Code re-work: parallax mapping.

This commit is contained in:
Joey de Vries
2017-04-23 16:30:06 +02:00
parent b02e4ea394
commit 7dc79cd5fa
13 changed files with 1109 additions and 646 deletions

View File

@@ -139,7 +139,8 @@ set(5.advanced_lighting
3.2.2.point_shadows_soft
4.normal_mapping
5.1.parallax_mapping
5.2.parallax_occlusion_mapping
5.2.steep_parallax_mapping
5.3.parallax_occlusion_mapping
6.hdr
7.bloom
8.1.deferred_shading

View File

@@ -118,7 +118,7 @@ int main()
shader.setMat4("view", view);
// render normal-mapped quad
glm::mat4 model;
model = glm::rotate(model, glm::radians((float)glfwGetTime() * -10.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0))); // Rotates the quad to show normal mapping works in all directions
model = glm::rotate(model, glm::radians((float)glfwGetTime() * -10.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0))); // rotate the quad to show normal mapping from multiple directions
shader.setMat4("model", model);
shader.setVec3("viewPos", camera.Position);
shader.setVec3("lightPos", lightPos);

View File

@@ -13,84 +13,41 @@ uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D depthMap;
uniform bool parallax;
uniform float height_scale;
uniform float heightScale;
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
{
// float height = texture(depthMap, texCoords).r;
// return texCoords - viewDir.xy * (height * height_scale);
// number of depth layers
const float minLayers = 8;
const float maxLayers = 32;
float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
// calculate the size of each layer
float layerDepth = 1.0 / numLayers;
// depth of current layer
float currentLayerDepth = 0.0;
// the amount to shift the texture coordinates per layer (from vector P)
vec2 P = viewDir.xy / viewDir.z * height_scale;
vec2 deltaTexCoords = P / numLayers;
// get initial values
vec2 currentTexCoords = texCoords;
float currentDepthMapValue = texture(depthMap, currentTexCoords).r;
while(currentLayerDepth < currentDepthMapValue)
{
// shift texture coordinates along direction of P
currentTexCoords -= deltaTexCoords;
// get depthmap value at current texture coordinates
currentDepthMapValue = texture(depthMap, currentTexCoords).r;
// get depth of next layer
currentLayerDepth += layerDepth;
}
// -- parallax occlusion mapping interpolation from here on
// get texture coordinates before collision (reverse operations)
vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
// get depth after and before collision for linear interpolation
float afterDepth = currentDepthMapValue - currentLayerDepth;
float beforeDepth = texture(depthMap, prevTexCoords).r - currentLayerDepth + layerDepth;
// interpolation of texture coordinates
float weight = afterDepth / (afterDepth - beforeDepth);
vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
return finalTexCoords;
// return currentTexCoords;
float height = texture(depthMap, texCoords).r;
return texCoords - viewDir.xy * (height * heightScale);
}
void main()
{
// Offset texture coordinates with Parallax Mapping
// offset texture coordinates with Parallax Mapping
vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
vec2 texCoords = fs_in.TexCoords;
if(parallax)
texCoords = ParallaxMapping(fs_in.TexCoords, viewDir);
texCoords = ParallaxMapping(fs_in.TexCoords, viewDir);
if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0)
discard;
// Obtain normal from normal map
// obtain normal from normal map
vec3 normal = texture(normalMap, texCoords).rgb;
normal = normalize(normal * 2.0 - 1.0);
// Get diffuse color
// get diffuse color
vec3 color = texture(diffuseMap, texCoords).rgb;
// Ambient
// ambient
vec3 ambient = 0.1 * color;
// Diffuse
// diffuse
vec3 lightDir = normalize(fs_in.TangentLightPos - fs_in.TangentFragPos);
float diff = max(dot(lightDir, normal), 0.0);
vec3 diffuse = diff * color;
// Specular
// specular
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);
FragColor = vec4(ambient + diffuse + specular, 1.0);
}

View File

@@ -1,9 +1,9 @@
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoords;
layout (location = 3) in vec3 tangent;
layout (location = 4) in vec3 bitangent;
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
out VS_OUT {
vec3 FragPos;
@@ -22,17 +22,17 @@ uniform vec3 viewPos;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
vs_out.FragPos = vec3(model * vec4(position, 1.0));
vs_out.TexCoords = texCoords;
vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
vs_out.TexCoords = aTexCoords;
vec3 T = normalize(mat3(model) * tangent);
vec3 B = normalize(mat3(model) * bitangent);
vec3 N = normalize(mat3(model) * normal);
vec3 T = normalize(mat3(model) * aTangent);
vec3 B = normalize(mat3(model) * aBitangent);
vec3 N = normalize(mat3(model) * aNormal);
mat3 TBN = transpose(mat3(T, B, N));
vs_out.TangentLightPos = TBN * lightPos;
vs_out.TangentViewPos = TBN * viewPos;
vs_out.TangentFragPos = TBN * vs_out.FragPos;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

View File

@@ -1,175 +1,185 @@
// Std. Includes
#include <string>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
// GL includes
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
// GLM Mathemtics
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Other Libs
#include <SOIL.h>
#include <learnopengl/filesystem.h>
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
// Properties
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
#include <iostream>
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement();
GLuint loadTexture(GLchar const * path);
void RenderQuad();
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
void renderQuad();
// Camera
// settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 720;
float heightScale = 0.1;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
GLboolean parallax_mapping = true;
GLfloat height_scale = 0.1;
// The MAIN function, from here we start our application and run our Game loop
int main()
{
// Init GLFW
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// Options
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Initialize GLEW to setup the OpenGL Function pointers
glewExperimental = GL_TRUE;
glewInit();
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// Define the viewport dimensions
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
// Setup some OpenGL options
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// Setup and compile our shaders
Shader shader("parallax_mapping.vs", "parallax_mapping.frag");
// build and compile shaders
// -------------------------
Shader shader("5.1.parallax_mapping.vs", "5.1.parallax_mapping.fs");
// Load textures
GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/bricks2.jpg").c_str());
GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_normal.jpg").c_str());
GLuint heightMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_disp.jpg").c_str());
//GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str();
//GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_normal.png").c_str());
//GLuint heightMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_disp.png").c_str());
// load textures
// -------------
unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/bricks2.jpg").c_str());
unsigned int normalMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_normal.jpg").c_str());
unsigned int heightMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_disp.jpg").c_str());
/* unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_diffuse.png").c_str());
unsigned int normalMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_normal.png").c_str());
unsigned int heightMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_disp.png").c_str());*/
// Set texture units
shader.Use();
glUniform1i(glGetUniformLocation(shader.Program, "diffuseMap"), 0);
glUniform1i(glGetUniformLocation(shader.Program, "normalMap"), 1);
glUniform1i(glGetUniformLocation(shader.Program, "depthMap"), 2);
// shader configuration
// --------------------
shader.use();
shader.setInt("diffuseMap", 0);
shader.setInt("normalMap", 1);
shader.setInt("depthMap", 2);
// Light position
// lighting info
// -------------
glm::vec3 lightPos(0.5f, 1.0f, 0.3f);
// Game loop
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// Set frame time
GLfloat currentFrame = glfwGetTime();
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// Check and call events
glfwPollEvents();
Do_Movement();
// input
// -----
processInput(window);
// Clear the colorbuffer
// render
// ------
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Configure view/projection matrices
shader.Use();
// configure view/projection matrices
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)SCR_WIDTH / (GLfloat)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));
// 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 parallax mapping works in all directions
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
glUniform1f(glGetUniformLocation(shader.Program, "height_scale"), height_scale);
glUniform1i(glGetUniformLocation(shader.Program, "parallax"), parallax_mapping);
shader.use();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
// render parallax-mapped quad
glm::mat4 model;
model = glm::rotate(model, glm::radians((float)glfwGetTime() * -10.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0))); // rotate the quad to show parallax mapping from multiple directions
shader.setMat4("model", model);
shader.setVec3("viewPos", camera.Position);
shader.setVec3("lightPos", lightPos);
shader.setFloat("heightScale", heightScale); // adjust with Q and E keys
std::cout << heightScale << std::endl;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuseMap);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normalMap);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, heightMap);
RenderQuad();
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, heightMap);
renderQuad();
// render light source (simply renders a smaller plane at the light's position for debugging/visualization)
// 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();
shader.setMat4("model", model);
renderQuad();
// Swap the buffers
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
// RenderQuad() Renders a 1x1 quad in NDC
GLuint quadVAO = 0;
GLuint quadVBO;
void RenderQuad()
// renderQuad() renders a 1x1 quad in NDC
unsigned int quadVAO = 0;
unsigned int 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);
glm::vec3 pos1(-1.0f, 1.0f, 0.0f);
glm::vec3 pos2(-1.0f, -1.0f, 0.0f);
glm::vec3 pos3( 1.0f, -1.0f, 0.0f);
glm::vec3 pos4( 1.0f, 1.0f, 0.0f);
// 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);
glm::vec2 uv1(0.0f, 1.0f);
glm::vec2 uv2(0.0f, 0.0f);
glm::vec2 uv3(1.0f, 0.0f);
glm::vec2 uv4(1.0f, 1.0f);
// normal vector
glm::vec3 nm(0.0, 0.0, 1.0);
glm::vec3 nm(0.0f, 0.0f, 1.0f);
// calculate tangent/bitangent vectors of both triangles
glm::vec3 tangent1, bitangent1;
glm::vec3 tangent2, bitangent2;
// - triangle 1
// triangle 1
// ----------
glm::vec3 edge1 = pos2 - pos1;
glm::vec3 edge2 = pos3 - pos1;
glm::vec2 deltaUV1 = uv2 - uv1;
@@ -187,7 +197,8 @@ void RenderQuad()
bitangent1.z = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z);
bitangent1 = glm::normalize(bitangent1);
// - triangle 2
// triangle 2
// ----------
edge1 = pos3 - pos1;
edge2 = pos4 - pos1;
deltaUV1 = uv3 - uv1;
@@ -207,8 +218,8 @@ void RenderQuad()
bitangent2 = glm::normalize(bitangent2);
GLfloat quadVertices[] = {
// Positions // normal // TexCoords // Tangent // Bitangent
float 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,
@@ -217,105 +228,73 @@ void RenderQuad()
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
// configure 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);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(8 * sizeof(GLfloat)));
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(8 * sizeof(float)));
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(11 * sizeof(GLfloat)));
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(11 * sizeof(float)));
}
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.
GLuint loadTexture(GLchar const * path)
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
//Generate texture ID and load texture data
GLuint textureID;
glGenTextures(1, &textureID);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
// 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);
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])
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (keys[GLFW_KEY_S])
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (keys[GLFW_KEY_A])
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (keys[GLFW_KEY_D])
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
// Change parallax height scale
if (keys[GLFW_KEY_Q])
height_scale -= 0.05 * deltaTime;
else if (keys[GLFW_KEY_E])
height_scale += 0.05 * deltaTime;
// Enable/disable parallax mapping
if (keys[GLFW_KEY_SPACE] && !keysPressed[GLFW_KEY_SPACE])
{
parallax_mapping = !parallax_mapping;
keysPressed[GLFW_KEY_SPACE] = true;
}
}
// 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)
glfwSetWindowShouldClose(window, GL_TRUE);
if (key >= 0 && key <= 1024)
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
{
if (action == GLFW_PRESS)
keys[key] = true;
else if (action == GLFW_RELEASE)
{
keys[key] = false;
keysPressed[key] = false;
}
if (heightScale > 0.0f)
heightScale -= 0.0005f;
else
heightScale = 0.0f;
}
else if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
{
if (heightScale < 1.0f)
heightScale += 0.0005f;
else
heightScale = 1.0f;
}
}
GLfloat lastX = 400, lastY = 300;
bool firstMouse = true;
// Moves/alters the camera positions based on user input
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
@@ -325,8 +304,8 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
firstMouse = false;
}
GLfloat xoffset = xpos - lastX;
GLfloat yoffset = lastY - ypos;
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
@@ -334,9 +313,48 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
#pragma endregion
// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const * path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
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);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}

View File

@@ -1,38 +0,0 @@
#version 330 core
layout (location = 0) in vec3 position;
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 VS_OUT {
vec3 FragPos;
vec2 TexCoords;
vec3 TangentLightPos;
vec3 TangentViewPos;
vec3 TangentFragPos;
} vs_out;
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);
vs_out.FragPos = vec3(model * vec4(position, 1.0));
vs_out.TexCoords = texCoords;
vec3 T = normalize(mat3(model) * tangent);
vec3 B = normalize(mat3(model) * bitangent);
vec3 N = normalize(mat3(model) * normal);
mat3 TBN = transpose(mat3(T, B, N));
vs_out.TangentLightPos = TBN * lightPos;
vs_out.TangentViewPos = TBN * viewPos;
vs_out.TangentFragPos = TBN * vs_out.FragPos;
}

View File

@@ -1,342 +0,0 @@
// Std. Includes
#include <string>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// GL includes
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
// GLM Mathemtics
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Other Libs
#include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement();
GLuint loadTexture(GLchar const * path);
void RenderQuad();
// Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
GLboolean parallax_mapping = true;
GLfloat height_scale = 0.1;
// The MAIN function, from here we start our application and run our Game loop
int main()
{
// Init GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// Options
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Initialize GLEW to setup the OpenGL Function pointers
glewExperimental = GL_TRUE;
glewInit();
// Define the viewport dimensions
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
// Setup some OpenGL options
glEnable(GL_DEPTH_TEST);
// Setup and compile our shaders
Shader shader("parallax_mapping.vs", "parallax_mapping.frag");
// Load textures
GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/bricks2.jpg").c_str());
GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_normal.jpg").c_str());
GLuint heightMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_disp.jpg").c_str());
//GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str();
//GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_normal.png").c_str());
//GLuint heightMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_disp.png").c_str());
// Set texture units
shader.Use();
glUniform1i(glGetUniformLocation(shader.Program, "diffuseMap"), 0);
glUniform1i(glGetUniformLocation(shader.Program, "normalMap"), 1);
glUniform1i(glGetUniformLocation(shader.Program, "depthMap"), 2);
// Light position
glm::vec3 lightPos(0.5f, 1.0f, 0.3f);
// Game loop
while (!glfwWindowShouldClose(window))
{
// Set frame time
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// Check and call events
glfwPollEvents();
Do_Movement();
// Clear the colorbuffer
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Configure view/projection matrices
shader.Use();
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)SCR_WIDTH / (GLfloat)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));
// 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 parallax mapping works in all directions
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
glUniform1f(glGetUniformLocation(shader.Program, "height_scale"), height_scale);
glUniform1i(glGetUniformLocation(shader.Program, "parallax"), parallax_mapping);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuseMap);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normalMap);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, heightMap);
RenderQuad();
// render light source (simply 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);
}
glfwTerminate();
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.
GLuint loadTexture(GLchar const * path)
{
//Generate texture ID and load texture data
GLuint textureID;
glGenTextures(1, &textureID);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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);
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])
camera.ProcessKeyboard(FORWARD, deltaTime);
if (keys[GLFW_KEY_S])
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (keys[GLFW_KEY_A])
camera.ProcessKeyboard(LEFT, deltaTime);
if (keys[GLFW_KEY_D])
camera.ProcessKeyboard(RIGHT, deltaTime);
// Change parallax height scale
if (keys[GLFW_KEY_Q])
height_scale -= 0.05 * deltaTime;
else if (keys[GLFW_KEY_E])
height_scale += 0.05 * deltaTime;
// Enable/disable parallax mapping
if (keys[GLFW_KEY_SPACE] && !keysPressed[GLFW_KEY_SPACE])
{
parallax_mapping = !parallax_mapping;
keysPressed[GLFW_KEY_SPACE] = true;
}
}
// 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)
glfwSetWindowShouldClose(window, GL_TRUE);
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)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
GLfloat xoffset = xpos - lastX;
GLfloat yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
#pragma endregion

View File

@@ -0,0 +1,78 @@
#version 330 core
out vec4 FragColor;
in VS_OUT {
vec3 FragPos;
vec2 TexCoords;
vec3 TangentLightPos;
vec3 TangentViewPos;
vec3 TangentFragPos;
} fs_in;
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D depthMap;
uniform float heightScale;
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
{
// number of depth layers
const float minLayers = 8;
const float maxLayers = 32;
float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
// calculate the size of each layer
float layerDepth = 1.0 / numLayers;
// depth of current layer
float currentLayerDepth = 0.0;
// the amount to shift the texture coordinates per layer (from vector P)
vec2 P = viewDir.xy / viewDir.z * heightScale;
vec2 deltaTexCoords = P / numLayers;
// get initial values
vec2 currentTexCoords = texCoords;
float currentDepthMapValue = texture(depthMap, currentTexCoords).r;
while(currentLayerDepth < currentDepthMapValue)
{
// shift texture coordinates along direction of P
currentTexCoords -= deltaTexCoords;
// get depthmap value at current texture coordinates
currentDepthMapValue = texture(depthMap, currentTexCoords).r;
// get depth of next layer
currentLayerDepth += layerDepth;
}
return currentTexCoords;
}
void main()
{
// offset texture coordinates with Parallax Mapping
vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
vec2 texCoords = fs_in.TexCoords;
texCoords = ParallaxMapping(fs_in.TexCoords, viewDir);
if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0)
discard;
// obtain normal from normal map
vec3 normal = texture(normalMap, texCoords).rgb;
normal = normalize(normal * 2.0 - 1.0);
// get diffuse color
vec3 color = texture(diffuseMap, 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 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, 1.0);
}

View File

@@ -0,0 +1,38 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
out VS_OUT {
vec3 FragPos;
vec2 TexCoords;
vec3 TangentLightPos;
vec3 TangentViewPos;
vec3 TangentFragPos;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform vec3 lightPos;
uniform vec3 viewPos;
void main()
{
vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
vs_out.TexCoords = aTexCoords;
vec3 T = normalize(mat3(model) * aTangent);
vec3 B = normalize(mat3(model) * aBitangent);
vec3 N = normalize(mat3(model) * aNormal);
mat3 TBN = transpose(mat3(T, B, N));
vs_out.TangentLightPos = TBN * lightPos;
vs_out.TangentViewPos = TBN * viewPos;
vs_out.TangentFragPos = TBN * vs_out.FragPos;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

View File

@@ -0,0 +1,360 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/filesystem.h>
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
void renderQuad();
// settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 720;
float heightScale = 0.1;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// build and compile shaders
// -------------------------
Shader shader("5.2.parallax_mapping.vs", "5.2.parallax_mapping.fs");
// load textures
// -------------
unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/bricks2.jpg").c_str());
unsigned int normalMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_normal.jpg").c_str());
unsigned int heightMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_disp.jpg").c_str());
/* unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_diffuse.png").c_str());
unsigned int normalMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_normal.png").c_str());
unsigned int heightMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_disp.png").c_str());*/
// shader configuration
// --------------------
shader.use();
shader.setInt("diffuseMap", 0);
shader.setInt("normalMap", 1);
shader.setInt("depthMap", 2);
// lighting info
// -------------
glm::vec3 lightPos(0.5f, 1.0f, 0.3f);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// configure view/projection matrices
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
shader.use();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
// render parallax-mapped quad
glm::mat4 model;
model = glm::rotate(model, glm::radians((float)glfwGetTime() * -10.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0))); // rotate the quad to show parallax mapping from multiple directions
shader.setMat4("model", model);
shader.setVec3("viewPos", camera.Position);
shader.setVec3("lightPos", lightPos);
shader.setFloat("heightScale", heightScale); // adjust with Q and E keys
std::cout << heightScale << std::endl;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuseMap);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normalMap);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, heightMap);
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));
shader.setMat4("model", model);
renderQuad();
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
// renderQuad() renders a 1x1 quad in NDC
unsigned int quadVAO = 0;
unsigned int quadVBO;
void renderQuad()
{
if (quadVAO == 0)
{
// positions
glm::vec3 pos1(-1.0f, 1.0f, 0.0f);
glm::vec3 pos2(-1.0f, -1.0f, 0.0f);
glm::vec3 pos3( 1.0f, -1.0f, 0.0f);
glm::vec3 pos4( 1.0f, 1.0f, 0.0f);
// texture coordinates
glm::vec2 uv1(0.0f, 1.0f);
glm::vec2 uv2(0.0f, 0.0f);
glm::vec2 uv3(1.0f, 0.0f);
glm::vec2 uv4(1.0f, 1.0f);
// normal vector
glm::vec3 nm(0.0f, 0.0f, 1.0f);
// 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);
float 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
};
// configure 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(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(8 * sizeof(float)));
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(11 * sizeof(float)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
{
if (heightScale > 0.0f)
heightScale -= 0.0005f;
else
heightScale = 0.0f;
}
else if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
{
if (heightScale < 1.0f)
heightScale += 0.0005f;
else
heightScale = 1.0f;
}
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const * path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
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);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}

View File

@@ -13,14 +13,10 @@ uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D depthMap;
uniform bool parallax;
uniform float height_scale;
uniform float heightScale;
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
{
// float height = texture(depthMap, texCoords).r;
// return texCoords - viewDir.xy * (height * height_scale);
// number of depth layers
const float minLayers = 8;
const float maxLayers = 32;
@@ -30,7 +26,7 @@ vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
// depth of current layer
float currentLayerDepth = 0.0;
// the amount to shift the texture coordinates per layer (from vector P)
vec2 P = viewDir.xy / viewDir.z * height_scale;
vec2 P = viewDir.xy / viewDir.z * heightScale;
vec2 deltaTexCoords = P / numLayers;
// get initial values
@@ -47,7 +43,6 @@ vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
currentLayerDepth += layerDepth;
}
// -- parallax occlusion mapping interpolation from here on
// get texture coordinates before collision (reverse operations)
vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
@@ -60,37 +55,35 @@ vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
return finalTexCoords;
// return currentTexCoords;
}
void main()
{
// Offset texture coordinates with Parallax Mapping
// offset texture coordinates with Parallax Mapping
vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
vec2 texCoords = fs_in.TexCoords;
if(parallax)
texCoords = ParallaxMapping(fs_in.TexCoords, viewDir);
texCoords = ParallaxMapping(fs_in.TexCoords, viewDir);
if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0)
discard;
// Obtain normal from normal map
// obtain normal from normal map
vec3 normal = texture(normalMap, texCoords).rgb;
normal = normalize(normal * 2.0 - 1.0);
// Get diffuse color
// get diffuse color
vec3 color = texture(diffuseMap, texCoords).rgb;
// Ambient
// ambient
vec3 ambient = 0.1 * color;
// Diffuse
// diffuse
vec3 lightDir = normalize(fs_in.TangentLightPos - fs_in.TangentFragPos);
float diff = max(dot(lightDir, normal), 0.0);
vec3 diffuse = diff * color;
// Specular
// specular
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);
FragColor = vec4(ambient + diffuse + specular, 1.0);
}

View File

@@ -0,0 +1,38 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
out VS_OUT {
vec3 FragPos;
vec2 TexCoords;
vec3 TangentLightPos;
vec3 TangentViewPos;
vec3 TangentFragPos;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform vec3 lightPos;
uniform vec3 viewPos;
void main()
{
vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
vs_out.TexCoords = aTexCoords;
vec3 T = normalize(mat3(model) * aTangent);
vec3 B = normalize(mat3(model) * aBitangent);
vec3 N = normalize(mat3(model) * aNormal);
mat3 TBN = transpose(mat3(T, B, N));
vs_out.TangentLightPos = TBN * lightPos;
vs_out.TangentViewPos = TBN * viewPos;
vs_out.TangentFragPos = TBN * vs_out.FragPos;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

View File

@@ -0,0 +1,360 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/filesystem.h>
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
void renderQuad();
// settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 720;
float heightScale = 0.1;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// build and compile shaders
// -------------------------
Shader shader("5.3.parallax_mapping.vs", "5.3.parallax_mapping.fs");
// load textures
// -------------
unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/bricks2.jpg").c_str());
unsigned int normalMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_normal.jpg").c_str());
unsigned int heightMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_disp.jpg").c_str());
/*unsigned int diffuseMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_diffuse.png").c_str());
unsigned int normalMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_normal.png").c_str());
unsigned int heightMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_disp.png").c_str());*/
// shader configuration
// --------------------
shader.use();
shader.setInt("diffuseMap", 0);
shader.setInt("normalMap", 1);
shader.setInt("depthMap", 2);
// lighting info
// -------------
glm::vec3 lightPos(0.5f, 1.0f, 0.3f);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// configure view/projection matrices
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
shader.use();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
// render parallax-mapped quad
glm::mat4 model;
model = glm::rotate(model, glm::radians((float)glfwGetTime() * -10.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0))); // rotate the quad to show parallax mapping from multiple directions
shader.setMat4("model", model);
shader.setVec3("viewPos", camera.Position);
shader.setVec3("lightPos", lightPos);
shader.setFloat("heightScale", heightScale); // adjust with Q and E keys
std::cout << heightScale << std::endl;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, diffuseMap);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normalMap);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, heightMap);
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));
shader.setMat4("model", model);
renderQuad();
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
// renderQuad() renders a 1x1 quad in NDC
unsigned int quadVAO = 0;
unsigned int quadVBO;
void renderQuad()
{
if (quadVAO == 0)
{
// positions
glm::vec3 pos1(-1.0f, 1.0f, 0.0f);
glm::vec3 pos2(-1.0f, -1.0f, 0.0f);
glm::vec3 pos3( 1.0f, -1.0f, 0.0f);
glm::vec3 pos4( 1.0f, 1.0f, 0.0f);
// texture coordinates
glm::vec2 uv1(0.0f, 1.0f);
glm::vec2 uv2(0.0f, 0.0f);
glm::vec2 uv3(1.0f, 0.0f);
glm::vec2 uv4(1.0f, 1.0f);
// normal vector
glm::vec3 nm(0.0f, 0.0f, 1.0f);
// 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);
float 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
};
// configure 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(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(8 * sizeof(float)));
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void*)(11 * sizeof(float)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
{
if (heightScale > 0.0f)
heightScale -= 0.0005f;
else
heightScale = 0.0f;
}
else if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
{
if (heightScale < 1.0f)
heightScale += 0.0005f;
else
heightScale = 1.0f;
}
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const * path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
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);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}