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https://github.com/cyberarm/i-mic-fps.git
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| Author | SHA1 | Date | |
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| 07d2d8ea05 |
@@ -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]
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@buffers = [:position, :diffuse, :normal, :texcoord, :scene]
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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_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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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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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 = [ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 ]
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draw_buffers = @buffers.each_with_index.map { |b ,i| Object.const_get("GL_COLOR_ATTACHMENT#{i}") }
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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")
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if Shader.available?("default") && Shader.available?("render_screen") && Shader.available?("lighting")
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@g_buffer.bind_for_writing
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gl_error?
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@@ -24,19 +24,6 @@ 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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@@ -52,6 +39,9 @@ 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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@@ -59,8 +49,6 @@ 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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@@ -96,25 +84,32 @@ class IMICFPS
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end
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def lighting(lights)
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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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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(: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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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(: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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glDisable(GL_DEPTH_TEST)
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glEnable(GL_BLEND)
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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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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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end
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def post_processing
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@@ -131,7 +126,7 @@ class IMICFPS
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glEnable(GL_BLEND)
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glActiveTexture(GL_TEXTURE0)
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:scene))
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glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
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@@ -10,7 +10,7 @@ class IMICFPS
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end
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def preload_default_shaders
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shaders = ["default", "render_screen"]
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shaders = ["default", "render_screen", "lighting"]
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shaders.each do |shader|
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Shader.new(
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name: shader,
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@@ -1,19 +1,15 @@
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# version 330 core
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@include "light_struct"
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layout(location = 0) out vec3 fragPosition;
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layout (location = 0) out vec4 fragPosition;
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layout (location = 1) out vec4 fragColor;
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layout (location = 2) out vec3 fragNormal;
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layout (location = 3) out vec3 fragUV;
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layout (location = 2) out vec4 fragNormal;
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layout (location = 3) out vec4 fragUV;
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in vec3 outPosition;
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in vec3 outColor;
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in vec3 outNormal;
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in vec3 outUV;
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in float outTextureID;
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in Light outLights[MAX_LIGHTS];
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flat in int outTotalLights;
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in vec3 outFragPos;
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in vec3 outCameraPos;
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flat in int outHasTexture;
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@@ -21,88 +17,17 @@ flat in int outDisableLighting;
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uniform sampler2D diffuse_texture;
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// optimizing compilers are annoying at this stage of my understanding of GLSL
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vec4 lokiVar;
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// https://learnopengl.com/Lighting/Multiple-lights
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vec3 calculatePointLight(Light light) {
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vec3 viewDir = normalize(outCameraPos - outFragPos);
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vec3 lightDir = normalize(light.position - outFragPos);
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float diff = max(dot(vec3(outNormal), lightDir), 0.0);
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vec3 reflectDir = reflect(-lightDir, vec3(outNormal));
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 16.0);
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float distance = length(light.position - outFragPos);
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float attenuation = 1.0 / (1.0 + 0.09 * distance +
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0.032 * (distance * distance));
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vec3 ambient = light.ambient * outColor;
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vec3 diffuse = light.diffuse * outColor;
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vec3 specular = light.specular * spec * vec3(1.0, 1.0, 1.0);
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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return (ambient + diffuse + specular);
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}
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// https://learnopengl.com/Lighting/Basic-Lighting
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vec3 calculateBasicLight(Light light) {
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vec3 lightDir = normalize(light.position - outFragPos);
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float ambientStrength = 0.25;
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vec3 ambient = ambientStrength * light.ambient;
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float diff = max(dot(normalize(vec3(outNormal)), lightDir), 0.0);
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vec3 diffuse = diff * light.diffuse;
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float specularStrength = 0.5;
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vec3 viewDir = normalize(outCameraPos - outFragPos);
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vec3 reflectDir = reflect(-lightDir, outNormal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * light.specular;
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return vec3(ambient + diffuse + specular);
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}
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vec3 calculateLighting() {
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vec3 result = vec3(0.0, 0.0, 0.0);
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for (int i = 0; i < min(outTotalLights, MAX_LIGHTS); i++) {
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if (int(outLights[i].type) == 0) {
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result += calculateBasicLight(outLights[i]);
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} else if (int(outLights[i].type) == 1) {
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result += calculateBasicLight(outLights[i]);
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}
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}
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return result;
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}
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void main() {
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lokiVar = vec4(outColor, 1.0) + vec4(outNormal, 1.0) + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
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lokiVar = normalize(lokiVar);
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vec3 result;
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if (outHasTexture == 0) {
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if (outDisableLighting == 1.0) {
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result = outColor + 0.25;
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} else {
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result = calculateLighting() * outColor;
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}
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result = outColor;
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} else {
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if (outDisableLighting == 1.0) {
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result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
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} else {
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result = calculateLighting() * texture(diffuse_texture, outUV.xy).xyz;
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}
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result = texture(diffuse_texture, outUV.xy).xyz;
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}
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fragPosition = outPosition;
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fragPosition = vec4(outPosition, 1.0);
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fragColor = vec4(result, 1.0);
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fragNormal = outNormal;
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fragUV = outUV;
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fragNormal = vec4(outNormal, 1.0);
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fragUV = vec4(outUV, 1.0);
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}
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17
shaders/fragment/lighting.glsl
Normal file
17
shaders/fragment/lighting.glsl
Normal file
@@ -0,0 +1,17 @@
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# version 330 core
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layout (location = 4) out vec4 sceneColor;
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flat in int outLightType;
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in vec3 outLightPosition;
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in vec3 outLightAmbient;
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in vec3 outLightDiffuse;
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in vec3 outLightSpecular;
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in vec2 outTexCoords;
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@include "light_struct"
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void main() {
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sceneColor = vec4(1.0, 0.5, 0.25, 1.0);
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}
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@@ -39,8 +39,6 @@ void main() {
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outUV = inUV;
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outTextureID = inTextureID;
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outHasTexture = hasTexture;
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outLights = lights;
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outTotalLights = totalLights;
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outCameraPos = cameraPos;
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outDisableLighting = disableLighting;
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28
shaders/vertex/lighting.glsl
Normal file
28
shaders/vertex/lighting.glsl
Normal file
@@ -0,0 +1,28 @@
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#version 330 core
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layout (location = 0) in vec3 inPosition;
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layout (location = 1) in vec2 inTexCoords;
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in int inLightType;
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in vec3 inLightPosition;
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in vec3 inLightAmbient;
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in vec3 inLightDiffuse;
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in vec3 inLightSpecular;
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flat out int outLightType;
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out vec3 outLightPosition;
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out vec3 outLightAmbient;
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out vec3 outLightDiffuse;
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out vec3 outLightSpecular;
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out vec2 outTexCoords;
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void main() {
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gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
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outLightType = inLightType;
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outLightPosition = inLightPosition;
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outLightAmbient = inLightAmbient;
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outLightDiffuse = inLightDiffuse;
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outLightSpecular = inLightSpecular;
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outTexCoords = inTexCoords;
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}
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@@ -5,6 +5,6 @@ layout (location = 1) in vec2 inTexCoords;
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out vec2 outTexCoords;
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void main() {
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gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
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gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
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outTexCoords = inTexCoords;
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}
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}
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