mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 19:55:07 +02:00
Merge branch 'master' of https://github.com/worklist/hifi
This commit is contained in:
commit
f4c274dbe6
10 changed files with 391 additions and 11 deletions
|
@ -31,6 +31,9 @@ void main(void) {
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// and the texture coordinates
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// and the shadow texture coordinates
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gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position), 1.0);
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// use standard pipeline transform
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gl_Position = ftransform();
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}
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@ -36,6 +36,10 @@ void main(void) {
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// and the texture coordinates
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// and the shadow texture coordinates
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gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], interpolatedPosition), dot(gl_EyePlaneT[0], interpolatedPosition),
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dot(gl_EyePlaneR[0], interpolatedPosition), 1.0);
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// use standard pipeline transform
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gl_Position = ftransform();
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}
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41
interface/resources/shaders/model_shadow_map.frag
Normal file
41
interface/resources/shaders/model_shadow_map.frag
Normal file
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@ -0,0 +1,41 @@
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#version 120
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//
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// model_shadow_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/23/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the interpolated position
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varying vec4 position;
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// the interpolated normal
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varying vec4 normal;
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void main(void) {
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// compute the base color based on OpenGL lighting model
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vec4 normalizedNormal = normalize(normal);
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse) * shadow2D(shadowMap, gl_TexCoord[1].stp).r;
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),
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normalizedNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
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}
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53
interface/resources/shaders/model_shadow_normal_map.frag
Normal file
53
interface/resources/shaders/model_shadow_normal_map.frag
Normal file
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@ -0,0 +1,53 @@
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#version 120
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//
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// model_shadow_normal_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/23/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal map texture
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uniform sampler2D normalMap;
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the interpolated position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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// the interpolated tangent
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varying vec4 interpolatedTangent;
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void main(void) {
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vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
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vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
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vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
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vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
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// compute the base color based on OpenGL lighting model
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vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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float diffuse = dot(viewNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse) * shadow2D(shadowMap, gl_TexCoord[1].stp).r;
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -
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normalize(vec4(vec3(interpolatedPosition), 0.0))), viewNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
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}
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@ -0,0 +1,56 @@
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#version 120
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//
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// model_shadow_normal_specular_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/23/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal map texture
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uniform sampler2D normalMap;
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// the specular map texture
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uniform sampler2D specularMap;
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the interpolated position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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// the interpolated tangent
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varying vec4 interpolatedTangent;
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void main(void) {
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vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
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vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
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vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
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vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
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// compute the base color based on OpenGL lighting model
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vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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float diffuse = dot(viewNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse) * shadow2D(shadowMap, gl_TexCoord[1].stp).r;
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -
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normalize(vec4(interpolatedPosition.xyz, 0.0))), viewNormal));
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|
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
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}
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44
interface/resources/shaders/model_shadow_specular_map.frag
Normal file
44
interface/resources/shaders/model_shadow_specular_map.frag
Normal file
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@ -0,0 +1,44 @@
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#version 120
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|
||||
//
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||||
// model_shadow_specular_map.frag
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// fragment shader
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||||
//
|
||||
// Created by Andrzej Kapolka on 5/23/14.
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// Copyright 2014 High Fidelity, Inc.
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||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
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||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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||||
//
|
||||
|
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the specular texture
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uniform sampler2D specularMap;
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the interpolated position in view space
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varying vec4 position;
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|
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// the interpolated normal
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varying vec4 normal;
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|
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void main(void) {
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// compute the base color based on OpenGL lighting model
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vec4 normalizedNormal = normalize(normal);
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse) * shadow2D(shadowMap, gl_TexCoord[1].stp).r;
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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|
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),
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normalizedNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
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}
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@ -43,5 +43,8 @@ void main(void) {
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// and the texture coordinates
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// and the shadow texture coordinates
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gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position), 1.0);
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gl_Position = gl_ProjectionMatrix * position;
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}
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@ -52,5 +52,9 @@ void main(void) {
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// and the texture coordinates
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// and the shadow texture coordinates
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gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], interpolatedPosition), dot(gl_EyePlaneT[0], interpolatedPosition),
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dot(gl_EyePlaneR[0], interpolatedPosition), 1.0);
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gl_Position = gl_ProjectionMatrix * interpolatedPosition;
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}
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@ -59,18 +59,39 @@ ProgramObject Model::_program;
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ProgramObject Model::_normalMapProgram;
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ProgramObject Model::_specularMapProgram;
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ProgramObject Model::_normalSpecularMapProgram;
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|
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ProgramObject Model::_shadowMapProgram;
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ProgramObject Model::_shadowNormalMapProgram;
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ProgramObject Model::_shadowSpecularMapProgram;
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ProgramObject Model::_shadowNormalSpecularMapProgram;
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|
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ProgramObject Model::_shadowProgram;
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|
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ProgramObject Model::_skinProgram;
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ProgramObject Model::_skinNormalMapProgram;
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ProgramObject Model::_skinSpecularMapProgram;
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ProgramObject Model::_skinNormalSpecularMapProgram;
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|
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ProgramObject Model::_skinShadowMapProgram;
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ProgramObject Model::_skinShadowNormalMapProgram;
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ProgramObject Model::_skinShadowSpecularMapProgram;
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ProgramObject Model::_skinShadowNormalSpecularMapProgram;
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ProgramObject Model::_skinShadowProgram;
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|
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int Model::_normalMapTangentLocation;
|
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int Model::_normalSpecularMapTangentLocation;
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int Model::_shadowNormalMapTangentLocation;
|
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int Model::_shadowNormalSpecularMapTangentLocation;
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|
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Model::SkinLocations Model::_skinLocations;
|
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Model::SkinLocations Model::_skinNormalMapLocations;
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Model::SkinLocations Model::_skinSpecularMapLocations;
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Model::SkinLocations Model::_skinNormalSpecularMapLocations;
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Model::SkinLocations Model::_skinShadowMapLocations;
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Model::SkinLocations Model::_skinShadowNormalMapLocations;
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Model::SkinLocations Model::_skinShadowSpecularMapLocations;
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Model::SkinLocations Model::_skinShadowNormalSpecularMapLocations;
|
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Model::SkinLocations Model::_skinShadowLocations;
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void Model::setScale(const glm::vec3& scale) {
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|
@ -100,7 +121,8 @@ void Model::setOffset(const glm::vec3& offset) {
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}
|
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|
||||
|
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void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations, int specularTextureUnit) {
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void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations,
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int specularTextureUnit, int shadowTextureUnit) {
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program.bind();
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locations.clusterMatrices = program.uniformLocation("clusterMatrices");
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locations.clusterIndices = program.attributeLocation("clusterIndices");
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|
@ -109,6 +131,7 @@ void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locati
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program.setUniformValue("diffuseMap", 0);
|
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program.setUniformValue("normalMap", 1);
|
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program.setUniformValue("specularMap", specularTextureUnit);
|
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program.setUniformValue("shadowMap", shadowTextureUnit);
|
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program.release();
|
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}
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|
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@ -170,7 +193,7 @@ void Model::init() {
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_program.link();
|
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|
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_program.bind();
|
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_program.setUniformValue("texture", 0);
|
||||
_program.setUniformValue("diffuseMap", 0);
|
||||
_program.release();
|
||||
|
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_normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
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|
@ -209,11 +232,63 @@ void Model::init() {
|
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_normalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
|
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_normalSpecularMapProgram.release();
|
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|
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|
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_shadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model.vert");
|
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_shadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
|
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"shaders/model_shadow_map.frag");
|
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_shadowMapProgram.link();
|
||||
|
||||
_shadowMapProgram.bind();
|
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_shadowMapProgram.setUniformValue("diffuseMap", 0);
|
||||
_shadowMapProgram.setUniformValue("shadowMap", 1);
|
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_shadowMapProgram.release();
|
||||
|
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_shadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
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Application::resourcesPath() + "shaders/model_normal_map.vert");
|
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_shadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
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Application::resourcesPath() + "shaders/model_shadow_normal_map.frag");
|
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_shadowNormalMapProgram.link();
|
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|
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_shadowNormalMapProgram.bind();
|
||||
_shadowNormalMapProgram.setUniformValue("diffuseMap", 0);
|
||||
_shadowNormalMapProgram.setUniformValue("normalMap", 1);
|
||||
_shadowNormalMapProgram.setUniformValue("shadowMap", 2);
|
||||
_shadowNormalMapTangentLocation = _shadowNormalMapProgram.attributeLocation("tangent");
|
||||
_shadowNormalMapProgram.release();
|
||||
|
||||
_shadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
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Application::resourcesPath() + "shaders/model.vert");
|
||||
_shadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
Application::resourcesPath() + "shaders/model_shadow_specular_map.frag");
|
||||
_shadowSpecularMapProgram.link();
|
||||
|
||||
_shadowSpecularMapProgram.bind();
|
||||
_shadowSpecularMapProgram.setUniformValue("diffuseMap", 0);
|
||||
_shadowSpecularMapProgram.setUniformValue("specularMap", 1);
|
||||
_shadowSpecularMapProgram.setUniformValue("shadowMap", 2);
|
||||
_shadowSpecularMapProgram.release();
|
||||
|
||||
_shadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
||||
Application::resourcesPath() + "shaders/model_normal_map.vert");
|
||||
_shadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
Application::resourcesPath() + "shaders/model_shadow_normal_specular_map.frag");
|
||||
_shadowNormalSpecularMapProgram.link();
|
||||
|
||||
_shadowNormalSpecularMapProgram.bind();
|
||||
_shadowNormalSpecularMapProgram.setUniformValue("diffuseMap", 0);
|
||||
_shadowNormalSpecularMapProgram.setUniformValue("normalMap", 1);
|
||||
_shadowNormalSpecularMapProgram.setUniformValue("specularMap", 2);
|
||||
_shadowNormalSpecularMapProgram.setUniformValue("shadowMap", 3);
|
||||
_shadowNormalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
|
||||
_shadowNormalSpecularMapProgram.release();
|
||||
|
||||
|
||||
_shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model_shadow.vert");
|
||||
_shadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
Application::resourcesPath() + "shaders/model_shadow.frag");
|
||||
_shadowProgram.link();
|
||||
|
||||
|
||||
_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/skin_model.vert");
|
||||
_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + "shaders/model.frag");
|
||||
_skinProgram.link();
|
||||
|
@ -244,6 +319,40 @@ void Model::init() {
|
|||
|
||||
initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations, 2);
|
||||
|
||||
|
||||
_skinShadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
|
||||
"shaders/skin_model.vert");
|
||||
_skinShadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
|
||||
"shaders/model_shadow_map.frag");
|
||||
_skinShadowMapProgram.link();
|
||||
|
||||
initSkinProgram(_skinShadowMapProgram, _skinShadowMapLocations);
|
||||
|
||||
_skinShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
||||
Application::resourcesPath() + "shaders/skin_model_normal_map.vert");
|
||||
_skinShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
Application::resourcesPath() + "shaders/model_shadow_normal_map.frag");
|
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_skinShadowNormalMapProgram.link();
|
||||
|
||||
initSkinProgram(_skinShadowNormalMapProgram, _skinShadowNormalMapLocations, 1, 2);
|
||||
|
||||
_skinShadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
||||
Application::resourcesPath() + "shaders/skin_model.vert");
|
||||
_skinShadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
Application::resourcesPath() + "shaders/model_shadow_specular_map.frag");
|
||||
_skinShadowSpecularMapProgram.link();
|
||||
|
||||
initSkinProgram(_skinShadowSpecularMapProgram, _skinShadowSpecularMapLocations, 1, 2);
|
||||
|
||||
_skinShadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
||||
Application::resourcesPath() + "shaders/skin_model_normal_map.vert");
|
||||
_skinShadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
Application::resourcesPath() + "shaders/model_shadow_normal_specular_map.frag");
|
||||
_skinShadowNormalSpecularMapProgram.link();
|
||||
|
||||
initSkinProgram(_skinShadowNormalSpecularMapProgram, _skinShadowNormalSpecularMapLocations, 2, 3);
|
||||
|
||||
|
||||
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
||||
Application::resourcesPath() + "shaders/skin_model_shadow.vert");
|
||||
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
|
@ -1485,6 +1594,12 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
|
|||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
|
||||
|
||||
bool receiveShadows = Menu::getInstance()->isOptionChecked(MenuOption::Shadows);
|
||||
if (receiveShadows) {
|
||||
glTexGenfv(GL_S, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[0]);
|
||||
glTexGenfv(GL_T, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[1]);
|
||||
glTexGenfv(GL_R, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[2]);
|
||||
}
|
||||
for (int i = 0; i < networkMeshes.size(); i++) {
|
||||
// exit early if the translucency doesn't match what we're drawing
|
||||
const NetworkMesh& networkMesh = networkMeshes.at(i);
|
||||
|
@ -1507,6 +1622,7 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
|
|||
ProgramObject* skinProgram = &_skinProgram;
|
||||
SkinLocations* skinLocations = &_skinLocations;
|
||||
GLenum specularTextureUnit = 0;
|
||||
GLenum shadowTextureUnit = 0;
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
program = &_shadowProgram;
|
||||
skinProgram = &_skinShadowProgram;
|
||||
|
@ -1514,21 +1630,46 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
|
|||
|
||||
} else if (!mesh.tangents.isEmpty()) {
|
||||
if (mesh.hasSpecularTexture()) {
|
||||
program = &_normalSpecularMapProgram;
|
||||
skinProgram = &_skinNormalSpecularMapProgram;
|
||||
skinLocations = &_skinNormalSpecularMapLocations;
|
||||
if (receiveShadows) {
|
||||
program = &_shadowNormalSpecularMapProgram;
|
||||
skinProgram = &_skinShadowNormalSpecularMapProgram;
|
||||
skinLocations = &_skinShadowNormalSpecularMapLocations;
|
||||
shadowTextureUnit = GL_TEXTURE3;
|
||||
} else {
|
||||
program = &_normalSpecularMapProgram;
|
||||
skinProgram = &_skinNormalSpecularMapProgram;
|
||||
skinLocations = &_skinNormalSpecularMapLocations;
|
||||
}
|
||||
specularTextureUnit = GL_TEXTURE2;
|
||||
|
||||
} else if (receiveShadows) {
|
||||
program = &_shadowNormalMapProgram;
|
||||
skinProgram = &_skinShadowNormalMapProgram;
|
||||
skinLocations = &_skinShadowNormalMapLocations;
|
||||
shadowTextureUnit = GL_TEXTURE2;
|
||||
} else {
|
||||
program = &_normalMapProgram;
|
||||
skinProgram = &_skinNormalMapProgram;
|
||||
skinLocations = &_skinNormalMapLocations;
|
||||
}
|
||||
} else if (mesh.hasSpecularTexture()) {
|
||||
program = &_specularMapProgram;
|
||||
skinProgram = &_skinSpecularMapProgram;
|
||||
skinLocations = &_skinSpecularMapLocations;
|
||||
if (receiveShadows) {
|
||||
program = &_shadowSpecularMapProgram;
|
||||
skinProgram = &_skinShadowSpecularMapProgram;
|
||||
skinLocations = &_skinShadowSpecularMapLocations;
|
||||
shadowTextureUnit = GL_TEXTURE2;
|
||||
} else {
|
||||
program = &_specularMapProgram;
|
||||
skinProgram = &_skinSpecularMapProgram;
|
||||
skinLocations = &_skinSpecularMapLocations;
|
||||
}
|
||||
specularTextureUnit = GL_TEXTURE1;
|
||||
|
||||
} else if (receiveShadows) {
|
||||
program = &_shadowMapProgram;
|
||||
skinProgram = &_skinShadowMapProgram;
|
||||
skinLocations = &_skinShadowMapLocations;
|
||||
shadowTextureUnit = GL_TEXTURE1;
|
||||
}
|
||||
|
||||
const MeshState& state = _meshStates.at(i);
|
||||
|
@ -1617,8 +1758,7 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
|
|||
Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
|
||||
|
||||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
specularTextureUnit = GL_TEXTURE2;
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
Texture* normalMap = networkPart.normalTexture.data();
|
||||
glBindTexture(GL_TEXTURE_2D, !normalMap ?
|
||||
|
@ -1633,6 +1773,12 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
|
|||
Application::getInstance()->getTextureCache()->getWhiteTextureID() : specularMap->getID());
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
if (shadowTextureUnit) {
|
||||
glActiveTexture(shadowTextureUnit);
|
||||
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID());
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
}
|
||||
glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
|
||||
offset += part.quadIndices.size() * sizeof(int);
|
||||
|
@ -1662,6 +1808,12 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
|
|||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
if (shadowTextureUnit) {
|
||||
glActiveTexture(shadowTextureUnit);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
skinProgram->disableAttributeArray(skinLocations->clusterIndices);
|
||||
skinProgram->disableAttributeArray(skinLocations->clusterWeights);
|
||||
|
|
|
@ -344,15 +344,30 @@ private:
|
|||
static ProgramObject _normalMapProgram;
|
||||
static ProgramObject _specularMapProgram;
|
||||
static ProgramObject _normalSpecularMapProgram;
|
||||
|
||||
static ProgramObject _shadowMapProgram;
|
||||
static ProgramObject _shadowNormalMapProgram;
|
||||
static ProgramObject _shadowSpecularMapProgram;
|
||||
static ProgramObject _shadowNormalSpecularMapProgram;
|
||||
|
||||
static ProgramObject _shadowProgram;
|
||||
|
||||
static ProgramObject _skinProgram;
|
||||
static ProgramObject _skinNormalMapProgram;
|
||||
static ProgramObject _skinSpecularMapProgram;
|
||||
static ProgramObject _skinNormalSpecularMapProgram;
|
||||
|
||||
static ProgramObject _skinShadowMapProgram;
|
||||
static ProgramObject _skinShadowNormalMapProgram;
|
||||
static ProgramObject _skinShadowSpecularMapProgram;
|
||||
static ProgramObject _skinShadowNormalSpecularMapProgram;
|
||||
|
||||
static ProgramObject _skinShadowProgram;
|
||||
|
||||
static int _normalMapTangentLocation;
|
||||
static int _normalSpecularMapTangentLocation;
|
||||
static int _shadowNormalMapTangentLocation;
|
||||
static int _shadowNormalSpecularMapTangentLocation;
|
||||
|
||||
class SkinLocations {
|
||||
public:
|
||||
|
@ -366,9 +381,14 @@ private:
|
|||
static SkinLocations _skinNormalMapLocations;
|
||||
static SkinLocations _skinSpecularMapLocations;
|
||||
static SkinLocations _skinNormalSpecularMapLocations;
|
||||
static SkinLocations _skinShadowMapLocations;
|
||||
static SkinLocations _skinShadowNormalMapLocations;
|
||||
static SkinLocations _skinShadowSpecularMapLocations;
|
||||
static SkinLocations _skinShadowNormalSpecularMapLocations;
|
||||
static SkinLocations _skinShadowLocations;
|
||||
|
||||
static void initSkinProgram(ProgramObject& program, SkinLocations& locations, int specularTextureUnit = 1);
|
||||
static void initSkinProgram(ProgramObject& program, SkinLocations& locations,
|
||||
int specularTextureUnit = 1, int shadowTextureUnit = 1);
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(QPointer<Model>)
|
||||
|
|
Loading…
Reference in a new issue