modifying normal model loading

pull/1/head
BuildTools 2019-05-26 14:09:02 +10:00
parent e97b87d79a
commit b6459bb737
8 changed files with 414 additions and 0 deletions

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package normalMappingRenderer;
import java.util.List;
import java.util.Map;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
import org.lwjgl.util.vector.Matrix4f;
import org.lwjgl.util.vector.Vector4f;
import entities.Camera;
import entities.Entity;
import entities.Light;
import models.RawModel;
import models.TexturedModel;
import renderEngine.MasterRenderer;
import textures.ModelTexture;
import toolbox.Maths;
public class NormalMappingRenderer {
private NormalMappingShader shader;
public NormalMappingRenderer(Matrix4f projectionMatrix) {
this.shader = new NormalMappingShader();
shader.start();
shader.loadProjectionMatrix(projectionMatrix);
shader.connectTextureUnits();
shader.stop();
}
public void render(Map<TexturedModel, List<Entity>> entities, Vector4f clipPlane, List<Light> lights, Camera camera) {
shader.start();
prepare(clipPlane, lights, camera);
for (TexturedModel model : entities.keySet()) {
prepareTexturedModel(model);
List<Entity> batch = entities.get(model);
for (Entity entity : batch) {
prepareInstance(entity);
GL11.glDrawElements(GL11.GL_TRIANGLES, model.getRawModel().getVertexCount(), GL11.GL_UNSIGNED_INT, 0);
}
unbindTexturedModel();
}
shader.stop();
}
public void cleanUp(){
shader.cleanUp();
}
private void prepareTexturedModel(TexturedModel model) {
RawModel rawModel = model.getRawModel();
GL30.glBindVertexArray(rawModel.getVaoID());
GL20.glEnableVertexAttribArray(0);
GL20.glEnableVertexAttribArray(1);
GL20.glEnableVertexAttribArray(2);
ModelTexture texture = model.getTexture();
shader.loadNumberOfRows(texture.getNumberOfRows());
if (texture.isHasTransparency()) {
MasterRenderer.disableCulling();
}
shader.loadShineVariables(texture.getShineDamper(), texture.getReflectivity());
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, model.getTexture().getID());
}
private void unbindTexturedModel() {
MasterRenderer.enableCulling();
GL20.glDisableVertexAttribArray(0);
GL20.glDisableVertexAttribArray(1);
GL20.glDisableVertexAttribArray(2);
GL30.glBindVertexArray(0);
}
private void prepareInstance(Entity entity) {
Matrix4f transformationMatrix = Maths.createTransformationMatrix(entity.getPosition(), entity.getRotX(),
entity.getRotY(), entity.getRotZ(), entity.getScale());
shader.loadTransformationMatrix(transformationMatrix);
shader.loadOffset(entity.getTextureXOffset(), entity.getTextureYOffset());
}
private void prepare(Vector4f clipPlane, List<Light> lights, Camera camera) {
shader.loadClipPlane(clipPlane);
//need to be public variables in MasterRenderer
shader.loadSkyColour(MasterRenderer.RED, MasterRenderer.GREEN, MasterRenderer.BLUE);
Matrix4f viewMatrix = Maths.createViewMatrix(camera);
shader.loadLights(lights, viewMatrix);
shader.loadViewMatrix(viewMatrix);
}
}

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package normalMappingRenderer;
import java.util.List;
import org.lwjgl.util.vector.Matrix4f;
import org.lwjgl.util.vector.Vector2f;
import org.lwjgl.util.vector.Vector3f;
import org.lwjgl.util.vector.Vector4f;
import entities.Light;
import shaders.ShaderProgram;
public class NormalMappingShader extends ShaderProgram{
private static final int MAX_LIGHTS = 4;
private static final String VERTEX_FILE = "src/normalMappingRenderer/normalMapVShader.txt";
private static final String FRAGMENT_FILE = "src/normalMappingRenderer/normalMapFShader.txt";
private int location_transformationMatrix;
private int location_projectionMatrix;
private int location_viewMatrix;
private int location_lightPositionEyeSpace[];
private int location_lightColour[];
private int location_attenuation[];
private int location_shineDamper;
private int location_reflectivity;
private int location_skyColour;
private int location_numberOfRows;
private int location_offset;
private int location_plane;
private int location_modelTexture;
public NormalMappingShader() {
super(VERTEX_FILE, FRAGMENT_FILE);
}
@Override
protected void bindAttributes() {
super.bindAttribute(0, "position");
super.bindAttribute(1, "textureCoordinates");
super.bindAttribute(2, "normal");
}
@Override
protected void getAllUniformLocations() {
location_transformationMatrix = super.getUniformLocation("transformationMatrix");
location_projectionMatrix = super.getUniformLocation("projectionMatrix");
location_viewMatrix = super.getUniformLocation("viewMatrix");
location_shineDamper = super.getUniformLocation("shineDamper");
location_reflectivity = super.getUniformLocation("reflectivity");
location_skyColour = super.getUniformLocation("skyColour");
location_numberOfRows = super.getUniformLocation("numberOfRows");
location_offset = super.getUniformLocation("offset");
location_plane = super.getUniformLocation("plane");
location_modelTexture = super.getUniformLocation("modelTexture");
location_lightPositionEyeSpace = new int[MAX_LIGHTS];
location_lightColour = new int[MAX_LIGHTS];
location_attenuation = new int[MAX_LIGHTS];
for(int i=0;i<MAX_LIGHTS;i++){
location_lightPositionEyeSpace[i] = super.getUniformLocation("lightPositionEyeSpace[" + i + "]");
location_lightColour[i] = super.getUniformLocation("lightColour[" + i + "]");
location_attenuation[i] = super.getUniformLocation("attenuation[" + i + "]");
}
}
protected void connectTextureUnits(){
super.loadInt(location_modelTexture, 0);
}
protected void loadClipPlane(Vector4f plane){
super.loadVector(location_plane, plane);
}
protected void loadNumberOfRows(int numberOfRows){
super.loadFloat(location_numberOfRows, numberOfRows);
}
protected void loadOffset(float x, float y){
super.load2DVector(location_offset, new Vector2f(x,y));
}
protected void loadSkyColour(float r, float g, float b){
super.loadVector(location_skyColour, new Vector3f(r,g,b));
}
protected void loadShineVariables(float damper,float reflectivity){
super.loadFloat(location_shineDamper, damper);
super.loadFloat(location_reflectivity, reflectivity);
}
protected void loadTransformationMatrix(Matrix4f matrix){
super.loadMatrix(location_transformationMatrix, matrix);
}
protected void loadLights(List<Light> lights, Matrix4f viewMatrix){
for(int i=0;i<MAX_LIGHTS;i++){
if(i<lights.size()){
super.loadVector(location_lightPositionEyeSpace[i], getEyeSpacePosition(lights.get(i), viewMatrix));
super.loadVector(location_lightColour[i], lights.get(i).getColour());
super.loadVector(location_attenuation[i], lights.get(i).getAttenuation());
}else{
super.loadVector(location_lightPositionEyeSpace[i], new Vector3f(0, 0, 0));
super.loadVector(location_lightColour[i], new Vector3f(0, 0, 0));
super.loadVector(location_attenuation[i], new Vector3f(1, 0, 0));
}
}
}
protected void loadViewMatrix(Matrix4f viewMatrix){
super.loadMatrix(location_viewMatrix, viewMatrix);
}
protected void loadProjectionMatrix(Matrix4f projection){
super.loadMatrix(location_projectionMatrix, projection);
}
private Vector3f getEyeSpacePosition(Light light, Matrix4f viewMatrix){
Vector3f position = light.getPosition();
Vector4f eyeSpacePos = new Vector4f(position.x,position.y, position.z, 1f);
Matrix4f.transform(viewMatrix, eyeSpacePos, eyeSpacePos);
return new Vector3f(eyeSpacePos);
}
}

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#version 400 core
in vec2 pass_textureCoordinates;
in vec3 surfaceNormal;
in vec3 toLightVector[4];
in vec3 toCameraVector;
in float visibility;
out vec4 out_Color;
uniform sampler2D modelTexture;
uniform vec3 lightColour[4];
uniform vec3 attenuation[4];
uniform float shineDamper;
uniform float reflectivity;
uniform vec3 skyColour;
void main(void){
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitVectorToCamera = normalize(toCameraVector);
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for(int i=0;i<4;i++){
float distance = length(toLightVector[i]);
float attFactor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
vec3 unitLightVector = normalize(toLightVector[i]);
float nDotl = dot(unitNormal,unitLightVector);
float brightness = max(nDotl,0.0);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection,unitNormal);
float specularFactor = dot(reflectedLightDirection , unitVectorToCamera);
specularFactor = max(specularFactor,0.0);
float dampedFactor = pow(specularFactor,shineDamper);
totalDiffuse = totalDiffuse + (brightness * lightColour[i])/attFactor;
totalSpecular = totalSpecular + (dampedFactor * reflectivity * lightColour[i])/attFactor;
}
totalDiffuse = max(totalDiffuse, 0.2);
vec4 textureColour = texture(modelTexture,pass_textureCoordinates);
if(textureColour.a<0.5){
discard;
}
out_Color = vec4(totalDiffuse,1.0) * textureColour + vec4(totalSpecular,1.0);
out_Color = mix(vec4(skyColour,1.0),out_Color, visibility);
}

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#version 400 core
in vec3 position;
in vec2 textureCoordinates;
in vec3 normal;
out vec2 pass_textureCoordinates;
out vec3 surfaceNormal;
out vec3 toLightVector[4];
out vec3 toCameraVector;
out float visibility;
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform vec3 lightPositionEyeSpace[4];
uniform float numberOfRows;
uniform vec2 offset;
const float density = 0;
const float gradient = 5.0;
uniform vec4 plane;
void main(void){
vec4 worldPosition = transformationMatrix * vec4(position,1.0);
gl_ClipDistance[0] = dot(worldPosition, plane);
mat4 modelViewMatrix = viewMatrix * transformationMatrix;
vec4 positionRelativeToCam = modelViewMatrix * vec4(position,1.0);
gl_Position = projectionMatrix * positionRelativeToCam;
pass_textureCoordinates = (textureCoordinates/numberOfRows) + offset;
surfaceNormal = (modelViewMatrix * vec4(normal,0.0)).xyz;
for(int i=0;i<4;i++){
toLightVector[i] = lightPositionEyeSpace[i] - positionRelativeToCam.xyz;
}
toCameraVector = -positionRelativeToCam.xyz;
float distance = length(positionRelativeToCam.xyz);
visibility = exp(-pow((distance*density),gradient));
visibility = clamp(visibility,0.0,1.0);
}

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#version 400 core
in vec2 pass_textureCoordinates;
in vec3 surfaceNormal;
in vec3 toLightVector[4];
in vec3 toCameraVector;
in float visibility;
out vec4 out_Color;
uniform sampler2D modelTexture;
uniform vec3 lightColour[4];
uniform vec3 attenuation[4];
uniform float shineDamper;
uniform float reflectivity;
uniform vec3 skyColour;
void main(void){
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitVectorToCamera = normalize(toCameraVector);
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for(int i=0;i<4;i++){
float distance = length(toLightVector[i]);
float attFactor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
vec3 unitLightVector = normalize(toLightVector[i]);
float nDotl = dot(unitNormal,unitLightVector);
float brightness = max(nDotl,0.0);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection,unitNormal);
float specularFactor = dot(reflectedLightDirection , unitVectorToCamera);
specularFactor = max(specularFactor,0.0);
float dampedFactor = pow(specularFactor,shineDamper);
totalDiffuse = totalDiffuse + (brightness * lightColour[i])/attFactor;
totalSpecular = totalSpecular + (dampedFactor * reflectivity * lightColour[i])/attFactor;
}
totalDiffuse = max(totalDiffuse, 0.2);
vec4 textureColour = texture(modelTexture,pass_textureCoordinates);
if(textureColour.a<0.5){
discard;
}
out_Color = vec4(totalDiffuse,1.0) * textureColour + vec4(totalSpecular,1.0);
out_Color = mix(vec4(skyColour,1.0),out_Color, visibility);
}

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#version 400 core
in vec3 position;
in vec2 textureCoordinates;
in vec3 normal;
out vec2 pass_textureCoordinates;
out vec3 surfaceNormal;
out vec3 toLightVector[4];
out vec3 toCameraVector;
out float visibility;
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform vec3 lightPositionEyeSpace[4];
uniform float numberOfRows;
uniform vec2 offset;
const float density = 0;
const float gradient = 5.0;
uniform vec4 plane;
void main(void){
vec4 worldPosition = transformationMatrix * vec4(position,1.0);
gl_ClipDistance[0] = dot(worldPosition, plane);
mat4 modelViewMatrix = viewMatrix * transformationMatrix;
vec4 positionRelativeToCam = modelViewMatrix * vec4(position,1.0);
gl_Position = projectionMatrix * positionRelativeToCam;
pass_textureCoordinates = (textureCoordinates/numberOfRows) + offset;
surfaceNormal = (modelViewMatrix * vec4(normal,0.0)).xyz;
for(int i=0;i<4;i++){
toLightVector[i] = lightPositionEyeSpace[i] - positionRelativeToCam.xyz;
}
toCameraVector = -positionRelativeToCam.xyz;
float distance = length(positionRelativeToCam.xyz);
visibility = exp(-pow((distance*density),gradient));
visibility = clamp(visibility,0.0,1.0);
}