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 stuffdev
parent
3168bf4350
commit
e839f0dec7
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@ -45,33 +45,56 @@ enum class CullFace : unsigned char
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BOTH,
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};
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//! Remains of the legacy material structure, to be reused
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//! PBR material
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struct Material
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{
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// Albedo
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//! Albedo color
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Color albedoColor = Color{ 1.0f, 1.0f, 1.0f, 1.0f };
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//! Albedo texture
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std::string albedoTexture = "";
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// Dirt
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bool variableDetail = false;
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std::string detailTexture = "";
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// Alpha mode
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//! Roughness
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float roughness = 1.0;
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//! Metalness
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float metalness = 0.0;
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//! AO-roughness-metalness texture
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std::string materialTexture = "";
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//! Emissive color
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Color emissiveColor = Color{ 0.0f, 0.0f, 0.0f, 0.0f };
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//! Emissive texture
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std::string emissiveTexture = "";
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//! Normal map
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std::string normalTexture = "";
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//! Alpha mode
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AlphaMode alphaMode = AlphaMode::OPAQUE;
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//! Alpha threshold
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float alphaThreshold = 0.0;
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// Cull face
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CullFace cullFace = CullFace::BACK;
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// Special tag
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std::string tag = "";
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// Legacy functionality
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//! Variable detail texture
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bool variableDetail = false;
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//! Detail texture
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std::string detailTexture = "";
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bool operator==(const Material& other) const
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{
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return albedoColor == other.albedoColor
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&& albedoTexture == other.albedoTexture
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&& variableDetail == other.variableDetail
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&& detailTexture == other.detailTexture
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&& roughness == other.roughness
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&& metalness == other.metalness
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&& materialTexture == other.materialTexture
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&& emissiveColor == other.emissiveColor
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&& emissiveTexture == other.emissiveTexture
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&& normalTexture == other.normalTexture
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&& alphaMode == other.alphaMode
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&& alphaThreshold == other.alphaThreshold
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&& cullFace == other.cullFace
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&& tag == other.tag;
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&& tag == other.tag
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&& variableDetail == other.variableDetail
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&& detailTexture == other.detailTexture;
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}
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bool operator!=(const Material& other) const
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@ -140,13 +140,21 @@ public:
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//! Sets model matrix
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virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
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//! Sets color
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virtual void SetColor(const glm::vec4& color) = 0;
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//! Sets albedo color
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virtual void SetAlbedoColor(const Color& color) = 0;
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//! Sets albedo texture
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virtual void SetAlbedoTexture(const Texture& texture) = 0;
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//! Sets emissive color
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virtual void SetEmissiveColor(const Color& color) = 0;
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//! Sets emissive texture
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virtual void SetEmissiveTexture(const Texture& texture) = 0;
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//! Sets material parameters
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virtual void SetMaterialParams(float roughness, float metalness) = 0;
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//! Sets material texture
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virtual void SetMaterialTexture(const Texture& texture) = 0;
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//! Sets primary texture
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virtual void SetPrimaryTexture(const Texture& texture) = 0;
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//! Sets secondary texture
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virtual void SetSecondaryTexture(const Texture& texture) = 0;
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//! Sets detail texture
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virtual void SetDetailTexture(const Texture& texture) = 0;
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//! Sets shadow map
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virtual void SetShadowMap(const Texture& texture) = 0;
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@ -154,6 +162,8 @@ public:
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virtual void SetLighting(bool enabled) = 0;
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//! Sets light parameters
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virtual void SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color) = 0;
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//! Sets sky parameters
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virtual void SetSky(const Color& color, float intensity) = 0;
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//! Sets shadow parameters
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virtual void SetShadowParams(int count, const ShadowParam* params) = 0;
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@ -174,13 +184,10 @@ public:
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//! Sets UV transform
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virtual void SetUVTransform(const glm::vec2& offset, const glm::vec2& scale) = 0;
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virtual void SetPrimaryTextureEnabled(bool enabled) = 0;
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//! Sets triplanar mode
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virtual void SetTriplanarMode(bool enabled) = 0;
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//! Sets triplanar scale
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virtual void SetTriplanarScale(float scale) = 0;
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//! Sets amount of dirt (second texture) to apply
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virtual void SetDirty(float amount) = 0;
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//! Draws an object
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virtual void DrawObject(const CVertexBuffer* buffer) = 0;
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@ -121,8 +121,8 @@ void CCloud::Draw()
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renderer->SetViewMatrix(m_engine->GetMatView());
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auto texture = m_engine->LoadTexture(m_fileName);
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renderer->SetPrimaryTexture(texture);
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renderer->SetSecondaryTexture(Texture{});
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renderer->SetAlbedoTexture(texture);
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renderer->SetDetailTexture(Texture{});
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renderer->SetLighting(false);
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renderer->SetTransparency(TransparencyMode::BLACK);
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@ -1777,12 +1777,6 @@ bool CEngine::TransformPoint(glm::vec3& p2D, int objRank, glm::vec3 p3D)
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*******************************************************/
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void CEngine::SetMaterial(const Material& mat)
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{
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m_lastMaterial = mat;
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}
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void CEngine::SetViewParams(const glm::vec3 &eyePt, const glm::vec3 &lookatPt, const glm::vec3 &upVec)
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{
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m_eyePt = eyePt;
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@ -1957,135 +1951,6 @@ static bool IsExcludeColor(glm::vec2* exclude, int x, int y)
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return false; // point to include
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}
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bool CEngine::ChangeTextureColor(const std::string& texName,
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const std::string& srcName,
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Color colorRef1, Color colorNew1,
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Color colorRef2, Color colorNew2,
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float tolerance1, float tolerance2,
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const glm::vec2& ts, const glm::vec2& ti,
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glm::vec2* exclude, float shift, bool hsv)
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{
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CImage img;
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if (!img.Load(srcName))
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{
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std::string error = img.GetError();
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GetLogger()->Error("Couldn't load texture '%s': %s, blacklisting\n", srcName.c_str(), error.c_str());
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m_texBlacklist.insert(srcName);
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return false;
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}
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bool changeColorsNeeded = true;
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if (colorRef1.r == colorNew1.r &&
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colorRef1.g == colorNew1.g &&
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colorRef1.b == colorNew1.b &&
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colorRef2.r == colorNew2.r &&
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colorRef2.g == colorNew2.g &&
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colorRef2.b == colorNew2.b)
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{
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changeColorsNeeded = false;
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}
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int dx = img.GetSize().x;
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int dy = img.GetSize().y;
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int sx = static_cast<int>(Math::Max(ts.x*dx, 0));
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int sy = static_cast<int>(Math::Max(ts.y*dy, 0));
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int ex = static_cast<int>(Math::Min(ti.x*dx, dx));
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int ey = static_cast<int>(Math::Min(ti.y*dy, dy));
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ColorHSV cr1 = RGB2HSV(colorRef1);
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ColorHSV cn1 = RGB2HSV(colorNew1);
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ColorHSV cr2 = RGB2HSV(colorRef2);
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ColorHSV cn2 = RGB2HSV(colorNew2);
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if (changeColorsNeeded)
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{
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for (int y = sy; y < ey; y++)
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{
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for (int x = sx; x < ex; x++)
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{
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if (exclude != nullptr && IsExcludeColor(exclude, x,y) )
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continue;
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Color color = img.GetPixel({ x, y });
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if (hsv)
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{
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ColorHSV c = RGB2HSV(color);
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if (c.s > 0.01f && fabs(c.h - cr1.h) < tolerance1)
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{
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c.h += cn1.h - cr1.h;
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c.s += cn1.s - cr1.s;
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c.v += cn1.v - cr1.v;
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if (c.h < 0.0f) c.h -= 1.0f;
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if (c.h > 1.0f) c.h += 1.0f;
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color = HSV2RGB(c);
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color.r = Math::Norm(color.r + shift);
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color.g = Math::Norm(color.g + shift);
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color.b = Math::Norm(color.b + shift);
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img.SetPixel({ x, y }, color);
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}
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else if (tolerance2 != -1.0f &&
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c.s > 0.01f && fabs(c.h - cr2.h) < tolerance2)
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{
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c.h += cn2.h - cr2.h;
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c.s += cn2.s - cr2.s;
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c.v += cn2.v - cr2.v;
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if (c.h < 0.0f) c.h -= 1.0f;
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if (c.h > 1.0f) c.h += 1.0f;
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color = HSV2RGB(c);
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color.r = Math::Norm(color.r + shift);
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color.g = Math::Norm(color.g + shift);
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color.b = Math::Norm(color.b + shift);
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img.SetPixel({ x, y }, color);
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}
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}
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else
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{
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if ( fabs(color.r - colorRef1.r) +
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fabs(color.g - colorRef1.g) +
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fabs(color.b - colorRef1.b) < tolerance1 * 3.0f)
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{
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color.r = Math::Norm(colorNew1.r + color.r - colorRef1.r + shift);
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color.g = Math::Norm(colorNew1.g + color.g - colorRef1.g + shift);
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color.b = Math::Norm(colorNew1.b + color.b - colorRef1.b + shift);
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img.SetPixel({ x, y }, color);
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}
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else if (tolerance2 != -1 &&
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fabs(color.r - colorRef2.r) +
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fabs(color.g - colorRef2.g) +
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fabs(color.b - colorRef2.b) < tolerance2 * 3.0f)
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{
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color.r = Math::Norm(colorNew2.r + color.r - colorRef2.r + shift);
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color.g = Math::Norm(colorNew2.g + color.g - colorRef2.g + shift);
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color.b = Math::Norm(colorNew2.b + color.b - colorRef2.b + shift);
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img.SetPixel({ x, y }, color);
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}
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}
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}
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}
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}
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CreateOrUpdateTexture(texName, &img);
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return true;
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}
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bool CEngine::ChangeTextureColor(const std::string& texName,
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Color colorRef1, Color colorNew1,
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Color colorRef2, Color colorNew2,
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float tolerance1, float tolerance2,
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const glm::vec2& ts, const glm::vec2& ti,
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glm::vec2* exclude, float shift, bool hsv)
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{
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return ChangeTextureColor(texName, texName, colorRef1, colorNew1, colorRef2, colorNew2, tolerance1, tolerance2, ts, ti, exclude, shift, hsv);
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}
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void CEngine::DeleteTexture(const std::string& texName)
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{
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auto it = m_texNameMap.find(texName);
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@ -2904,7 +2769,8 @@ void CEngine::Draw3DScene()
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objectRenderer->SetViewMatrix(m_matView);
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objectRenderer->SetShadowMap(m_shadowMap);
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objectRenderer->SetLighting(true);
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objectRenderer->SetLight(glm::vec4(1.0, 1.0, -1.0, 0.0), 1.0f, glm::vec3(1.0));
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objectRenderer->SetLight(glm::vec4(1.0, 1.0, -1.0, 0.0), 0.8f, glm::vec3(1.0));
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objectRenderer->SetSky(Color(1.0, 1.0, 1.0), 0.5f);
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objectRenderer->SetTransparency(TransparencyMode::NONE);
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objectRenderer->SetFog(fogStart, fogEnd, { fogColor.r, fogColor.g, fogColor.b });
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@ -2958,9 +2824,6 @@ void CEngine::Draw3DScene()
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continue;
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}
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objectRenderer->SetPrimaryTexture(data.albedoTexture);
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objectRenderer->SetSecondaryTexture(data.detailTexture);
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if (data.material.alphaMode != AlphaMode::OPAQUE)
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{
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objectRenderer->SetAlphaScissor(data.material.alphaThreshold);
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@ -2970,13 +2833,16 @@ void CEngine::Draw3DScene()
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objectRenderer->SetAlphaScissor(0.0f);
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}
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objectRenderer->SetPrimaryTextureEnabled(true);
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objectRenderer->SetAlbedoColor(data.material.albedoColor);
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objectRenderer->SetAlbedoTexture(data.albedoTexture);
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objectRenderer->SetDetailTexture(data.detailTexture);
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objectRenderer->SetEmissiveColor(data.material.emissiveColor);
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objectRenderer->SetEmissiveTexture(data.emissiveTexture);
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objectRenderer->SetMaterialParams(data.material.roughness, data.material.metalness);
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objectRenderer->SetMaterialTexture(data.materialTexture);
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float dirty = ((data.material.variableDetail
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|| !data.material.detailTexture.empty()) && m_dirty)
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? 1.0 : 0.0;
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objectRenderer->SetDirty(dirty);
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objectRenderer->SetColor({ 1.0f, 1.0f, 1.0f, 1.0f });
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objectRenderer->SetCullFace(data.material.cullFace);
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objectRenderer->SetUVTransform(data.uvOffset, data.uvScale);
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objectRenderer->DrawObject(data.buffer);
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@ -3009,6 +2875,9 @@ void CEngine::Draw3DScene()
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if (! m_objects[objRank].drawWorld)
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continue;
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if (!m_objects[objRank].ghost)
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continue;
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auto combinedMatrix = projectionViewMatrix * m_objects[objRank].transform;
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if (! IsVisible(combinedMatrix, objRank))
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@ -3028,15 +2897,9 @@ void CEngine::Draw3DScene()
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for (auto& data : p1.next)
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{
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objectRenderer->SetPrimaryTexture(data.albedoTexture);
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objectRenderer->SetSecondaryTexture(data.detailTexture);
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if (!m_objects[objRank].ghost)
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continue;
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float dirty = 1.0f;// (data.state& ENG_RSTATE_DUAL_BLACK) && m_dirty ? 1.0 : 0.0;
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objectRenderer->SetDirty(dirty);
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objectRenderer->SetColor(tColor);
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objectRenderer->SetAlbedoColor(tColor);
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objectRenderer->SetAlbedoTexture(data.albedoTexture);
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objectRenderer->SetDetailTexture(data.detailTexture);
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objectRenderer->SetUVTransform(data.uvOffset, data.uvScale);
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objectRenderer->DrawObject(data.buffer);
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}
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@ -3347,8 +3210,8 @@ void CEngine::RenderPendingDebugDraws()
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renderer->SetTransparency(TransparencyMode::NONE);
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renderer->SetLighting(false);
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renderer->SetModelMatrix(glm::mat4(1.0f));
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renderer->SetPrimaryTexture(Texture{});
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renderer->SetSecondaryTexture(Texture{});
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renderer->SetAlbedoTexture(Texture{});
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renderer->SetDetailTexture(Texture{});
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renderer->DrawPrimitives(PrimitiveType::LINE_STRIP,
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m_pendingDebugDraws.counts.size(),
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@ -3631,9 +3494,8 @@ void CEngine::DrawInterface()
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renderer->SetTransparency(TransparencyMode::NONE);
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renderer->SetAlphaScissor(0.0f);
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renderer->SetShadowParams(0, nullptr);
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renderer->SetColor({ 1.0f, 1.0f, 1.0f, 1.0f });
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renderer->SetAlbedoColor(Color{ 1.0f, 1.0f, 1.0f, 1.0f });
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renderer->SetCullFace(CullFace::BACK);
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renderer->SetPrimaryTextureEnabled(true);
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renderer->SetTriplanarMode(m_triplanarMode);
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renderer->SetTriplanarScale(m_triplanarScale);
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for (auto& data : p1.next)
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{
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renderer->SetPrimaryTexture(data.albedoTexture);
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renderer->SetSecondaryTexture(data.detailTexture);
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renderer->SetAlbedoTexture(data.albedoTexture);
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renderer->SetDetailTexture(data.detailTexture);
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renderer->DrawObject(data.buffer);
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}
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@ -133,6 +133,9 @@ struct EngineBaseObjDataTier
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bool updateStaticBuffer = false;
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Texture albedoTexture;
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Texture emissiveTexture;
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Texture materialTexture;
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Texture normalTexture;
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Texture detailTexture;
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glm::vec2 uvOffset = { 0.0f, 0.0f };
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@ -742,17 +745,11 @@ public:
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/* *************** Mode setting *************** */
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//! Sets the current rendering state
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//void SetState(int state, const Color& color = Color(1.0f, 1.0f, 1.0f, 1.0f));
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//! Sets the current material
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void SetMaterial(const Material& mat);
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//! Specifies the location and direction of view
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void SetViewParams(const glm::vec3 &eyePt, const glm::vec3 &lookatPt, const glm::vec3 &upVec);
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void SetViewParams(const glm::vec3 &eyePt, const glm::vec3 &lookatPt, const glm::vec3 &upVec);
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//! Updates the textures used for drawing ground spot
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void UpdateGroundSpotTextures();
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void UpdateGroundSpotTextures();
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//! Loads texture, creating it if not already present
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Texture LoadTexture(const std::string& name);
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@ -763,25 +760,6 @@ public:
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//! Loads all necessary textures
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bool LoadAllTextures();
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//! Changes colors in a texture
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//@{
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bool ChangeTextureColor(const std::string& texName,
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const std::string& srcName,
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Color colorRef1, Color colorNew1,
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Color colorRef2, Color colorNew2,
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float tolerance1, float tolerance2,
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const glm::vec2& ts, const glm::vec2& ti,
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glm::vec2* exclude = nullptr,
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float shift = 0.0f, bool hsv = false);
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bool ChangeTextureColor(const std::string& texName,
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Color colorRef1, Color colorNew1,
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Color colorRef2, Color colorNew2,
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float tolerance1, float tolerance2,
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const glm::vec2& ts, const glm::vec2& ti,
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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
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
|
@ -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);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue