Normal mapping code
Normal mapping code for normal mapping tutorial (+ few extra's for next tutorial)
@@ -111,7 +111,7 @@ set(5.advanced_lighting
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3.1.shadow_mapping
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3.2.point_shadows
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# 3.3.csm
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# 4.normal_mapping
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4.normal_mapping
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# 5.parallax_mapping
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# 6.hdr
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# 7.bloom
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@@ -19,6 +19,10 @@ struct Vertex {
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glm::vec3 Normal;
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// TexCoords
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glm::vec2 TexCoords;
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// Tangent
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glm::vec3 Tangent;
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// Bitangent
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glm::vec3 Bitangent;
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};
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struct Texture {
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@@ -53,6 +57,7 @@ public:
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// Bind appropriate textures
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GLuint diffuseNr = 1;
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GLuint specularNr = 1;
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GLuint normalNr = 1;
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for(GLuint i = 0; i < this->textures.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i); // Active proper texture unit before binding
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@@ -64,9 +69,11 @@ public:
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ss << diffuseNr++; // Transfer GLuint to stream
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else if(name == "texture_specular")
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ss << specularNr++; // Transfer GLuint to stream
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else if(name == "texture_normal")
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ss << normalNr++; // Transfer GLuint to stream
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number = ss.str();
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// Now set the sampler to the correct texture unit
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glUniform1f(glGetUniformLocation(shader.Program, (name + number).c_str()), i);
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glUniform1i(glGetUniformLocation(shader.Program, (name + number).c_str()), i);
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// And finally bind the texture
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glBindTexture(GL_TEXTURE_2D, this->textures[i].id);
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}
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@@ -118,6 +125,12 @@ private:
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// Vertex Texture Coords
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, TexCoords));
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// Vertex Tangent
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Tangent));
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// Vertex Bitangent
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Bitangent));
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glBindVertexArray(0);
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}
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@@ -50,7 +50,7 @@ private:
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{
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// Read file via ASSIMP
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
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// Check for errors
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if(!scene || scene->mFlags == AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
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{
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@@ -117,6 +117,16 @@ private:
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}
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else
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vertex.TexCoords = glm::vec2(0.0f, 0.0f);
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// Tangent
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vector.x = mesh->mTangents[i].x;
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vector.y = mesh->mTangents[i].y;
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vector.z = mesh->mTangents[i].z;
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vertex.Tangent = vector;
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// Bitangent
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vector.x = mesh->mBitangents[i].x;
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vector.y = mesh->mBitangents[i].y;
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vector.z = mesh->mBitangents[i].z;
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vertex.Bitangent = vector;
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vertices.push_back(vertex);
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}
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// Now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
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@@ -144,6 +154,9 @@ private:
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// 2. Specular maps
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vector<Texture> specularMaps = this->loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
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textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
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// 3. Normal maps
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std::vector<Texture> normalMaps = this->loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
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textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
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}
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// Return a mesh object created from the extracted mesh data
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6
resources/objects/cyborg/LICENSE.txt
Normal file
@@ -0,0 +1,6 @@
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Slightly adapted version (by Joey de Vries) of Cyborg model.
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From: 3dregenerator
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Downloaded at: http://tf3dm.com/3d-model/cyborg-78.html
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For Personal Use Only.
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BIN
resources/objects/cyborg/cyborg.blend
Normal file
BIN
resources/objects/cyborg/cyborg.blend1
Normal file
14
resources/objects/cyborg/cyborg.mtl
Normal file
@@ -0,0 +1,14 @@
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# Blender MTL File: 'cyborg.blend'
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# Material Count: 1
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newmtl Cyborg
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Ns 92.156863
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Ka 0.000000 0.000000 0.000000
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Kd 0.512000 0.512000 0.512000
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Ks 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd cyborg_diffuse.png
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map_Bump cyborg_normal.png
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map_Ks cyborg_specular.png
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13505
resources/objects/cyborg/cyborg.obj
Normal file
BIN
resources/objects/cyborg/cyborg_diffuse.png
Normal file
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After Width: | Height: | Size: 1.3 MiB |
BIN
resources/objects/cyborg/cyborg_normal.png
Normal file
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After Width: | Height: | Size: 1.4 MiB |
BIN
resources/objects/cyborg/cyborg_specular.png
Normal file
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After Width: | Height: | Size: 1020 KiB |
BIN
resources/textures/bricks2.jpg
Normal file
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After Width: | Height: | Size: 164 KiB |
BIN
resources/textures/bricks2_disp.jpg
Normal file
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After Width: | Height: | Size: 42 KiB |
BIN
resources/textures/bricks2_normal.jpg
Normal file
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After Width: | Height: | Size: 33 KiB |
BIN
resources/textures/brickwall.jpg
Normal file
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After Width: | Height: | Size: 194 KiB |
BIN
resources/textures/brickwall_normal.jpg
Normal file
|
After Width: | Height: | Size: 559 KiB |
@@ -138,12 +138,12 @@ int main()
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GLfloat far = 25.0f;
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glm::mat4 shadowProj = glm::perspective(90.0f, aspect, near, far);
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std::vector<glm::mat4> shadowTransforms;
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3( 0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0)));
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// 1. Render scene to depth cubemap
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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@@ -11,6 +11,7 @@
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// GL includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/model.h>
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// GLM Mathemtics
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#include <glm/glm.hpp>
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@@ -21,7 +22,7 @@
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#include <SOIL.h>
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// Properties
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GLuint screenWidth = 800, screenHeight = 600;
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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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@@ -29,12 +30,10 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void Do_Movement();
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GLuint loadTexture(GLchar* path);
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void RenderQuad();
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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bool keys[1024];
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GLfloat lastX = 400, lastY = 300;
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bool firstMouse = true;
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GLfloat deltaTime = 0.0f;
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GLfloat lastFrame = 0.0f;
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@@ -49,7 +48,7 @@ int main()
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
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glfwMakeContextCurrent(window);
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// Set the required callback functions
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@@ -65,103 +64,28 @@ int main()
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glewInit();
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// Define the viewport dimensions
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glViewport(0, 0, screenWidth, screenHeight);
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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// Setup some OpenGL options
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glEnable(GL_DEPTH_TEST);
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// glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
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// Setup and compile our shaders
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Shader shader("depth_testing.vs", "depth_testing.frag");
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#pragma region "object_initialization"
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// Set the object data (buffers, vertex attributes)
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GLfloat cubeVertices[] = {
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// Positions // Texture Coords
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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||||
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||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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||||
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||
};
|
||||
GLfloat planeVertices[] = {
|
||||
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||
};
|
||||
// Setup cube VAO
|
||||
GLuint cubeVAO, cubeVBO;
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
// Setup plane VAO
|
||||
GLuint planeVAO, planeVBO;
|
||||
glGenVertexArrays(1, &planeVAO);
|
||||
glGenBuffers(1, &planeVBO);
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
Shader shader("normal_mapping.vs", "normal_mapping.frag");
|
||||
|
||||
// Load textures
|
||||
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||
#pragma endregion
|
||||
GLuint diffuseMap = loadTexture("../../../resources/textures/brickwall.jpg");
|
||||
GLuint normalMap = loadTexture("../../../resources/textures/brickwall_normal.jpg");
|
||||
|
||||
// Set texture units
|
||||
shader.Use();
|
||||
glUniform1i(glGetUniformLocation(shader.Program, "diffuseMap"), 0);
|
||||
glUniform1i(glGetUniformLocation(shader.Program, "normalMap"), 1);
|
||||
|
||||
// Light position
|
||||
glm::vec3 lightPos(0.5f, 1.0f, 0.3f);
|
||||
|
||||
// Game loop
|
||||
while(!glfwWindowShouldClose(window))
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
@@ -176,31 +100,30 @@ int main()
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Draw objects
|
||||
// Configure view/projection matrices
|
||||
shader.Use();
|
||||
glm::mat4 model;
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
// Cubes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default)
|
||||
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||
// Render normal-mapped quad
|
||||
glm::mat4 model;
|
||||
model = glm::rotate(model, (GLfloat)glfwGetTime() * -10, glm::normalize(glm::vec3(1.0, 0.0, 1.0))); // Rotates the quad to show normal mapping works in all directions
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
// Floor
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||
model = glm::mat4();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
|
||||
glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, diffuseMap);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, normalMap);
|
||||
RenderQuad();
|
||||
|
||||
// render light source (simply re-renders a smaller plane at the light's position for debugging/visualization)
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, lightPos);
|
||||
model = glm::scale(model, glm::vec3(0.1f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
RenderQuad();
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
@@ -210,6 +133,99 @@ int main()
|
||||
return 0;
|
||||
}
|
||||
|
||||
// RenderQuad() Renders a 1x1 quad in NDC
|
||||
GLuint quadVAO = 0;
|
||||
GLuint quadVBO;
|
||||
void RenderQuad()
|
||||
{
|
||||
if (quadVAO == 0)
|
||||
{
|
||||
// positions
|
||||
glm::vec3 pos1(-1.0, 1.0, 0.0);
|
||||
glm::vec3 pos2(-1.0, -1.0, 0.0);
|
||||
glm::vec3 pos3(1.0, -1.0, 0.0);
|
||||
glm::vec3 pos4(1.0, 1.0, 0.0);
|
||||
// texture coordinates
|
||||
glm::vec2 uv1(0.0, 1.0);
|
||||
glm::vec2 uv2(0.0, 0.0);
|
||||
glm::vec2 uv3(1.0, 0.0);
|
||||
glm::vec2 uv4(1.0, 1.0);
|
||||
// normal vector
|
||||
glm::vec3 nm(0.0, 0.0, 1.0);
|
||||
|
||||
// calculate tangent/bitangent vectors of both triangles
|
||||
glm::vec3 tangent1, bitangent1;
|
||||
glm::vec3 tangent2, bitangent2;
|
||||
// - triangle 1
|
||||
glm::vec3 edge1 = pos2 - pos1;
|
||||
glm::vec3 edge2 = pos3 - pos1;
|
||||
glm::vec2 deltaUV1 = uv2 - uv1;
|
||||
glm::vec2 deltaUV2 = uv3 - uv1;
|
||||
|
||||
GLfloat f = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV2.x * deltaUV1.y);
|
||||
|
||||
tangent1.x = f * (deltaUV2.y * edge1.x - deltaUV1.y * edge2.x);
|
||||
tangent1.y = f * (deltaUV2.y * edge1.y - deltaUV1.y * edge2.y);
|
||||
tangent1.z = f * (deltaUV2.y * edge1.z - deltaUV1.y * edge2.z);
|
||||
tangent1 = glm::normalize(tangent1);
|
||||
|
||||
bitangent1.x = f * (-deltaUV2.x * edge1.x + deltaUV1.x * edge2.x);
|
||||
bitangent1.y = f * (-deltaUV2.x * edge1.y + deltaUV1.x * edge2.y);
|
||||
bitangent1.z = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z);
|
||||
bitangent1 = glm::normalize(bitangent1);
|
||||
|
||||
// - triangle 2
|
||||
edge1 = pos3 - pos1;
|
||||
edge2 = pos4 - pos1;
|
||||
deltaUV1 = uv3 - uv1;
|
||||
deltaUV2 = uv4 - uv1;
|
||||
|
||||
f = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV2.x * deltaUV1.y);
|
||||
|
||||
tangent2.x = f * (deltaUV2.y * edge1.x - deltaUV1.y * edge2.x);
|
||||
tangent2.y = f * (deltaUV2.y * edge1.y - deltaUV1.y * edge2.y);
|
||||
tangent2.z = f * (deltaUV2.y * edge1.z - deltaUV1.y * edge2.z);
|
||||
tangent2 = glm::normalize(tangent2);
|
||||
|
||||
|
||||
bitangent2.x = f * (-deltaUV2.x * edge1.x + deltaUV1.x * edge2.x);
|
||||
bitangent2.y = f * (-deltaUV2.x * edge1.y + deltaUV1.x * edge2.y);
|
||||
bitangent2.z = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z);
|
||||
bitangent2 = glm::normalize(bitangent2);
|
||||
|
||||
|
||||
GLfloat quadVertices[] = {
|
||||
// Positions // normal // TexCoords // Tangent // Bitangent
|
||||
pos1.x, pos1.y, pos1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
|
||||
pos2.x, pos2.y, pos2.z, nm.x, nm.y, nm.z, uv2.x, uv2.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
|
||||
pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z,
|
||||
|
||||
pos1.x, pos1.y, pos1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z,
|
||||
pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z,
|
||||
pos4.x, pos4.y, pos4.z, nm.x, nm.y, nm.z, uv4.x, uv4.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z
|
||||
};
|
||||
// Setup plane VAO
|
||||
glGenVertexArrays(1, &quadVAO);
|
||||
glGenBuffers(1, &quadVBO);
|
||||
glBindVertexArray(quadVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
||||
glEnableVertexAttribArray(3);
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(8 * sizeof(GLfloat)));
|
||||
glEnableVertexAttribArray(4);
|
||||
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(11 * sizeof(GLfloat)));
|
||||
}
|
||||
glBindVertexArray(quadVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
@@ -218,7 +234,7 @@ GLuint loadTexture(GLchar* path)
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width,height;
|
||||
int width, height;
|
||||
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
|
||||
// Assign texture to ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
@@ -226,47 +242,57 @@ GLuint loadTexture(GLchar* path)
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// Parameters
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
SOIL_free_image_data(image);
|
||||
return textureID;
|
||||
|
||||
}
|
||||
|
||||
#pragma region "User input"
|
||||
|
||||
bool keys[1024];
|
||||
bool keysPressed[1024];
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if(keys[GLFW_KEY_W])
|
||||
if (keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_S])
|
||||
if (keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_A])
|
||||
if (keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if(keys[GLFW_KEY_D])
|
||||
if (keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if(action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if(action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
if (key >= 0 && key <= 1024)
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if (action == GLFW_RELEASE)
|
||||
{
|
||||
keys[key] = false;
|
||||
keysPressed[key] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
// Moves/alters the camera positions based on user input
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if(firstMouse)
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
@@ -1,16 +1,53 @@
|
||||
#version 330 core
|
||||
out vec4 color;
|
||||
out vec4 FragColor;
|
||||
|
||||
float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far'
|
||||
{
|
||||
float near = 0.1;
|
||||
float far = 100.0;
|
||||
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||
return (2.0 * near) / (far + near - z * (far - near));
|
||||
}
|
||||
in VS_OUT {
|
||||
vec3 FragPos;
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
vec3 Tangent;
|
||||
vec3 Bitangent;
|
||||
mat3 TBN;
|
||||
vec3 TangentLightPos;
|
||||
vec3 TangentViewPos;
|
||||
vec3 TangentFragPos;
|
||||
} fs_in;
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform sampler2D normalMap;
|
||||
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
uniform bool normalMapping;
|
||||
|
||||
void main()
|
||||
{
|
||||
float depth = LinearizeDepth(gl_FragCoord.z);
|
||||
color = vec4(vec3(depth), 1.0f);
|
||||
vec3 normal = fs_in.Normal;
|
||||
mat3 tbn;
|
||||
// Obtain normal from normal map in range [0,1]
|
||||
normal = texture(normalMap, fs_in.TexCoords).rgb;
|
||||
// Transform normal vector to range [-1,1]
|
||||
normal = normalize(normal * 2.0 - 1.0);
|
||||
// Then transform normal in tangent space to world-space via TBN matrix
|
||||
// tbn = mat3(fs_in.Tangent, fs_in.Bitangent, fs_in.Normal); // TBN calculated in fragment shader
|
||||
// normal = normalize(tbn * normal); // This works!
|
||||
// normal = normalize(fs_in.TBN * normal); // This gives incorrect results
|
||||
|
||||
// Get diffuse color
|
||||
vec3 color = texture(diffuseMap, fs_in.TexCoords).rgb;
|
||||
// Ambient
|
||||
vec3 ambient = 0.1 * color;
|
||||
// Diffuse
|
||||
vec3 lightDir = normalize(fs_in.TangentLightPos - fs_in.TangentFragPos);
|
||||
float diff = max(dot(lightDir, normal), 0.0);
|
||||
vec3 diffuse = diff * color;
|
||||
// Specular
|
||||
vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
|
||||
|
||||
vec3 specular = vec3(0.2) * spec;
|
||||
FragColor = vec4(ambient + diffuse + specular, 1.0f);
|
||||
}
|
||||
@@ -1,15 +1,48 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec2 texCoords;
|
||||
layout (location = 1) in vec3 normal;
|
||||
layout (location = 2) in vec2 texCoords;
|
||||
layout (location = 3) in vec3 tangent;
|
||||
layout (location = 4) in vec3 bitangent;
|
||||
|
||||
out vec2 TexCoords;
|
||||
out VS_OUT {
|
||||
vec3 FragPos;
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
vec3 Tangent;
|
||||
vec3 Bitangent;
|
||||
mat3 TBN;
|
||||
vec3 TangentLightPos;
|
||||
vec3 TangentViewPos;
|
||||
vec3 TangentFragPos;
|
||||
} vs_out;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||
TexCoords = texCoords;
|
||||
vs_out.FragPos = vec3(model * vec4(position, 1.0));
|
||||
vs_out.TexCoords = texCoords;
|
||||
|
||||
mat3 normalMatrix = transpose(inverse(mat3(model)));
|
||||
vs_out.Normal = normalize(normalMatrix * normal);
|
||||
|
||||
vec3 T = normalize(normalMatrix * tangent);
|
||||
vec3 B = normalize(normalMatrix * bitangent);
|
||||
vec3 N = normalize(normalMatrix * normal);
|
||||
mat3 TBN = transpose(mat3(T, B, N));
|
||||
vs_out.TBN = TBN;
|
||||
|
||||
vs_out.TangentLightPos = TBN * lightPos;
|
||||
vs_out.TangentViewPos = TBN * viewPos;
|
||||
vs_out.TangentFragPos = TBN * vs_out.FragPos;
|
||||
|
||||
vs_out.Tangent = T;
|
||||
vs_out.Bitangent = B;
|
||||
}
|
||||