bump mapping tests
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d2244fa274
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935b56da2e
@ -64,7 +64,6 @@ Scene* MyGLWidget::buildScene()
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scene->addEntity(myEntity);
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scene->addDirectionnalLight(glm::vec3(6, 4, -4), glm::vec3(0.7f, 0.6f, 0.4f)); // sun
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scene->addPointLight(glm::vec3(0, 0, 4), glm::vec3(0.7f, 0.6f, 0.4f));
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return scene;
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}
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13
phong.frag
13
phong.frag
@ -39,12 +39,13 @@ vec3 computeLight(in vec3 kd, in vec3 ks, in float ns, in vec3 color, in vec3 no
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void main(void) {
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int i;
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vec3 kd = vec3(texture2D(baseTexture, varTexCoord));
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vec3 light = 0.1f*kd;
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for(i=0; i<nbDirLights && i<4; ++i)
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light += computeLight(kd, materialKs, materialNs, dirLights[i*2+1], varNormal, lightDirInView[i], halfVecInView[i]);
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for(i=0; i<nbPointLights && i+nbDirLights<4; ++i)
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light += computeLight(kd, materialKs, materialNs, pointLights[i*2+1], varNormal, lightDirInView[nbDirLights+i], halfVecInView[nbDirLights+i]);
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vec3 kd = vec3(0.5);
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vec3 light = 0.1*kd;
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vec3 myNormal = normalize(varNormal + 0.3 - 0.6*vec3(texture2D(baseTexture, varTexCoord)));
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for(i=0; i<nbDirLights && i<4; ++i)
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light += computeLight(kd, materialKs, materialNs, dirLights[i*2+1], myNormal, lightDirInView[i], halfVecInView[i]);
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for(i=0; i<nbPointLights && i+nbDirLights<4; ++i)
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light += computeLight(kd, materialKs, materialNs, pointLights[i*2+1], myNormal, lightDirInView[nbDirLights+i], halfVecInView[nbDirLights+i]);
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outColor = vec4(light, 1);
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}
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14
texture.cpp
14
texture.cpp
@ -8,7 +8,7 @@ Texture::Texture() : type(GL_TEXTURE_2D)
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{
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glAssert(glGenTextures(1, &texId));
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glAssert(glBindTexture(type, texId));
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createNoiseTexture(GL_TEXTURE_2D, 512, 512, 10, 1);
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createNoiseTexture(GL_TEXTURE_2D, 512, 512, 10, 1.5f);
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setWrap(GL_REPEAT);
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setFiltering(GL_LINEAR);
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}
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@ -42,9 +42,9 @@ Texture::~Texture()
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glAssert(glDeleteTextures(1, &texId));
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}
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void Texture::createNoiseTexture(GLenum textureSlot, int width, int height, float frequency, float myScale)
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void Texture::createNoiseTexture(GLenum textureSlot, int width, int height, float frequency, float amplitude)
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{
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GLubyte *data = new GLubyte[ width * height * 4 ];
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GLubyte *data = new GLubyte[ width * height * 4];
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float xFactor = 1.0f / (width - 1);
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float yFactor = 1.0f / (height - 1);
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@ -55,10 +55,10 @@ void Texture::createNoiseTexture(GLenum textureSlot, int width, int height, floa
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float y = yFactor * row;
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float sum = 0.0f;
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float freq = frequency;
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float scale = myScale;
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float scale = amplitude;
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// Compute the sum for each octave
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for( int oct = 0; oct < 4; oct++ ) {
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for( int oct = 0; oct < 4 ; oct++ ) {
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glm::vec2 p(x * freq, y * freq);
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float val = glm::perlin(p, glm::vec2(freq)) / scale;
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sum += val;
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@ -66,9 +66,9 @@ void Texture::createNoiseTexture(GLenum textureSlot, int width, int height, floa
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// Store in texture buffer
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data[((row * width + col) * 4) + oct] =
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(GLubyte) ( result * 255.0f );
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(GLubyte) ( result * 255.0f );
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freq *= 2.0f; // Double the frequency
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scale *= myScale; // Next power of b
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scale *= amplitude; // Next power of b
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}
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}
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}
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