post processing light
This commit is contained in:
parent
f15213db1b
commit
70b0fee526
7 changed files with 169 additions and 58 deletions
20
data/shader/multitexture.frag
Normal file
20
data/shader/multitexture.frag
Normal file
|
@ -0,0 +1,20 @@
|
|||
#version 120
|
||||
|
||||
uniform sampler2D tex0;
|
||||
uniform sampler2D tex1;
|
||||
|
||||
varying vec3 vertex;
|
||||
varying vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture2D(tex0, uv).rgb;
|
||||
vec3 current = texture2D(tex1, uv).rgb;
|
||||
float a = length(color) - length(current);
|
||||
if (a > 0.3) {
|
||||
color = mix(vec3(a/3.0), current, color);
|
||||
} else {
|
||||
color = current;
|
||||
}
|
||||
gl_FragColor = vec4(texture2D(tex0, uv).xyz + texture2D(tex1, uv).xyz, 1.0);
|
||||
}
|
13
data/shader/multitexture.vert
Normal file
13
data/shader/multitexture.vert
Normal file
|
@ -0,0 +1,13 @@
|
|||
#version 120
|
||||
|
||||
uniform vec2 uvScale;
|
||||
|
||||
varying vec3 vertex;
|
||||
varying vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_Vertex;
|
||||
vertex = gl_Position.xyz;
|
||||
uv = uvScale * (0.5 + vertex.xy / 2.0);
|
||||
}
|
|
@ -42,7 +42,7 @@ void main()
|
|||
//v /= 1.0 + max(0.0, min(35.0*(decay-0.2), 1.0)) + 10.0 * explCenterDist;
|
||||
v /= 1.0 + 10.0 * explCenterDist;
|
||||
|
||||
gl_FragColor = vec4(hsv2rgb(vec3(h, s, v)), 1.0);
|
||||
gl_FragColor = vec4(hsv2rgb(vec3(h, s, v)), v*0.2);
|
||||
|
||||
//gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
|
||||
//gl_FragColor.rgb = vec3(0.5+0.5*(a/pi));
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
#version 120
|
||||
|
||||
uniform sampler2D tex0;
|
||||
uniform sampler2D tex1;
|
||||
uniform sampler2D tex;
|
||||
|
||||
varying vec3 vertex;
|
||||
varying vec2 uv;
|
||||
|
@ -18,7 +17,7 @@ void main()
|
|||
vec2 texCoord = uv.xy - float(int(gaussRadius/2)) * scale;
|
||||
vec3 color = vec3(0.0, 0.0, 0.0);
|
||||
for (int i=0; i<gaussRadius; ++i) {
|
||||
color += gaussFilter[i] * texture2D(tex0, texCoord).xyz;
|
||||
color += gaussFilter[i] * texture2D(tex, texCoord).xyz;
|
||||
texCoord += scale;
|
||||
}
|
||||
|
||||
|
|
|
@ -29,7 +29,11 @@ class GameWindow : public endofthejedi::GLWindow {
|
|||
glClearColor(0.5f, 0.6f, 0.7f, 1.0f);
|
||||
resize();
|
||||
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable( GL_BLEND );
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
|
||||
m_renderer.setup();
|
||||
}
|
||||
|
|
|
@ -13,28 +13,25 @@ namespace endofthejedi {
|
|||
{
|
||||
m_lastTime = -1.0;
|
||||
|
||||
std::cout<<"setup polygon 3d" << std::endl;
|
||||
|
||||
std::string vss_game_objects = "../data/shader/gameobjects.vert";
|
||||
std::string fss_game_objects = "../data/shader/gameobjects.frag";
|
||||
//std::cout << "setup polygon 3d" << std::endl;
|
||||
|
||||
m_shader_game_objects.init();
|
||||
m_shader_game_objects.loadFile(vss_game_objects, GL_VERTEX_SHADER);
|
||||
m_shader_game_objects.loadFile(fss_game_objects, GL_FRAGMENT_SHADER);
|
||||
|
||||
std::string vss_particles = "../data/shader/particle.vert";
|
||||
std::string fss_particles = "../data/shader/particle.frag";
|
||||
m_shader_game_objects.loadFile("../data/shader/gameobjects.vert",
|
||||
GL_VERTEX_SHADER);
|
||||
m_shader_game_objects.loadFile("../data/shader/gameobjects.frag",
|
||||
GL_FRAGMENT_SHADER);
|
||||
|
||||
m_shader_particles.init();
|
||||
m_shader_particles.loadFile(vss_particles, GL_VERTEX_SHADER);
|
||||
m_shader_particles.loadFile(fss_particles, GL_FRAGMENT_SHADER);
|
||||
|
||||
std::string vss_background = "../data/shader/background.vert";
|
||||
std::string fss_background = "../data/shader/background.frag";
|
||||
m_shader_particles.loadFile("../data/shader/particle.vert",
|
||||
GL_VERTEX_SHADER);
|
||||
m_shader_particles.loadFile("../data/shader/particle.frag",
|
||||
GL_FRAGMENT_SHADER);
|
||||
|
||||
m_shader_background.init();
|
||||
m_shader_background.loadFile(vss_background, GL_VERTEX_SHADER);
|
||||
m_shader_background.loadFile(fss_background, GL_FRAGMENT_SHADER);
|
||||
m_shader_background.loadFile("../data/shader/background.vert",
|
||||
GL_VERTEX_SHADER);
|
||||
m_shader_background.loadFile("../data/shader/background.frag",
|
||||
GL_FRAGMENT_SHADER);
|
||||
|
||||
//addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
|
||||
addModel("../data/mesh/rocket.stl", &m_missileModel);
|
||||
|
@ -51,6 +48,11 @@ namespace endofthejedi {
|
|||
m_postprocess_shader.loadFile("../data/shader/postprocess.frag",
|
||||
GL_FRAGMENT_SHADER);
|
||||
|
||||
m_multitexture_shader.init();
|
||||
m_multitexture_shader.loadFile("../data/shader/multitexture.vert",
|
||||
GL_VERTEX_SHADER);
|
||||
m_multitexture_shader.loadFile("../data/shader/multitexture.frag",
|
||||
GL_FRAGMENT_SHADER);
|
||||
m_postprocess_fbo.init();
|
||||
m_postprocess_tex0.init();
|
||||
m_postprocess_tex1.init();
|
||||
|
@ -136,6 +138,7 @@ namespace endofthejedi {
|
|||
// TODO: add little rocks flying around
|
||||
|
||||
glClearColor(0.0, 0.0, 0.0, 1.0);
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_postprocess_fbo.bind();
|
||||
|
||||
|
@ -164,7 +167,6 @@ namespace endofthejedi {
|
|||
configureLightningInShader(&m_shader_game_objects);
|
||||
|
||||
//std::cout<<"setting aspect ratio: " << m_aspectRatio << std::endl;
|
||||
glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio);
|
||||
|
||||
renderPlanets();
|
||||
renderShips();
|
||||
|
@ -174,22 +176,68 @@ namespace endofthejedi {
|
|||
|
||||
renderTraces();
|
||||
|
||||
m_postprocess_fbo.unbind();
|
||||
glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio);
|
||||
m_postprocess_tex1.bind();
|
||||
m_postprocess_fbo.attachTexture(GL_COLOR_ATTACHMENT0,
|
||||
m_postprocess_tex1.getName());
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_shader_game_objects.bind();
|
||||
configureLightningInShader(&m_shader_game_objects);
|
||||
glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio);
|
||||
renderPlanets();
|
||||
renderShips();
|
||||
renderMissiles();
|
||||
|
||||
renderParticles();
|
||||
|
||||
renderTraces();
|
||||
|
||||
// postprocessing
|
||||
m_postprocess_shader.bind();
|
||||
//glColor3f(1.0, 0.0, 0.0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_postprocess_tex1.bind();
|
||||
|
||||
glUniform1i(m_postprocess_shader.location("tex"), 0);
|
||||
glUniform2f(m_postprocess_shader.location("uvScale"), 1, 1);
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
glUniform2f(m_postprocess_shader.location("scale"), 2.0f / m_w,
|
||||
0.0f);
|
||||
//glVertex2f(1.0f, -1.0f);
|
||||
glBegin(GL_QUADS);
|
||||
glVertex2f(-1.0f, -1.0f);
|
||||
glVertex2f(1.0f, -1.0f);
|
||||
glVertex2f(1.0f, 1.0f);
|
||||
glVertex2f(-1.0f, 1.0f);
|
||||
glEnd();
|
||||
//glVertex2f(1.0f, 1.0f);
|
||||
glUniform2f(m_postprocess_shader.location("scale"), 0.0f,
|
||||
2.0f / m_h);
|
||||
//glVertex2f(-1.0f, 1.0f);
|
||||
glBegin(GL_QUADS);
|
||||
glVertex2f(-1.0f, -1.0f);
|
||||
glVertex2f(1.0f, -1.0f);
|
||||
glVertex2f(1.0f, 1.0f);
|
||||
glVertex2f(-1.0f, 1.0f);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
m_postprocess_fbo.unbind();
|
||||
|
||||
// multitexturing (final step)
|
||||
m_multitexture_shader.bind();
|
||||
|
||||
glUniform1i(m_multitexture_shader.location("tex0"), 0);
|
||||
glUniform1i(m_multitexture_shader.location("tex1"), 1);
|
||||
glUniform2f(m_multitexture_shader.location("uvScale"), 1, 1);
|
||||
glUniform2f(m_multitexture_shader.location("scale"), 0.2f / 1000.0f, 0.0f);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
m_postprocess_tex0.bind();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
m_postprocess_tex1.bind();
|
||||
//glBegin(GL_QUADS);
|
||||
m_postprocess_shader.bind();
|
||||
glUniform1i(m_postprocess_shader.location("tex0"), 0);
|
||||
glUniform1i(m_postprocess_shader.location("tex1"), 1);
|
||||
glUniform2f(m_postprocess_shader.location("uvScale"), 1, 1);
|
||||
glUniform2f(m_postprocess_shader.location("scale"), 1.0f / 1000.0f, 0.0f);
|
||||
//glVertex2f(-1.0f, -1.0f);
|
||||
//glVertex2f(1.0f, -1.0f);
|
||||
//glVertex2f(1.0f, 1.0f);
|
||||
//glVertex2f(-1.0f, 1.0f);
|
||||
//glEnd();
|
||||
glColor3f(1.0, 0.0, 0.0);
|
||||
glBegin(GL_QUADS);
|
||||
|
@ -304,7 +352,6 @@ namespace endofthejedi {
|
|||
|
||||
} else {
|
||||
// simple reflection, ignoring the missile velocity: this looks good enough
|
||||
(void) missileVelocity;
|
||||
glm::vec3 planetNormal = glm::normalize(pos - glm::vec3(nearestPlanet->position, 0.0f));
|
||||
v = glm::length(v) * planetNormal;
|
||||
|
||||
|
@ -383,7 +430,7 @@ namespace endofthejedi {
|
|||
if (!gotIt) {
|
||||
addExplosionEffect(
|
||||
expl->id, expl->position,
|
||||
expl->missileVelocity,
|
||||
glm::vec3(expl->missileVelocity,1.0),
|
||||
(expl->hit == game::Hit::Planet),
|
||||
1000, 1.0);
|
||||
}
|
||||
|
@ -401,7 +448,7 @@ namespace endofthejedi {
|
|||
|
||||
addExplosionEffect(
|
||||
expl->id, expl->position,
|
||||
expl->missileVelocity,
|
||||
glm::vec3(expl->missileVelocity,1.0),
|
||||
(expl->hit == game::Hit::Planet),
|
||||
1000, 1.0);
|
||||
}
|
||||
|
@ -453,27 +500,55 @@ namespace endofthejedi {
|
|||
}
|
||||
}
|
||||
|
||||
void RendererPolygon3d::renderPlanets()
|
||||
{
|
||||
void RendererPolygon3d::renderPlanets() {
|
||||
m_planetModel->bind();
|
||||
|
||||
// TODO: put material into attributes and render witd glDrawInstanced
|
||||
// too (same for missiles)
|
||||
for (const game::Planet *planet : m_state->planets) {
|
||||
glm::mat4 model = computeModelMatrix(planet);
|
||||
glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE,
|
||||
glm::value_ptr(model));
|
||||
|
||||
glm::vec3 c = planet->getColor();
|
||||
glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
|
||||
glUniform1i(m_shader_game_objects.location("materialSeed"), planet->seed);
|
||||
glUniform1i(m_shader_game_objects.location("materialKind"), (int) planet->material);
|
||||
glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y,
|
||||
c.z);
|
||||
glUniform1i(m_shader_game_objects.location("materialSeed"),
|
||||
planet->seed);
|
||||
glUniform1i(m_shader_game_objects.location("materialKind"),
|
||||
(int)planet->material);
|
||||
|
||||
m_planetModel->render();
|
||||
}
|
||||
}
|
||||
|
||||
void RendererPolygon3d::renderMissiles()
|
||||
{
|
||||
void RendererPolygon3d::renderSun() {
|
||||
m_planetModel->bind();
|
||||
|
||||
// TODO: put material into attributes and render witd glDrawInstanced
|
||||
// too (same for missiles)
|
||||
for (const game::Planet *planet : m_state->planets) {
|
||||
|
||||
if (planet->material != game::Planet::Material::Sun)
|
||||
continue;
|
||||
|
||||
glm::mat4 model = computeModelMatrix(planet);
|
||||
glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE,
|
||||
glm::value_ptr(model));
|
||||
|
||||
glm::vec3 c = planet->getColor();
|
||||
glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y,
|
||||
c.z);
|
||||
glUniform1i(m_shader_game_objects.location("materialSeed"),
|
||||
planet->seed);
|
||||
glUniform1i(m_shader_game_objects.location("materialKind"),
|
||||
(int)planet->material);
|
||||
|
||||
m_planetModel->render();
|
||||
}
|
||||
}
|
||||
|
||||
void RendererPolygon3d::renderMissiles() {
|
||||
// TODO: add fire trail for missiles near the sun
|
||||
|
||||
m_missileModel->bind();
|
||||
|
|
|
@ -2,29 +2,27 @@
|
|||
|
||||
#include <list>
|
||||
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtx/euler_angles.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/random.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtx/euler_angles.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include "glclasses.hpp"
|
||||
|
||||
#include "game.hpp"
|
||||
|
||||
#include "state/trace.hpp"
|
||||
#include "state/object.hpp"
|
||||
#include "state/missile.hpp"
|
||||
#include "state/player.hpp"
|
||||
#include "state/planet.hpp"
|
||||
#include "state/ship.hpp"
|
||||
#include "state/explosion.hpp"
|
||||
#include "state/missile.hpp"
|
||||
#include "state/object.hpp"
|
||||
#include "state/planet.hpp"
|
||||
#include "state/player.hpp"
|
||||
#include "state/ship.hpp"
|
||||
#include "state/trace.hpp"
|
||||
|
||||
#include "image_texture.hpp"
|
||||
#include "particle_batch.hpp"
|
||||
#include "polygon_model.hpp"
|
||||
#include "image_texture.hpp"
|
||||
|
||||
namespace endofthejedi {
|
||||
|
||||
class RendererPolygon3d : public Renderer {
|
||||
|
@ -37,6 +35,7 @@ namespace endofthejedi {
|
|||
|
||||
private:
|
||||
void renderPlanets();
|
||||
void renderSun();
|
||||
void renderMissiles();
|
||||
void renderShips();
|
||||
void renderParticles();
|
||||
|
@ -97,6 +96,7 @@ namespace endofthejedi {
|
|||
std::string m_backgroundTexturePath;
|
||||
ImageTexture *m_texture;
|
||||
Shader m_postprocess_shader;
|
||||
Shader m_multitexture_shader;
|
||||
Texture m_postprocess_tex0;
|
||||
Texture m_postprocess_tex1;
|
||||
Framebuffer m_postprocess_fbo;
|
||||
|
|
Loading…
Reference in a new issue