Merge branch 'master' into vulkan
This commit is contained in:
@@ -9,5 +9,6 @@ EXAMPLE.Files = {
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EXAMPLE.Libraries = {
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"NazaraAudio",
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"NazaraCore",
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"NazaraPlatform",
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"NazaraUtility"
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}
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}
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@@ -12,14 +12,14 @@
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#include <Nazara/Core/Clock.hpp>
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#include <Nazara/Core/Thread.hpp> // Thread::Sleep
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#include <Nazara/Math/Vector3.hpp>
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#include <Nazara/Utility/Keyboard.hpp>
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#include <Nazara/Utility/Utility.hpp>
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#include <Nazara/Platform/Keyboard.hpp>
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#include <Nazara/Platform/Platform.hpp>
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#include <iostream>
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int main()
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{
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// NzKeyboard nécessite l'initialisation du module Utilitaire
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Nz::Initializer<Nz::Audio, Nz::Utility> audio;
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Nz::Initializer<Nz::Audio, Nz::Platform> audio;
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if (!audio)
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{
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std::cout << "Failed to initialize audio module" << std::endl;
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@@ -307,7 +307,8 @@ int main()
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// Pour éviter que le curseur ne sorte de l'écran, nous le renvoyons au centre de la fenêtre
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// Cette fonction est codée de sorte à ne pas provoquer d'évènement MouseMoved
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Nz::Mouse::SetPosition(window.GetWidth() / 2, window.GetHeight() / 2, window);
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Nz::Vector2ui size = window.GetSize();
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Nz::Mouse::SetPosition(size.x / 2, size.y / 2, window);
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break;
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}
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@@ -12,6 +12,7 @@ EXAMPLE.Files = {
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EXAMPLE.Libraries = {
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"NazaraCore",
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"NazaraPlatform",
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"NazaraRenderer",
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"NazaraUtility"
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}
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@@ -8,6 +8,7 @@ EXAMPLE.Files = {
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EXAMPLE.Libraries = {
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"NazaraCore",
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"NazaraPlatform",
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"NazaraUtility"
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}
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@@ -2,8 +2,11 @@
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#include <Nazara/Core/File.hpp>
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#include <Nazara/Math/Box.hpp>
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#include <Nazara/Utility/Animation.hpp>
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#include <Nazara/Utility/Joint.hpp>
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#include <Nazara/Utility/MaterialData.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <Nazara/Utility/Sequence.hpp>
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#include <Nazara/Utility/Skeleton.hpp>
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#include <Nazara/Utility/Utility.hpp>
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#include <cctype>
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#include <iostream>
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@@ -11,7 +11,7 @@ m_name(name)
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{
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}
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void ParticleDemo::Enter(Ndk::StateMachine& fsm)
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void ParticleDemo::Enter(Ndk::StateMachine& /*fsm*/)
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{
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m_shared.demoName->Update(Nz::SimpleTextDrawer::Draw(Nz::String::Number(m_index+1) + " - " + m_name, 48));
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m_fpsCounter = 0;
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@@ -23,7 +23,7 @@ void ParticleDemo::Enter(Ndk::StateMachine& fsm)
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m_oldBackground3D = renderSystem3D.GetDefaultBackground();
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}
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void ParticleDemo::Leave(Ndk::StateMachine& fsm)
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void ParticleDemo::Leave(Ndk::StateMachine& /*fsm*/)
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{
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m_shared.world2D->GetSystem<Ndk::RenderSystem>().SetDefaultBackground(m_oldBackground2D);
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m_shared.world3D->GetSystem<Ndk::RenderSystem>().SetDefaultBackground(m_oldBackground3D);
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@@ -32,7 +32,7 @@ void ParticleDemo::Leave(Ndk::StateMachine& fsm)
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m_particleGroups.clear();
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}
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bool ParticleDemo::Update(Ndk::StateMachine& fsm, float elapsedTime)
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bool ParticleDemo::Update(Ndk::StateMachine& /*fsm*/, float elapsedTime)
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{
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m_fpsCounter++;
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if (m_updateClock.GetMilliseconds() > 1000)
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@@ -21,7 +21,7 @@ struct ParticleData
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{
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Nz::Color color;
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Nz::Vector2f destination;
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Nz::Vector2f position;
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Nz::Vector3f position;
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Nz::Vector2f velocity;
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};
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@@ -33,18 +33,18 @@ struct SpriteController : public Nz::ParticleController
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return;
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auto destPtr = mapper.GetComponentPtr<Nz::Vector2f>(Nz::ParticleComponent_Userdata0);
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auto posPtr = mapper.GetComponentPtr<Nz::Vector2f>(Nz::ParticleComponent_Position);
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auto posPtr = mapper.GetComponentPtr<Nz::Vector3f>(Nz::ParticleComponent_Position);
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auto velPtr = mapper.GetComponentPtr<Nz::Vector2f>(Nz::ParticleComponent_Velocity);
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std::uniform_real_distribution<float> dis(-1.f, 1.f);
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for (unsigned int i = startId; i <= endId; ++i)
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{
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Nz::Vector2f newVel = destPtr[i] - posPtr[i];
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Nz::Vector2f newVel = destPtr[i] - Nz::Vector2f(posPtr[i]);
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float length;
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newVel.Normalize(&length);
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float distance = SquaredDistancePointSegment(oldMousePos, actualMousePos, posPtr[i]);
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float distance = SquaredDistancePointSegment(oldMousePos, actualMousePos, Nz::Vector2f(posPtr[i]));
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if (distance < 250.f)
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{
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Nz::Vector2f mouseLine = actualMousePos - oldMousePos;
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@@ -162,7 +162,7 @@ ParticleDemo("Logo", sharedData)
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m_declaration = Nz::ParticleDeclaration::New();
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m_declaration->EnableComponent(Nz::ParticleComponent_Color, Nz::ComponentType_Color, NazaraOffsetOf(ParticleData, color));
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m_declaration->EnableComponent(Nz::ParticleComponent_Position, Nz::ComponentType_Float2, NazaraOffsetOf(ParticleData, position));
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m_declaration->EnableComponent(Nz::ParticleComponent_Position, Nz::ComponentType_Float3, NazaraOffsetOf(ParticleData, position));
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m_declaration->EnableComponent(Nz::ParticleComponent_Userdata0, Nz::ComponentType_Float2, NazaraOffsetOf(ParticleData, destination));
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m_declaration->EnableComponent(Nz::ParticleComponent_Velocity, Nz::ComponentType_Float2, NazaraOffsetOf(ParticleData, velocity));
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}
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@@ -231,7 +231,7 @@ bool LogoExample::Update(Ndk::StateMachine& fsm, float elapsedTime)
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ParticleData* sprite = static_cast<ParticleData*>(m_particles);
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for (std::size_t i = 0; i < m_pixels.size(); ++i)
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{
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Nz::Vector2f particleToMouse = sprite[i].position - controller->actualMousePos;
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Nz::Vector2f particleToMouse = Nz::Vector2f(sprite[i].position) - controller->actualMousePos;
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float sqDist = particleToMouse.GetSquaredLength();
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if (sqDist < 10000.f)
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{
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@@ -251,21 +251,20 @@ bool LogoExample::Update(Ndk::StateMachine& fsm, float elapsedTime)
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void LogoExample::ResetParticles(float elapsed)
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{
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unsigned int width = m_shared.target->GetWidth();
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unsigned int height = m_shared.target->GetHeight();
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Nz::Vector2ui size = m_shared.target->GetSize();
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Nz::Vector2f center = {width / 2.f, height / 2.f};
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Nz::Vector2f center = {size.x / 2.f, size.y / 2.f};
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Nz::Vector2f offset = center - Nz::Vector2f(Nz::Vector2ui(m_logo.GetSize()) / 2);
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std::uniform_real_distribution<float> disX(0.f, float(width));
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std::uniform_real_distribution<float> disY(-float(height) * 0.5f, float(height) * 1.5f);
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std::uniform_real_distribution<float> disX(0.f, float(size.x));
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std::uniform_real_distribution<float> disY(-float(size.y) * 0.5f, float(size.y) * 1.5f);
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ParticleData* sprite = static_cast<ParticleData*>(m_particles);
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for (PixelData& data : m_pixels)
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{
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sprite->color = data.color;
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sprite->destination = offset + Nz::Vector2f(data.pos);
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sprite->position.Set(disX(m_shared.randomGen) - float(width), disY(m_shared.randomGen));
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sprite->position.Set(disX(m_shared.randomGen) - float(size.x), disY(m_shared.randomGen), 0.f);
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sprite->velocity = Nz::Vector2f::Zero();
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sprite++;
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}
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@@ -2,6 +2,7 @@
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#include <Nazara/Audio/Sound.hpp>
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#include <Nazara/Core/OffsetOf.hpp>
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#include <Nazara/Graphics.hpp>
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#include <Nazara/Platform.hpp>
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#include <Nazara/Utility.hpp>
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#include <NDK/Components.hpp>
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#include <NDK/Systems.hpp>
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@@ -317,10 +318,10 @@ ParticleDemo("Space battle", sharedData)
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m_spaceshipTemplate = m_shared.world3D->CreateEntity();
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m_spaceshipTemplate->Enable(false);
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m_spaceshipTemplate->AddComponent<Ndk::NodeComponent>();
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m_spaceshipTemplate->AddComponent<Ndk::VelocityComponent>();
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m_spaceshipTemplate->AddComponent<SpaceshipComponent>();
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auto& gfxComponent = m_spaceshipTemplate->AddComponent<Ndk::GraphicsComponent>();
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auto& nodeComponent = m_spaceshipTemplate->AddComponent<Ndk::NodeComponent>();
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auto& velocityComponent = m_spaceshipTemplate->AddComponent<Ndk::VelocityComponent>();
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auto& spaceshipComponent = m_spaceshipTemplate->AddComponent<SpaceshipComponent>();
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gfxComponent.Attach(&m_spaceshipModel);
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m_ambientMusic.OpenFromFile("resources/ambience.ogg");
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@@ -385,9 +386,7 @@ void SpacebattleExample::Enter(Ndk::StateMachine& fsm)
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m_torpedoGroup->AddController(Nz::ParticleFunctionController::New([this] (Nz::ParticleGroup& group, Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, float elapsedTime)
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{
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auto positionPtr = mapper.GetComponentPtr<Nz::Vector3f>(Nz::ParticleComponent_Position);
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auto rotationPtr = mapper.GetComponentPtr<float>(Nz::ParticleComponent_Rotation);
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auto sizePtr = mapper.GetComponentPtr<Nz::Vector2f>(Nz::ParticleComponent_Size);
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auto velocityPtr = mapper.GetComponentPtr<Nz::Vector3f>(Nz::ParticleComponent_Velocity);
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auto& spaceshipSystem = m_shared.world3D->GetSystem<SpaceshipSystem>();
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@@ -421,7 +420,7 @@ void SpacebattleExample::Enter(Ndk::StateMachine& fsm)
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emitter.SetEmissionCount(2);
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emitter.SetEmissionRate(200.f);
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emitter.SetSetupFunc([this] (const Ndk::EntityHandle& entity, Nz::ParticleMapper& mapper, unsigned int count)
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emitter.SetSetupFunc([this] (const Ndk::EntityHandle& emitterEntity, Nz::ParticleMapper& particleMapper, unsigned int count)
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{
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auto& gen = m_shared.randomGen;
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@@ -433,29 +432,29 @@ void SpacebattleExample::Enter(Ndk::StateMachine& fsm)
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std::uniform_real_distribution<float> sizeDis(1.0f, 4.f);
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std::uniform_real_distribution<float> velDis(-maxFireVel, maxFireVel);
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Nz::Vector3f pos = entity->GetComponent<Ndk::NodeComponent>().GetPosition();
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Nz::Vector3f pos = emitterEntity->GetComponent<Ndk::NodeComponent>().GetPosition();
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Nz::ParticleStruct_Billboard* billboards = static_cast<Nz::ParticleStruct_Billboard*>(mapper.GetPointer());
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Nz::ParticleStruct_Billboard* billboards = static_cast<Nz::ParticleStruct_Billboard*>(particleMapper.GetPointer());
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Nz::ParticleStruct_Billboard* smokeParticles = static_cast<Nz::ParticleStruct_Billboard*>(m_smokeGroup->CreateParticles(count));
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for (unsigned int i = 0; i < count; ++i)
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for (unsigned int j = 0; j < count; ++j)
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{
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billboards[i].color = Nz::Color::White;
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billboards[i].life = 1.f + lifeDis(gen);
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billboards[i].position = pos + Nz::Vector3f(posDis(gen), posDis(gen), posDis(gen));
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billboards[i].rotation = rotDis(gen);
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billboards[i].size = {1.28f, 1.28f};
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billboards[i].size *= sizeDis(gen);
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billboards[i].velocity.Set(normalDis(gen), normalDis(gen), normalDis(gen));
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billboards[i].velocity.Normalize();
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billboards[i].velocity *= velDis(gen);
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billboards[j].color = Nz::Color::White;
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billboards[j].life = 1.f + lifeDis(gen);
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billboards[j].position = pos + Nz::Vector3f(posDis(gen), posDis(gen), posDis(gen));
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billboards[j].rotation = rotDis(gen);
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billboards[j].size = {1.28f, 1.28f};
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billboards[j].size *= sizeDis(gen);
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billboards[j].velocity.Set(normalDis(gen), normalDis(gen), normalDis(gen));
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billboards[j].velocity.Normalize();
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billboards[j].velocity *= velDis(gen);
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smokeParticles[i].color = Nz::Color(128, 128, 128, 0);
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smokeParticles[i].life = maxSmokeLife;
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smokeParticles[i].position = billboards[i].position;
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smokeParticles[i].rotation = billboards[i].rotation;
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smokeParticles[i].size = {2.56f, 2.56f};
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smokeParticles[i].size *= sizeDis(gen);
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smokeParticles[i].velocity = billboards[i].velocity / 2.f;
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smokeParticles[j].color = Nz::Color(128, 128, 128, 0);
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smokeParticles[j].life = maxSmokeLife;
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smokeParticles[j].position = billboards[j].position;
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smokeParticles[j].rotation = billboards[j].rotation;
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smokeParticles[j].size = {2.56f, 2.56f};
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smokeParticles[j].size *= sizeDis(gen);
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smokeParticles[j].velocity = billboards[j].velocity / 2.f;
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||||
}
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});
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m_fireGroup->AddEmitter(entity);
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@@ -466,12 +465,11 @@ void SpacebattleExample::Enter(Ndk::StateMachine& fsm)
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||||
}
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||||
}));
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m_torpedoGroup->SetRenderer(Nz::ParticleFunctionRenderer::New([sparkleMat1 = Nz::MaterialLibrary::Get("TorpedoFlare1")] (const Nz::ParticleGroup& group, const Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, Nz::AbstractRenderQueue* renderQueue)
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m_torpedoGroup->SetRenderer(Nz::ParticleFunctionRenderer::New([sparkleMat1 = Nz::MaterialLibrary::Get("TorpedoFlare1")] (const Nz::ParticleGroup& /*group*/, const Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, Nz::AbstractRenderQueue* renderQueue)
|
||||
{
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||||
auto positionPtr = mapper.GetComponentPtr<const Nz::Vector3f>(Nz::ParticleComponent_Position);
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||||
auto rotationPtr = mapper.GetComponentPtr<const float>(Nz::ParticleComponent_Rotation);
|
||||
auto sizePtr = mapper.GetComponentPtr<const Nz::Vector2f>(Nz::ParticleComponent_Size);
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||||
auto velocityPtr = mapper.GetComponentPtr<const Nz::Vector3f>(Nz::ParticleComponent_Velocity);
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||||
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||||
renderQueue->AddBillboards(0, sparkleMat1, endId - startId + 1, positionPtr, sizePtr, rotationPtr);
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for (unsigned int i = startId; i <= endId; ++i)
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@@ -580,7 +578,7 @@ void SpacebattleExample::Enter(Ndk::StateMachine& fsm)
|
||||
});
|
||||
|
||||
m_fireGroup->AddController(movementController);
|
||||
m_fireGroup->AddController(Nz::ParticleFunctionController::New([] (Nz::ParticleGroup& group, Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, float elapsedTime)
|
||||
m_fireGroup->AddController(Nz::ParticleFunctionController::New([] (Nz::ParticleGroup& /*group*/, Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, float elapsedTime)
|
||||
{
|
||||
auto colorPtr = mapper.GetComponentPtr<Nz::Color>(Nz::ParticleComponent_Color);
|
||||
auto lifePtr = mapper.GetComponentPtr<float>(Nz::ParticleComponent_Life);
|
||||
@@ -591,7 +589,7 @@ void SpacebattleExample::Enter(Ndk::StateMachine& fsm)
|
||||
}));
|
||||
|
||||
m_smokeGroup->AddController(movementController);
|
||||
m_smokeGroup->AddController(Nz::ParticleFunctionController::New([] (Nz::ParticleGroup& group, Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, float elapsedTime)
|
||||
m_smokeGroup->AddController(Nz::ParticleFunctionController::New([] (Nz::ParticleGroup& /*group*/, Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, float elapsedTime)
|
||||
{
|
||||
auto colorPtr = mapper.GetComponentPtr<Nz::Color>(Nz::ParticleComponent_Color);
|
||||
auto lifePtr = mapper.GetComponentPtr<float>(Nz::ParticleComponent_Life);
|
||||
@@ -617,7 +615,7 @@ void SpacebattleExample::Enter(Ndk::StateMachine& fsm)
|
||||
smokeMat->SetDiffuseColor(Nz::Color(128, 128, 128));
|
||||
smokeMat->SetDiffuseMap("resources/smoke.png");
|
||||
|
||||
m_fireGroup->SetRenderer(Nz::ParticleFunctionRenderer::New([fireMat] (const Nz::ParticleGroup& group, const Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, Nz::AbstractRenderQueue* renderQueue)
|
||||
m_fireGroup->SetRenderer(Nz::ParticleFunctionRenderer::New([fireMat] (const Nz::ParticleGroup& /*group*/, const Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, Nz::AbstractRenderQueue* renderQueue)
|
||||
{
|
||||
auto colorPtr = mapper.GetComponentPtr<const Nz::Color>(Nz::ParticleComponent_Color);
|
||||
auto posPtr = mapper.GetComponentPtr<const Nz::Vector3f>(Nz::ParticleComponent_Position);
|
||||
@@ -627,7 +625,7 @@ void SpacebattleExample::Enter(Ndk::StateMachine& fsm)
|
||||
renderQueue->AddBillboards(0, fireMat, endId - startId + 1, posPtr, sizePtr, rotPtr, colorPtr);
|
||||
}));
|
||||
|
||||
m_smokeGroup->SetRenderer(Nz::ParticleFunctionRenderer::New([smokeMat] (const Nz::ParticleGroup& group, const Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, Nz::AbstractRenderQueue* renderQueue)
|
||||
m_smokeGroup->SetRenderer(Nz::ParticleFunctionRenderer::New([smokeMat] (const Nz::ParticleGroup& /*group*/, const Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, Nz::AbstractRenderQueue* renderQueue)
|
||||
{
|
||||
auto colorPtr = mapper.GetComponentPtr<const Nz::Color>(Nz::ParticleComponent_Color);
|
||||
auto posPtr = mapper.GetComponentPtr<const Nz::Vector3f>(Nz::ParticleComponent_Position);
|
||||
@@ -643,13 +641,13 @@ void SpacebattleExample::Enter(Ndk::StateMachine& fsm)
|
||||
m_turretFireSound.LoadFromFile("resources/turretFire.wav");
|
||||
m_turretReloadSound.LoadFromFile("resources/turretReload.wav");
|
||||
|
||||
//m_onMouseMoved.Connect(m_shared.target->GetEventHandler().OnMouseMoved, this, &SpacebattleExample::OnMouseMoved);
|
||||
//m_shared.target->SetCursor(Nz::SystemCursor_None);
|
||||
m_onMouseMoved.Connect(m_shared.target->GetEventHandler().OnMouseMoved, this, &SpacebattleExample::OnMouseMoved);
|
||||
m_shared.target->SetCursor(Nz::SystemCursor_None);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Nz::TextSpriteRef introText = Nz::TextSprite::New();
|
||||
introText->Update(Nz::SimpleTextDrawer::Draw("--Tourelle de défense du secteur A407M2--\nLes contrôles ont été adaptés à vos contrôleurs:\nZQSD pour orienter la tourelle, espace pour tirer.\n", 72));
|
||||
introText->Update(Nz::SimpleTextDrawer::Draw("--Tourelle de défense du secteur A407M2--\nLes contrôles ont été adaptés à vos contrôleurs:\nLa souris contrôle l'orientation de la tourelle, cliquez pour tirer.\n", 72));
|
||||
introText->SetScale(0.5f);
|
||||
|
||||
m_introText = m_shared.world3D->CreateEntity();
|
||||
@@ -682,7 +680,7 @@ bool SpacebattleExample::Update(Ndk::StateMachine& fsm, float elapsedTime)
|
||||
|
||||
const float speed = 100.f;
|
||||
|
||||
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::Z))
|
||||
/*if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::Z))
|
||||
m_turretCannonBaseRotation = std::max(m_turretCannonBaseRotation - speed * elapsedTime, -65.f);
|
||||
|
||||
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::S))
|
||||
@@ -692,13 +690,13 @@ bool SpacebattleExample::Update(Ndk::StateMachine& fsm, float elapsedTime)
|
||||
m_turretBaseRotation += speed * elapsedTime;
|
||||
|
||||
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::D))
|
||||
m_turretBaseRotation -= speed * elapsedTime;
|
||||
m_turretBaseRotation -= speed * elapsedTime;*/
|
||||
|
||||
m_turret.cannonBaseEntity->GetComponent<Ndk::NodeComponent>().SetRotation(Nz::EulerAnglesf(m_turretCannonBaseRotation, 0.f, 0.f));
|
||||
m_turret.rotatingBaseEntity->GetComponent<Ndk::NodeComponent>().SetRotation(Nz::EulerAnglesf(0.f, m_turretBaseRotation, 0.f));
|
||||
|
||||
bool discharged = m_turretShootTimer < 1.f;
|
||||
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::Space) && !discharged)
|
||||
if (Nz::Mouse::IsButtonPressed(Nz::Mouse::Left) && !discharged)
|
||||
{
|
||||
m_turretFireSound.Play();
|
||||
|
||||
@@ -729,7 +727,7 @@ bool SpacebattleExample::Update(Ndk::StateMachine& fsm, float elapsedTime)
|
||||
|
||||
auto& spacestationNode = m_spacestationEntity->GetComponent<Ndk::NodeComponent>();
|
||||
|
||||
Ndk::EntityHandle spaceship = m_spaceshipTemplate->Clone();
|
||||
const Ndk::EntityHandle& spaceship = m_spaceshipTemplate->Clone();
|
||||
RegisterEntity(spaceship);
|
||||
auto& nodeComponent = spaceship->GetComponent<Ndk::NodeComponent>();
|
||||
auto& spaceshipComponent = spaceship->GetComponent<SpaceshipComponent>();
|
||||
@@ -815,12 +813,13 @@ void SpacebattleExample::CreateTurret()
|
||||
cannonGfx.Attach(&m_turret.cannonModel);
|
||||
}
|
||||
|
||||
void SpacebattleExample::OnMouseMoved(const Nz::EventHandler* eventHandler, const Nz::WindowEvent::MouseMoveEvent& event)
|
||||
void SpacebattleExample::OnMouseMoved(const Nz::EventHandler* /*eventHandler*/, const Nz::WindowEvent::MouseMoveEvent& event)
|
||||
{
|
||||
const float speed = 0.1f;
|
||||
|
||||
m_turretCannonBaseRotation = Nz::Clamp(m_turretCannonBaseRotation + speed * event.deltaY, -65.f, 40.f);
|
||||
m_turretBaseRotation -= event.deltaX * speed;
|
||||
|
||||
Nz::Mouse::SetPosition(m_shared.target->GetWidth() / 2, m_shared.target->GetHeight() / 2, *m_shared.target);
|
||||
Nz::Vector2ui size = m_shared.target->GetSize();
|
||||
Nz::Mouse::SetPosition(size.x / 2, size.y / 2, *m_shared.target);
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
#include <Nazara/Graphics/ParticleStruct.hpp>
|
||||
#include <Nazara/Graphics/SkyboxBackground.hpp>
|
||||
#include <Nazara/Math/Vector2.hpp>
|
||||
#include <Nazara/Utility/EventHandler.hpp>
|
||||
#include <Nazara/Platform/EventHandler.hpp>
|
||||
#include <NDK/Entity.hpp>
|
||||
#include <NDK/State.hpp>
|
||||
#include <vector>
|
||||
|
||||
@@ -59,7 +59,7 @@ int main()
|
||||
shared.particleCount->Update(Nz::SimpleTextDrawer::Draw("XXXXX particles", 36));
|
||||
|
||||
world2D.GetSystem<Ndk::RenderSystem>().SetGlobalUp(Nz::Vector3f::Down());
|
||||
world3D.GetSystem<Ndk::RenderSystem>().ChangeRenderTechnique<Nz::DeferredRenderTechnique>();
|
||||
//world3D.GetSystem<Ndk::RenderSystem>().ChangeRenderTechnique<Nz::DeferredRenderTechnique>();
|
||||
|
||||
|
||||
Ndk::EntityHandle viewEntity = world2D.CreateEntity();
|
||||
@@ -100,9 +100,10 @@ int main()
|
||||
Nz::Boxf fpsCountBox = fpsGfx.GetBoundingVolume().aabb;
|
||||
Nz::Boxf particleCountBox = particleCountGfx.GetBoundingVolume().aabb;
|
||||
|
||||
Nz::Vector2ui windowSize = window.GetSize();
|
||||
demoNameNode.SetPosition(5.f, 5.f);
|
||||
particleCountNode.SetPosition(5.f, window.GetHeight() - particleCountBox.height - 5.f);
|
||||
fpsNode.SetPosition(5.f, window.GetHeight() - fpsCountBox.height - particleCountBox.height - 5.f);
|
||||
particleCountNode.SetPosition(5.f, windowSize.y - particleCountBox.height - 5.f);
|
||||
fpsNode.SetPosition(5.f, windowSize.x - fpsCountBox.height - particleCountBox.height - 5.f);
|
||||
|
||||
|
||||
shared.demos.push_back(std::make_shared<LogoExample>(shared));
|
||||
@@ -125,7 +126,7 @@ int main()
|
||||
switch (event.key.code)
|
||||
{
|
||||
case Nz::Keyboard::Backspace:
|
||||
stateMachine.ChangeState(stateMachine.GetCurrentState());
|
||||
stateMachine.ChangeState(shared.demos[demoIndex]);
|
||||
break;
|
||||
|
||||
case Nz::Keyboard::Escape:
|
||||
|
||||
@@ -15,6 +15,7 @@ EXAMPLE.Libraries = {
|
||||
"NazaraNoise",
|
||||
"NazaraPhysics2D",
|
||||
"NazaraPhysics3D",
|
||||
"NazaraPlatform",
|
||||
"NazaraRenderer",
|
||||
"NazaraUtility",
|
||||
"NazaraSDK"
|
||||
|
||||
@@ -40,7 +40,8 @@ int main(int argc, char* argv[])
|
||||
graphicsComponent.Attach(textSprite);
|
||||
|
||||
Nz::Boxf textBox = graphicsComponent.GetBoundingVolume().aabb;
|
||||
nodeComponent.SetPosition(mainWindow.GetWidth() / 2 - textBox.width / 2, mainWindow.GetHeight() / 2 - textBox.height / 2);
|
||||
Nz::Vector2ui windowSize = mainWindow.GetSize();
|
||||
nodeComponent.SetPosition(windowSize.x / 2 - textBox.width / 2, windowSize.y / 2 - textBox.height / 2);
|
||||
|
||||
while (application.Run())
|
||||
{
|
||||
|
||||
488
examples/bin/Shaders/PhongLighting/core.frag
Normal file
488
examples/bin/Shaders/PhongLighting/core.frag
Normal file
@@ -0,0 +1,488 @@
|
||||
#if EARLY_FRAGMENT_TESTS && !ALPHA_TEST
|
||||
layout(early_fragment_tests) in;
|
||||
#endif
|
||||
|
||||
// HACK UNTIL PROPER FIX
|
||||
#if GLSL_VERSION < 400
|
||||
#undef SHADOW_MAPPING
|
||||
#define SHADOW_MAPPING 0
|
||||
#endif
|
||||
// HACK
|
||||
|
||||
#define LIGHT_DIRECTIONAL 0
|
||||
#define LIGHT_POINT 1
|
||||
#define LIGHT_SPOT 2
|
||||
|
||||
/********************Entrant********************/
|
||||
in vec4 vColor;
|
||||
in vec4 vLightSpacePos[3];
|
||||
in mat3 vLightToWorld;
|
||||
in vec3 vNormal;
|
||||
in vec2 vTexCoord;
|
||||
in vec3 vViewDir;
|
||||
in vec3 vWorldPos;
|
||||
|
||||
/********************Sortant********************/
|
||||
out vec4 RenderTarget0;
|
||||
out vec4 RenderTarget1;
|
||||
out vec4 RenderTarget2;
|
||||
|
||||
/********************Uniformes********************/
|
||||
struct Light
|
||||
{
|
||||
int type;
|
||||
vec4 color;
|
||||
vec2 factors;
|
||||
|
||||
vec4 parameters1;
|
||||
vec4 parameters2;
|
||||
vec2 parameters3;
|
||||
bool shadowMapping;
|
||||
};
|
||||
|
||||
// Lumières
|
||||
uniform Light Lights[3];
|
||||
uniform samplerCube PointLightShadowMap[3];
|
||||
uniform sampler2D DirectionalSpotLightShadowMap[3];
|
||||
|
||||
// Matériau
|
||||
uniform sampler2D MaterialAlphaMap;
|
||||
uniform float MaterialAlphaThreshold;
|
||||
uniform vec4 MaterialAmbient;
|
||||
uniform vec4 MaterialDiffuse;
|
||||
uniform sampler2D MaterialDiffuseMap;
|
||||
uniform sampler2D MaterialEmissiveMap;
|
||||
uniform sampler2D MaterialHeightMap;
|
||||
uniform sampler2D MaterialNormalMap;
|
||||
uniform float MaterialShininess;
|
||||
uniform vec4 MaterialSpecular;
|
||||
uniform sampler2D MaterialSpecularMap;
|
||||
|
||||
// Autres
|
||||
uniform float ParallaxBias = -0.03;
|
||||
uniform float ParallaxScale = 0.02;
|
||||
uniform vec2 InvTargetSize;
|
||||
uniform vec3 EyePosition;
|
||||
uniform samplerCube ReflectionMap;
|
||||
uniform vec4 SceneAmbient;
|
||||
|
||||
uniform mat4 WorldMatrix;
|
||||
|
||||
uniform sampler2D TextureOverlay;
|
||||
|
||||
/********************Fonctions********************/
|
||||
|
||||
#define kPI 3.1415926536
|
||||
|
||||
vec4 EncodeNormal(in vec3 normal)
|
||||
{
|
||||
//return vec4(normal*0.5 + 0.5, 0.0);
|
||||
return vec4(vec2(atan(normal.y, normal.x)/kPI, normal.z), 0.0, 0.0);
|
||||
}
|
||||
|
||||
float VectorToDepthValue(vec3 vec, float zNear, float zFar)
|
||||
{
|
||||
vec3 absVec = abs(vec);
|
||||
float localZ = max(absVec.x, max(absVec.y, absVec.z));
|
||||
|
||||
float normZ = ((zFar + zNear) * localZ - (2.0*zFar*zNear)) / ((zFar - zNear)*localZ);
|
||||
return (normZ + 1.0) * 0.5;
|
||||
}
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
float CalculateDirectionalShadowFactor(int lightIndex)
|
||||
{
|
||||
vec4 lightSpacePos = vLightSpacePos[lightIndex];
|
||||
return (texture(DirectionalSpotLightShadowMap[lightIndex], lightSpacePos.xy).x >= (lightSpacePos.z - 0.0005)) ? 1.0 : 0.0;
|
||||
}
|
||||
|
||||
float CalculatePointShadowFactor(int lightIndex, vec3 lightToWorld, float zNear, float zFar)
|
||||
{
|
||||
return (texture(PointLightShadowMap[lightIndex], vec3(lightToWorld.x, -lightToWorld.y, -lightToWorld.z)).x >= VectorToDepthValue(lightToWorld, zNear, zFar)) ? 1.0 : 0.0;
|
||||
}
|
||||
|
||||
float CalculateSpotShadowFactor(int lightIndex, float lambert)
|
||||
{
|
||||
vec4 lightSpacePos = vLightSpacePos[lightIndex];
|
||||
|
||||
#if 0
|
||||
float visibility = 1.0;
|
||||
float bias = 0.005 * tan(acos(NoL));
|
||||
bias = clamp(bias, MinAllowedBias, MaxAllowedBias);
|
||||
|
||||
float x,y;
|
||||
for (y = -1.0; y <= 1.0; y+= 1.0)
|
||||
for (x = -1.0; x <= 1.0; x+= 1.0)
|
||||
visibility += (textureProj(DirectionalSpotLightShadowMap[lightIndex], lightSpacePos.xyw + vec3(x/1024.0 * lightSpacePos.w, y/1024.0 * lightSpacePos.w, 0.0)).x >= (lightSpacePos.z - 0.0005)/lightSpacePos.w) ? 1.0 : 0.0;
|
||||
|
||||
visibility /= 9.0;
|
||||
|
||||
return visibility;
|
||||
#else
|
||||
float bias = 0.005 * tan(acos(lambert));
|
||||
|
||||
return (textureProj(DirectionalSpotLightShadowMap[lightIndex], lightSpacePos.xyw).x >= (lightSpacePos.z - bias)/lightSpacePos.w) ? 1.0 : 0.0;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseColor = MaterialDiffuse * vColor;
|
||||
|
||||
#if AUTO_TEXCOORDS
|
||||
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
|
||||
#else
|
||||
vec2 texCoord = vTexCoord;
|
||||
#endif
|
||||
|
||||
#if PARALLAX_MAPPING
|
||||
float height = texture(MaterialHeightMap, texCoord).r;
|
||||
float v = height*ParallaxScale + ParallaxBias;
|
||||
|
||||
vec3 viewDir = normalize(vViewDir);
|
||||
texCoord += v * viewDir.xy;
|
||||
#endif
|
||||
|
||||
#if DIFFUSE_MAPPING
|
||||
diffuseColor *= texture(MaterialDiffuseMap, texCoord);
|
||||
#endif
|
||||
|
||||
#if FLAG_TEXTUREOVERLAY
|
||||
diffuseColor *= texture(TextureOverlay, texCoord);
|
||||
#endif
|
||||
|
||||
#if FLAG_DEFERRED
|
||||
#if ALPHA_TEST
|
||||
// Inutile de faire de l'alpha-mapping sans alpha-test en Deferred (l'alpha n'est pas sauvegardé dans le G-Buffer)
|
||||
#if ALPHA_MAPPING
|
||||
diffuseColor.a *= texture(MaterialAlphaMap, texCoord).r;
|
||||
#endif
|
||||
|
||||
if (diffuseColor.a < MaterialAlphaThreshold)
|
||||
discard;
|
||||
#endif // ALPHA_TEST
|
||||
|
||||
#if NORMAL_MAPPING
|
||||
vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, texCoord)) - 1.0));
|
||||
#else
|
||||
vec3 normal = normalize(vNormal);
|
||||
#endif // NORMAL_MAPPING
|
||||
|
||||
vec3 specularColor = MaterialSpecular.rgb;
|
||||
#if SPECULAR_MAPPING
|
||||
specularColor *= texture(MaterialSpecularMap, texCoord).rgb;
|
||||
#endif
|
||||
|
||||
/*
|
||||
Texture0: Diffuse Color + Specular
|
||||
Texture1: Normal + Specular
|
||||
Texture2: Encoded depth + Shininess
|
||||
*/
|
||||
RenderTarget0 = vec4(diffuseColor.rgb, dot(specularColor, vec3(0.3, 0.59, 0.11)));
|
||||
RenderTarget1 = vec4(EncodeNormal(normal));
|
||||
RenderTarget2 = vec4(0.0, 0.0, 0.0, (MaterialShininess == 0.0) ? 0.0 : max(log2(MaterialShininess), 0.1)/10.5); // http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf
|
||||
#else // FLAG_DEFERRED
|
||||
#if ALPHA_MAPPING
|
||||
diffuseColor.a *= texture(MaterialAlphaMap, texCoord).r;
|
||||
#endif
|
||||
|
||||
#if ALPHA_TEST
|
||||
if (diffuseColor.a < MaterialAlphaThreshold)
|
||||
discard;
|
||||
#endif
|
||||
|
||||
vec3 lightAmbient = vec3(0.0);
|
||||
vec3 lightDiffuse = vec3(0.0);
|
||||
vec3 lightSpecular = vec3(0.0);
|
||||
|
||||
#if NORMAL_MAPPING
|
||||
vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, texCoord)) - 1.0));
|
||||
#else
|
||||
vec3 normal = normalize(vNormal);
|
||||
#endif
|
||||
|
||||
if (MaterialShininess > 0.0)
|
||||
{
|
||||
vec3 eyeVec = normalize(EyePosition - vWorldPos);
|
||||
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
vec4 lightColor = Lights[i].color;
|
||||
float lightAmbientFactor = Lights[i].factors.x;
|
||||
float lightDiffuseFactor = Lights[i].factors.y;
|
||||
|
||||
switch (Lights[i].type)
|
||||
{
|
||||
case LIGHT_DIRECTIONAL:
|
||||
{
|
||||
vec3 lightDir = -Lights[i].parameters1.xyz;
|
||||
|
||||
// Ambient
|
||||
lightAmbient += lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
float att = 1.0;
|
||||
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping)
|
||||
{
|
||||
float shadowFactor = CalculateDirectionalShadowFactor(i);
|
||||
if (shadowFactor == 0.0)
|
||||
break;
|
||||
|
||||
att *= shadowFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Diffuse
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
|
||||
// Specular
|
||||
vec3 reflection = reflect(-lightDir, normal);
|
||||
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
||||
specularFactor = pow(specularFactor, MaterialShininess);
|
||||
|
||||
lightSpecular += att * specularFactor * lightColor.rgb;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_POINT:
|
||||
{
|
||||
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||
float lightAttenuation = Lights[i].parameters1.w;
|
||||
float lightInvRadius = Lights[i].parameters2.w;
|
||||
|
||||
vec3 worldToLight = lightPos - vWorldPos;
|
||||
float lightDirLength = length(worldToLight);
|
||||
vec3 lightDir = worldToLight / lightDirLength; // Normalisation
|
||||
|
||||
float att = max(lightAttenuation - lightInvRadius * lightDirLength, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping)
|
||||
{
|
||||
float shadowFactor = CalculatePointShadowFactor(i, vWorldPos - lightPos, 0.1, 50.0);
|
||||
if (shadowFactor == 0.0)
|
||||
break;
|
||||
|
||||
att *= shadowFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
|
||||
// Specular
|
||||
vec3 reflection = reflect(-lightDir, normal);
|
||||
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
||||
specularFactor = pow(specularFactor, MaterialShininess);
|
||||
|
||||
lightSpecular += att * specularFactor * lightColor.rgb;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_SPOT:
|
||||
{
|
||||
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||
vec3 lightDir = Lights[i].parameters2.xyz;
|
||||
float lightAttenuation = Lights[i].parameters1.w;
|
||||
float lightInvRadius = Lights[i].parameters2.w;
|
||||
float lightInnerAngle = Lights[i].parameters3.x;
|
||||
float lightOuterAngle = Lights[i].parameters3.y;
|
||||
|
||||
vec3 worldToLight = lightPos - vWorldPos;
|
||||
float lightDistance = length(worldToLight);
|
||||
worldToLight /= lightDistance; // Normalisation
|
||||
|
||||
float att = max(lightAttenuation - lightInvRadius * lightDistance, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
float lambert = max(dot(normal, worldToLight), 0.0);
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping)
|
||||
{
|
||||
float shadowFactor = CalculateSpotShadowFactor(i, lambert);
|
||||
if (shadowFactor == 0.0)
|
||||
break;
|
||||
|
||||
att *= shadowFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Modification de l'atténuation pour gérer le spot
|
||||
float curAngle = dot(lightDir, -worldToLight);
|
||||
float innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
|
||||
att *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
|
||||
|
||||
// Diffuse
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
|
||||
// Specular
|
||||
vec3 reflection = reflect(-worldToLight, normal);
|
||||
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
||||
specularFactor = pow(specularFactor, MaterialShininess);
|
||||
|
||||
lightSpecular += att * specularFactor * lightColor.rgb;
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
vec4 lightColor = Lights[i].color;
|
||||
float lightAmbientFactor = Lights[i].factors.x;
|
||||
float lightDiffuseFactor = Lights[i].factors.y;
|
||||
|
||||
switch (Lights[i].type)
|
||||
{
|
||||
case LIGHT_DIRECTIONAL:
|
||||
{
|
||||
vec3 lightDir = -Lights[i].parameters1.xyz;
|
||||
|
||||
// Ambient
|
||||
lightAmbient += lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
float att = 1.0;
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping)
|
||||
{
|
||||
float shadowFactor = CalculateDirectionalShadowFactor(i);
|
||||
if (shadowFactor == 0.0)
|
||||
break;
|
||||
|
||||
att *= shadowFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_POINT:
|
||||
{
|
||||
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||
float lightAttenuation = Lights[i].parameters1.w;
|
||||
float lightInvRadius = Lights[i].parameters2.w;
|
||||
|
||||
vec3 worldToLight = lightPos - vWorldPos;
|
||||
float lightDirLength = length(worldToLight);
|
||||
vec3 lightDir = worldToLight / lightDirLength; // Normalisation
|
||||
|
||||
float att = max(lightAttenuation - lightInvRadius * lightDirLength, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping)
|
||||
{
|
||||
float shadowFactor = CalculatePointShadowFactor(i, vWorldPos - lightPos, 0.1, 50.0);
|
||||
if (shadowFactor == 0.0)
|
||||
break;
|
||||
|
||||
att *= shadowFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_SPOT:
|
||||
{
|
||||
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||
vec3 lightDir = Lights[i].parameters2.xyz;
|
||||
float lightAttenuation = Lights[i].parameters1.w;
|
||||
float lightInvRadius = Lights[i].parameters2.w;
|
||||
float lightInnerAngle = Lights[i].parameters3.x;
|
||||
float lightOuterAngle = Lights[i].parameters3.y;
|
||||
|
||||
vec3 worldToLight = lightPos - vWorldPos;
|
||||
float lightDistance = length(worldToLight);
|
||||
worldToLight /= lightDistance; // Normalisation
|
||||
|
||||
float att = max(lightAttenuation - lightInvRadius * lightDistance, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
float lambert = max(dot(normal, worldToLight), 0.0);
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping)
|
||||
{
|
||||
float shadowFactor = CalculateSpotShadowFactor(i, lambert);
|
||||
if (shadowFactor == 0.0)
|
||||
break;
|
||||
|
||||
att *= shadowFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Modification de l'atténuation pour gérer le spot
|
||||
float curAngle = dot(lightDir, -worldToLight);
|
||||
float innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
|
||||
att *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
|
||||
|
||||
// Diffuse
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
}
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
lightSpecular *= MaterialSpecular.rgb;
|
||||
#if SPECULAR_MAPPING
|
||||
lightSpecular *= texture(MaterialSpecularMap, texCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
|
||||
#endif
|
||||
|
||||
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
|
||||
|
||||
#if REFLECTION_MAPPING
|
||||
vec3 eyeVec = normalize(vWorldPos - EyePosition);
|
||||
|
||||
vec3 reflected = normalize(reflect(eyeVec, normal));
|
||||
//reflected = vec3(inverse(WorldMatrix) * vec4(reflected, 0.0));
|
||||
|
||||
lightColor *= texture(ReflectionMap, reflected).rgb;
|
||||
#endif
|
||||
|
||||
vec4 fragmentColor = vec4(lightColor, 1.0) * diffuseColor;
|
||||
|
||||
#if EMISSIVE_MAPPING
|
||||
float lightIntensity = dot(lightColor, vec3(0.3, 0.59, 0.11));
|
||||
|
||||
vec3 emissionColor = MaterialDiffuse.rgb * texture(MaterialEmissiveMap, texCoord).rgb;
|
||||
RenderTarget0 = vec4(mix(fragmentColor.rgb, emissionColor, clamp(1.0 - 3.0*lightIntensity, 0.0, 1.0)), fragmentColor.a);
|
||||
#else
|
||||
RenderTarget0 = fragmentColor;
|
||||
#endif // EMISSIVE_MAPPING
|
||||
#endif // FLAG_DEFERRED
|
||||
}
|
||||
|
||||
148
examples/bin/Shaders/PhongLighting/core.vert
Normal file
148
examples/bin/Shaders/PhongLighting/core.vert
Normal file
@@ -0,0 +1,148 @@
|
||||
/********************Entrant********************/
|
||||
#if FLAG_BILLBOARD
|
||||
in vec3 InstanceData0; // center
|
||||
in vec4 InstanceData1; // size | sin cos
|
||||
in vec4 InstanceData2; // color
|
||||
#else
|
||||
in mat4 InstanceData0;
|
||||
#endif
|
||||
|
||||
in vec4 VertexColor;
|
||||
in vec3 VertexPosition;
|
||||
in vec3 VertexNormal;
|
||||
in vec3 VertexTangent;
|
||||
in vec2 VertexTexCoord;
|
||||
in vec4 VertexUserdata0;
|
||||
|
||||
/********************Sortant********************/
|
||||
out vec4 vColor;
|
||||
out vec4 vLightSpacePos[3];
|
||||
out mat3 vLightToWorld;
|
||||
out vec3 vNormal;
|
||||
out vec2 vTexCoord;
|
||||
out vec3 vViewDir;
|
||||
out vec3 vWorldPos;
|
||||
|
||||
/********************Uniformes********************/
|
||||
uniform vec3 EyePosition;
|
||||
uniform mat4 InvViewMatrix;
|
||||
uniform mat4 LightViewProjMatrix[3];
|
||||
uniform float VertexDepth;
|
||||
uniform mat4 ViewMatrix;
|
||||
uniform mat4 ViewProjMatrix;
|
||||
uniform mat4 WorldMatrix;
|
||||
uniform mat4 WorldViewProjMatrix;
|
||||
|
||||
/********************Fonctions********************/
|
||||
void main()
|
||||
{
|
||||
#if FLAG_VERTEXCOLOR
|
||||
vec4 color = VertexColor;
|
||||
#else
|
||||
vec4 color = vec4(1.0);
|
||||
#endif
|
||||
|
||||
vec2 texCoords;
|
||||
|
||||
#if FLAG_BILLBOARD
|
||||
#if FLAG_INSTANCING
|
||||
vec3 billboardCenter = InstanceData0;
|
||||
vec2 billboardSize = InstanceData1.xy;
|
||||
vec2 billboardSinCos = InstanceData1.zw;
|
||||
vec4 billboardColor = InstanceData2;
|
||||
|
||||
vec2 rotatedPosition;
|
||||
rotatedPosition.x = VertexPosition.x*billboardSinCos.y - VertexPosition.y*billboardSinCos.x;
|
||||
rotatedPosition.y = VertexPosition.y*billboardSinCos.y + VertexPosition.x*billboardSinCos.x;
|
||||
rotatedPosition *= billboardSize;
|
||||
|
||||
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
|
||||
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
|
||||
vec3 vertexPos = billboardCenter + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
|
||||
|
||||
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
|
||||
color = billboardColor;
|
||||
texCoords = VertexPosition.xy + 0.5;
|
||||
#else
|
||||
vec2 billboardCorner = VertexTexCoord - 0.5;
|
||||
vec2 billboardSize = VertexUserdata0.xy;
|
||||
vec2 billboardSinCos = VertexUserdata0.zw;
|
||||
|
||||
vec2 rotatedPosition;
|
||||
rotatedPosition.x = billboardCorner.x*billboardSinCos.y - billboardCorner.y*billboardSinCos.x;
|
||||
rotatedPosition.y = billboardCorner.y*billboardSinCos.y + billboardCorner.x*billboardSinCos.x;
|
||||
rotatedPosition *= billboardSize;
|
||||
|
||||
vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
|
||||
vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
|
||||
vec3 vertexPos = VertexPosition + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
|
||||
|
||||
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
|
||||
texCoords = VertexTexCoord;
|
||||
#endif
|
||||
texCoords.y = 1.0 - texCoords.y;
|
||||
#else
|
||||
#if FLAG_INSTANCING
|
||||
#if TRANSFORM
|
||||
gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
|
||||
#else
|
||||
#if UNIFORM_VERTEX_DEPTH
|
||||
gl_Position = InstanceData0 * vec4(VertexPosition.xy, VertexDepth, 1.0);
|
||||
#else
|
||||
gl_Position = InstanceData0 * vec4(VertexPosition, 1.0);
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
#if TRANSFORM
|
||||
gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);
|
||||
#else
|
||||
#if UNIFORM_VERTEX_DEPTH
|
||||
gl_Position = vec4(VertexPosition.xy, VertexDepth, 1.0);
|
||||
#else
|
||||
gl_Position = vec4(VertexPosition, 1.0);
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
texCoords = VertexTexCoord;
|
||||
#endif
|
||||
|
||||
vColor = color;
|
||||
|
||||
#if FLAG_INSTANCING
|
||||
mat3 rotationMatrix = mat3(InstanceData0);
|
||||
#else
|
||||
mat3 rotationMatrix = mat3(WorldMatrix);
|
||||
#endif
|
||||
|
||||
#if COMPUTE_TBNMATRIX
|
||||
vec3 binormal = cross(VertexNormal, VertexTangent);
|
||||
vLightToWorld[0] = normalize(rotationMatrix * VertexTangent);
|
||||
vLightToWorld[1] = normalize(rotationMatrix * binormal);
|
||||
vLightToWorld[2] = normalize(rotationMatrix * VertexNormal);
|
||||
#else
|
||||
vNormal = normalize(rotationMatrix * VertexNormal);
|
||||
#endif
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
for (int i = 0; i < 3; ++i)
|
||||
vLightSpacePos[i] = LightViewProjMatrix[i] * WorldMatrix * vec4(VertexPosition, 1.0);
|
||||
#endif
|
||||
|
||||
#if TEXTURE_MAPPING
|
||||
vTexCoord = VertexTexCoord;
|
||||
#endif
|
||||
|
||||
#if PARALLAX_MAPPING
|
||||
vViewDir = EyePosition - VertexPosition;
|
||||
vViewDir *= vLightToWorld;
|
||||
#endif
|
||||
|
||||
#if !FLAG_DEFERRED
|
||||
#if FLAG_INSTANCING
|
||||
vWorldPos = vec3(InstanceData0 * vec4(VertexPosition, 1.0));
|
||||
#else
|
||||
vWorldPos = vec3(WorldMatrix * vec4(VertexPosition, 1.0));
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
Reference in New Issue
Block a user