Пример #1
0
void Sphere::draw( const std::string &_shaderName, ngl::TransformStack &_transformStack, const ngl::Mat4 &_globalTx, ngl::Camera *_cam )const
{

  // draw wireframe if hit
  if(m_hit)
  {
    glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  }
  else
  {
    glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  }


  ngl::ShaderLib *shader=ngl::ShaderLib::instance();
  shader->use(_shaderName);
  // grab an instance of the primitives for drawing
  ngl::VAOPrimitives *prim=ngl::VAOPrimitives::instance();

  _transformStack.pushTransform();
  {

    _transformStack.setPosition(m_pos);
    _transformStack.setScale(m_radius,m_radius,m_radius);
    loadMatricesToShader(_transformStack,_globalTx,_cam);
    prim->draw("sphere");
  } // and before a pop
   _transformStack.popTransform();

glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
Пример #2
0
//----------------------------------------------------------------------------------------------------------------------
void Axis::loadMatricesToShader(ngl::TransformStack &_tx)
{
  ngl::ShaderLib *shader=ngl::ShaderLib::instance();
  (*shader)["Surface"]->use();
  ngl::Matrix MV;
  ngl::Matrix MVP;
  ngl::Matrix M;
  M=_tx.getCurrentTransform().getMatrix();
  MV=  _tx.getCurrAndGlobal().getMatrix()*m_cam->getViewMatrix();
  MVP=  MV*m_cam->getProjectionMatrix();
  shader->setShaderParamFromMatrix("MVP",MVP);
}
Пример #3
0
//----------------------------------------------------------------------------------------------------------------------
void GLWindow::loadMatricesToShader(
                                     ngl::TransformStack &_tx
                                   )
{
  ngl::ShaderLib *shader=ngl::ShaderLib::instance();

  ngl::Mat4 MV;
  ngl::Mat4 MVP;
  ngl::Mat3 normalMatrix;
  ngl::Mat4 M;
  M=_tx.getCurrAndGlobal().getMatrix();
  MV= _tx.getCurrAndGlobal().getMatrix()*m_cam->getViewMatrix();
  MVP= M*m_cam->getVPMatrix();
  normalMatrix=MV;
  normalMatrix.inverse();
  shader->setShaderParamFromMat4("MV",MV);
  shader->setShaderParamFromMat4("MVP",MVP);
  shader->setShaderParamFromMat3("normalMatrix",normalMatrix);
  shader->setShaderParamFromMat4("M",M);
}
Пример #4
0
//----------------------------------------------------------------------------------------------------------------------
// Funtion to load matrices to shader for the body sphere's created
//----------------------------------------------------------------------------------------------------------------------
void Body::loadMatricesToShader(
                                ngl::TransformStack &_tx,
                                ngl::Camera *_cam
                               ) const
{
  ngl::ShaderLib *shader=ngl::ShaderLib::instance();

  ngl::Mat4 MV;
  ngl::Mat4 MVP;
  ngl::Mat3 normalMatrix;
  ngl::Mat4 M;
  M=_tx.getCurrentTransform().getMatrix();
  MV=_tx.getCurrAndGlobal().getMatrix()*_cam->getViewMatrix() ;
  MVP=MV*_cam->getProjectionMatrix();
  normalMatrix=MV;
  normalMatrix.inverse();
  shader->setShaderParamFromMat4("MV",MV);
  shader->setShaderParamFromMat4("MVP",MVP);
  shader->setShaderParamFromMat3("normalMatrix",normalMatrix);
  shader->setShaderParamFromMat4("M",M);
}
Пример #5
0
void Sphere::loadMatricesToShader(ngl::TransformStack &_tx, const ngl::Mat4 &_globalTx, ngl::Camera *_cam ) const
{
  ngl::ShaderLib *shader=ngl::ShaderLib::instance();

  ngl::Mat4 MV;
  ngl::Mat4 MVP;
  ngl::Mat3 normalMatrix;
  ngl::Mat4 M;
  M=_tx.getCurrentTransform().getMatrix() * _globalTx;
  MV=M*_cam->getViewMatrix() ;
  MVP=MV*_cam->getProjectionMatrix();
  normalMatrix=MV;
  normalMatrix.inverse();
  shader->setShaderParamFromMat4("MVP",MVP);
  shader->setShaderParamFromMat3("normalMatrix",normalMatrix);
  shader->setRegisteredUniformFromColour("Colour",m_colour);

}
void DeferredShading::deferredDirectionalLight(
																							GLint &_shaderNumber,
																							ngl::TransformStack &_tx,
																							GLint &_lightIndex
																							)
{
	
	glDrawBuffer(GL_COLOR_ATTACHMENT7);
	
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, m_posTex);
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, m_normTex);
	glActiveTexture(GL_TEXTURE2);
	glBindTexture(GL_TEXTURE_2D, m_colorTex);
	glActiveTexture(GL_TEXTURE3);	
	glBindTexture(GL_TEXTURE_2D, m_tangentTex);
	glActiveTexture(GL_TEXTURE4);	
	glBindTexture(GL_TEXTURE_2D, m_binormalTex);
	glActiveTexture(GL_TEXTURE5);	
	glBindTexture(GL_TEXTURE_2D, m_normalMapTex);
	glActiveTexture(GL_TEXTURE6);	
	glBindTexture(GL_TEXTURE_2D, m_specularTex);

	glDisable(GL_DEPTH_TEST);
	glEnable(GL_BLEND);
	glBlendEquation(GL_FUNC_ADD);
	glBlendFunc(GL_ONE, GL_ONE);

	if((_shaderNumber <= m_shaderNumber) && (_shaderNumber >= 0))
	{
		// Set our shader as active
		ngl::ShaderLib *shader=ngl::ShaderLib::instance();
		m_deferredShader[_shaderNumber]->setShaderAsActive();
		
		// Making the light stay fixed relative to the world. 
		// This is the only way to make it "stick". Multiplying by the transpose matrix doesn't work for unknown reasons...
		ngl::Vec4 m_currPos = m_deferredShader[_shaderNumber]->m_light[_lightIndex]->getPos();
		ngl::Mat4 globalMV =  _tx.getGlobalTransform().getMatrix() * m_camera->getViewMatrix();
		// For rotation
		m_currPos = m_currPos * globalMV;
		// For position
		m_currPos.m_x = m_currPos.m_x + globalMV.m_30;
		m_currPos.m_y = m_currPos.m_y + globalMV.m_31;
		m_currPos.m_z = m_currPos.m_z + globalMV.m_32;
		ngl::Vec4 result = ngl::Vec4(m_currPos.m_x, m_currPos.m_y, m_currPos.m_z, m_currPos.m_w);
					
		// load these values to the shader as well
		m_deferredShader[_shaderNumber]->m_light[_lightIndex]->loadToShader("light");
		shader->setShaderParam4f("light.position",result.m_x, result.m_y, result.m_z, result.m_w);	

		shader->setShaderParam2f("gScreenSize", m_renderWidth, m_renderHeight);
		_tx.pushTransform();
		{
			// transformation matrices
			ngl::Mat4 MVP;
			MVP.identity();
			shader->setShaderParamFromMat4("MVP",MVP);

			// Render the quad
			glBindVertexArray(m_quad);
			glDrawArrays(GL_TRIANGLES, 0, 6);
			glDisable(GL_BLEND);
		}
		_tx.popTransform();
	}
	else
		{
			std::cout<<"The shader with number "<< _shaderNumber<<" doesn't exist. Cannot render with an unknown shader! \n";
		}
}
Пример #7
0
//----------------------------------------------------------------------------------------------------------------------
// The SSAO pass.
// It uses the position and normal texture attachements.
// The result is blended in the texture 7 (COLOR_ATTACHEMENT7) which holds the final image
// The blending is done using the alpha channel since the ssao is outputed in the alpha channel in the shader.
//
void DeferredShading::generateSSAOPass(GLint &_shaderNumber,
                                       ngl::TransformStack &_tx
                                      )
{
    // We attach our SSAO texture.
    glDrawBuffer(GL_COLOR_ATTACHMENT7);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, m_posTex);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, m_normTex);

    // The sample textures used in SSAO
    glActiveTexture(GL_TEXTURE19);
    // The sample texture loaded in the begining.
    glBindTexture(GL_TEXTURE_2D,11);

    glDisable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glBlendEquation(GL_FUNC_ADD);
    // Blending the final image with the SSAO texture. In the shader we store the SSAO values as alpha.
    glBlendFunc(GL_ONE, GL_SRC_ALPHA);
    //glBlendFunc(GL_ONE, GL_ONE);


    if((_shaderNumber <= m_shaderNumber) && (_shaderNumber >= 0))
    {
        // Set our shader as active
        ngl::ShaderLib *shader=ngl::ShaderLib::instance();
        m_deferredShader[_shaderNumber]->setShaderAsActive();

        // Set the textures to be used.
        shader->setShaderParam1i("PosTex", 0);
        shader->setShaderParam1i("NormalTex", 2);
        shader->setShaderParam1i("SampleTex", 19);

        // Projection matrix
        ngl::Mat3 ProjectionMatrix = m_camera->getProjectionMatrix();
        shader->setShaderParamFromMat3("Projection",ProjectionMatrix);

        // Set the screensize in order to use the correct TexCoords
        shader->setShaderParam2f("gScreenSize", m_renderWidth, m_renderHeight);

        _tx.pushTransform();
        {
            // transformation matrices
            ngl::Mat4 MVP;
            MVP.identity();
            shader->setShaderParamFromMat4("MVP",MVP);

            // Render the quad with the SSAO
            glBindVertexArray(m_quad);
            glDrawArrays(GL_TRIANGLES, 0, 6);
            glDisable(GL_BLEND);
        }
        _tx.popTransform();
    }
    else
    {
        std::cout<<"The shader with number "<< _shaderNumber<<" doesn't exist. Cannot render with an unknown shader! \n";
    }
}