mirror of
https://github.com/lubosz/overte.git
synced 2025-04-27 01:15:36 +02:00
Basic support for shadows on models.
This commit is contained in:
parent
3d566bc49f
commit
0baf757c0d
6 changed files with 199 additions and 12 deletions
interface
resources/shaders
src/renderer
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@ -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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@ -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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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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ProgramObject Model::_shadowProgram;
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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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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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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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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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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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@ -170,7 +193,7 @@ void Model::init() {
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_program.link();
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_program.bind();
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_program.setUniformValue("texture", 0);
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_program.setUniformValue("diffuseMap", 0);
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_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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_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();
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_shadowMapProgram.bind();
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_shadowMapProgram.setUniformValue("diffuseMap", 0);
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_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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_shadowNormalMapProgram.bind();
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_shadowNormalMapProgram.setUniformValue("diffuseMap", 0);
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_shadowNormalMapProgram.setUniformValue("normalMap", 1);
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_shadowNormalMapProgram.setUniformValue("shadowMap", 2);
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_shadowNormalMapTangentLocation = _shadowNormalMapProgram.attributeLocation("tangent");
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_shadowNormalMapProgram.release();
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_shadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/model.vert");
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_shadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_shadow_specular_map.frag");
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_shadowSpecularMapProgram.link();
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_shadowSpecularMapProgram.bind();
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_shadowSpecularMapProgram.setUniformValue("diffuseMap", 0);
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_shadowSpecularMapProgram.setUniformValue("specularMap", 1);
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_shadowSpecularMapProgram.setUniformValue("shadowMap", 2);
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_shadowSpecularMapProgram.release();
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_shadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/model_normal_map.vert");
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_shadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_shadow_normal_specular_map.frag");
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_shadowNormalSpecularMapProgram.link();
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_shadowNormalSpecularMapProgram.bind();
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_shadowNormalSpecularMapProgram.setUniformValue("diffuseMap", 0);
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_shadowNormalSpecularMapProgram.setUniformValue("normalMap", 1);
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_shadowNormalSpecularMapProgram.setUniformValue("specularMap", 2);
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_shadowNormalSpecularMapProgram.setUniformValue("shadowMap", 3);
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_shadowNormalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
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_shadowNormalSpecularMapProgram.release();
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_shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model_shadow.vert");
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_shadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_shadow.frag");
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_shadowProgram.link();
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_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/skin_model.vert");
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_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + "shaders/model.frag");
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_skinProgram.link();
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@ -244,6 +319,40 @@ void Model::init() {
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initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations, 2);
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_skinShadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
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"shaders/skin_model.vert");
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_skinShadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
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"shaders/model_shadow_map.frag");
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_skinShadowMapProgram.link();
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initSkinProgram(_skinShadowMapProgram, _skinShadowMapLocations);
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_skinShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/skin_model_normal_map.vert");
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_skinShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_shadow_normal_map.frag");
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_skinShadowNormalMapProgram.link();
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initSkinProgram(_skinShadowNormalMapProgram, _skinShadowNormalMapLocations, 1, 2);
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_skinShadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/skin_model.vert");
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_skinShadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_shadow_specular_map.frag");
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_skinShadowSpecularMapProgram.link();
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initSkinProgram(_skinShadowSpecularMapProgram, _skinShadowSpecularMapLocations, 1, 2);
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_skinShadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/skin_model_normal_map.vert");
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_skinShadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_shadow_normal_specular_map.frag");
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_skinShadowNormalSpecularMapProgram.link();
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initSkinProgram(_skinNormalSpecularMapProgram, _skinShadowNormalSpecularMapLocations, 2, 3);
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_skinShadowProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/skin_model_shadow.vert");
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_skinShadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
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@ -1485,6 +1594,12 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
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bool receiveShadows = Menu::getInstance()->isOptionChecked(MenuOption::Shadows);
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if (receiveShadows) {
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glTexGenfv(GL_S, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[0]);
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glTexGenfv(GL_T, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[1]);
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glTexGenfv(GL_R, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[2]);
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}
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for (int i = 0; i < networkMeshes.size(); i++) {
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// exit early if the translucency doesn't match what we're drawing
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const NetworkMesh& networkMesh = networkMeshes.at(i);
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@ -1507,6 +1622,7 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
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ProgramObject* skinProgram = &_skinProgram;
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SkinLocations* skinLocations = &_skinLocations;
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GLenum specularTextureUnit = 0;
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GLenum shadowTextureUnit = 0;
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if (mode == SHADOW_RENDER_MODE) {
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program = &_shadowProgram;
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skinProgram = &_skinShadowProgram;
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@ -1514,21 +1630,45 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
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} else if (!mesh.tangents.isEmpty()) {
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if (mesh.hasSpecularTexture()) {
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program = &_normalSpecularMapProgram;
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skinProgram = &_skinNormalSpecularMapProgram;
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skinLocations = &_skinNormalSpecularMapLocations;
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if (receiveShadows) {
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program = &_shadowNormalSpecularMapProgram;
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skinProgram = &_skinShadowNormalSpecularMapProgram;
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skinLocations = &_skinShadowNormalSpecularMapLocations;
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shadowTextureUnit = GL_TEXTURE3;
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} else {
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program = &_normalSpecularMapProgram;
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skinProgram = &_skinNormalSpecularMapProgram;
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skinLocations = &_skinNormalSpecularMapLocations;
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}
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specularTextureUnit = GL_TEXTURE2;
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} else if (receiveShadows) {
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program = &_shadowNormalMapProgram;
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skinProgram = &_skinShadowNormalMapProgram;
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skinLocations = &_skinShadowNormalMapLocations;
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} else {
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program = &_normalMapProgram;
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skinProgram = &_skinNormalMapProgram;
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skinLocations = &_skinNormalMapLocations;
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}
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} else if (mesh.hasSpecularTexture()) {
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program = &_specularMapProgram;
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skinProgram = &_skinSpecularMapProgram;
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skinLocations = &_skinSpecularMapLocations;
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specularTextureUnit = GL_TEXTURE1;
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if (receiveShadows) {
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program = &_shadowSpecularMapProgram;
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skinProgram = &_skinShadowSpecularMapProgram;
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skinLocations = &_skinShadowSpecularMapLocations;
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specularTextureUnit = GL_TEXTURE1;
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shadowTextureUnit = GL_TEXTURE2;
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} else {
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program = &_specularMapProgram;
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skinProgram = &_skinSpecularMapProgram;
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skinLocations = &_skinSpecularMapLocations;
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specularTextureUnit = GL_TEXTURE1;
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}
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} else if (receiveShadows) {
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program = &_shadowMapProgram;
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skinProgram = &_skinShadowMapProgram;
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skinLocations = &_skinShadowMapLocations;
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shadowTextureUnit = GL_TEXTURE1;
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}
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const MeshState& state = _meshStates.at(i);
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@ -1617,8 +1757,7 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
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Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
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if (!mesh.tangents.isEmpty()) {
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specularTextureUnit = GL_TEXTURE2;
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if (!mesh.tangents.isEmpty()) {
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glActiveTexture(GL_TEXTURE1);
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Texture* normalMap = networkPart.normalTexture.data();
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glBindTexture(GL_TEXTURE_2D, !normalMap ?
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@ -1633,6 +1772,12 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
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Application::getInstance()->getTextureCache()->getWhiteTextureID() : specularMap->getID());
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glActiveTexture(GL_TEXTURE0);
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}
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if (shadowTextureUnit) {
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glActiveTexture(shadowTextureUnit);
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glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID());
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glActiveTexture(GL_TEXTURE0);
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}
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}
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glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
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offset += part.quadIndices.size() * sizeof(int);
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@ -1662,6 +1807,12 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
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glActiveTexture(GL_TEXTURE0);
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}
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if (shadowTextureUnit) {
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glActiveTexture(shadowTextureUnit);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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}
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if (state.clusterMatrices.size() > 1) {
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skinProgram->disableAttributeArray(skinLocations->clusterIndices);
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skinProgram->disableAttributeArray(skinLocations->clusterWeights);
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@ -340,19 +340,36 @@ private:
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QList<AnimationHandlePointer> _runningAnimations;
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bool _receivesShadows;
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static ProgramObject _program;
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static ProgramObject _normalMapProgram;
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static ProgramObject _specularMapProgram;
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static ProgramObject _normalSpecularMapProgram;
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static ProgramObject _shadowMapProgram;
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static ProgramObject _shadowNormalMapProgram;
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static ProgramObject _shadowSpecularMapProgram;
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static ProgramObject _shadowNormalSpecularMapProgram;
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static ProgramObject _shadowProgram;
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static ProgramObject _skinProgram;
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static ProgramObject _skinNormalMapProgram;
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static ProgramObject _skinSpecularMapProgram;
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static ProgramObject _skinNormalSpecularMapProgram;
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static ProgramObject _skinShadowMapProgram;
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static ProgramObject _skinShadowNormalMapProgram;
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static ProgramObject _skinShadowSpecularMapProgram;
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static ProgramObject _skinShadowNormalSpecularMapProgram;
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static ProgramObject _skinShadowProgram;
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static int _normalMapTangentLocation;
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static int _normalSpecularMapTangentLocation;
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static int _shadowNormalMapTangentLocation;
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static int _shadowNormalSpecularMapTangentLocation;
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class SkinLocations {
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public:
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static SkinLocations _skinNormalMapLocations;
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static SkinLocations _skinSpecularMapLocations;
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static SkinLocations _skinNormalSpecularMapLocations;
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static SkinLocations _skinShadowMapLocations;
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static SkinLocations _skinShadowNormalMapLocations;
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static SkinLocations _skinShadowSpecularMapLocations;
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static SkinLocations _skinShadowNormalSpecularMapLocations;
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static SkinLocations _skinShadowLocations;
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static void initSkinProgram(ProgramObject& program, SkinLocations& locations, int specularTextureUnit = 1);
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static void initSkinProgram(ProgramObject& program, SkinLocations& locations,
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int specularTextureUnit = 1, int shadowTextureUnit = 1);
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};
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Q_DECLARE_METATYPE(QPointer<Model>)
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