniform1i(texture, m_shadowIndex);
// White texture
glActiveTexture(GL_TEXTURE0);
@ -128,6 +142,7 @@ CGL33ObjectRenderer::CGL33ObjectRenderer(CGL33Device* device)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
@ -161,17 +176,25 @@ void CGL33ObjectRenderer::CGL33ObjectRenderer::Begin()
glUseProgram(m_program);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glActiveTexture(GL_TEXTURE10);
glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glActiveTexture(GL_TEXTURE11);
glActiveTexture(GL_TEXTURE0 + m_detailIndex);
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glActiveTexture(GL_TEXTURE12);
glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glActiveTexture(GL_TEXTURE0 + m_materialIndex);
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glActiveTexture(GL_TEXTURE0 + m_shadowIndex);
glBindTexture(GL_TEXTURE_2D, 0);
m_primaryTexture = 0;
m_secondaryTexture = 0;
m_albedoTexture = 0;
m_detailTexture = 0;
m_emissiveTexture = 0;
m_materialTexture = 0;
m_shadowMap = 0;
m_device->SetDepthTest(true);
@ -184,17 +207,25 @@ void CGL33ObjectRenderer::CGL33ObjectRenderer::Begin()
void CGL33ObjectRenderer::CGL33ObjectRenderer::End()
{
glActiveTexture(GL_TEXTURE10);
glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE11);
glActiveTexture(GL_TEXTURE0 + m_detailIndex);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE12);
glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
glBindTexture(GL_TEXTURE_2D, 0);
m_primaryTexture = 0;
m_secondaryTexture = 0;
glActiveTexture(GL_TEXTURE0 + m_materialIndex);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0 + m_shadowIndex);
glBindTexture(GL_TEXTURE_2D, 0);
m_albedoTexture = 0;
m_detailTexture = 0;
m_emissiveTexture = 0;
m_materialTexture = 0;
m_shadowMap = 0;
}
@ -210,9 +241,10 @@ void CGL33ObjectRenderer::SetViewMatrix(const glm::mat4& matrix)
auto viewMatrix = scale * matrix;
auto cameraMatrix = glm::inverse(viewMatrix);
auto cameraPos = cameraMatrix[3];
glUniformMatrix4fv(m_viewMatrix, 1, GL_FALSE, value_ptr(viewMatrix));
glUniformMatrix4fv(m_cameraMatrix, 1, GL_FALSE, value_ptr(cameraMatrix));
glUniform3f(m_cameraPosition, cameraPos.x, cameraPos.y, cameraPos.z);
}
void CGL33ObjectRenderer::SetModelMatrix(const glm::mat4& matrix)
@ -223,18 +255,18 @@ void CGL33ObjectRenderer::SetModelMatrix(const glm::mat4& matrix)
glUniformMatrix3fv(m_normalMatrix, 1, GL_FALSE, value_ptr(normalMatrix));
}
void CGL33ObjectRenderer::SetColor(const glm::vec4& color)
void CGL33ObjectRenderer::SetAlbedoColor(const Color& color)
{
glUniform4fv(m_color, 1, glm::value_ptr(color));
glUniform4f(m_albedoColor, color.r, color.g, color.b, color.a);
}
void CGL33ObjectRenderer::SetPrimaryTexture(const Texture& texture)
void CGL33ObjectRenderer::SetAlbedoTexture(const Texture& texture)
{
if (m_primaryTexture == texture.id) return;
if (m_albedoTexture == texture.id) return;
m_primaryTexture = texture.id;
m_albedoTexture = texture.id;
glActiveTexture(GL_TEXTURE10);
glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
if (texture.id == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
@ -242,13 +274,52 @@ void CGL33ObjectRenderer::SetPrimaryTexture(const Texture& texture)
glBindTexture(GL_TEXTURE_2D, texture.id);
}
void CGL33ObjectRenderer::SetSecondaryTexture(const Texture& texture)
void CGL33ObjectRenderer::SetEmissiveColor(const Color& color)
{
if (m_secondaryTexture == texture.id) return;
glUniform3f(m_emissiveColor, color.r, color.g, color.b);
}
m_secondaryTexture = texture.id;
void CGL33ObjectRenderer::SetEmissiveTexture(const Texture& texture)
{
if (m_emissiveTexture == texture.id) return;
glActiveTexture(GL_TEXTURE11);
m_emissiveTexture = texture.id;
glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
if (texture.id == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
else
glBindTexture(GL_TEXTURE_2D, texture.id);
}
void CGL33ObjectRenderer::SetMaterialParams(float roughness, float metalness)
{
glUniform1f(m_roughness, roughness);
glUniform1f(m_metalness, metalness);
}
void CGL33ObjectRenderer::SetMaterialTexture(const Texture& texture)
{
if (m_materialTexture == texture.id) return;
m_materialTexture = texture.id;
glActiveTexture(GL_TEXTURE0 + m_materialIndex);
if (texture.id == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
else
glBindTexture(GL_TEXTURE_2D, texture.id);
}
void CGL33ObjectRenderer::SetDetailTexture(const Texture& texture)
{
if (m_detailTexture == texture.id) return;
m_detailTexture = texture.id;
glActiveTexture(GL_TEXTURE0 + m_detailIndex);
if (texture.id == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
@ -262,10 +333,10 @@ void CGL33ObjectRenderer::SetShadowMap(const Texture& texture)
m_shadowMap = texture.id;
glActiveTexture(GL_TEXTURE12);
glActiveTexture(GL_TEXTURE0 + m_shadowIndex);
if (texture.id == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glBindTexture(GL_TEXTURE_2D, 0);
else
glBindTexture(GL_TEXTURE_2D, texture.id);
}
@ -279,7 +350,13 @@ void CGL33ObjectRenderer::SetLight(const glm::vec4& position, const float& inten
{
glUniform4fv(m_lightPosition, 1, glm::value_ptr(position));
glUniform1f(m_lightIntensity, intensity);
glUniform3fv(m_lightColor, 1, glm::value_ptr(color));
glUniform3f(m_lightColor, color.r, color.g, color.b);
}
void CGL33ObjectRenderer::SetSky(const Color& color, float intensity)
{
glUniform3f(m_skyColor, color.r, color.g, color.b);
glUniform1f(m_skyIntensity, intensity);
}
void CGL33ObjectRenderer::SetShadowParams(int count, const ShadowParam* params)
@ -326,11 +403,6 @@ void CGL33ObjectRenderer::SetUVTransform(const glm::vec2& offset, const glm::vec
glUniform2fv(m_uvScale, 1, glm::value_ptr(scale));
}
void CGL33ObjectRenderer::SetPrimaryTextureEnabled(bool enabled)
{
glUniform1f(m_primaryEnabled, enabled ? 1.0f : 0.0f);
}
void CGL33ObjectRenderer::SetTriplanarMode(bool enabled)
{
glUniform1i(m_triplanarMode, enabled ? 1 : 0);
@ -341,11 +413,6 @@ void CGL33ObjectRenderer::SetTriplanarScale(float scale)
glUniform1f(m_triplanarScale, scale);
}
void CGL33ObjectRenderer::SetDirty(float amount)
{
glUniform1f(m_dirty, amount);
}
void CGL33ObjectRenderer::SetAlphaScissor(float alpha)
{
glUniform1f(m_alphaScissor, alpha);

View File

@ -54,13 +54,21 @@ public:
//! Sets model matrix
virtual void SetModelMatrix(const glm::mat4& matrix) override;
//! Sets color
virtual void SetColor(const glm::vec4& color) override;
//! Sets albedo color
virtual void SetAlbedoColor(const Color& color) override;
//! Sets albedo texture
virtual void SetAlbedoTexture(const Texture& texture) override;
//! Sets emissive color
virtual void SetEmissiveColor(const Color& color) override;
//! Sets emissive texture
virtual void SetEmissiveTexture(const Texture& texture) override;
//! Sets material parameters
virtual void SetMaterialParams(float roughness, float metalness) override;
//! Sets material texture
virtual void SetMaterialTexture(const Texture& texture) override;
//! Sets primary texture
virtual void SetPrimaryTexture(const Texture& texture) override;
//! Sets secondary texture
virtual void SetSecondaryTexture(const Texture& texture) override;
//! Sets detail texture
virtual void SetDetailTexture(const Texture& texture) override;
//! Sets shadow map
virtual void SetShadowMap(const Texture& texture) override;
@ -68,6 +76,8 @@ public:
virtual void SetLighting(bool enabled) override;
//! Sets light parameters
virtual void SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color) override;
//! Sets sky parameters
virtual void SetSky(const Color& color, float intensity) override;
//! Sets shadow parameters
virtual void SetShadowParams(int count, const ShadowParam* params) override;
@ -87,14 +97,10 @@ public:
//! Sets UV transform
virtual void SetUVTransform(const glm::vec2& offset, const glm::vec2& scale) override;
virtual void SetPrimaryTextureEnabled(bool enabled) override;
//! Sets triplanar mode
virtual void SetTriplanarMode(bool enabled) override;
//! Sets triplanar scale
virtual void SetTriplanarScale(float scale) override;
//! Sets amount of dirt (second texture) to apply
virtual void SetDirty(float amount) override;
//! Draws an object
virtual void DrawObject(const CVertexBuffer* buffer) override;
@ -109,22 +115,31 @@ private:
// Uniform data
GLint m_projectionMatrix = -1;
GLint m_viewMatrix = -1;
GLint m_cameraMatrix = -1;
GLint m_shadowMatrix = -1;
GLint m_modelMatrix = -1;
GLint m_normalMatrix = -1;
GLint m_lighting = -1;
GLint m_cameraPosition = -1;
GLint m_lightPosition = -1;
GLint m_lightIntensity = -1;
GLint m_lightColor = -1;
GLint m_skyColor = -1;
GLint m_skyIntensity = -1;
GLint m_fogRange = -1;
GLint m_fogColor = -1;
GLint m_color = -1;
GLint m_primaryEnabled = -1;
GLint m_albedoColor = -1;
GLint m_emissiveColor = -1;
GLint m_roughness = -1;
GLint m_metalness = -1;
GLint m_triplanarMode = -1;
GLint m_triplanarScale = -1;
GLint m_dirty = -1;
GLint m_alphaScissor = -1;
GLint m_uvOffset = -1;
GLint m_uvScale = -1;
@ -135,18 +150,29 @@ private:
GLint scale;
};
GLint m_shadowRegions;
ShadowUniforms m_shadows[4];
GLint m_shadowRegions = 0;
ShadowUniforms m_shadows[4] = {};
// Shader program
GLuint m_program = 0;
// Texture unit bindings
const int m_albedoIndex = 4;
const int m_detailIndex = 5;
const int m_emissiveIndex = 6;
const int m_materialIndex = 7;
const int m_shadowIndex = 8;
// 1x1 white texture
GLuint m_whiteTexture = 0;
// Currently bound primary texture
GLuint m_primaryTexture = 0;
// Currently bound secondary texture
GLuint m_secondaryTexture = 0;
// Currently bound albedo texture
GLuint m_albedoTexture = 0;
// Currently bound detail texture
GLuint m_detailTexture = 0;
// Currently bound emissive texture
GLuint m_emissiveTexture = 0;
// Currently bound material texture
GLuint m_materialTexture = 0;
// Currently bound shadow map
GLuint m_shadowMap = 0;

View File

@ -0,0 +1,89 @@
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2022, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
// PBR lighting calculations
uniform bool uni_Lighting;
uniform vec3 uni_CameraPosition;
uniform float uni_LightIntensity;
uniform vec4 uni_LightPosition;
uniform vec3 uni_LightColor;
uniform float uni_SkyIntensity;
uniform vec3 uni_SkyColor;
const float PI = 3.1415926;
vec3 SchlickFresnel(float LdH, float metalness, vec3 color)
{
vec3 f = mix(vec3(0.04), color, metalness);
return f + (1.0 - f) * pow(1.0 - LdH, 5.0);
}
float GeometrySmith(float dotProd, float roughness)
{
float k = (roughness + 1.0) * (roughness + 1.0) / 8.0;
float denom = dotProd * (1 - k) + k;
return 1.0 / denom;
}
float GGXDistribution(float NdH, float roughness)
{
float alpha2 = roughness * roughness * roughness * roughness;
float d = (NdH * NdH) * (alpha2 - 1) + 1.0;
return alpha2 / (PI * d * d);
}
vec3 CalculateLighting(
vec3 position,
vec3 normal,
vec3 albedo,
vec3 emissive,
float shadow,
float ambientOcclusion,
float roughness,
float metalness)
{
vec3 diffuseBrdf = mix(albedo, vec3(0.0), metalness);
vec3 light = normalize(uni_LightPosition.xyz);
float lightIntensity = uni_LightIntensity;
vec3 view = normalize(uni_CameraPosition - position);
vec3 halfway = normalize(view + light);
float NdH = dot(normal, halfway);
float LdH = dot(light, halfway);
float NdL = max(dot(normal, light), 0.0);
float NdV = dot(normal, view);
vec3 specBrdf = 0.25
* GGXDistribution(NdH, roughness)
* SchlickFresnel(LdH, metalness, albedo)
* GeometrySmith(NdL, roughness)
* GeometrySmith(NdV, roughness);
vec3 diffuseSpecular = (diffuseBrdf + PI * specBrdf) * uni_LightIntensity * uni_LightColor * NdL * shadow;
vec3 ambient = albedo * uni_SkyColor * uni_SkyIntensity * ambientOcclusion;
return ambient + emissive + diffuseSpecular;
}

View File

@ -19,26 +19,24 @@
// FRAGMENT SHADER - TERRAIN RENDERER
uniform bool uni_Lighting;
uniform mat4 uni_CameraMatrix;
uniform vec4 uni_LightPosition;
uniform float uni_LightIntensity;
uniform vec3 uni_LightColor;
uniform vec2 uni_FogRange;
uniform vec3 uni_FogColor;
uniform sampler2D uni_PrimaryTexture;
uniform sampler2D uni_SecondaryTexture;
uniform vec4 uni_AlbedoColor;
uniform sampler2D uni_AlbedoTexture;
uniform sampler2D uni_DetailTexture;
uniform float uni_Roughness;
uniform float uni_Metalness;
uniform sampler2D uni_MaterialTexture;
uniform vec3 uni_EmissiveColor;
uniform sampler2D uni_EmissiveTexture;
uniform vec4 uni_Color;
uniform float uni_PrimaryEnabled;
uniform bool uni_TriplanarMode;
uniform float uni_TriplanarScale;
uniform float uni_Dirty;
uniform float uni_AlphaScissor;
const float PI = 3.1415926;
uniform float uni_AlphaScissor;
in VertexData
{
@ -54,68 +52,22 @@ in VertexData
out vec4 out_FragColor;
vec3 schlickFresnel(float LdH, float metalness, vec3 color)
{
vec3 f = mix(vec3(0.04), color, metalness);
return f + (1.0 - f) * pow(1.0 - LdH, 5.0);
}
float geomSmith(float dotProd, float roughness)
{
float k = (roughness + 1.0) * (roughness + 1.0) / 8.0;
float denom = dotProd * (1 - k) + k;
return 1.0 / denom;
}
float ggxDistribution(float NdH, float roughness)
{
float alpha2 = roughness * roughness * roughness * roughness;
float d = (NdH * NdH) * (alpha2 - 1) + 1.0;
return alpha2 / (PI * d * d);
}
vec3 PBR(vec3 position, vec3 color, vec3 normal, float roughness, float metalness)
{
vec3 diffuseBrdf = mix(color, vec3(0.0), metalness);
vec3 light = normalize(uni_LightPosition.xyz);
float lightIntensity = 1.0;
vec3 view = normalize(uni_CameraMatrix[3].xyz - position);
vec3 halfway = normalize(view + light);
float NdH = dot(normal, halfway);
float LdH = dot(light, halfway);
float NdL = max(dot(normal, light), 0.0);
float NdV = dot(normal, view);
vec3 specBrdf = 0.25 * ggxDistribution(NdH, roughness)
* schlickFresnel(LdH, metalness, color)
* geomSmith(NdL, roughness)
* geomSmith(NdV, roughness);
return (diffuseBrdf + PI * specBrdf) * lightIntensity * uni_LightColor * NdL;
}
vec3 Triplanar(vec3 position, vec3 normal)
{
vec3 weights = normal * normal;
vec3 sum = texture(uni_SecondaryTexture, position.yz).rgb * weights.x;
sum += texture(uni_SecondaryTexture, position.zx).rgb * weights.y;
sum += texture(uni_SecondaryTexture, position.xy).rgb * weights.z;
vec3 sum = texture(uni_DetailTexture, position.yz).rgb * weights.x;
sum += texture(uni_DetailTexture, position.zx).rgb * weights.y;
sum += texture(uni_DetailTexture, position.xy).rgb * weights.z;
return sum;
}
void main()
{
vec4 albedo = data.Color * uni_Color;
vec4 albedo = data.Color * uni_AlbedoColor;
vec4 primary = texture(uni_PrimaryTexture, data.TexCoord0);
primary = mix(vec4(1.0), primary, uni_PrimaryEnabled);
albedo *= primary;
albedo *= texture(uni_AlbedoTexture, data.TexCoord0);
vec3 dirty = vec3(0.0);
@ -125,39 +77,47 @@ void main()
}
else
{
dirty = texture(uni_SecondaryTexture, data.TexCoord1).rgb;
dirty = texture(uni_DetailTexture, data.TexCoord1).rgb;
}
dirty = mix(vec3(1.0), dirty, uni_Dirty);
albedo.rgb *= dirty;
vec3 color = albedo.rgb;
float alpha = albedo.a;
if (uni_Lighting)
{
float roughness = 0.9;
float metalness = 0.0;
float shadow = CalculateShadow(data.ShadowCoords);
shadow = mix(0.5, 1.0, shadow);
vec3 normal = mix(-data.Normal, data.Normal, float(gl_FrontFacing));
vec3 lighting = PBR(data.Position, color.rgb, normal, roughness, metalness);
vec3 emissive = uni_EmissiveColor * texture(uni_EmissiveTexture, data.TexCoord0).rgb;
vec3 skyColor = vec3(1.0);
float skyIntensity = 0.25;
vec3 params = texture(uni_MaterialTexture, data.TexCoord0).xyz;
color = lighting * shadow * (1.0 - skyIntensity) + color.rgb * skyColor * skyIntensity;
float ambientOcclusion = params.r;
float roughness = uni_Roughness * params.g;
float metalness = uni_Metalness * params.b;
color = CalculateLighting(
data.Position,
normal,
color,
emissive,
shadow,
ambientOcclusion,
roughness,
metalness);
}
float dist = length(uni_CameraMatrix[3].xyz - data.Position);
float dist = length(uni_CameraPosition - data.Position);
float fogAmount = clamp((dist - uni_FogRange.x) / (uni_FogRange.y - uni_FogRange.x), 0.0, 1.0);
color = mix(color, uni_FogColor, fogAmount);
if (albedo.a < uni_AlphaScissor) discard;
if (alpha < uni_AlphaScissor) discard;
out_FragColor = vec4(color, albedo.a);
out_FragColor = vec4(color, alpha);
}