Esempio n. 1
0
void Shader::SetUniform(const string& name, const PointLight& value) {
	SetUniform(name + ".base", (Light)value);
	SetUniform(name + ".attenuation", value.GetAttenuation());
	SetUniform(name + ".position", value.GetPosition());
}
// Fills a polygon using a texture, gouraud shading and a normal map given 3 points and a color.
void Rasterizer::FillPolygonTexturedNormalMapped(Vertex v1, Vertex v2, Vertex v3, Gdiplus::Color color, Model3D& model, std::vector<DirectionalLight*> directionalLights, std::vector<AmbientLight*> ambientLights, std::vector<PointLight*> pointLights)
{
	ScanLine* _scanlines = new ScanLine[_height];

	BYTE* texture;
	Gdiplus::Color* palette;
	BYTE* normalTexture;
	Gdiplus::Color* normalPalette;
	int textureWidth;

	// Get the texture properties of the model.
	model.GetTexture(&texture, &palette, &textureWidth); 
	model.GetNormalMapTexture(&normalTexture, &normalPalette, &textureWidth); 
	
	// Set the scanlines to very high and very low values so
	// they will be set on the first set of interpolation.
	for (unsigned int i = 0; i < _height; i++)
	{
		_scanlines[i].xStart = 99999;
		_scanlines[i].xEnd = -99999;
	}

	// Interpolates between each of the vertexs of the polygon and sets the start
	// and end values for each of the scanlines it comes in contact with.
	InterpolateScanline(_scanlines, v1, v2);
	InterpolateScanline(_scanlines, v2, v3);
	InterpolateScanline(_scanlines, v3, v1);

	// Go through each scanline and each pixel in the scanline and 
	// sets its color.
	for (unsigned int y = 0; y < _height; y++)
	{
		// Work out the color and UV differences between the start and end of the scanline.
		float redColorDiff = (_scanlines[y].redEnd - _scanlines[y].redStart);
		float greenColorDiff = (_scanlines[y].greenEnd - _scanlines[y].greenStart);
		float blueColorDiff = (_scanlines[y].blueEnd - _scanlines[y].blueStart);
		float uCoordDiff = _scanlines[y].uEnd - _scanlines[y].uStart;
		float vCoordDiff = _scanlines[y].vEnd - _scanlines[y].vStart;
		float zCoordDiff = _scanlines[y].zEnd - _scanlines[y].zStart;

		float xNormalDiff = (_scanlines[y].xNormalEnd - _scanlines[y].xNormalStart);
		float yNormalDiff = (_scanlines[y].yNormalEnd - _scanlines[y].yNormalStart);
		float zNormalDiff = (_scanlines[y].zNormalEnd - _scanlines[y].zNormalStart);

		float xDiff = (_scanlines[y].pixelXEnd - _scanlines[y].pixelXStart);
		float yDiff = (_scanlines[y].pixelYEnd - _scanlines[y].pixelYStart);
		float zDiff = (_scanlines[y].pixelZEnd - _scanlines[y].pixelZStart);

		float diff = (_scanlines[y].xEnd - _scanlines[y].xStart) + 1;

		for (int x = (int)_scanlines[y].xStart; x <= (int)_scanlines[y].xEnd; x++)
		{
			if (x < 0 || x >= (int)_width)
				continue;

			int offset = (int)(x - _scanlines[y].xStart);
			
			// Work out the UV coordinate of the current pixel.
			float uCoord = _scanlines[y].uStart + ((uCoordDiff / diff) * offset);
			float vCoord = _scanlines[y].vStart + ((vCoordDiff / diff) * offset);
			float zCoord = _scanlines[y].zStart + ((zCoordDiff / diff) * offset);

			uCoord /= zCoord;
			vCoord /= zCoord;

			// Work out the normal of the pixel.
			float xNormal = _scanlines[y].xNormalStart + ((xNormalDiff / diff) * offset);
			float yNormal = _scanlines[y].yNormalStart + ((yNormalDiff / diff) * offset);
			float zNormal = _scanlines[y].zNormalStart + ((zNormalDiff / diff) * offset);

			// Work out the position of the pixel.
			float pixelX = _scanlines[y].pixelXStart + ((xDiff / diff) * offset);
			float pixelY = _scanlines[y].pixelYStart + ((yDiff / diff) * offset);
			float pixelZ = _scanlines[y].pixelZStart + ((zDiff / diff) * offset);

			// Work out the lighting colour of the current pixel.
			//float lightR = (_scanlines[y].redStart + ((redColorDiff / diff) * offset)) / 180.0f;
			//float lightG = (_scanlines[y].greenStart + ((greenColorDiff / diff) * offset)) / 180.0f;
			//float lightB = (_scanlines[y].blueStart + ((blueColorDiff / diff) * offset)) / 180.0f;	

			// Using the UV coordinate work out which pixel in the texture to use to draw this pixel.
			int pixelIndex = (int)vCoord * textureWidth + (int)uCoord;
			if (pixelIndex >= textureWidth * textureWidth || pixelIndex < 0)
			{
				pixelIndex = (textureWidth * textureWidth) - 1;
			}

			int paletteOffset = texture[pixelIndex]; 
			if (paletteOffset >= 255)
				paletteOffset = 255;

			Gdiplus::Color textureColor = palette[paletteOffset];

			// Work out the pixel colour of the normalmap.
			pixelIndex = (int)vCoord * textureWidth + (int)uCoord;
			if (pixelIndex >= textureWidth * textureWidth || pixelIndex < 0)
			{
				pixelIndex = (textureWidth * textureWidth) - 1;
			}

			paletteOffset = normalTexture[pixelIndex]; 
			if (paletteOffset >= 255)
				paletteOffset = 255;

			Gdiplus::Color normalTextureColor = normalPalette[paletteOffset];

			// Calculate normal lighting for the pixel.
			Vector3D heightMapVector = Vector3D(normalTextureColor.GetR() / 180.0f, normalTextureColor.GetG() / 180.0f, normalTextureColor.GetB() / 180.0f); 
			heightMapVector = Vector3D((heightMapVector.GetX() - 0.5f) * 2.0f, (heightMapVector.GetY() - 0.5f) * 2.0f, (heightMapVector.GetZ() - 0.5f) * 2.0f);

			// Work out he pixels normal and position.
			Vector3D pixelNormal = Vector3D(xNormal, yNormal, zNormal);//;Vector3D(heightMapVector.GetX(), heightMapVector.GetY(), heightMapVector.GetZ());
			Vertex pixelPosition = Vertex(pixelX, pixelY, pixelZ, 1, Gdiplus::Color::White, Vector3D(0, 0, 0), 0);

			heightMapVector = Vector3D((pixelNormal.GetX() * heightMapVector.GetX()) , 
										(pixelNormal.GetY() * heightMapVector.GetY()) , 
										(pixelNormal.GetZ() * heightMapVector.GetZ()) );

			// Calculate the sum dot product of all lighting vectors for this pixel and divide by the number
			// of lights.
			float lightDot = 0.0f;
			int count = 0;
			for (unsigned int j = 0; j < pointLights.size(); j++)
			{
				PointLight* light = pointLights[j];
				if (light->GetEnabled() == false)
					continue;
			
				// Work out vector to light source.
				Vector3D lightVector = Vertex::GetVector(pixelPosition, light->GetPosition());
				float distance = lightVector.GetLength();
				lightVector.Normalize();

				// Work out dot product.
				lightDot += Vector3D::DotProduct(heightMapVector, lightVector);
				count++;
			}
			for (unsigned int j = 0; j < directionalLights.size(); j++)
			{
				DirectionalLight* light = directionalLights[j];
				if (light->GetEnabled() == false)
					continue;
			
				// Work out vector to light source.
				Vector3D lightVector = Vertex::GetVector(pixelPosition, light->GetPosition());
				float distance = lightVector.GetLength();
				lightVector.Normalize();

				// Work out dot product.
				lightDot += Vector3D::DotProduct(heightMapVector, lightVector);
				count++;
			}
			lightDot /= count;

			// Adjust texture colour based on the lighting dot product.
			Gdiplus::Color pixelColor = textureColor;
			//pixelColor = model.CalculateLightingAmbientPerPixel(ambientLights, pixelPosition, pixelNormal, pixelColor);
			//pixelColor = model.CalculateLightingDirectionalPerPixel(directionalLights, pixelPosition, pixelNormal, pixelColor);
			//pixelColor = model.CalculateLightingPointPerPixel(pointLights, pixelPosition, pixelNormal, pixelColor);

			float lightR = (_scanlines[y].redStart + ((redColorDiff / diff) * offset)) / 180.0f;
			float lightG = (_scanlines[y].greenStart + ((greenColorDiff / diff) * offset)) / 180.0f;
			float lightB = (_scanlines[y].blueStart + ((blueColorDiff / diff) * offset)) / 180.0f;	

			// Apply the lighting value to the texture colour and use the result to set the colour of the current pixel.
			int finalR = (int)max(0, min(255, (lightR * textureColor.GetR()) - ((lightR * textureColor.GetR()) * lightDot) ));
			int finalG = (int)max(0, min(255, (lightG * textureColor.GetG()) - ((lightG * textureColor.GetG()) * lightDot) ));
			int finalB = (int)max(0, min(255, (lightB * textureColor.GetB()) - ((lightB * textureColor.GetB()) * lightDot) ));

			WritePixel(x, y, Gdiplus::Color(finalR, finalG, finalB));
		}
	}
	
	// Dispose of dynamic objects.
	delete[] _scanlines;

	_polygonsRendered++;
}
Esempio n. 3
0
// ===================
// Point lights
// ===================
void World::DoLightingPass(const PointLight& l)
{
    gbuffer.StartLightingPass();

    // Disable depth test.
    glDisable(GL_DEPTH_TEST);

    // Setup for lighting pass.
    glStencilFunc(GL_NOTEQUAL, 0, 0xFF);

    glEnable(GL_BLEND);

    glEnable(GL_CULL_FACE);
    glCullFace(GL_FRONT);

    // Bind pass 2 shader.
    Shader* lpassShader = &pointLightShader;
    Shader::Bind(lpassShader);

    // Activate gbuffer textures.
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, gbuffer.GetColorID());
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, gbuffer.GetNormalID());
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, gbuffer.GetPositionID());

    // Matrices
    Matrix pmat = cam.GetProjectionMatrix();
    Matrix vmat = cam.GetViewMatrix();

    lpassShader->SetParameter("projectionMatrix", &pmat[0][0]);
    lpassShader->SetParameter("viewMatrix", &vmat[0][0]);
    lpassShader->SetParameter("screenSize", WINDOW_WIDTH, WINDOW_HEIGHT);

    // Set the eye position to the camera position.
    Vector3 cpos = cam.GetPosition();
    lpassShader->SetParameter("eyePosition", cpos.x, cpos.y, cpos.z);
    lpassShader->SetParameter("farClipDistance", cam.GetFarClippingPlane());

    // Texture locations
    lpassShader->SetParameter("difftex", 0);
    lpassShader->SetParameter("normtex", 1);
    lpassShader->SetParameter("postex", 2);

    // Draw point lights.
    Matrix lmat = l.GetMatrix();
    lpassShader->SetParameter("modelMatrix", &lmat[0][0]);

    const Vector3& pos = l.GetPosition();
    lpassShader->SetParameter("lightPos", pos.x, pos.y, pos.z);

    // Itensity.
    lpassShader->SetParameter("ambientIntensity", l.GetAmbientIntensity());
    lpassShader->SetParameter("diffuseIntensity", l.GetDiffuseIntensity());

    // Attenuation.
    lpassShader->SetParameter("attenuationConstant", l.GetAttenuationConstant());
    lpassShader->SetParameter("attenuationLinear", l.GetAttenuationLinear());
    lpassShader->SetParameter("attenuationExponential", l.GetAttenuationExponential());

    Color diffuseColor = l.GetColor();
    lpassShader->SetParameter("lightColor", diffuseColor.R(), diffuseColor.G(), diffuseColor.B());

    pointLightMesh.Draw();

    glCullFace(GL_BACK);
    glDisable(GL_BLEND);
}