post processing light

This commit is contained in:
j3d1 2016-10-05 23:26:55 +02:00
parent f15213db1b
commit 70b0fee526
7 changed files with 169 additions and 58 deletions

View 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);
}

View 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);
}

View file

@ -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));

View file

@ -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;
}

View file

@ -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();
}

View file

@ -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);
}
@ -449,31 +496,59 @@ namespace endofthejedi {
for (ParticleBatch *batch : rm) {
m_particles.remove(batch);
delete(batch);
delete (batch);
}
}
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();

View file

@ -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;