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networking
| Author | SHA1 | Date | |
|---|---|---|---|
| c18309614f |
1
Gemfile
1
Gemfile
@@ -2,6 +2,7 @@ source "https://rubygems.org"
|
|||||||
gem "opengl-bindings", require: "opengl"
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gem "opengl-bindings", require: "opengl"
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gem "cyberarm_engine", git: "https://github.com/cyberarm/cyberarm_engine"
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gem "cyberarm_engine", git: "https://github.com/cyberarm/cyberarm_engine"
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gem "nokogiri", ">= 1.11.0.rc1"
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gem "nokogiri", ">= 1.11.0.rc1"
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gem "async-websocket"
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group(:packaging) do
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group(:packaging) do
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gem "ocra"
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gem "ocra"
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16
i-mic-fps-server.rb
Normal file
16
i-mic-fps-server.rb
Normal file
@@ -0,0 +1,16 @@
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require "async/websocket"
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require_relative "lib/networking/director"
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require_relative "lib/networking/packet_handler"
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require_relative "lib/networking/server"
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require_relative "lib/networking/client"
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require_relative "lib/networking/backends/memory_server"
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require_relative "lib/networking/backends/memory_connection"
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director = IMICFPS::Networking::Director.new(mode: :server, hostname: "0.0.0.0", port: 56789, interface: IMICFPS::Networking::MemoryServer)
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director.define_singleton_method(:tick) do |dt|
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puts "Ticked: #{dt}"
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end
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director.run.join
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@@ -106,6 +106,15 @@ require_relative "lib/scenes/turn_table"
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require_relative "lib/crosshair"
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require_relative "lib/crosshair"
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require_relative "lib/demo"
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require_relative "lib/demo"
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require_relative "lib/networking/director"
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require_relative "lib/networking/packet_handler"
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require_relative "lib/networking/client"
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require_relative "lib/networking/server"
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require_relative "lib/networking/connection"
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require_relative "lib/networking/backends/memory_server"
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require_relative "lib/networking/backends/memory_connection"
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require_relative "lib/window"
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require_relative "lib/window"
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require_relative "lib/tools/asset_viewer"
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require_relative "lib/tools/asset_viewer"
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@@ -32,9 +32,6 @@ class IMICFPS
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end
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end
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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_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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end
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end
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def data
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def data
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@@ -59,7 +56,6 @@ class IMICFPS
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@collision_manager.update
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@collision_manager.update
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@entities.each(&:update)
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@entities.each(&:update)
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# @lights.each(&:update)
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end
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end
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end
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end
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end
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end
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6
lib/networking/backends/memory_connection.rb
Normal file
6
lib/networking/backends/memory_connection.rb
Normal file
@@ -0,0 +1,6 @@
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class IMICFPS
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module Networking
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class MemoryConnection < Connection
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end
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end
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end
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6
lib/networking/backends/memory_server.rb
Normal file
6
lib/networking/backends/memory_server.rb
Normal file
@@ -0,0 +1,6 @@
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class IMICFPS
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module Networking
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class MemoryServer < Server
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end
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end
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end
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18
lib/networking/client.rb
Normal file
18
lib/networking/client.rb
Normal file
@@ -0,0 +1,18 @@
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class IMICFPS
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module Networking
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class Client
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def initialize(socket:)
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@socket = socket
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end
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def read
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end
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def write
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end
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def close
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end
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end
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end
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end
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14
lib/networking/connection.rb
Normal file
14
lib/networking/connection.rb
Normal file
@@ -0,0 +1,14 @@
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class IMICFPS
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module Networking
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class Connection
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def initialize(hostname:, port:)
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end
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def connect
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end
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def close
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end
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end
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end
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end
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61
lib/networking/director.rb
Normal file
61
lib/networking/director.rb
Normal file
@@ -0,0 +1,61 @@
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class IMICFPS
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module Networking
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class Director
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attr_reader :mode, :hostname, :port, :tick_rate, :storage
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def initialize(mode:, hostname:, port:, interface:, state: nil, tick_rate: 2)
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@mode = mode
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@hostname = hostname
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@port = port
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@state = state
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@tick_rate = (1000.0 / tick_rate) / 1000.0
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case @mode
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when :server
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@server = interface.new(hostname: @hostname, port: @port)
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when :connection
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@connection = interface.new(hostname: @hostname, port: @port)
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when :memory
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@server = interface[:server].new(hostname: @hostname, port: @port)
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@connection = interface[:connection].new(hostname: @hostname, port: @port)
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|
else
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raise ArgumentError, "Expected mode to be :server, :connection, or :memory, not #{mode.inspect}"
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end
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@last_tick_time = milliseconds
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@directing = true
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@storage = {}
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end
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def run
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Thread.start do |thread|
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while(@directing)
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dt = milliseconds - @last_tick_time
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tick(dt)
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@server.update if @server
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@connection.update if @connection
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@last_tick_time = milliseconds
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|
sleep(@tick_rate)
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end
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end
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end
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def tick(dt)
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end
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def shutdown
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@directing = false
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|
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@clients.each(&:close)
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@server.update if @server
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@connection.update if @connection
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|
end
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|
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def milliseconds
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|
Process.clock_gettime(Process::CLOCK_MONOTONIC)
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|
end
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|
end
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end
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end
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11
lib/networking/events.rb
Normal file
11
lib/networking/events.rb
Normal file
@@ -0,0 +1,11 @@
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class IMICFPS
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module Networking
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module Events
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def on_connect(client)
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end
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def on_disconnect(client)
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|
end
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|
end
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end
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|
end
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18
lib/networking/packet.rb
Normal file
18
lib/networking/packet.rb
Normal file
@@ -0,0 +1,18 @@
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class IMICFPS
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module Networking
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class Packet
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def initialize(type:, payload:)
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end
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def self.encode(packet)
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"#{packet.type}|#{packet.payload}"
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end
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def self.decode(string)
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split = string.split("|")
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Packet.new(split.first, split.last)
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end
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end
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|
end
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|
end
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6
lib/networking/packet_handler.rb
Normal file
6
lib/networking/packet_handler.rb
Normal file
@@ -0,0 +1,6 @@
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|
class IMICFPS
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module Networking
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class PacketHandler
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|
end
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end
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|
end
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26
lib/networking/server.rb
Normal file
26
lib/networking/server.rb
Normal file
@@ -0,0 +1,26 @@
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|
class IMICFPS
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module Networking
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MAX_CLIENTS = 32
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class Server
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attr_reader :hostname, :port, :max_clients, :clients
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def initialize(hostname:, port:, max_clients: MAX_CLIENTS)
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@hostname = hostname
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@port = port
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@max_clients = max_clients
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|
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@clients = []
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@socket = nil
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|
end
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def bind
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|
end
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def broadcast(packet)
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end
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|
def close
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|
end
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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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attr_reader :screen_vbo, :vertices, :uvs
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def initialize
|
def initialize
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@framebuffer = nil
|
@framebuffer = nil
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@buffers = [:position, :diffuse, :normal, :texcoord, :scene]
|
@buffers = [:position, :diffuse, :normal, :texcoord]
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@textures = {}
|
@textures = {}
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@screen_vbo = nil
|
@screen_vbo = nil
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@ready = false
|
@ready = false
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@@ -86,9 +86,9 @@ class IMICFPS
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@textures[@buffers[i]] = texture_id
|
@textures[@buffers[i]] = texture_id
|
||||||
|
|
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glBindTexture(GL_TEXTURE_2D, texture_id)
|
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)
|
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_NEAREST)
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, texture_id, 0)
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, texture_id, 0)
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -101,7 +101,7 @@ class IMICFPS
|
|||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nil)
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nil)
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture_id, 0)
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture_id, 0)
|
||||||
|
|
||||||
draw_buffers = @buffers.each_with_index.map { |b ,i| Object.const_get("GL_COLOR_ATTACHMENT#{i}") }
|
draw_buffers = [ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 ]
|
||||||
glDrawBuffers(draw_buffers.size, draw_buffers.pack("I*"))
|
glDrawBuffers(draw_buffers.size, draw_buffers.pack("I*"))
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ class IMICFPS
|
|||||||
end
|
end
|
||||||
|
|
||||||
def render(camera, lights, entities)
|
def render(camera, lights, entities)
|
||||||
if Shader.available?("default") && Shader.available?("render_screen") && Shader.available?("lighting")
|
if Shader.available?("default") && Shader.available?("render_screen")
|
||||||
@g_buffer.bind_for_writing
|
@g_buffer.bind_for_writing
|
||||||
gl_error?
|
gl_error?
|
||||||
|
|
||||||
@@ -24,6 +24,19 @@ class IMICFPS
|
|||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
||||||
|
|
||||||
Shader.use("default") do |shader|
|
Shader.use("default") do |shader|
|
||||||
|
lights.each_with_index do |light, i|
|
||||||
|
shader.uniform_float("lights[#{i}.end", -1.0);
|
||||||
|
shader.uniform_float("lights[#{i}.type", light.type);
|
||||||
|
shader.uniform_vec3("lights[#{i}].position", light.position)
|
||||||
|
shader.uniform_vec3("lights[#{i}].ambient", light.ambient)
|
||||||
|
shader.uniform_vec3("lights[#{i}].diffuse", light.diffuse)
|
||||||
|
shader.uniform_vec3("lights[#{i}].specular", light.specular)
|
||||||
|
end
|
||||||
|
gl_error?
|
||||||
|
|
||||||
|
|
||||||
|
shader.uniform_integer("totalLights", lights.size)
|
||||||
|
|
||||||
entities.each do |entity|
|
entities.each do |entity|
|
||||||
next unless entity.visible && entity.renderable
|
next unless entity.visible && entity.renderable
|
||||||
|
|
||||||
@@ -39,9 +52,6 @@ class IMICFPS
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
lighting(lights)
|
|
||||||
post_processing
|
|
||||||
|
|
||||||
@g_buffer.unbind_framebuffer
|
@g_buffer.unbind_framebuffer
|
||||||
gl_error?
|
gl_error?
|
||||||
|
|
||||||
@@ -49,6 +59,8 @@ class IMICFPS
|
|||||||
@g_buffer.bind_for_reading
|
@g_buffer.bind_for_reading
|
||||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
|
||||||
|
|
||||||
|
# lighting(lights)
|
||||||
|
post_processing
|
||||||
render_framebuffer
|
render_framebuffer
|
||||||
|
|
||||||
@g_buffer.unbind_framebuffer
|
@g_buffer.unbind_framebuffer
|
||||||
@@ -84,32 +96,25 @@ class IMICFPS
|
|||||||
end
|
end
|
||||||
|
|
||||||
def lighting(lights)
|
def lighting(lights)
|
||||||
if Shader.available?("lighting")
|
@g_buffer.set_read_buffer(:position)
|
||||||
Shader.use("lighting") do |shader|
|
glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
|
||||||
lights.each do |light|
|
0, 0, @g_buffer.width / 2, @g_buffer.height / 2,
|
||||||
shader.uniform_integer("inLightType", light.type);
|
GL_COLOR_BUFFER_BIT, GL_LINEAR)
|
||||||
shader.uniform_vec3("inLightPosition", light.position)
|
|
||||||
shader.uniform_vec3("inLightAmbient", light.ambient)
|
|
||||||
shader.uniform_vec3("inLightDiffuse", light.diffuse)
|
|
||||||
shader.uniform_vec3("inLightSpecular", light.specular)
|
|
||||||
|
|
||||||
glBindVertexArray(@g_buffer.screen_vbo)
|
@g_buffer.set_read_buffer(:diffuse)
|
||||||
glEnableVertexAttribArray(0)
|
glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
|
||||||
glEnableVertexAttribArray(1)
|
0, @g_buffer.height / 2, @g_buffer.width / 2, @g_buffer.height,
|
||||||
|
GL_COLOR_BUFFER_BIT, GL_LINEAR)
|
||||||
|
|
||||||
glDisable(GL_DEPTH_TEST)
|
@g_buffer.set_read_buffer(:normal)
|
||||||
glEnable(GL_BLEND)
|
glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
|
||||||
|
@g_buffer.width / 2, @g_buffer.height / 2, @g_buffer.width, @g_buffer.height,
|
||||||
|
GL_COLOR_BUFFER_BIT, GL_LINEAR)
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
|
@g_buffer.set_read_buffer(:texcoord)
|
||||||
|
glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
|
||||||
glDisableVertexAttribArray(1)
|
@g_buffer.width / 2, 0, @g_buffer.width, @g_buffer.height / 2,
|
||||||
glDisableVertexAttribArray(0)
|
GL_COLOR_BUFFER_BIT, GL_LINEAR)
|
||||||
glBindVertexArray(0)
|
|
||||||
end
|
|
||||||
|
|
||||||
gl_error?
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
def post_processing
|
def post_processing
|
||||||
@@ -126,7 +131,7 @@ class IMICFPS
|
|||||||
glEnable(GL_BLEND)
|
glEnable(GL_BLEND)
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0)
|
glActiveTexture(GL_TEXTURE0)
|
||||||
glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:scene))
|
glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
|
glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
|
||||||
|
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ class IMICFPS
|
|||||||
end
|
end
|
||||||
|
|
||||||
def preload_default_shaders
|
def preload_default_shaders
|
||||||
shaders = ["default", "render_screen", "lighting"]
|
shaders = ["default", "render_screen"]
|
||||||
shaders.each do |shader|
|
shaders.each do |shader|
|
||||||
Shader.new(
|
Shader.new(
|
||||||
name: shader,
|
name: shader,
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ class IMICFPS
|
|||||||
@player = @map.find_entity_by(name: "character")
|
@player = @map.find_entity_by(name: "character")
|
||||||
@camera = Camera.new(position: @player.position.clone)
|
@camera = Camera.new(position: @player.position.clone)
|
||||||
@camera.attach_to(@player)
|
@camera.attach_to(@player)
|
||||||
|
@director = Networking::Director.new(mode: :memory, hostname: "i-mic.rubyclan.org", port: 56789, interface: { server: Networking::MemoryServer, connection: Networking::MemoryConnection }, state: self)
|
||||||
|
|
||||||
@crosshair = Crosshair.new
|
@crosshair = Crosshair.new
|
||||||
|
|
||||||
@@ -39,6 +40,7 @@ class IMICFPS
|
|||||||
control_player
|
control_player
|
||||||
|
|
||||||
@camera.update
|
@camera.update
|
||||||
|
@director.tick(window.dt)
|
||||||
|
|
||||||
if window.config.get(:debug_options, :stats)
|
if window.config.get(:debug_options, :stats)
|
||||||
@text.text = update_text
|
@text.text = update_text
|
||||||
|
|||||||
@@ -1,15 +1,19 @@
|
|||||||
# version 330 core
|
# 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 = 1) out vec4 fragColor;
|
||||||
layout (location = 2) out vec4 fragNormal;
|
layout (location = 2) out vec3 fragNormal;
|
||||||
layout (location = 3) out vec4 fragUV;
|
layout (location = 3) out vec3 fragUV;
|
||||||
|
|
||||||
in vec3 outPosition;
|
in vec3 outPosition;
|
||||||
in vec3 outColor;
|
in vec3 outColor;
|
||||||
in vec3 outNormal;
|
in vec3 outNormal;
|
||||||
in vec3 outUV;
|
in vec3 outUV;
|
||||||
in float outTextureID;
|
in float outTextureID;
|
||||||
|
in Light outLights[MAX_LIGHTS];
|
||||||
|
flat in int outTotalLights;
|
||||||
in vec3 outFragPos;
|
in vec3 outFragPos;
|
||||||
in vec3 outCameraPos;
|
in vec3 outCameraPos;
|
||||||
flat in int outHasTexture;
|
flat in int outHasTexture;
|
||||||
@@ -17,17 +21,88 @@ flat in int outDisableLighting;
|
|||||||
|
|
||||||
uniform sampler2D diffuse_texture;
|
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() {
|
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;
|
vec3 result;
|
||||||
|
|
||||||
if (outHasTexture == 0) {
|
if (outHasTexture == 0) {
|
||||||
result = outColor;
|
if (outDisableLighting == 1.0) {
|
||||||
|
result = outColor + 0.25;
|
||||||
} else {
|
} else {
|
||||||
result = texture(diffuse_texture, outUV.xy).xyz;
|
result = calculateLighting() * outColor;
|
||||||
}
|
}
|
||||||
|
|
||||||
fragPosition = vec4(outPosition, 1.0);
|
} else {
|
||||||
|
if (outDisableLighting == 1.0) {
|
||||||
|
result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
|
||||||
|
} else {
|
||||||
|
result = calculateLighting() * texture(diffuse_texture, outUV.xy).xyz;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fragPosition = outPosition;
|
||||||
fragColor = vec4(result, 1.0);
|
fragColor = vec4(result, 1.0);
|
||||||
fragNormal = vec4(outNormal, 1.0);
|
fragNormal = outNormal;
|
||||||
fragUV = vec4(outUV, 1.0);
|
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;
|
outUV = inUV;
|
||||||
outTextureID = inTextureID;
|
outTextureID = inTextureID;
|
||||||
outHasTexture = hasTexture;
|
outHasTexture = hasTexture;
|
||||||
|
outLights = lights;
|
||||||
|
outTotalLights = totalLights;
|
||||||
outCameraPos = cameraPos;
|
outCameraPos = cameraPos;
|
||||||
outDisableLighting = disableLighting;
|
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;
|
|
||||||
}
|
|
||||||
Reference in New Issue
Block a user