Правка материалов для PBR
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@@ -218,7 +218,7 @@ void Light::render(ShaderProgram &shaderProgram, UBO &material_buffer)
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bulb.root.e_position() = data[i].position;
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sphere.e_scale() = glm::vec3(data[i].attenuation.r); // Масштабирование сферы
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// Задание цвета
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bulb.models.begin()->material.ka = sphere.material.ka = data[i].color;
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bulb.models.begin()->material.base_color = sphere.material.base_color = data[i].color;
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// Вызов отрисовки
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bulb.render(shaderProgram, material_buffer);
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@@ -216,7 +216,7 @@ vao(copy.vao),
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verteces_count(copy.verteces_count), first_index_byteOffset(copy.first_index_byteOffset), indices_count(copy.indices_count),
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vertex_vbo(copy.vertex_vbo), index_vbo(copy.index_vbo), normals_vbo(copy.normals_vbo), texCoords_vbo(copy.texCoords_vbo),
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tangent_vbo(copy.tangent_vbo), bitangent_vbo(copy.bitangent_vbo),
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texture_diffuse(copy.texture_diffuse), texture_ambient(copy.texture_ambient), texture_specular(copy.texture_specular),
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texture_albedo(copy.texture_albedo), texture_roughness(copy.texture_roughness), texture_metallic(copy.texture_metallic), texture_specular(copy.texture_specular), texture_emitted(copy.texture_emitted),
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texture_heights(copy.texture_heights), texture_normals(copy.texture_normals),
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material(copy.material)
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{
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@@ -242,10 +242,12 @@ Model& Model::operator=(const Model& other)
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tangent_vbo = other.tangent_vbo;
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bitangent_vbo = other.bitangent_vbo;
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texture_diffuse = other.texture_diffuse;
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texture_ambient = other.texture_ambient;
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texture_specular = other.texture_specular;
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texture_albedo = other.texture_albedo;
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texture_roughness = other.texture_roughness;
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texture_metallic = other.texture_metallic;
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texture_specular = other.texture_specular;
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texture_emitted = other.texture_emitted;
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texture_heights = other.texture_heights;
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texture_normals = other.texture_normals;
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@@ -285,9 +287,11 @@ void Model::render(ShaderProgram &shaderProgram, UBO &material_buffer)
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glUniformMatrix4fv(shaderProgram.getUniformLoc("model"), 1, GL_FALSE, &this->getTransformMatrix()[0][0]);
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// Подключаем текстуры
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texture_diffuse.use();
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texture_ambient.use();
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texture_albedo.use();
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texture_roughness.use();
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texture_metallic.use();
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texture_specular.use();
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texture_emitted.use();
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texture_heights.use();
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texture_normals.use();
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@@ -408,14 +412,25 @@ void Model::set_texture(Texture& texture)
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GLuint type = texture.getType();
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switch(type)
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{
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case TEX_DIFFUSE:
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texture_diffuse = texture;
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case TEX_ALBEDO:
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texture_albedo = texture;
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material.base_color.r = -1;
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break;
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case TEX_AMBIENT:
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texture_ambient = texture;
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case TEX_ROUGHNESS:
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texture_roughness = texture;
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material.roughness = -1;
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break;
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case TEX_METALLIC:
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texture_metallic = texture;
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material.metallic = -1;
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break;
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case TEX_SPECULAR:
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texture_specular = texture;
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material.specular = -1;
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break;
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case TEX_EMITTED:
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texture_emitted = texture;
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material.emitted.r = -1;
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break;
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case TEX_HEIGHTS:
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texture_heights = texture;
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@@ -215,23 +215,39 @@ Scene loadOBJtoScene(const char* filename, const char* mtl_directory, const char
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auto s = --result.models.end();
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s->set_index_range(materials_range[i]*sizeof(GLuint), materials_range[i+1]-materials_range[i]);
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// Текстуры
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Texture diffuse(TEX_DIFFUSE, texture_directory + materials[materials_ids[i]].diffuse_texname);
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s->set_texture(diffuse);
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Texture ambient(TEX_AMBIENT, texture_directory + materials[materials_ids[i]].ambient_texname);
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s->set_texture(ambient);
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Texture specular(TEX_SPECULAR, texture_directory + materials[materials_ids[i]].specular_texname);
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s->set_texture(specular);
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Texture normal(TEX_NORMAL, texture_directory + materials[materials_ids[i]].normal_texname);
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s->set_texture(normal);
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Texture heights(TEX_HEIGHTS, texture_directory + materials[materials_ids[i]].bump_texname);
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s->set_texture(heights);
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// Материал
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s->material.ka = pow(glm::vec3(materials[materials_ids[i]].ambient[0], materials[materials_ids[i]].ambient[1], materials[materials_ids[i]].ambient[2]), glm::vec3(1/inv_gamma));
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s->material.kd = pow(glm::vec3(materials[materials_ids[i]].diffuse[0], materials[materials_ids[i]].diffuse[1], materials[materials_ids[i]].diffuse[2]), glm::vec3(1/inv_gamma));
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s->material.ks = glm::vec3(materials[materials_ids[i]].specular[0], materials[materials_ids[i]].specular[1], materials[materials_ids[i]].specular[2]);
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s->material.p = (materials[materials_ids[i]].shininess > 0.0f) ? 1000.0f / materials[materials_ids[i]].shininess : 1000.0f;
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s->material.base_color = pow(glm::vec3(materials[materials_ids[i]].diffuse[0], materials[materials_ids[i]].diffuse[1], materials[materials_ids[i]].diffuse[2]), glm::vec3(1/inv_gamma));
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s->material.roughness = 1 - sqrt(materials[materials_ids[i]].shininess/1000); // шероховатость поверхности
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s->material.metallic = (materials[materials_ids[i]].ambient[0] + materials[materials_ids[i]].ambient[1] + materials[materials_ids[i]].ambient[2]) / 3.0f;
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s->material.specular = (materials[materials_ids[i]].specular[0] + materials[materials_ids[i]].specular[1] + materials[materials_ids[i]].specular[2]) / 3.0f;
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s->material.emitted = pow(glm::vec3(materials[materials_ids[i]].emission[0], materials[materials_ids[i]].emission[1], materials[materials_ids[i]].emission[2]), glm::vec3(1/inv_gamma));
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// Текстуры
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if (!materials[materials_ids[i]].diffuse_texname.empty())
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{
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Texture diffuse(TEX_ALBEDO, texture_directory + materials[materials_ids[i]].diffuse_texname);
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s->set_texture(diffuse);
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}
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if (!materials[materials_ids[i]].ambient_texname.empty())
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{
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Texture ambient(TEX_METALLIC, texture_directory + materials[materials_ids[i]].ambient_texname);
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s->set_texture(ambient);
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}
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if (!materials[materials_ids[i]].specular_texname.empty())
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{
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Texture specular(TEX_SPECULAR, texture_directory + materials[materials_ids[i]].specular_texname);
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s->set_texture(specular);
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}
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if (!materials[materials_ids[i]].normal_texname.empty())
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{
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Texture normal(TEX_NORMAL, texture_directory + materials[materials_ids[i]].normal_texname);
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s->set_texture(normal);
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}
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if (!materials[materials_ids[i]].bump_texname.empty())
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{
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Texture heights(TEX_HEIGHTS, texture_directory + materials[materials_ids[i]].bump_texname);
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s->set_texture(heights);
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}
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}
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return result;
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@@ -153,9 +153,7 @@ int main(void)
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Scene scene = loadOBJtoScene("../resources/models/blob.obj", "../resources/models/", "../resources/textures/");
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scene.root.e_scale() = glm::vec3(0.01);
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scene.root.e_position().z = 1;
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scene.models.begin()->material.kd = {0.5,0.5,0.5};
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scene.models.begin()->material.ka = {0.05,0.05,0.05};
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scene.set_group_id((GLuint64) &scene);
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scene.set_group_id((GLuint64) &scene.root);
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// Установка цвета очистки буфера цвета
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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@@ -350,7 +348,7 @@ int main(void)
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rectangle.root.e_scale() = glm::vec3(4);
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// Текстуры для прямоугольника
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Texture rectangle_diffuse(TEX_DIFFUSE, "../resources/textures/rekovalev_diffusemap.png");
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Texture rectangle_diffuse(TEX_ALBEDO, "../resources/textures/rekovalev_diffusemap.png");
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rectangle.models.begin()->set_texture(rectangle_diffuse);
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Texture rectangle_normal(TEX_NORMAL, "../resources/textures/rekovalev_normalmap.png");
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rectangle.models.begin()->set_texture(rectangle_normal);
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@@ -412,7 +410,7 @@ int main(void)
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// Модель скайбокса
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Model skybox;
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skybox.load_verteces(skybox_verticies, sizeof(skybox_verticies)/sizeof(glm::vec3));
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TextureCube skybox_texture(TEX_DIFFUSE, { "../resources/textures/skybox/px.jpg"
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TextureCube skybox_texture(TEX_ALBEDO, { "../resources/textures/skybox/px.jpg"
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, "../resources/textures/skybox/nx.jpg"
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, "../resources/textures/skybox/py.jpg"
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, "../resources/textures/skybox/ny.jpg"
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