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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-07-26 23:19:32 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-07-26 23:19:32 +0000
commited5740b6f667628f344d9dd17686424ce9e2de82 (patch)
tree124d4fe3fd9d04e8f89550c82e5487491b35e889
parent5f8d27519c76fd297eb61144ff38bd5d1afa51bb (diff)
Initial normal mapping stuff
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@176 84d2e878-0bd5-11dd-ad15-13eda11d74c5
-rw-r--r--data/Makefile.am7
-rw-r--r--data/shaders/lighting.frag42
-rw-r--r--data/shaders/lighting.vert2
-rw-r--r--src/render.c41
-rw-r--r--src/texture.c63
-rw-r--r--src/types.h3
6 files changed, 99 insertions, 59 deletions
diff --git a/data/Makefile.am b/data/Makefile.am
index 28241e0..9ea8369 100644
--- a/data/Makefile.am
+++ b/data/Makefile.am
@@ -1,12 +1,13 @@
modelsdir = $(datadir)/thrust3d/models
-models_DATA = models/floor models/lander models/randombox models/walle models/walln models/wallw models/walls models/platform \
- models/ceiling models/tiledfloor
+models_DATA = models/floor models/lander models/randombox models/walle models/walln models/wallw models/walls \
+ models/platform models/ceiling models/tiledfloor
shadersdir = $(datadir)/thrust3d/shaders
shaders_DATA = shaders/lighting.vert shaders/lighting.frag shaders/swirlytron.vert shaders/swirlytron.frag
texturesdir = $(datadir)/thrust3d/textures
-textures_DATA = textures/floor1.png textures/tiledwall.png textures/radioactive.png textures/fuel.png textures/font.png textures/concrete.png
+textures_DATA = textures/floor1.png textures/tiledwall.png textures/radioactive.png textures/fuel.png \
+ textures/font.png textures/concrete.png textures/tiledwall-normals.png
roomsdir = $(datadir)/thrust3d/rooms
rooms_DATA = rooms/00-00-00 rooms/00-00-01 rooms/00-00-02 rooms/00-00-03 rooms/00-00-04 rooms/00-01-04 rooms/00-02-04
diff --git a/data/shaders/lighting.frag b/data/shaders/lighting.frag
index ef7ce18..0b11b36 100644
--- a/data/shaders/lighting.frag
+++ b/data/shaders/lighting.frag
@@ -12,11 +12,15 @@
varying vec3 normal;
varying vec3 light0vc;
+varying vec3 light0hvc;
varying vec3 light1vc;
varying vec3 light2vc;
varying vec3 light2hvc;
uniform sampler2D texture;
+uniform sampler2D normalmap;
+
+uniform bool has_normals;
uniform bool fill_light_enabled;
uniform bool texture_enabled;
uniform bool texture_emits;
@@ -31,9 +35,13 @@ void main() {
vec3 emit;
vec3 diff = vec3(0.0, 0.0, 0.0);
vec3 spec = vec3(0.0, 0.0, 0.0);
+ vec3 norm = normal;
+
+ if ( has_normals ) {
+ norm += (texture2D(normalmap, gl_TexCoord[0].st).rgb - vec3(0.5, 0.5, 0.5)) / 2.0;
+ }
- vec3 norm = normalize(normal);
- float ndothv = max(dot(norm, normalize(light2hvc)), 0.0);
+ norm = normalize(norm);
/* Ambient */
ambi = col_ambi_diff * gl_LightModel.ambient.rgb;
@@ -43,21 +51,33 @@ void main() {
/* Fill-in light (light 2) */
if ( fill_light_enabled ) {
-
+
+ float ndothv;
+
+ ndothv = max(dot(norm, normalize(light2hvc)), 0.0);
diff += col_ambi_diff * gl_LightSource[2].diffuse.rgb * max(dot(vec3(light1vc), norm), 0.0);
spec += gl_LightSource[2].specular.rgb * pow(ndothv, 80.0);
} else {
/* Spotlight (light 0) - positional, spotlight */
- float falloff = 1/ ( gl_LightSource[0].constantAttenuation
+ float falloff;
+ float spot;
+ float ndothv;
+
+ falloff = 1/ ( gl_LightSource[0].constantAttenuation
+ gl_LightSource[0].linearAttenuation * length(light0vc)
+ gl_LightSource[0].quadraticAttenuation * pow(length(light0vc), 2.0) );
- float spot = max(dot(normalize(-light0vc), gl_LightSource[0].spotDirection), 0.0);
+ spot = max(dot(normalize(-light0vc), gl_LightSource[0].spotDirection), 0.0);
spot = pow(spot, gl_LightSource[0].spotExponent);
- diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff * max(dot(normalize(light0vc).xyz, norm), 0.0);
- spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * pow(ndothv, 80.0);
-
+
+ ndothv = max(dot(norm, normalize(light0hvc)), 0.0);
+
+ diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff *
+ max(dot(normalize(light0vc).xyz, norm), 0.0);
+
+ spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * pow(ndothv, 80.0);
+
/* Background glow (light 1) - diffuse only, directional */
diff += col_ambi_diff * gl_LightSource[1].diffuse.rgb * max(dot(vec3(light1vc), norm), 0.0);
@@ -73,9 +93,9 @@ void main() {
min(emit.b + ambi.b + diff.b + spec.b + tex.b, 1.0),
alpha);
} else {
- gl_FragColor = vec4(tex.r * min(emit.r + ambi.r + diff.r + spec.r, 1.0),
- tex.g * min(emit.g + ambi.g + diff.g + spec.g, 1.0),
- tex.b * min(emit.b + ambi.b + diff.b + spec.b, 1.0),
+ gl_FragColor = vec4(min(tex.r * (ambi.r + diff.r) + spec.r, 1.0),
+ min(tex.g * (ambi.g + diff.g) + spec.g, 1.0),
+ min(tex.b * (ambi.b + diff.b) + spec.b, 1.0),
alpha);
}
diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert
index 294d5ba..ddbe8ab 100644
--- a/data/shaders/lighting.vert
+++ b/data/shaders/lighting.vert
@@ -12,6 +12,7 @@
varying vec3 normal;
varying vec3 light0vc;
+varying vec3 light0hvc;
varying vec3 light1vc;
varying vec3 light2vc;
varying vec3 light2hvc;
@@ -24,6 +25,7 @@ void main() {
/* Spotlight - positional light */
vec4 vert = gl_ModelViewMatrix * gl_Vertex;
light0vc = gl_LightSource[0].position.xyz - vert.xyz;
+ light0hvc = normalize(gl_LightSource[0].halfVector.xyz);
/* Diffuse "background glow" - this can be normalised only once, here, since 'position'
* is really 'direction' and is the same for all vertices. */
diff --git a/src/render.c b/src/render.c
index b3a32cb..6c7cd5b 100644
--- a/src/render.c
+++ b/src/render.c
@@ -384,6 +384,12 @@ static int render_model_instance_draw(ModelInstance *instance, Uint32 t, RenderC
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if ( r->shaders ) render_setuni(r->lighting_program, "texture_enabled", 1);
+ if ( r->shaders && texture->has_normals ) {
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, texture->normalmap);
+ render_setuni(r->lighting_program, "has_normals", 1);
+ glActiveTexture(GL_TEXTURE0);
+ }
} else {
if ( r->shaders ) render_setuni(r->lighting_program, "texture_enabled", 0);
}
@@ -406,6 +412,7 @@ static int render_model_instance_draw(ModelInstance *instance, Uint32 t, RenderC
glDrawArrays(render_gltype(p->type), 0, p->num_vertices);
*nvert += p->num_vertices;
glDisable(GL_TEXTURE_2D);
+ render_setuni(r->lighting_program, "has_normals", 0);
glPopMatrix();
if ( p->attribs & ATTRIB_SWIRLY ) {
@@ -656,9 +663,8 @@ void render_draw(Game *game, Uint32 t) {
RenderContext *r;
GLfloat amb[] = { 0.0, 0.0, 0.0, 1.0 };
- GLfloat fx, fy, fz, ux, uy, uz;
+ GLfloat fx, fy, fz;
GLfloat fxt, fyt, fzt;
- GLfloat uxt, uyt, uzt;
r = game->render;
@@ -719,43 +725,32 @@ void render_draw(Game *game, Uint32 t) {
fx = 0.0;
fy = -game->view_dist;
fz = 0.0;
- ux = 0.0;
- uy = 0.0;
- uz = 1.0;
fxt = fx; fyt = fy; fzt = fz;
- uxt = ux; uyt = uy; uzt = uz;
fx = fxt;
fy = fyt*cos(game->view_angle) + fzt*sin(game->view_angle);
fz = fyt*sin(game->view_angle) + fzt*cos(game->view_angle);
- ux = uxt;
- uy = uyt*cos(game->view_angle) - uzt*sin(game->view_angle);
- uz = -uyt*sin(game->view_angle) + uzt*cos(game->view_angle);
fxt = fx; fyt = fy; fzt = fz;
- uxt = ux; uyt = uy; uzt = uz;
fx = fxt*cos(game->view_yaw+game->lander->yaw) + fyt*sin(game->view_yaw+game->lander->yaw);
fy = -fxt*sin(game->view_yaw+game->lander->yaw) + fyt*cos(game->view_yaw+game->lander->yaw);
fz = fzt;
- ux = uxt*cos(game->view_yaw+game->lander->yaw) - uyt*sin(game->view_yaw+game->lander->yaw);
- uy = -uxt*sin(game->view_yaw+game->lander->yaw) + uyt*cos(game->view_yaw+game->lander->yaw);
- uz = uzt;
- ux = 0.0;
- uy = 0.0;
- uz = 1.0;
fx += game->lander->x;
fy += game->lander->y;
fz += game->lander->z;
- gluLookAt(fx, fy, fz, game->lander->x, game->lander->y, game->lander->z, ux, uy, uz);
- //gluLookAt(0.0, 0.0, -0.0, 0.0, 0.0, -5.0, 0.0, 1.0, 0.0);
+ gluLookAt(fx, fy, fz, game->lander->x, game->lander->y, game->lander->z, 0.0, 0.0, 1.0);
- if ( r->shaders ) glUseProgram(r->lighting_program);
- if ( r->shaders ) render_setuni(game->render->lighting_program, "texture", 0); /* GL_TEXTURE0 */
- if ( r->shaders ) render_setuni(game->render->lighting_program, "texture_only", 0);
- if ( r->shaders ) render_setuni(game->render->lighting_program, "texture_enabled", 1);
- if ( r->shaders ) render_setuni(game->render->lighting_program, "fill_light_enabled", 0);
+ if ( r->shaders ) {
+ glUseProgram(r->lighting_program);
+ render_setuni(game->render->lighting_program, "texture", 0); /* GL_TEXTURE0 */
+ render_setuni(game->render->lighting_program, "normalmap", 1); /* GL_TEXTURE1 */
+ render_setuni(game->render->lighting_program, "texture_only", 0);
+ render_setuni(game->render->lighting_program, "texture_enabled", 1);
+ render_setuni(game->render->lighting_program, "has_normals", 0);
+ render_setuni(game->render->lighting_program, "fill_light_enabled", 0);
+ }
render_setup_lighting(game);
amb[0] = 0.02; amb[1] = 0.02; amb[2] = 0.02;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
diff --git a/src/texture.c b/src/texture.c
index fcd8659..9079a3e 100644
--- a/src/texture.c
+++ b/src/texture.c
@@ -20,7 +20,7 @@
#include "render.h"
-void texture_load(RenderContext *ctx, char *name) {
+static int texture_load_png(char *filename, GLuint *name) {
FILE *fh;
png_bytep header;
@@ -34,25 +34,23 @@ void texture_load(RenderContext *ctx, char *name) {
png_bytep *row_pointers;
unsigned int x;
unsigned int y;
- char tmp[128];
uint8_t *texels;
/* Open file */
- snprintf(tmp, 127, "%s/textures/%s.png", DATADIR, name);
- fh = fopen(tmp, "rb");
+ fh = fopen(filename, "rb");
if ( !fh ) {
- fprintf(stderr, "Couldn't open texture file '%s'\n", tmp);
- return ;
+ fprintf(stderr, "Couldn't open texture file '%s'\n", filename);
+ return 1;
}
/* Check it's actually a PNG file */
header = malloc(8);
fread(header, 1, 8, fh);
if ( png_sig_cmp(header, 0, 8)) {
- fprintf(stderr, "Texture file '%s' is not a PNG file.\n", tmp);
+ fprintf(stderr, "Texture file '%s' is not a PNG file.\n", filename);
free(header);
fclose(fh);
- return;
+ return 1;
}
free(header);
@@ -60,7 +58,7 @@ void texture_load(RenderContext *ctx, char *name) {
if ( !png_ptr ) {
fprintf(stderr, "Couldn't create PNG read structure.\n");
fclose(fh);
- return ;
+ return 1;
}
info_ptr = png_create_info_struct(png_ptr);
@@ -68,7 +66,7 @@ void texture_load(RenderContext *ctx, char *name) {
png_destroy_read_struct(&png_ptr, (png_infopp)NULL, (png_infopp)NULL);
fprintf(stderr, "Couldn't create PNG info structure.\n");
fclose(fh);
- return;
+ return 1;
}
end_info = png_create_info_struct(png_ptr);
@@ -76,14 +74,14 @@ void texture_load(RenderContext *ctx, char *name) {
png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp)NULL);
printf("Couldn't create PNG end info structure.\n");
fclose(fh);
- return;
+ return 1;
}
if ( setjmp(png_jmpbuf(png_ptr)) ) {
png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
fclose(fh);
fprintf(stderr, "PNG read failed.\n");
- return;
+ return 1;
}
png_init_io(png_ptr, fh);
@@ -97,16 +95,16 @@ void texture_load(RenderContext *ctx, char *name) {
bit_depth = png_get_bit_depth(png_ptr, info_ptr);
channels = png_get_channels(png_ptr, info_ptr);
if ( bit_depth != 8 ) {
- fprintf(stderr, "Texture image '%s' doesn't have 8 bits per channel per pixel.\n", tmp);
+ fprintf(stderr, "Texture image '%s' doesn't have 8 bits per channel per pixel.\n", filename);
png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
fclose(fh);
- return;
+ return 1;
}
if ( channels != 4 ) {
- fprintf(stderr, "Texture image '%s' doesn't have 4 channels.\n", tmp);
+ fprintf(stderr, "Texture image '%s' doesn't have 4 channels.\n", filename);
png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
fclose(fh);
- return;
+ return 1;
}
/* Get image data */
@@ -131,20 +129,43 @@ void texture_load(RenderContext *ctx, char *name) {
}
}
- glGenTextures(1, &(ctx->textures[ctx->num_textures].texname));
- glBindTexture(GL_TEXTURE_2D, ctx->textures[ctx->num_textures].texname);
+ glGenTextures(1, name);
+ glBindTexture(GL_TEXTURE_2D, *name);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texels);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA8, width, height, GL_RGBA, GL_UNSIGNED_BYTE, texels);
free(texels);
- ctx->textures[ctx->num_textures].name = name;
- ctx->num_textures++;
png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
fclose(fh);
+
+ return 0;
+
+}
+
+void texture_load(RenderContext *ctx, char *name) {
+
+ GLuint colourmap, normalmap;
+ char colourmap_filename[256];
+ char normalmap_filename[256];
+
+ snprintf(colourmap_filename, 255, "%s/textures/%s.png", DATADIR, name);
+ snprintf(normalmap_filename, 255, "%s/textures/%s-normals.png", DATADIR, name);
+
+ if ( texture_load_png(colourmap_filename, &colourmap) != 0 ) return;
+ ctx->textures[ctx->num_textures].texname = colourmap;
+
+ if ( texture_load_png(normalmap_filename, &normalmap) == 0 ) {
+ ctx->textures[ctx->num_textures].normalmap = normalmap;
+ ctx->textures[ctx->num_textures].has_normals = 1;
+ } else {
+ ctx->textures[ctx->num_textures].has_normals = 0;
+ }
+
+ ctx->textures[ctx->num_textures].name = strdup(name);
+ ctx->num_textures++;
}
diff --git a/src/types.h b/src/types.h
index ae335ba..923d791 100644
--- a/src/types.h
+++ b/src/types.h
@@ -122,8 +122,9 @@ typedef struct {
typedef struct {
char *name;
- GLuint *data;
GLuint texname;
+ GLuint normalmap;
+ int has_normals;
} Texture;
typedef struct {