Merge pull request #1560 from YunfeiBai/master
Add shader and example for projective texture.
This commit is contained in:
@@ -56,7 +56,8 @@ premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/
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premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingPS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingPS.h" --stringname="useShadowMapInstancingFragmentShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingVS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingVS.h" --stringname="useShadowMapInstancingVertexShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/projectiveTextureInstancingPS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/projectiveTextureInstancingPS.h" --stringname="projectiveTextureInstancingFragmentShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/projectiveTextureInstancingVS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/projectiveTextureInstancingVS.h" --stringname="projectiveTextureInstancingVertexShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../Demos3/GpuDemos/broadphase/pairsKernel.cl" --headerfile="../Demos3/GpuDemos/broadphase/pairsKernel.h" --stringname="pairsKernelsCL" stringify
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@@ -62,6 +62,8 @@ eval '$mypremake --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWin
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eval '$mypremake --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.h" --stringname="useShadowMapInstancingFragmentShader" stringify'
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eval '$mypremake --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.h" --stringname="useShadowMapInstancingVertexShader" stringify'
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eval '$mypremake --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingPS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingPS.h" --stringname="projectiveTextureInstancingFragmentShader" stringify'
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eval '$mypremake --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingVS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingVS.h" --stringname="projectiveTextureInstancingVertexShader" stringify'
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eval '$mypremake --file=stringifyKernel.lua --kernelfile="../examples/OpenCL/broadphase/pairsKernel.cl" --headerfile="../examples/OpenCL/broadphase/pairsKernel.h" --stringname="pairsKernelsCL" stringify'
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@@ -10,6 +10,8 @@ premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shade
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/createShadowMapInstancingVS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/createShadowMapInstancingVS.h" --stringname="createShadowMapInstancingVertexShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.h" --stringname="useShadowMapInstancingFragmentShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.h" --stringname="useShadowMapInstancingVertexShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingPS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingPS.h" --stringname="projectiveTextureInstancingFragmentShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingVS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingVS.h" --stringname="projectiveTextureInstancingVertexShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/linesVS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/linesVS.h" --stringname="linesVertexShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/linesPS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/linesPS.h" --stringname="linesFragmentShader" stringify
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32
data/teddy_large.urdf
Normal file
32
data/teddy_large.urdf
Normal file
@@ -0,0 +1,32 @@
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<?xml version="0.0" ?>
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<robot name="cube.urdf">
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<link name="baseLink">
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<contact>
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<lateral_friction value="0.5"/>
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<rolling_friction value="0.0"/>
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<contact_cfm value="0.0"/>
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<contact_erp value="1.0"/>
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</contact>
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<inertial>
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<origin rpy="0 0 0" xyz="0.07 0.05 0.03"/>
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<mass value=".1"/>
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<inertia ixx="1" ixy="0" ixz="0" iyy="1" iyz="0" izz="1"/>
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</inertial>
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<visual>
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<origin rpy="0 0 0" xyz="0 0 0"/>
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<geometry>
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<mesh filename="teddy2_VHACD_CHs.obj" scale="3 3 3"/>
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</geometry>
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<material name="red">
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<color rgba="1 1 1 1"/>
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</material>
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</visual>
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<collision>
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<origin rpy="0 0 0" xyz="0 0 0"/>
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<geometry>
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<mesh filename="teddy2_VHACD_CHs.obj" scale="3 3 3"/>
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</geometry>
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</collision>
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</link>
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</robot>
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@@ -29,4 +29,3 @@
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</collision>
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</link>
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</robot>
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@@ -16,6 +16,7 @@ enum
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B3_CREATE_SHADOWMAP_RENDERMODE,
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B3_USE_SHADOWMAP_RENDERMODE,
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B3_USE_SHADOWMAP_RENDERMODE_REFLECTION,
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B3_USE_PROJECTIVE_TEXTURE_RENDERMODE,
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};
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@@ -17,6 +17,7 @@ subject to the following restrictions:
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///todo: make this configurable in the gui
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bool useShadowMap = true;// true;//false;//true;
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bool useProjectiveTexture = false;
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int shadowMapWidth= 4096;
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int shadowMapHeight= 4096;
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float shadowMapWorldSize=10;
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@@ -74,6 +75,8 @@ float shadowMapWorldSize=10;
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#include "Shaders/createShadowMapInstancingPS.h"
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#include "Shaders/useShadowMapInstancingVS.h"
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#include "Shaders/useShadowMapInstancingPS.h"
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#include "Shaders/projectiveTextureInstancingVS.h"
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#include "Shaders/projectiveTextureInstancingPS.h"
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#include "Shaders/linesPS.h"
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#include "Shaders/linesVS.h"
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@@ -281,6 +284,7 @@ static GLuint triangleIndexVbo=0;
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static GLuint linesShader; // The line renderer
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static GLuint useShadowMapInstancingShader; // The shadow instancing renderer
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static GLuint createShadowMapInstancingShader; // The shadow instancing renderer
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static GLuint projectiveTextureInstancingShader; // The projective texture instancing renderer
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static GLuint instancingShader; // The instancing renderer
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static GLuint instancingShaderPointSprite; // The point sprite instancing renderer
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@@ -318,6 +322,20 @@ static GLint useShadow_shadowMap = 0;
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static GLint createShadow_depthMVP=0;
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static GLint projectiveTexture_ViewMatrixInverse=0;
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static GLint projectiveTexture_ModelViewMatrix=0;
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static GLint projectiveTexture_lightSpecularIntensity = 0;
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static GLint projectiveTexture_materialSpecularColor = 0;
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static GLint projectiveTexture_MVP=0;
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static GLint projectiveTexture_lightPosIn=0;
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static GLint projectiveTexture_cameraPositionIn = 0;
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static GLint projectiveTexture_materialShininessIn = 0;
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static GLint projectiveTexture_ProjectionMatrix=0;
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static GLint projectiveTexture_TextureMVP=0;
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static GLint projectiveTexture_uniform_texture_diffuse = 0;
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static GLint projectiveTexture_shadowMap = 0;
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static GLint ModelViewMatrix=0;
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static GLint ProjectionMatrix=0;
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static GLint regularLightDirIn=0;
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@@ -1215,7 +1233,24 @@ void GLInstancingRenderer::InitShaders()
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glGetIntegerv(GL_SMOOTH_LINE_WIDTH_RANGE, lineWidthRange);
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projectiveTextureInstancingShader = gltLoadShaderPair(projectiveTextureInstancingVertexShader,projectiveTextureInstancingFragmentShader);
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glLinkProgram(projectiveTextureInstancingShader);
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glUseProgram(projectiveTextureInstancingShader);
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projectiveTexture_ViewMatrixInverse = glGetUniformLocation(projectiveTextureInstancingShader, "ViewMatrixInverse");
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projectiveTexture_ModelViewMatrix = glGetUniformLocation(projectiveTextureInstancingShader, "ModelViewMatrix");
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projectiveTexture_lightSpecularIntensity = glGetUniformLocation(projectiveTextureInstancingShader, "lightSpecularIntensityIn");
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projectiveTexture_materialSpecularColor = glGetUniformLocation(projectiveTextureInstancingShader, "materialSpecularColorIn");
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projectiveTexture_MVP = glGetUniformLocation(projectiveTextureInstancingShader, "MVP");
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projectiveTexture_ProjectionMatrix = glGetUniformLocation(projectiveTextureInstancingShader, "ProjectionMatrix");
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projectiveTexture_TextureMVP = glGetUniformLocation(projectiveTextureInstancingShader, "TextureMVP");
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projectiveTexture_uniform_texture_diffuse = glGetUniformLocation(projectiveTextureInstancingShader, "Diffuse");
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projectiveTexture_shadowMap = glGetUniformLocation(projectiveTextureInstancingShader,"shadowMap");
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projectiveTexture_lightPosIn = glGetUniformLocation(projectiveTextureInstancingShader,"lightPosIn");
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projectiveTexture_cameraPositionIn = glGetUniformLocation(projectiveTextureInstancingShader,"cameraPositionIn");
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projectiveTexture_materialShininessIn = glGetUniformLocation(projectiveTextureInstancingShader,"materialShininessIn");
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glUseProgram(0);
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useShadowMapInstancingShader = gltLoadShaderPair(useShadowMapInstancingVertexShader,useShadowMapInstancingFragmentShader);
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@@ -1538,7 +1573,13 @@ void GLInstancingRenderer::renderScene()
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//renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE_REFLECTION);
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renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE);
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} else
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}
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else if (useProjectiveTexture)
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{
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//renderSceneInternal(B3_CREATE_SHADOWMAP_RENDERMODE);
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renderSceneInternal(B3_USE_PROJECTIVE_TEXTURE_RENDERMODE);
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}
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else
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{
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renderSceneInternal();
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}
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@@ -1983,6 +2024,11 @@ void GLInstancingRenderer::renderSceneInternal(int orgRenderMode)
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renderMode = B3_DEFAULT_RENDERMODE;
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}
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if (orgRenderMode==B3_USE_PROJECTIVE_TEXTURE_RENDERMODE)
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{
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renderMode = B3_USE_PROJECTIVE_TEXTURE_RENDERMODE;
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}
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// glEnable(GL_DEPTH_TEST);
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GLint dims[4];
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@@ -2011,6 +2057,10 @@ void GLInstancingRenderer::renderSceneInternal(int orgRenderMode)
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GLfloat depthModelViewMatrix[4][4];
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//GLfloat depthModelViewMatrix2[4][4];
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// For projective texture mapping
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float textureProjectionMatrix[4][4];
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GLfloat textureModelViewMatrix[4][4];
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// Compute the MVP matrix from the light's point of view
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if (renderMode==B3_CREATE_SHADOWMAP_RENDERMODE)
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{
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@@ -2120,6 +2170,9 @@ void GLInstancingRenderer::renderSceneInternal(int orgRenderMode)
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GLfloat depthBiasMVP[4][4];
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b3Matrix4x4Mul(biasMatrix,depthMVP,depthBiasMVP);
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// TODO: Expose the projective texture matrix setup. Temporarily set it to be the same as camera view projection matrix.
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GLfloat textureMVP[16];
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b3Matrix4x4Mul16(m_data->m_projectionMatrix,m_data->m_viewMatrix,textureMVP);
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//float m_frustumZNear=0.1;
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//float m_frustumZFar=100.f;
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@@ -2475,6 +2528,70 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D,0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,0);
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break;
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}
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case B3_USE_PROJECTIVE_TEXTURE_RENDERMODE:
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{
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if ( gfxObj->m_flags&eGfxTransparency)
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{
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glDepthMask(false);
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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glUseProgram(projectiveTextureInstancingShader);
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glUniformMatrix4fv(projectiveTexture_ProjectionMatrix, 1, false, &m_data->m_projectionMatrix[0]);
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glUniform3f(projectiveTexture_lightSpecularIntensity, m_data->m_lightSpecularIntensity[0],m_data->m_lightSpecularIntensity[1],m_data->m_lightSpecularIntensity[2]);
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glUniform3f(projectiveTexture_materialSpecularColor, gfxObj->m_materialSpecularColor[0],gfxObj->m_materialSpecularColor[1],gfxObj->m_materialSpecularColor[2]);
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float MVP[16];
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if (reflectionPass)
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{
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float tmp[16];
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float reflectionMatrix[16] = {1,0,0,0,
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0,1,0,0,
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0,0,-1,0,
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0,0,0,1};
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glCullFace(GL_FRONT);
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b3Matrix4x4Mul16(m_data->m_viewMatrix,reflectionMatrix,tmp);
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b3Matrix4x4Mul16(m_data->m_projectionMatrix,tmp,MVP);
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} else
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{
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b3Matrix4x4Mul16(m_data->m_projectionMatrix,m_data->m_viewMatrix,MVP);
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glCullFace(GL_BACK);
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}
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glUniformMatrix4fv(projectiveTexture_MVP, 1, false, &MVP[0]);
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glUniform3f(projectiveTexture_lightPosIn,m_data->m_lightPos[0],m_data->m_lightPos[1],m_data->m_lightPos[2]);
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float camPos[3];
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m_data->m_activeCamera->getCameraPosition(camPos);
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glUniform3f(projectiveTexture_cameraPositionIn,camPos[0],camPos[1],camPos[2]);
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glUniform1f(projectiveTexture_materialShininessIn,gfxObj->m_materialShinyNess);
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glUniformMatrix4fv(projectiveTexture_TextureMVP, 1, false, &textureMVP[0]);
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//sort transparent objects
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if ( gfxObj->m_flags&eGfxTransparency)
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{
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int instanceId = transparentInstances[i].m_instanceId;
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (GLvoid *)((instanceId)*4*sizeof(float)+m_data->m_maxShapeCapacityInBytes));
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, (GLvoid *)((instanceId)*4*sizeof(float)+m_data->m_maxShapeCapacityInBytes+POSITION_BUFFER_SIZE));
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glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 0, (GLvoid *)((instanceId)*4*sizeof(float)+m_data->m_maxShapeCapacityInBytes+POSITION_BUFFER_SIZE+ORIENTATION_BUFFER_SIZE));
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glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)((instanceId)*3*sizeof(float)+m_data->m_maxShapeCapacityInBytes+POSITION_BUFFER_SIZE+ORIENTATION_BUFFER_SIZE+COLOR_BUFFER_SIZE));
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glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
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} else
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{
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glDrawElementsInstanced(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, indexOffset, gfxObj->m_numGraphicsInstances);
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}
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if ( gfxObj->m_flags&eGfxTransparency)
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{
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glDisable (GL_BLEND);
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glDepthMask(true);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,0);
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break;
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@@ -0,0 +1,72 @@
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#version 330 core
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//precision highp float;
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in Fragment
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{
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vec4 color;
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} fragment;
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in Vert
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{
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vec2 texcoord;
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} vert;
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uniform sampler2D Diffuse;
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uniform mat4 ViewMatrixInverse;
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in vec3 lightPos,cameraPosition, normal,ambient;
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in vec4 vertexPos;
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in float materialShininess;
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in vec3 lightSpecularIntensity;
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in vec3 materialSpecularColor;
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out vec4 color;
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void main(void)
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{
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vec4 texel = fragment.color*texture(Diffuse,vert.texcoord.xy);
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vec3 ct,cf;
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float intensity,at,af;
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if (fragment.color.w==0)
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discard;
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vec3 lightDir = normalize(lightPos);
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vec3 normalDir = normalize(normal);
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intensity = 0.5+0.5*clamp( dot( normalDir,lightDir ), -1,1 );
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af = 1.0;
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ct = texel.rgb;
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at = texel.a;
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//float bias = 0.005f;
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vec3 specularReflection;
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if (dot(normalDir, lightDir) < 0.0)
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{
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specularReflection = vec3(0.0, 0.0, 0.0);
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}
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else // light source on the right side
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{
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vec3 surfaceToLight = normalize(lightPos - vertexPos.xyz);
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vec3 surfaceToCamera = normalize(cameraPosition - vertexPos.xyz);
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float specularCoefficient = 0.0;
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specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalDir))), materialShininess);
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specularReflection = specularCoefficient * materialSpecularColor * lightSpecularIntensity;
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}
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float visibility = 1.0;
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intensity = 0.7*intensity + 0.3*intensity*visibility;
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cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient+specularReflection*visibility;
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color = vec4(ct * cf, fragment.color.w);
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}
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@@ -0,0 +1,65 @@
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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
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static const char* projectiveTextureInstancingFragmentShader= \
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"#version 330 core\n"
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"//precision highp float;\n"
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"in Fragment\n"
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"{\n"
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" vec4 color;\n"
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"} fragment;\n"
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"in Vert\n"
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"{\n"
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" vec2 texcoord;\n"
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"} vert;\n"
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"uniform sampler2D Diffuse;\n"
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"uniform mat4 ViewMatrixInverse;\n"
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"in vec3 lightPos,cameraPosition, normal,ambient;\n"
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"in vec4 vertexPos;\n"
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"in float materialShininess;\n"
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"in vec3 lightSpecularIntensity;\n"
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"in vec3 materialSpecularColor;\n"
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"out vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord.xy);\n"
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" vec3 ct,cf;\n"
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" float intensity,at,af;\n"
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" if (fragment.color.w==0)\n"
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" discard;\n"
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" vec3 lightDir = normalize(lightPos);\n"
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" \n"
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" vec3 normalDir = normalize(normal);\n"
|
||||
" \n"
|
||||
" intensity = 0.5+0.5*clamp( dot( normalDir,lightDir ), -1,1 );\n"
|
||||
" \n"
|
||||
" af = 1.0;\n"
|
||||
" \n"
|
||||
" ct = texel.rgb;\n"
|
||||
" at = texel.a;\n"
|
||||
" \n"
|
||||
" //float bias = 0.005f;\n"
|
||||
" \n"
|
||||
" vec3 specularReflection;\n"
|
||||
" \n"
|
||||
" if (dot(normalDir, lightDir) < 0.0) \n"
|
||||
" {\n"
|
||||
" specularReflection = vec3(0.0, 0.0, 0.0);\n"
|
||||
" }\n"
|
||||
" else // light source on the right side\n"
|
||||
" {\n"
|
||||
" vec3 surfaceToLight = normalize(lightPos - vertexPos.xyz);\n"
|
||||
" vec3 surfaceToCamera = normalize(cameraPosition - vertexPos.xyz);\n"
|
||||
" \n"
|
||||
" \n"
|
||||
" float specularCoefficient = 0.0;\n"
|
||||
" specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalDir))), materialShininess);\n"
|
||||
" specularReflection = specularCoefficient * materialSpecularColor * lightSpecularIntensity;\n"
|
||||
" \n"
|
||||
" }\n"
|
||||
" \n"
|
||||
" float visibility = 1.0;\n"
|
||||
" intensity = 0.7*intensity + 0.3*intensity*visibility;\n"
|
||||
" \n"
|
||||
" cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient+specularReflection*visibility;\n"
|
||||
" color = vec4(ct * cf, fragment.color.w);\n"
|
||||
"}\n"
|
||||
;
|
||||
@@ -0,0 +1,99 @@
|
||||
#version 330
|
||||
precision highp float;
|
||||
|
||||
|
||||
layout (location = 0) in vec4 position;
|
||||
layout (location = 1) in vec4 instance_position;
|
||||
layout (location = 2) in vec4 instance_quaternion;
|
||||
layout (location = 3) in vec2 uvcoords;
|
||||
layout (location = 4) in vec3 vertexnormal;
|
||||
layout (location = 5) in vec4 instance_color;
|
||||
layout (location = 6) in vec3 instance_scale;
|
||||
|
||||
|
||||
uniform mat4 TextureMVP;
|
||||
uniform mat4 MVP;
|
||||
uniform vec3 lightPosIn;
|
||||
uniform vec3 cameraPositionIn;
|
||||
uniform mat4 ViewMatrixInverse;
|
||||
uniform float materialShininessIn;
|
||||
uniform vec3 lightSpecularIntensityIn;
|
||||
uniform vec3 materialSpecularColorIn;
|
||||
|
||||
out vec4 ShadowCoord;
|
||||
|
||||
out Fragment
|
||||
{
|
||||
vec4 color;
|
||||
} fragment;
|
||||
|
||||
out Vert
|
||||
{
|
||||
vec2 texcoord;
|
||||
} vert;
|
||||
|
||||
|
||||
vec4 quatMul ( in vec4 q1, in vec4 q2 )
|
||||
{
|
||||
vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );
|
||||
vec4 dt = q1 * q2;
|
||||
float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );
|
||||
return vec4 ( im, re );
|
||||
}
|
||||
|
||||
vec4 quatFromAxisAngle(vec4 axis, in float angle)
|
||||
{
|
||||
float cah = cos(angle*0.5);
|
||||
float sah = sin(angle*0.5);
|
||||
float d = inversesqrt(dot(axis,axis));
|
||||
vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);
|
||||
return q;
|
||||
}
|
||||
//
|
||||
// vector rotation via quaternion
|
||||
//
|
||||
vec4 quatRotate3 ( in vec3 p, in vec4 q )
|
||||
{
|
||||
vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );
|
||||
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
|
||||
}
|
||||
vec4 quatRotate ( in vec4 p, in vec4 q )
|
||||
{
|
||||
vec4 temp = quatMul ( q, p );
|
||||
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
|
||||
}
|
||||
|
||||
out vec3 lightPos,normal,ambient;
|
||||
out vec4 vertexPos;
|
||||
out vec3 cameraPosition;
|
||||
out float materialShininess;
|
||||
out vec3 lightSpecularIntensity;
|
||||
out vec3 materialSpecularColor;
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 q = instance_quaternion;
|
||||
ambient = vec3(0.5,.5,0.5);
|
||||
|
||||
vec4 worldNormal = (quatRotate3( vertexnormal,q));
|
||||
|
||||
normal = worldNormal.xyz;
|
||||
|
||||
lightPos = lightPosIn;
|
||||
cameraPosition = cameraPositionIn;
|
||||
materialShininess = materialShininessIn;
|
||||
lightSpecularIntensity = lightSpecularIntensityIn;
|
||||
materialSpecularColor = materialSpecularColorIn;
|
||||
|
||||
vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);
|
||||
vertexPos = vec4((instance_position+localcoord).xyz,1);
|
||||
|
||||
vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);
|
||||
gl_Position = vertexLoc;
|
||||
|
||||
fragment.color = instance_color;
|
||||
vec4 projcoords = TextureMVP * vec4((instance_position+localcoord).xyz,1);
|
||||
vert.texcoord = projcoords.xy/projcoords.z;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,86 @@
|
||||
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
|
||||
static const char* projectiveTextureInstancingVertexShader= \
|
||||
"#version 330 \n"
|
||||
"precision highp float;\n"
|
||||
"layout (location = 0) in vec4 position;\n"
|
||||
"layout (location = 1) in vec4 instance_position;\n"
|
||||
"layout (location = 2) in vec4 instance_quaternion;\n"
|
||||
"layout (location = 3) in vec2 uvcoords;\n"
|
||||
"layout (location = 4) in vec3 vertexnormal;\n"
|
||||
"layout (location = 5) in vec4 instance_color;\n"
|
||||
"layout (location = 6) in vec3 instance_scale;\n"
|
||||
"uniform mat4 TextureMVP;\n"
|
||||
"uniform mat4 MVP;\n"
|
||||
"uniform vec3 lightPosIn;\n"
|
||||
"uniform vec3 cameraPositionIn;\n"
|
||||
"uniform mat4 ViewMatrixInverse;\n"
|
||||
"uniform float materialShininessIn;\n"
|
||||
"uniform vec3 lightSpecularIntensityIn;\n"
|
||||
"uniform vec3 materialSpecularColorIn;\n"
|
||||
"out vec4 ShadowCoord;\n"
|
||||
"out Fragment\n"
|
||||
"{\n"
|
||||
" vec4 color;\n"
|
||||
"} fragment;\n"
|
||||
"out Vert\n"
|
||||
"{\n"
|
||||
" vec2 texcoord;\n"
|
||||
"} vert;\n"
|
||||
"vec4 quatMul ( in vec4 q1, in vec4 q2 )\n"
|
||||
"{\n"
|
||||
" vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n"
|
||||
" vec4 dt = q1 * q2;\n"
|
||||
" float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n"
|
||||
" return vec4 ( im, re );\n"
|
||||
"}\n"
|
||||
"vec4 quatFromAxisAngle(vec4 axis, in float angle)\n"
|
||||
"{\n"
|
||||
" float cah = cos(angle*0.5);\n"
|
||||
" float sah = sin(angle*0.5);\n"
|
||||
" float d = inversesqrt(dot(axis,axis));\n"
|
||||
" vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n"
|
||||
" return q;\n"
|
||||
"}\n"
|
||||
"//\n"
|
||||
"// vector rotation via quaternion\n"
|
||||
"//\n"
|
||||
"vec4 quatRotate3 ( in vec3 p, in vec4 q )\n"
|
||||
"{\n"
|
||||
" vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n"
|
||||
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
|
||||
"}\n"
|
||||
"vec4 quatRotate ( in vec4 p, in vec4 q )\n"
|
||||
"{\n"
|
||||
" vec4 temp = quatMul ( q, p );\n"
|
||||
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
|
||||
"}\n"
|
||||
"out vec3 lightPos,normal,ambient;\n"
|
||||
"out vec4 vertexPos;\n"
|
||||
"out vec3 cameraPosition;\n"
|
||||
"out float materialShininess;\n"
|
||||
"out vec3 lightSpecularIntensity;\n"
|
||||
"out vec3 materialSpecularColor;\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
" vec4 q = instance_quaternion;\n"
|
||||
" ambient = vec3(0.5,.5,0.5);\n"
|
||||
" \n"
|
||||
" vec4 worldNormal = (quatRotate3( vertexnormal,q));\n"
|
||||
" \n"
|
||||
" normal = worldNormal.xyz;\n"
|
||||
" lightPos = lightPosIn;\n"
|
||||
" cameraPosition = cameraPositionIn;\n"
|
||||
" materialShininess = materialShininessIn;\n"
|
||||
" lightSpecularIntensity = lightSpecularIntensityIn;\n"
|
||||
" materialSpecularColor = materialSpecularColorIn;\n"
|
||||
" \n"
|
||||
" vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);\n"
|
||||
" vertexPos = vec4((instance_position+localcoord).xyz,1);\n"
|
||||
" \n"
|
||||
" vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);\n"
|
||||
" gl_Position = vertexLoc;\n"
|
||||
" fragment.color = instance_color;\n"
|
||||
" vec4 projcoords = TextureMVP * vec4((instance_position+localcoord).xyz,1);\n"
|
||||
" vert.texcoord = projcoords.xy/projcoords.z;\n"
|
||||
"}\n"
|
||||
;
|
||||
0
examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.glsl
Normal file → Executable file
0
examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.glsl
Normal file → Executable file
0
examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.h
Normal file → Executable file
0
examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.h
Normal file → Executable file
2
examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.glsl
Normal file → Executable file
2
examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.glsl
Normal file → Executable file
@@ -11,6 +11,8 @@ layout (location = 5) in vec4 instance_color;
|
||||
layout (location = 6) in vec3 instance_scale;
|
||||
|
||||
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
uniform mat4 DepthBiasModelViewProjectionMatrix;
|
||||
uniform mat4 MVP;
|
||||
uniform vec3 lightPosIn;
|
||||
|
||||
2
examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.h
Normal file → Executable file
2
examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.h
Normal file → Executable file
@@ -9,6 +9,8 @@ static const char* useShadowMapInstancingVertexShader= \
|
||||
"layout (location = 4) in vec3 vertexnormal;\n"
|
||||
"layout (location = 5) in vec4 instance_color;\n"
|
||||
"layout (location = 6) in vec3 instance_scale;\n"
|
||||
"uniform mat4 ModelViewMatrix;\n"
|
||||
"uniform mat4 ProjectionMatrix;\n"
|
||||
"uniform mat4 DepthBiasModelViewProjectionMatrix;\n"
|
||||
"uniform mat4 MVP;\n"
|
||||
"uniform vec3 lightPosIn;\n"
|
||||
|
||||
31
examples/pybullet/examples/projective_texture.py
Normal file
31
examples/pybullet/examples/projective_texture.py
Normal file
@@ -0,0 +1,31 @@
|
||||
import pybullet as p
|
||||
from time import sleep
|
||||
from PIL import Image
|
||||
import matplotlib.pyplot as plt
|
||||
import numpy as np
|
||||
|
||||
physicsClient = p.connect(p.GUI)
|
||||
|
||||
p.setGravity(0,0,0)
|
||||
bearStartPos1 = [-3.3,0,0]
|
||||
bearStartOrientation1 = p.getQuaternionFromEuler([0,0,0])
|
||||
bearId1 = p.loadURDF("teddy_large.urdf", bearStartPos1, bearStartOrientation1)
|
||||
bearStartPos2 = [0,0,0]
|
||||
bearStartOrientation2 = p.getQuaternionFromEuler([0,0,0])
|
||||
bearId2 = p.loadURDF("teddy_large.urdf",bearStartPos2, bearStartOrientation2)
|
||||
textureId = p.loadTexture("checker_grid.jpg")
|
||||
p.changeVisualShape(objectUniqueId=0, linkIndex=-1, textureUniqueId=textureId)
|
||||
p.changeVisualShape(objectUniqueId=1, linkIndex=-1, textureUniqueId=textureId)
|
||||
|
||||
|
||||
useRealTimeSimulation = 1
|
||||
|
||||
if (useRealTimeSimulation):
|
||||
p.setRealTimeSimulation(1)
|
||||
|
||||
while 1:
|
||||
if (useRealTimeSimulation):
|
||||
p.setGravity(0,0,0)
|
||||
sleep(0.01) # Time in seconds.
|
||||
else:
|
||||
p.stepSimulation()
|
||||
Reference in New Issue
Block a user