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map_editor
| Author | SHA1 | Date | |
|---|---|---|---|
| bb21de2e2a | |||
| c53d42166b | |||
| c05009a000 | |||
| 9593d341bf | |||
| 27de5667be |
15
Gemfile.lock
15
Gemfile.lock
@@ -1,22 +1,23 @@
|
||||
GIT
|
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remote: https://github.com/cyberarm/cyberarm_engine
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revision: d8551c7428da98bb7da76c138e5fbde50ef0137f
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revision: 4055f645f3446c61f57ad1c7748284106c1516ff
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specs:
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cyberarm_engine (0.13.1)
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gosu (~> 0.15.0)
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gosu_more_drawables (~> 0.3)
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GEM
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remote: https://rubygems.org/
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specs:
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gosu (0.15.1)
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gosu (0.15.1-x64-mingw32)
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mini_portile2 (2.4.0)
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nokogiri (1.11.0.rc1)
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mini_portile2 (~> 2.4.0)
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nokogiri (1.11.0.rc1-x64-mingw32)
|
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mini_portile2 (~> 2.4.0)
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gosu_more_drawables (0.3.0)
|
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mini_portile2 (2.5.0)
|
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nokogiri (1.11.0.rc2)
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mini_portile2 (~> 2.5.0)
|
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nokogiri (1.11.0.rc2-x64-mingw32)
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ocra (1.3.11)
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opengl-bindings (1.6.9)
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opengl-bindings (1.6.10)
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PLATFORMS
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ruby
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@@ -106,6 +106,7 @@ require_relative "lib/scenes/turn_table"
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require_relative "lib/crosshair"
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require_relative "lib/demo"
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require_relative "lib/overlay"
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require_relative "lib/window"
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require_relative "lib/tools/asset_viewer"
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10
lib/map.rb
10
lib/map.rb
@@ -14,7 +14,6 @@ class IMICFPS
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@lights = []
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@collision_manager = CollisionManager.new(map: self)
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@renderer = window.renderer
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Publisher.new
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end
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@@ -33,8 +32,11 @@ class IMICFPS
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add_entity(Player.new(spawnpoint: @map_parser.spawnpoints.sample, manifest: Manifest.new(package: "base", name: "character")))
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# add_light(Light.new(id: available_light, position: Vector.new(30, 10.0, 30)))
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# add_light(Light.new(id: available_light, position: Vector.new(0, 100, 0), diffuse: Color.new(1.0, 0.5, 0.1)))
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# Default lights if non are defined
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if @map_parser.lights.size == 0
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add_light(Light.new(id: available_light, position: Vector.new(30, 10.0, 30)))
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add_light(Light.new(id: available_light, position: Vector.new(0, 100, 0), diffuse: Color.new(1.0, 0.5, 0.1)))
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end
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end
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def data
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@@ -51,7 +53,7 @@ class IMICFPS
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
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gl_error?
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@renderer.draw(camera, @lights, @entities)
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window.renderer.draw(camera, @lights, @entities)
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end
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end
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59
lib/overlay.rb
Normal file
59
lib/overlay.rb
Normal file
@@ -0,0 +1,59 @@
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class IMICFPS
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class Overlay
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include CommonMethods
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Slot = Struct.new(:value, :width)
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def initialize
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@text = CyberarmEngine::Text.new("", x: 3, y: 3, shadow_color: Gosu::Color::BLACK)
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@slots = []
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@space_width = @text.textobject.text_width(" ")
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end
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def draw
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return if @text.text.empty?
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width = @text.width + 8
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Gosu.draw_rect(0, 0, width, (@text.height + 4), Gosu::Color.rgba(0, 0, 0, 100))
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Gosu.draw_rect(2, 2, width - 4, (@text.height + 4) - 4, Gosu::Color.rgba(100, 100, 100, 100))
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@text.draw
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end
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def update
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rebuild_slots
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end
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def rebuild_slots
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@slots.clear
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if window.config.get(:options, :fps)
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create_slot "FPS: #{Gosu.fps}"
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create_slot "Frame time: #{Gosu.milliseconds - window.delta_time}ms" if window.config.get(:debug_options, :stats)
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end
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if window.config.get(:debug_options, :stats)
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create_slot "Vertices: #{formatted_number(window.number_of_vertices)}"
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create_slot "Face: #{formatted_number(window.number_of_vertices / 3)}"
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end
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if window.config.get(:debug_options, :boundingboxes)
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create_slot "Boundingboxes: #{window.config.get(:debug_options, :boundingboxes) ? 'On' : 'Off'}"
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end
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if window.config.get(:debug_options, :wireframe)
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create_slot "Wireframes: #{window.config.get(:debug_options, :wireframe) ? 'On' : 'Off'}"
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end
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@text.text = ""
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@slots.each_with_index do |slot, i|
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@text.text += "#{slot.value} <c=ff000000>•</c> " unless i == @slots.size - 1
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@text.text += "#{slot.value}" if i == @slots.size - 1
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end
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end
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def create_slot(string)
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@slots << Slot.new(string, @text.textobject.text_width(string))
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end
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end
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end
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@@ -5,7 +5,7 @@ class IMICFPS
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attr_reader :screen_vbo, :vertices, :uvs
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def initialize
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@framebuffer = nil
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@buffers = [:position, :diffuse, :normal, :texcoord, :scene]
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@buffers = [:position, :diffuse, :normal, :texcoord]
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@textures = {}
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@screen_vbo = nil
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@ready = false
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@@ -86,9 +86,9 @@ class IMICFPS
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@textures[@buffers[i]] = texture_id
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glBindTexture(GL_TEXTURE_2D, texture_id)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, nil)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nil)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, texture_id, 0)
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end
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@@ -101,7 +101,7 @@ class IMICFPS
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nil)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture_id, 0)
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draw_buffers = @buffers.each_with_index.map { |b ,i| Object.const_get("GL_COLOR_ATTACHMENT#{i}") }
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draw_buffers = [ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 ]
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glDrawBuffers(draw_buffers.size, draw_buffers.pack("I*"))
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end
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@@ -16,7 +16,7 @@ class IMICFPS
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end
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def render(camera, lights, entities)
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if Shader.available?("default") && Shader.available?("render_screen") && Shader.available?("lighting")
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if Shader.available?("default") && Shader.available?("render_screen")
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@g_buffer.bind_for_writing
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gl_error?
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@@ -24,6 +24,19 @@ class IMICFPS
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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Shader.use("default") do |shader|
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lights.each_with_index do |light, i|
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shader.uniform_float("lights[#{i}.end", -1.0);
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shader.uniform_float("lights[#{i}.type", light.type);
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shader.uniform_vec3("lights[#{i}].position", light.position)
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shader.uniform_vec3("lights[#{i}].ambient", light.ambient)
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shader.uniform_vec3("lights[#{i}].diffuse", light.diffuse)
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shader.uniform_vec3("lights[#{i}].specular", light.specular)
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end
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gl_error?
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shader.uniform_integer("totalLights", lights.size)
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entities.each do |entity|
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next unless entity.visible && entity.renderable
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@@ -39,9 +52,6 @@ class IMICFPS
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end
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end
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lighting(lights)
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post_processing
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@g_buffer.unbind_framebuffer
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gl_error?
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@@ -49,6 +59,8 @@ class IMICFPS
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@g_buffer.bind_for_reading
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
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# lighting(lights)
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post_processing
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render_framebuffer
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@g_buffer.unbind_framebuffer
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@@ -84,32 +96,25 @@ class IMICFPS
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end
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def lighting(lights)
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if Shader.available?("lighting")
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Shader.use("lighting") do |shader|
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lights.each do |light|
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shader.uniform_integer("inLightType", light.type);
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shader.uniform_vec3("inLightPosition", light.position)
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shader.uniform_vec3("inLightAmbient", light.ambient)
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shader.uniform_vec3("inLightDiffuse", light.diffuse)
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shader.uniform_vec3("inLightSpecular", light.specular)
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@g_buffer.set_read_buffer(:position)
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glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
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0, 0, @g_buffer.width / 2, @g_buffer.height / 2,
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GL_COLOR_BUFFER_BIT, GL_LINEAR)
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glBindVertexArray(@g_buffer.screen_vbo)
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glEnableVertexAttribArray(0)
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glEnableVertexAttribArray(1)
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@g_buffer.set_read_buffer(:diffuse)
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glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
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0, @g_buffer.height / 2, @g_buffer.width / 2, @g_buffer.height,
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GL_COLOR_BUFFER_BIT, GL_LINEAR)
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glDisable(GL_DEPTH_TEST)
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glEnable(GL_BLEND)
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@g_buffer.set_read_buffer(:normal)
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glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
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@g_buffer.width / 2, @g_buffer.height / 2, @g_buffer.width, @g_buffer.height,
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GL_COLOR_BUFFER_BIT, GL_LINEAR)
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glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
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glDisableVertexAttribArray(1)
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glDisableVertexAttribArray(0)
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glBindVertexArray(0)
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end
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gl_error?
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end
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end
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@g_buffer.set_read_buffer(:texcoord)
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glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
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@g_buffer.width / 2, 0, @g_buffer.width, @g_buffer.height / 2,
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GL_COLOR_BUFFER_BIT, GL_LINEAR)
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end
|
||||
|
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def post_processing
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@@ -126,7 +131,7 @@ class IMICFPS
|
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glEnable(GL_BLEND)
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|
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glActiveTexture(GL_TEXTURE0)
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:scene))
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
|
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|
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glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
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||||
|
||||
@@ -150,6 +155,7 @@ class IMICFPS
|
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end
|
||||
|
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if window.config.get(:debug_options, :wireframe)
|
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glLineWidth(2)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
|
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Shader.active_shader.uniform_boolean("disableLighting", true)
|
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|
||||
@@ -158,6 +164,7 @@ class IMICFPS
|
||||
|
||||
Shader.active_shader.uniform_boolean("disableLighting", false)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
|
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glLineWidth(1)
|
||||
end
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, model.faces.count * 3)
|
||||
|
||||
@@ -10,7 +10,7 @@ class IMICFPS
|
||||
end
|
||||
|
||||
def preload_default_shaders
|
||||
shaders = ["default", "render_screen", "lighting"]
|
||||
shaders = ["default", "render_screen"]
|
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shaders.each do |shader|
|
||||
Shader.new(
|
||||
name: shader,
|
||||
|
||||
@@ -12,7 +12,7 @@ class IMICFPS
|
||||
|
||||
@crosshair = Crosshair.new
|
||||
|
||||
@text = Text.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans", shadow_color: Gosu::Color::BLACK)
|
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@text = Text.new("Pending...", x: 10, y: 22, z: 1, size: 18, font: "DejaVu Sans", shadow_color: Gosu::Color::BLACK)
|
||||
|
||||
if ARGV.join.include?("--playdemo")
|
||||
@demo = Demo.new(camera: @camera, player: @player, demo: "./demo.dat", mode: :play) if File.exist?("./demo.dat")
|
||||
@@ -42,15 +42,11 @@ class IMICFPS
|
||||
|
||||
if window.config.get(:debug_options, :stats)
|
||||
@text.text = update_text
|
||||
elsif window.config.get(:options, :fps)
|
||||
@text.text = "FPS: #{Gosu.fps}"
|
||||
else
|
||||
@text.text = ""
|
||||
end
|
||||
|
||||
@demo.update if @demo
|
||||
|
||||
window.number_of_vertices = 0
|
||||
end
|
||||
|
||||
def update_text
|
||||
@@ -66,10 +62,6 @@ Camera Field Of View: #{@camera.field_of_view}
|
||||
Camera Mouse Sesitivity: #{@camera.mouse_sensitivity}
|
||||
|
||||
#{if @camera.entity then "Actor X: #{@camera.entity.position.x.round(2)} Y: #{@camera.entity.position.y.round(2)} Z: #{@camera.entity.position.z.round(2)}";end}
|
||||
Last Frame: #{Gosu.milliseconds - window.delta_time}ms (#{Gosu.fps} fps)
|
||||
|
||||
Vertices: #{formatted_number(window.number_of_vertices)}
|
||||
Faces: #{formatted_number(window.number_of_vertices/3)}
|
||||
eos
|
||||
end
|
||||
|
||||
|
||||
@@ -2,7 +2,13 @@ class IMICFPS
|
||||
class LoadingState < Menu
|
||||
def setup
|
||||
window.needs_cursor = false
|
||||
@map_parser = MapParser.new(map_file: @options[:map_file])
|
||||
if @options[:map_file]
|
||||
@map_parser = MapParser.new(map_file: @options[:map_file])
|
||||
elsif @options[:map_parser]
|
||||
@map_parser = @options[:map_parser]
|
||||
else
|
||||
raise "Unable to load map, missing :map_file or :map_parser"
|
||||
end
|
||||
|
||||
title "I-MIC FPS"
|
||||
@subheading = Text.new("Loading Map: #{@map_parser.metadata.name}", y: 100, size: 50, alignment: :center)
|
||||
|
||||
@@ -31,7 +31,6 @@ class IMICFPS
|
||||
@lights << @light
|
||||
|
||||
@camera = Camera.new(position: Vector.new(0, 1.5, 5), orientation: Vector.forward)
|
||||
@renderer = Renderer.new
|
||||
|
||||
label @manifest.name, text_size: 50
|
||||
label @manifest.model
|
||||
@@ -55,7 +54,7 @@ class IMICFPS
|
||||
)
|
||||
|
||||
Gosu.gl do
|
||||
@renderer.draw(@camera, [@light], @map.entities)
|
||||
window.renderer.draw(@camera, [@light], @map.entities)
|
||||
end
|
||||
|
||||
@crosshair.draw
|
||||
|
||||
@@ -1 +1,2 @@
|
||||
require_relative "map_editor/lib/main_menu"
|
||||
require_relative "map_editor/lib/main_menu"
|
||||
require_relative "map_editor/lib/editor"
|
||||
59
lib/tools/map_editor/lib/editor.rb
Normal file
59
lib/tools/map_editor/lib/editor.rb
Normal file
@@ -0,0 +1,59 @@
|
||||
class IMICFPS
|
||||
class MapEditorTool
|
||||
class Editor < CyberarmEngine::GuiState
|
||||
|
||||
attr_reader :map
|
||||
def setup
|
||||
# TODO: Move everything required for a playable game map
|
||||
# in to a Scene or Scene3D container object
|
||||
# and refactor Game to use it.
|
||||
Publisher.new
|
||||
@map = Map.new( map_parser: @options[:map_parser] )
|
||||
@camera = Camera.new( position: Vector.new )
|
||||
@crosshair = Crosshair.new
|
||||
|
||||
@map.setup
|
||||
end
|
||||
|
||||
def draw
|
||||
super
|
||||
@map.render(@camera)
|
||||
@crosshair.draw
|
||||
end
|
||||
|
||||
def update
|
||||
super
|
||||
Publisher.instance.publish(:tick, Gosu.milliseconds - window.delta_time)
|
||||
@map.update
|
||||
@camera.update
|
||||
end
|
||||
|
||||
def button_down(id)
|
||||
if id == Gosu::KB_ESCAPE
|
||||
# TODO: Use Editor specific menu
|
||||
push_state(GamePauseMenu)
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
InputMapper.keydown(id)
|
||||
Publisher.instance.publish(:button_down, nil, id)
|
||||
|
||||
@map.entities.each do |entity|
|
||||
entity.button_down(id) if defined?(entity.button_down)
|
||||
end
|
||||
end
|
||||
|
||||
def button_up(id)
|
||||
InputMapper.keyup(id)
|
||||
Publisher.instance.publish(:button_up, nil, id)
|
||||
|
||||
@map.entities.each do |entity|
|
||||
entity.button_up(id) if defined?(entity.button_up)
|
||||
end
|
||||
|
||||
@camera.button_up(id)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -29,7 +29,7 @@ class IMICFPS
|
||||
flow(margin: 10) do
|
||||
@maps.each do |map|
|
||||
button map.metadata.name do
|
||||
# push_state(TurnTable, manifest: manifest)
|
||||
push_state(LoadingState, map_parser: map, forward: Editor)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -16,7 +16,7 @@ class IMICFPS
|
||||
push_state(ExtrasMenu)
|
||||
end
|
||||
|
||||
link "Exit" do
|
||||
link "Exit Game" do
|
||||
window.close
|
||||
end
|
||||
|
||||
|
||||
@@ -26,6 +26,7 @@ class IMICFPS
|
||||
@renderer = Renderer.new
|
||||
@renderer.preload_default_shaders
|
||||
@scene = TurnTableScene.new
|
||||
@overlay = Overlay.new
|
||||
|
||||
@canvas_size = Vector.new(self.width, self.height)
|
||||
|
||||
@@ -46,6 +47,7 @@ class IMICFPS
|
||||
super
|
||||
|
||||
@console.draw if @show_console
|
||||
@overlay.draw
|
||||
draw_cursor if needs_cursor
|
||||
|
||||
_canvas_size = Vector.new(self.width, self.height)
|
||||
@@ -65,6 +67,9 @@ class IMICFPS
|
||||
super
|
||||
|
||||
@console.update if @show_console
|
||||
@overlay.update
|
||||
|
||||
@number_of_vertices = 0
|
||||
@delta_time = Gosu.milliseconds
|
||||
end
|
||||
|
||||
|
||||
@@ -1,15 +1,19 @@
|
||||
# version 330 core
|
||||
|
||||
layout (location = 0) out vec4 fragPosition;
|
||||
@include "light_struct"
|
||||
|
||||
layout(location = 0) out vec3 fragPosition;
|
||||
layout (location = 1) out vec4 fragColor;
|
||||
layout (location = 2) out vec4 fragNormal;
|
||||
layout (location = 3) out vec4 fragUV;
|
||||
layout (location = 2) out vec3 fragNormal;
|
||||
layout (location = 3) out vec3 fragUV;
|
||||
|
||||
in vec3 outPosition;
|
||||
in vec3 outColor;
|
||||
in vec3 outNormal;
|
||||
in vec3 outUV;
|
||||
in float outTextureID;
|
||||
in Light outLights[MAX_LIGHTS];
|
||||
flat in int outTotalLights;
|
||||
in vec3 outFragPos;
|
||||
in vec3 outCameraPos;
|
||||
flat in int outHasTexture;
|
||||
@@ -17,17 +21,88 @@ flat in int outDisableLighting;
|
||||
|
||||
uniform sampler2D diffuse_texture;
|
||||
|
||||
// optimizing compilers are annoying at this stage of my understanding of GLSL
|
||||
vec4 lokiVar;
|
||||
|
||||
// https://learnopengl.com/Lighting/Multiple-lights
|
||||
vec3 calculatePointLight(Light light) {
|
||||
vec3 viewDir = normalize(outCameraPos - outFragPos);
|
||||
vec3 lightDir = normalize(light.position - outFragPos);
|
||||
float diff = max(dot(vec3(outNormal), lightDir), 0.0);
|
||||
vec3 reflectDir = reflect(-lightDir, vec3(outNormal));
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 16.0);
|
||||
|
||||
float distance = length(light.position - outFragPos);
|
||||
float attenuation = 1.0 / (1.0 + 0.09 * distance +
|
||||
0.032 * (distance * distance));
|
||||
|
||||
vec3 ambient = light.ambient * outColor;
|
||||
vec3 diffuse = light.diffuse * outColor;
|
||||
vec3 specular = light.specular * spec * vec3(1.0, 1.0, 1.0);
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return (ambient + diffuse + specular);
|
||||
}
|
||||
|
||||
// https://learnopengl.com/Lighting/Basic-Lighting
|
||||
vec3 calculateBasicLight(Light light) {
|
||||
vec3 lightDir = normalize(light.position - outFragPos);
|
||||
|
||||
float ambientStrength = 0.25;
|
||||
vec3 ambient = ambientStrength * light.ambient;
|
||||
|
||||
float diff = max(dot(normalize(vec3(outNormal)), lightDir), 0.0);
|
||||
vec3 diffuse = diff * light.diffuse;
|
||||
|
||||
float specularStrength = 0.5;
|
||||
vec3 viewDir = normalize(outCameraPos - outFragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, outNormal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
|
||||
vec3 specular = specularStrength * spec * light.specular;
|
||||
|
||||
return vec3(ambient + diffuse + specular);
|
||||
}
|
||||
|
||||
vec3 calculateLighting() {
|
||||
vec3 result = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < min(outTotalLights, MAX_LIGHTS); i++) {
|
||||
if (int(outLights[i].type) == 0) {
|
||||
result += calculateBasicLight(outLights[i]);
|
||||
} else if (int(outLights[i].type) == 1) {
|
||||
result += calculateBasicLight(outLights[i]);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void main() {
|
||||
lokiVar = vec4(outColor, 1.0) + vec4(outNormal, 1.0) + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
|
||||
lokiVar = normalize(lokiVar);
|
||||
|
||||
vec3 result;
|
||||
|
||||
if (outHasTexture == 0) {
|
||||
result = outColor;
|
||||
if (outDisableLighting == 1.0) {
|
||||
result = outColor + 0.25;
|
||||
} else {
|
||||
result = calculateLighting() * outColor;
|
||||
}
|
||||
|
||||
} else {
|
||||
result = texture(diffuse_texture, outUV.xy).xyz;
|
||||
if (outDisableLighting == 1.0) {
|
||||
result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
|
||||
} else {
|
||||
result = calculateLighting() * texture(diffuse_texture, outUV.xy).xyz;
|
||||
}
|
||||
}
|
||||
|
||||
fragPosition = vec4(outPosition, 1.0);
|
||||
fragPosition = outPosition;
|
||||
fragColor = vec4(result, 1.0);
|
||||
fragNormal = vec4(outNormal, 1.0);
|
||||
fragUV = vec4(outUV, 1.0);
|
||||
fragNormal = outNormal;
|
||||
fragUV = outUV;
|
||||
}
|
||||
|
||||
@@ -1,17 +0,0 @@
|
||||
# version 330 core
|
||||
|
||||
layout (location = 4) out vec4 sceneColor;
|
||||
|
||||
flat in int outLightType;
|
||||
in vec3 outLightPosition;
|
||||
in vec3 outLightAmbient;
|
||||
in vec3 outLightDiffuse;
|
||||
in vec3 outLightSpecular;
|
||||
|
||||
in vec2 outTexCoords;
|
||||
|
||||
@include "light_struct"
|
||||
|
||||
void main() {
|
||||
sceneColor = vec4(1.0, 0.5, 0.25, 1.0);
|
||||
}
|
||||
@@ -39,6 +39,8 @@ void main() {
|
||||
outUV = inUV;
|
||||
outTextureID = inTextureID;
|
||||
outHasTexture = hasTexture;
|
||||
outLights = lights;
|
||||
outTotalLights = totalLights;
|
||||
outCameraPos = cameraPos;
|
||||
outDisableLighting = disableLighting;
|
||||
|
||||
|
||||
@@ -1,28 +0,0 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 inPosition;
|
||||
layout (location = 1) in vec2 inTexCoords;
|
||||
|
||||
in int inLightType;
|
||||
in vec3 inLightPosition;
|
||||
in vec3 inLightAmbient;
|
||||
in vec3 inLightDiffuse;
|
||||
in vec3 inLightSpecular;
|
||||
|
||||
flat out int outLightType;
|
||||
out vec3 outLightPosition;
|
||||
out vec3 outLightAmbient;
|
||||
out vec3 outLightDiffuse;
|
||||
out vec3 outLightSpecular;
|
||||
|
||||
out vec2 outTexCoords;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
|
||||
|
||||
outLightType = inLightType;
|
||||
outLightPosition = inLightPosition;
|
||||
outLightAmbient = inLightAmbient;
|
||||
outLightDiffuse = inLightDiffuse;
|
||||
outLightSpecular = inLightSpecular;
|
||||
outTexCoords = inTexCoords;
|
||||
}
|
||||
@@ -5,6 +5,6 @@ layout (location = 1) in vec2 inTexCoords;
|
||||
out vec2 outTexCoords;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
|
||||
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
|
||||
outTexCoords = inTexCoords;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user