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27 changed files with 218 additions and 79 deletions

View File

@@ -24,6 +24,8 @@ class Colin
private var fov = 60.0f private var fov = 60.0f
private var cam: PerspectiveCamera private var cam: PerspectiveCamera
private var nutted = false private var nutted = false
private var colinMode = false
private var backPressed = false
private var texture: Texture = assetManager.get("colin.png") private var texture: Texture = assetManager.get("colin.png")
private val nut: Sound = assetManager.get("nut.wav") private val nut: Sound = assetManager.get("nut.wav")
@@ -76,16 +78,29 @@ class Colin
if (!stick.isZero) if (!stick.isZero)
pos -= forward * stick.y * speed * deltaTime pos -= forward * stick.y * speed * deltaTime
offsAngle = Controllers.getCurrent()?.let { pad -> if (Gdx.input.isKeyJustPressed(Input.Keys.C))
colinMode = !colinMode
Controllers.getCurrent()?.let { pad ->
val dst = Vector2( val dst = Vector2(
pad.getAxis(pad.mapping.axisRightX), pad.getAxis(pad.mapping.axisRightX),
pad.getAxis(pad.mapping.axisRightY)) pad.getAxis(pad.mapping.axisRightY))
.radialDeadzone(0.1f, 1.0f) * MathUtils.PI * -0.25f .radialDeadzone(0.1f, 1.0f) * MathUtils.PI * -0.5f
offsAngle.lerp(dst, 16.0f * deltaTime) offsAngle = offsAngle.lerp(dst, 16.0f * deltaTime)
} ?: Vector2.Zero
Controllers.getCurrent()?.let { pad -> val targetFov = MathUtils.lerp(60.0f, 20.0f, pad.getAxis(5)) //fixme: where is mapping for rt??
val targetFov = MathUtils.lerp(60.0f, 20.0f, pad.getAxis(5))
cam.fieldOfView = MathUtils.lerp(cam.fieldOfView, targetFov, 20.0f * deltaTime) cam.fieldOfView = MathUtils.lerp(cam.fieldOfView, targetFov, 20.0f * deltaTime)
val right = Vector2(MathUtils.cos(angle), -MathUtils.sin(angle))
if (pad.getButton(pad.mapping.buttonL1))
pos -= right * speed * deltaTime
if (pad.getButton(pad.mapping.buttonR1))
pos += right * speed * deltaTime
val back = pad.getButton(pad.mapping.buttonBack)
if (!backPressed && back)
colinMode = !colinMode
backPressed = back
} }
if (Controllers.getCurrent()?.let { pad -> pad.getButton(pad.mapping.buttonA) } == true || Gdx.input.isKeyJustPressed(Input.Keys.N)) if (Controllers.getCurrent()?.let { pad -> pad.getButton(pad.mapping.buttonA) } == true || Gdx.input.isKeyJustPressed(Input.Keys.N))
@@ -106,16 +121,17 @@ class Colin
} }
fun draw(spriteBatch: SpriteBatch) fun draw(spriteBatch: SpriteBatch)
{
if (colinMode)
{ {
val drawPos = Vector2(pos.x * 100.0f, -pos.y * 100.0f) val drawPos = Vector2(pos.x * 100.0f, -pos.y * 100.0f)
//spriteBatch.draw(texture, drawPos.x - 32.0f, drawPos.y - 32.0f, 64.0f, 64.0f)
val region = TextureRegion(texture) val region = TextureRegion(texture)
spriteBatch.draw(region, spriteBatch.draw(region,
drawPos.x - 32.0f, drawPos.y - 32.0f, drawPos.x - 32.0f, drawPos.y - 32.0f,
32.0f, 32.0f, 32.0f, 32.0f,
64.0f, 64.0f, 64.0f, 64.0f,
1.0f, 1.0f, angle * MathUtils.radiansToDegrees) 1.0f, 1.0f, angle * MathUtils.radiansToDegrees)
}
} }
val camera get() = cam val camera get() = cam

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@@ -3,6 +3,9 @@ package gay.pizza.CavesOfJolk
import com.badlogic.gdx.graphics.g3d.Attributes import com.badlogic.gdx.graphics.g3d.Attributes
import com.badlogic.gdx.graphics.g3d.Renderable import com.badlogic.gdx.graphics.g3d.Renderable
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute
import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute
import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute
import com.badlogic.gdx.graphics.g3d.shaders.BaseShader
import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader
class CustomDefaultShader(renderable: Renderable, config: Config): class CustomDefaultShader(renderable: Renderable, config: Config):
@@ -18,6 +21,13 @@ class CustomDefaultShader(renderable: Renderable, config: Config):
renderable.environment.let { attribs.set(it) } renderable.environment.let { attribs.set(it) }
renderable.material.let { attribs.set(it) } renderable.material.let { attribs.set(it) }
if (attribs.has(CustomFloatAttribute.BumpHeight) && attribs.has(TextureAttribute.Bump))
{
prefix += "#define " + CustomFloatAttribute.BumpHeightAlias + "Flag\n"
prefix += "#define " + TextureAttribute.BumpAlias + "Flag\n"
prefix += "#define " + TextureAttribute.BumpAlias + "Coord texCoord0\n"
}
if (attribs.has(ColorAttribute.Fog)) if (attribs.has(ColorAttribute.Fog))
{ {
prefix += "#define fog${ prefix += "#define fog${
@@ -50,6 +60,41 @@ class CustomDefaultShader(renderable: Renderable, config: Config):
val fogNear = Uniform("u_fogNear") val fogNear = Uniform("u_fogNear")
val fogFar = Uniform("u_fogFar") val fogFar = Uniform("u_fogFar")
val fogDensity = Uniform("u_fogDensity") val fogDensity = Uniform("u_fogDensity")
val bumpHeight = Uniform("u_bumpHeight")
val bumpTexture = Uniform("u_bumpTexture")
val bumpUVTransform = Uniform("u_bumpUVTransform")
}
object Setters
{
val bumpHeight = object: LocalSetter()
{
override fun set(shader: BaseShader, inputId: Int, renderable: Renderable, combAttribs: Attributes)
{
val attr = combAttribs.get(CustomFloatAttribute.BumpHeight) as FloatAttribute
shader.set(inputId, attr.value)
}
}
val bumpTexture = object: LocalSetter()
{
override fun set(shader: BaseShader, inputId: Int, renderable: Renderable, combAttribs: Attributes)
{
val texAttr = combAttribs.get(TextureAttribute.Bump) as TextureAttribute
val unit = shader.context.textureBinder.bind(texAttr.textureDescription)
shader.set(inputId, unit)
}
}
var bumpUVTransform = object: LocalSetter()
{
override fun set(shader: BaseShader, inputId: Int, renderable: Renderable, combAttribs: Attributes)
{
val ta = combAttribs.get(TextureAttribute.Normal) as TextureAttribute
shader.set(inputId, ta.offsetU, ta.offsetV, ta.scaleU, ta.scaleV)
}
}
} }
} }
@@ -57,6 +102,10 @@ class CustomDefaultShader(renderable: Renderable, config: Config):
private val u_fogFar = register(Inputs.fogFar) private val u_fogFar = register(Inputs.fogFar)
private val u_fogDensity = register(Inputs.fogDensity) private val u_fogDensity = register(Inputs.fogDensity)
private val u_bumpHeight = register(Inputs.bumpHeight, Setters.bumpHeight)
private val u_bumpTexture = register(Inputs.bumpTexture, Setters.bumpTexture)
private val u_bumpUVTransform = register(Inputs.bumpUVTransform, Setters.bumpUVTransform)
override fun bindLights(renderable: Renderable?, attributes: Attributes?) override fun bindLights(renderable: Renderable?, attributes: Attributes?)
{ {
if (attributes == null) if (attributes == null)

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@@ -4,6 +4,7 @@ import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.g3d.Renderable import com.badlogic.gdx.graphics.g3d.Renderable
import com.badlogic.gdx.graphics.g3d.Shader import com.badlogic.gdx.graphics.g3d.Shader
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute
import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute
import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader
import com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider import com.badlogic.gdx.graphics.g3d.utils.DefaultShaderProvider
@@ -29,6 +30,11 @@ class CustomDefaultShaderProvider(config: DefaultShader.Config): DefaultShaderPr
CustomFloatAttribute.FogDensity CustomFloatAttribute.FogDensity
if ((renderableMask and ColorAttribute.Fog == ColorAttribute.Fog) && (renderableMask and fogMask != 0L)) if ((renderableMask and ColorAttribute.Fog == ColorAttribute.Fog) && (renderableMask and fogMask != 0L))
return CustomDefaultShader(renderable, config) return CustomDefaultShader(renderable, config)
val bumpMask = CustomFloatAttribute.BumpHeight or TextureAttribute.Bump
if (renderableMask and bumpMask == bumpMask)
return CustomDefaultShader(renderable, config)
return super.createShader(renderable) return super.createShader(renderable)
} }
} }

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@@ -17,5 +17,9 @@ class CustomFloatAttribute private constructor(type: Long, value: Float): FloatA
const val FogDensityAlias = "fogDensity" const val FogDensityAlias = "fogDensity"
val FogDensity = register(FogDensityAlias) val FogDensity = register(FogDensityAlias)
fun createFogDensity(value: Float) = CustomFloatAttribute(FogDensity, value) fun createFogDensity(value: Float) = CustomFloatAttribute(FogDensity, value)
const val BumpHeightAlias = "bumpHeight"
val BumpHeight = register(BumpHeightAlias)
fun createBumpHeight(value: Float) = CustomFloatAttribute(BumpHeight, value)
} }
} }

View File

@@ -22,10 +22,10 @@ import ktx.math.times
class Game: ApplicationAdapter() class Game: ApplicationAdapter()
{ {
private lateinit var texJolk: Texture
private lateinit var fntComic: BitmapFont private lateinit var fntComic: BitmapFont
private lateinit var cube: Model private lateinit var cube: Model
private lateinit var floor: Model private lateinit var floor: Model
private lateinit var toybox: Model
private lateinit var spriteBatch: SpriteBatch private lateinit var spriteBatch: SpriteBatch
private lateinit var modelBatch: ModelBatch private lateinit var modelBatch: ModelBatch
@@ -34,34 +34,29 @@ class Game: ApplicationAdapter()
private lateinit var colin: Colin private lateinit var colin: Colin
private var jolkRot = 0.0f private var jolkRot = 0.0f
private var lightTheta = 0.0f private var lightTheta = 0.0f
private val rand = RandomXS128(69 + 420 + 1919 + 916 + 42 + 1)
private lateinit var cubeInstance: ModelInstance private lateinit var cubeInstance: ModelInstance
private lateinit var floorInstance: ModelInstance private lateinit var floorInstance: ModelInstance
private lateinit var suzanneInstance: ModelInstance private lateinit var suzanneInstance: ModelInstance
private lateinit var rockBatch: ModelCache private lateinit var rockBatch: ModelCache
private lateinit var knux: ModelInstance
private lateinit var toyboxInstance: ModelInstance
private fun makeCube(texture: Texture): Model private fun makeCube(size: Float, material: Material): Model
{ {
val modelBuilder = ModelBuilder() ModelBuilder().apply {
val size = 2.0f val attribs =
val material = Material( VertexAttributes.Usage.Position or
ColorAttribute.createDiffuse(XnaColor.White), VertexAttributes.Usage.TextureCoordinates or
TextureAttribute(TextureAttribute.Diffuse, VertexAttributes.Usage.Normal
TextureDescriptor(texture, return createBox(size, size, size, material, attribs.toLong())
Texture.TextureFilter.Linear, }
Texture.TextureFilter.Linear,
Texture.TextureWrap.ClampToEdge,
Texture.TextureWrap.ClampToEdge)),
ColorAttribute.createSpecular(XnaColor.Gray),
FloatAttribute.createShininess(20.0f))
val attribs = VertexAttributes.Usage.Position or VertexAttributes.Usage.TextureCoordinates or VertexAttributes.Usage.Normal
return modelBuilder.createBox(size, size, size, material, attribs.toLong())
} }
private fun makeFloor(): Model private fun makeFloor(size: Float): Model
{ {
val size = 16.0f val texs = size / 4.0f
val texs = 4.0f
val vertex = { pos: Vector3, tex: Vector2 -> val vertex = { pos: Vector3, tex: Vector2 ->
val normal = Util.up val normal = Util.up
@@ -104,6 +99,7 @@ class Game: ApplicationAdapter()
textures.add( textures.add(
modelTexture(ModelTexture.USAGE_DIFFUSE, "cobblestone.png"), modelTexture(ModelTexture.USAGE_DIFFUSE, "cobblestone.png"),
modelTexture(ModelTexture.USAGE_NORMAL, "cobblestone_normal.png"), modelTexture(ModelTexture.USAGE_NORMAL, "cobblestone_normal.png"),
modelTexture(ModelTexture.USAGE_BUMP, "cobblestone_bump.png"),
modelTexture(ModelTexture.USAGE_SPECULAR, "cobblestone_specular.png")) modelTexture(ModelTexture.USAGE_SPECULAR, "cobblestone_specular.png"))
}) })
nodes.add(ModelNode().apply { nodes.add(ModelNode().apply {
@@ -114,7 +110,9 @@ class Game: ApplicationAdapter()
materialId = "floormat" materialId = "floormat"
}) })
}) })
}, AssetTextureProvider(assetManager)) }, AssetTextureProvider(assetManager)).apply {
materials[0].set(CustomFloatAttribute.createBumpHeight(0.0075f))
}
} }
override fun create() override fun create()
@@ -122,11 +120,21 @@ class Game: ApplicationAdapter()
Resources.instance.loadAssets() Resources.instance.loadAssets()
assetManager.finishLoading() assetManager.finishLoading()
texJolk = assetManager.get("jolkmeup.jpg")
fntComic = assetManager.get("Comic Sans MS.ttf") fntComic = assetManager.get("Comic Sans MS.ttf")
cube = makeCube(texJolk) cube = makeCube(2.0f, Material(
floor = makeFloor() ColorAttribute.createDiffuse(XnaColor.White),
TextureAttribute(TextureAttribute.Diffuse, TextureDescriptor(assetManager.get("jolkmeup.jpg"))),
ColorAttribute.createSpecular(XnaColor.Gray),
FloatAttribute.createShininess(20.0f)))
toybox = assetManager.get("toybox.g3db", Model::class.java).apply { materials[0].set(
TextureAttribute(TextureAttribute.Diffuse, TextureDescriptor(assetManager.get("toybox_albedo.png"))),
TextureAttribute(TextureAttribute.Normal, TextureDescriptor(assetManager.get("toybox_normal.png"))),
TextureAttribute(TextureAttribute.Bump, TextureDescriptor(assetManager.get("toybox_displace.png"))),
CustomFloatAttribute.createBumpHeight(0.04f),
FloatAttribute.createShininess(35.0f)) }
val joeMany = 56.0f
floor = makeFloor(joeMany)
spriteBatch = SpriteBatch() spriteBatch = SpriteBatch()
@@ -171,27 +179,14 @@ class Game: ApplicationAdapter()
floorInstance = ModelInstance(floor) floorInstance = ModelInstance(floor)
suzanneInstance = ModelInstance(assetManager.get("suzanne.g3db", Model::class.java)) suzanneInstance = ModelInstance(assetManager.get("suzanne.g3db", Model::class.java))
val rock = assetManager.get("rock.g3db", Model::class.java) val rock = assetManager.get("rock.g3db", Model::class.java)
val rand = RandomXS128(69 + 420 + 1919 + 916 + 42 + 911) val rocks = Array(75) { i->
val randQuaternion = { rand: RandomXS128 ->
var x: Float
var y: Float
var z: Float
do { x = rand.nextFloat(-1.0f, 1.0f); y = rand.nextFloat(-1.0f, 1.0f); z = x * x + y * y } while (z > 1.0f)
var u: Float
var v: Float
var w: Float
do { u = rand.nextFloat(-1.0f, 1.0f); v = rand.nextFloat(-1.0f, 1.0f); w = u * u + v * v } while (w > 1.0f)
val s = kotlin.math.sqrt((1.0f - z) / w)
Quaternion(x, y, s * u, s * v)
}
val rocks = Array(50) { i->
ModelInstance(rock, Matrix4( ModelInstance(rock, Matrix4(
Vector3( Vector3(
rand.nextFloat(16.0f), rand.nextFloat(joeMany),
rand.nextFloat(-0.75f, 0.125f), rand.nextFloat(-0.75f, 10.125f),
-rand.nextFloat(16.0f)), -rand.nextFloat(joeMany)),
randQuaternion(rand), rand.nextQuaternion(),
Util.one * rand.nextFloat(0.6f, 1.2f))) Util.one * rand.nextFloat(0.6f, 6.2f)))
} }
rockBatch = ModelCache().apply { rockBatch = ModelCache().apply {
begin() begin()
@@ -200,6 +195,8 @@ class Game: ApplicationAdapter()
} }
suzanneInstance.transform = Matrix4().translate(3.0f, 1.0f, -3.5f) suzanneInstance.transform = Matrix4().translate(3.0f, 1.0f, -3.5f)
knux = ModelInstance(assetManager.get("knux.g3db", Model::class.java))
toyboxInstance = ModelInstance(toybox)
} }
override fun resize(width: Int, height: Int) override fun resize(width: Int, height: Int)
@@ -254,12 +251,22 @@ class Game: ApplicationAdapter()
.rotate(0.0f, 1.0f, 0.0f, jolkRot) .rotate(0.0f, 1.0f, 0.0f, jolkRot)
.scale(0.25f, 0.25f, 0.25f) .scale(0.25f, 0.25f, 0.25f)
cubeInstance.transform = world cubeInstance.transform = world
knux.transform.rotate(Quaternion().slerp(rand.nextQuaternion(), deltaTime))
knux.transform.translate(knux.transform * Util.forward * deltaTime)
toyboxInstance.transform = Matrix4(
Vector3(6.0f, 0.667f, -3.5f),
Quaternion().setEulerAnglesRad(lightTheta * 0.5f, 0.0f, 0.0f),
Util.one * 0.25f
)
modelBatch.begin(colin.camera) modelBatch.begin(colin.camera)
modelBatch.render(floorInstance, env) modelBatch.render(floorInstance, env)
modelBatch.render(rockBatch, env) modelBatch.render(rockBatch, env)
modelBatch.render(cubeInstance, env) modelBatch.render(cubeInstance, env)
modelBatch.render(suzanneInstance, env) modelBatch.render(suzanneInstance, env)
modelBatch.render(knux, env)
modelBatch.render(toyboxInstance, env)
modelBatch.end() modelBatch.end()
spriteBatch.begin() spriteBatch.begin()

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@@ -39,10 +39,17 @@ class Resources private constructor()
genMipMaps = true genMipMaps = true
} }
val linearClamp = TextureLoader.TextureParameter().apply {
minFilter = Texture.TextureFilter.Linear
magFilter = Texture.TextureFilter.Linear
wrapU = Texture.TextureWrap.ClampToEdge
wrapV = Texture.TextureWrap.ClampToEdge
}
fun loadAssets() fun loadAssets()
{ {
assetManager.load("colin.png", Texture::class.java) assetManager.load("colin.png", Texture::class.java)
assetManager.load("jolkmeup.jpg", Texture::class.java) assetManager.load("jolkmeup.jpg", Texture::class.java, linearClamp)
assetManager.loadFont("Comic Sans MS.ttf", 20) assetManager.loadFont("Comic Sans MS.ttf", 20)
assetManager.load("suzanne.g3db", Model::class.java) assetManager.load("suzanne.g3db", Model::class.java)
assetManager.load("nut.wav", Sound::class.java) assetManager.load("nut.wav", Sound::class.java)
@@ -50,6 +57,12 @@ class Resources private constructor()
assetManager.load("cobblestone_normal.png", Texture::class.java, linearMipped) assetManager.load("cobblestone_normal.png", Texture::class.java, linearMipped)
assetManager.load("cobblestone_specular.png", Texture::class.java, linearMipped) assetManager.load("cobblestone_specular.png", Texture::class.java, linearMipped)
assetManager.load("rock.g3db", Model::class.java) assetManager.load("rock.g3db", Model::class.java)
assetManager.load("knux.g3db", Model::class.java)
assetManager.load("toybox.g3db", Model::class.java)
assetManager.load("cobblestone_bump.png", Texture::class.java, linearMipped)
assetManager.load("toybox_albedo.png", Texture::class.java, linearMipped)
assetManager.load("toybox_normal.png", Texture::class.java, linearMipped)
assetManager.load("toybox_displace.png", Texture::class.java, linearMipped)
} }
} }

View File

@@ -3,9 +3,7 @@ package gay.pizza.CavesOfJolk
import com.badlogic.gdx.graphics.Color import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g3d.Attribute import com.badlogic.gdx.graphics.g3d.Attribute
import com.badlogic.gdx.graphics.g3d.Attributes import com.badlogic.gdx.graphics.g3d.Attributes
import com.badlogic.gdx.math.MathUtils import com.badlogic.gdx.math.*
import com.badlogic.gdx.math.Vector2
import com.badlogic.gdx.math.Vector3
import ktx.math.div import ktx.math.div
import ktx.math.times import ktx.math.times
import ktx.math.unaryMinus import ktx.math.unaryMinus
@@ -75,3 +73,17 @@ fun Color.mix(rhs: Color, x: Float) = Color(
fun <T: Attribute> Attributes.get(type: Long) = get(type) as? T fun <T: Attribute> Attributes.get(type: Long) = get(type) as? T
fun Random.nextFloat(min: Float, max: Float) = min + nextFloat() * (max - min) fun Random.nextFloat(min: Float, max: Float) = min + nextFloat() * (max - min)
fun RandomXS128.nextQuaternion(): Quaternion
{
var x: Float
var y: Float
var z: Float
do { x = nextFloat(-1.0f, 1.0f); y = nextFloat(-1.0f, 1.0f); z = x * x + y * y } while (z > 1.0f)
var u: Float
var v: Float
var w: Float
do { u = nextFloat(-1.0f, 1.0f); v = nextFloat(-1.0f, 1.0f); w = u * u + v * v } while (w > 1.0f)
val s = kotlin.math.sqrt((1.0f - z) / w)
return Quaternion(x, y, s * u, s * v)
}

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@@ -13,7 +13,7 @@ precision mediump float;
varying vec3 v_normal; varying vec3 v_normal;
#endif // normalFlag #endif // normalFlag
#if defined(tangentFlag) && defined(binormalFlag) #if (defined(tangentFlag) && defined(binormalFlag)) || (defined(bumpHeightFlag) && defined(bumpTextureFlag))
varying mat3 v_tbn; varying mat3 v_tbn;
#endif // tangentFlag && bitangentFlag #endif // tangentFlag && bitangentFlag
@@ -28,6 +28,10 @@ varying vec4 v_color;
varying MEDP vec2 v_diffuseUV; varying MEDP vec2 v_diffuseUV;
uniform sampler2D u_diffuseTexture; uniform sampler2D u_diffuseTexture;
#endif // diffuseTextureFlag #endif // diffuseTextureFlag
#ifdef bumpTextureFlag
varying MEDP vec2 v_bumpUV;
uniform sampler2D u_bumpTexture;
#endif // bumpTextureFlag
#ifdef normalTextureFlag #ifdef normalTextureFlag
varying MEDP vec2 v_normalUV; varying MEDP vec2 v_normalUV;
uniform sampler2D u_normalTexture; uniform sampler2D u_normalTexture;
@@ -60,6 +64,10 @@ uniform float u_shininess;
const float u_shininess = 20.0; const float u_shininess = 20.0;
#endif // shininessFlag #endif // shininessFlag
#ifdef bumpHeightFlag
uniform float u_bumpHeight;
#endif // bumpHeightFlag
#if numDirectionalLights > 0 #if numDirectionalLights > 0
struct DirectionalLight struct DirectionalLight
{ {
@@ -114,14 +122,30 @@ vec3 linearDecode(vec3 v) { return vec3(pow(v.r, 1.0 / 2.2), pow(v.g, 1.0 / 2.2)
void main() void main()
{ {
#if defined(specularFlag) || (defined(bumpHeightFlag) && defined(bumpTextureFlag))
vec3 eyeVec = normalize(u_cameraPosition.xyz - v_worldPosition.xyz);
#endif // specularFlag || (bumpHeightFlag && bumpTextureFlag)
#if defined(bumpHeightFlag) && defined(bumpTextureFlag)
float bumpHeight = (1.0 - texture2D(u_bumpTexture, v_bumpUV).r) * u_bumpHeight;
vec3 tbnEyeVec = normalize(mat3(
-v_tbn[0][0], v_tbn[1][0], v_tbn[2][0],
-v_tbn[0][1], v_tbn[1][1], v_tbn[2][1],
-v_tbn[0][2], v_tbn[1][2], v_tbn[2][2]
) * -eyeVec);
vec2 uvOffset = -tbnEyeVec.xy * bumpHeight;
#else // !(bumpHeightFlag && bumpTextureFlag)
vec2 uvOffset = vec2(0.0);
#endif // bumpHeightFlag && bumpTextureFlag
#if defined(diffuseTextureFlag) && defined(diffuseColorFlag) && defined(colorFlag) #if defined(diffuseTextureFlag) && defined(diffuseColorFlag) && defined(colorFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor * v_color; vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV + uvOffset) * u_diffuseColor * v_color;
#elif defined(diffuseTextureFlag) && defined(diffuseColorFlag) #elif defined(diffuseTextureFlag) && defined(diffuseColorFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor; vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV + uvOffset) * u_diffuseColor;
#elif defined(diffuseTextureFlag) && defined(colorFlag) #elif defined(diffuseTextureFlag) && defined(colorFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * v_color; vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV + uvOffset) * v_color;
#elif defined(diffuseTextureFlag) #elif defined(diffuseTextureFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV); vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV + uvOffset);
#elif defined(diffuseColorFlag) && defined(colorFlag) #elif defined(diffuseColorFlag) && defined(colorFlag)
vec4 diffuse = u_diffuseColor * v_color; vec4 diffuse = u_diffuseColor * v_color;
#elif defined(diffuseColorFlag) #elif defined(diffuseColorFlag)
@@ -136,7 +160,7 @@ void main()
#ifdef lightingFlag #ifdef lightingFlag
#if defined(normalFlag) && defined(tangentFlag) && defined(binormalFlag) && defined(normalTextureFlag) #if defined(normalFlag) && defined(tangentFlag) && defined(binormalFlag) && defined(normalTextureFlag)
vec3 normal = vec3(2.0 * texture2D(u_normalTexture, v_normalUV).rgb - 1.0); vec3 normal = vec3(2.0 * texture2D(u_normalTexture, v_normalUV + uvOffset).rgb - 1.0);
normal = normalize(v_tbn * normal); normal = normalize(v_tbn * normal);
#elif defined(normalFlag) #elif defined(normalFlag)
vec3 normal = normalize(v_normal); vec3 normal = normalize(v_normal);
@@ -149,7 +173,6 @@ void main()
#endif // ambientFlag #endif // ambientFlag
#ifdef specularFlag #ifdef specularFlag
vec3 eyeVec = normalize(u_cameraPosition.xyz - v_worldPosition.xyz);
vec3 specAccum = vec3(0.0); vec3 specAccum = vec3(0.0);
#endif // specularFlag #endif // specularFlag
@@ -201,7 +224,7 @@ void main()
vec3 fragment; vec3 fragment;
#ifdef specularFlag #ifdef specularFlag
#ifdef specularTextureFlag #ifdef specularTextureFlag
vec3 specularColorTex = texture2D(u_specularTexture, v_specularUV).rgb; vec3 specularColorTex = texture2D(u_specularTexture, v_specularUV + uvOffset).rgb;
specularColorTex = linearEncode(specularColorTex); specularColorTex = linearEncode(specularColorTex);
specAccum *= specularColorTex; specAccum *= specularColorTex;
#endif // specularTextureFlag #endif // specularTextureFlag

View File

@@ -7,7 +7,7 @@ uniform mat3 u_normalMatrix;
varying vec3 v_normal; varying vec3 v_normal;
#endif // normalFlag #endif // normalFlag
#if defined(tangentFlag) && defined(binormalFlag) #if (defined(tangentFlag) && defined(binormalFlag)) || (defined(bumpHeightFlag) && defined(bumpTextureFlag))
attribute vec3 a_tangent; attribute vec3 a_tangent;
attribute vec3 a_binormal; attribute vec3 a_binormal;
varying mat3 v_tbn; varying mat3 v_tbn;
@@ -35,6 +35,11 @@ uniform vec4 u_diffuseUVTransform;
varying vec2 v_diffuseUV; varying vec2 v_diffuseUV;
#endif // diffuseTextureFlag #endif // diffuseTextureFlag
#ifdef bumpTextureFlag
uniform vec4 u_bumpUVTransform;
varying vec2 v_bumpUV;
#endif // bumpTextureFlag
#ifdef normalTextureFlag #ifdef normalTextureFlag
uniform vec4 u_normalUVTransform; uniform vec4 u_normalUVTransform;
varying vec2 v_normalUV; varying vec2 v_normalUV;
@@ -104,6 +109,10 @@ void main()
v_diffuseUV = u_diffuseUVTransform.xy + a_texCoord0 * u_diffuseUVTransform.zw; v_diffuseUV = u_diffuseUVTransform.xy + a_texCoord0 * u_diffuseUVTransform.zw;
#endif // diffuseTextureFlag #endif // diffuseTextureFlag
#ifdef bumpTextureFlag
v_bumpUV = u_bumpUVTransform.xy + a_texCoord0 * u_bumpUVTransform.zw;
#endif // bumpTextureFlag
#ifdef normalTextureFlag #ifdef normalTextureFlag
v_normalUV = u_normalUVTransform.xy + a_texCoord0 * u_normalUVTransform.zw; v_normalUV = u_normalUVTransform.xy + a_texCoord0 * u_normalUVTransform.zw;
#endif // normalTextureFlag #endif // normalTextureFlag

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