Implement raytraced lightmap
This commit is contained in:
@@ -292,7 +292,7 @@
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</node>
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</node>
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<node height="30" pad="1" width="100%" dir="row" margin="5 0 0 0">
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<combobox id="grid-heightmap-shading" width="100%" height="30" combo-list="Transparent,Flat,Solid" default="0"/>
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<combobox id="grid-heightmap-shading" width="100%" height="30" combo-list="Transparent,Flat,Solid,Textured" default="0"/>
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</node>
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<node height="20" pad="1" width="100%" margin="5 0 0 0"><slider-h id="grid-heightmap-wireframe" value="1.0"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="grid-heightmap-height" value="0.25"/></node>
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@@ -301,6 +301,7 @@
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</node>
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</node>
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<button id="grid-render" text="Render" height="30" margin="5 0 0 0"/>
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<button id="grid-commit" text="Commit" height="30" margin="5 0 0 0"/>
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</border>
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</node>
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@@ -328,7 +328,10 @@ void App::init()
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LOG("OPENGL: %.*s", length, message);
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FlushConsoleInputBuffer(GetStdHandle(STD_OUTPUT_HANDLE));
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SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), info.wAttributes);
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//__debugbreak();
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#ifdef _WIN32
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if (severity == GL_DEBUG_SEVERITY_HIGH)
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__debugbreak();
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#endif
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}
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}, nullptr);
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glEnable(GL_DEBUG_OUTPUT);
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@@ -509,6 +509,7 @@ void App::initShaders()
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"uniform mat4 mvp;\n"
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"in vec4 pos;\n"
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"in vec3 nor;\n"
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"in vec2 uvs;\n"
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"out vec3 n;\n"
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"void main() {\n"
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" n = nor;\n"
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@@ -522,6 +523,61 @@ void App::initShaders()
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"void main() {\n"
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" mediump float d = max(0.0, dot(normalize(n), light_dir));\n"
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" frag = vec4(vec3(d), 1.0);\n"
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//" frag = vec4(normalize(n) * 0.5 + 0.5, 1.0);\n"
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"}\n";
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// LAMBERT LIGHTMAP
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static const char* shader_lambert_lightmap_v =
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SHADER_VERSION
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"uniform mat4 mvp;\n"
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"in vec4 pos;\n"
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"in vec3 nor;\n"
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"in vec2 uvs;\n"
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"out vec3 n;\n"
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"out vec2 uv;\n"
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"void main() {\n"
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" n = nor;\n"
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" uv = uvs;\n"
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" gl_Position = mvp * pos;\n"
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"}\n";
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static const char* shader_lambert_lightmap_f =
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SHADER_VERSION
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"uniform mediump sampler2D tex;\n"
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"uniform mediump vec3 light_dir;\n"
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"in mediump vec3 n;\n"
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"in mediump vec2 uv;\n"
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"out mediump vec4 frag;\n"
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"void main() {\n"
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" mediump float d = max(0.0, dot(normalize(n), light_dir));\n"
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" mediump vec4 c = texture(tex, uv);\n"
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" frag = vec4(c.rgb * d, 1.0);\n"
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"}\n";
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// BAKE UVS
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static const char* shader_bakeuv_v =
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SHADER_VERSION
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"uniform mat4 mvp;\n"
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"in vec4 pos;\n"
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"in vec3 nor;\n"
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"in vec2 uvs;\n"
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"out vec3 n;\n"
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"out vec3 p;\n"
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"void main() {\n"
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" n = nor;\n"
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" p = vec3(mvp * pos);\n"
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" gl_Position = vec4(uvs * 2.0 - 1.0, 0.0, 1.0);\n"
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"}\n";
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static const char* shader_bakeuv_f =
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SHADER_VERSION
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"uniform int mode;\n"
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"in highp vec3 n;\n"
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"in highp vec3 p;\n"
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"out highp vec3 frag;\n"
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"void main() {\n"
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" switch(mode) {\n"
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" case 0: frag = normalize(n); break;\n"
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" case 1: frag = p; break;\n"
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" }\n"
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"}\n";
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@@ -566,6 +622,10 @@ void App::initShaders()
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LOG("Failed to create shader VertexColor");
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if (!ShaderManager::create(kShader::Lambert, shader_lambert_v, shader_lambert_f))
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LOG("Failed to create shader Lambert");
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if (!ShaderManager::create(kShader::LambertLightmap, shader_lambert_lightmap_v, shader_lambert_lightmap_f))
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LOG("Failed to create shader LambertLightmap");
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if (!ShaderManager::create(kShader::BakeUV, shader_bakeuv_v, shader_bakeuv_f))
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LOG("Failed to create shader BakeUV");
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LOG("shaders initialized");
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}
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@@ -39,6 +39,7 @@ void NodePanelGrid::init_controls()
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m_hm_lpitch = find<NodeSliderH>("grid-heightmap-lpitch");
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m_hm_shading = find<NodeComboBox>("grid-heightmap-shading");
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m_render = find<NodeButton>("grid-render");
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m_commit = find<NodeButton>("grid-commit");
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m_hm_preview->SetHeight(0);
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m_hm_plane.create(1, 1, 100);
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@@ -49,12 +50,14 @@ void NodePanelGrid::init_controls()
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m_hm_plane.create(1, 1, m_hm_image, v * 5.f, get_height());
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else
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m_hm_plane.create(1, 1, 100 * v * 5.f);
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m_rt_dirty = true;
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LOG("resolution value %f", v);
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};
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m_hm_height->on_value_final = [this](Node* target, float v) {
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if (m_hm_image.data())
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m_hm_plane.create(1, 1, m_hm_image, m_groud_resolution->get_value() * 5.f, get_height());
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m_rt_dirty = true;
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LOG("height value %f", v);
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};
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@@ -79,6 +82,7 @@ void NodePanelGrid::init_controls()
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m_hm_preview->SetHeight(100);
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if (m_groud_opacity->get_value() == 0.f)
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m_groud_opacity->set_value(1.f);
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m_rt_dirty = true;
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}
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async_update();
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async_end();
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@@ -106,18 +110,31 @@ void NodePanelGrid::init_controls()
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m_hm_plane.create(1, 1, m_hm_image,
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m_groud_resolution->get_value() * 5.f, get_height());
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m_hm_preview->SetHeight(100);
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m_rt_dirty = true;
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}
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};
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m_render->on_click = [this](Node*)
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{
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gl_state gl;
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gl.save();
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bake_uvs();
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m_hm_shading->set_index(3);
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m_shade_mode = ShadeMode::Textured;
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gl.restore();
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};
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m_commit->on_click = [this](Node*)
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{
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gl_state gl;
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gl.save();
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Canvas::I->draw_objects([this](const glm::mat4& camera, const glm::mat4& proj, int i) {
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draw_heightmap(proj, camera);
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});
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m_groud_opacity->set_value(0);
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gl.restore();
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};
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m_texture.create(1024, 1024);
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m_sampler_linear.create();
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}
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float NodePanelGrid::get_height() const
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@@ -134,27 +151,26 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
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{
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if (m_groud_opacity->get_value() > 0.f)
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{
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glEnable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT);
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auto mvp = proj * camera
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* glm::translate(glm::vec3(0, get_offset(), 0))
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* glm::scale(glm::vec3(1, get_height(), 1))
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* glm::eulerAngleX(glm::radians(90.f));
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* glm::translate(glm::vec3(0, get_offset(), 0));
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// DRAW SOLID
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if (m_hm_image.m_data)
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{
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auto light_yaw = m_hm_lyaw->get_value() * glm::pi<float>() * 2.f;
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auto light_pitch = m_hm_lpitch->get_value() * 5;
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auto light_pos = glm::vec3(sinf(light_yaw), light_pitch, cosf(light_yaw));
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auto light_dir = glm::normalize(light_pos);
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if (m_shade_mode == ShadeMode::Solid)
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{
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glDisable(GL_BLEND);
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ShaderManager::use(kShader::Lambert);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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auto light_yaw = m_hm_lyaw->get_value() * glm::pi<float>() * 2.f;
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auto light_pitch = m_hm_lpitch->get_value();
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auto light_pos = glm::vec3(sinf(light_yaw), cosf(light_yaw), light_pitch);
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ShaderManager::u_vec3(kShaderUniform::LightDir, glm::normalize(-light_pos));
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ShaderManager::u_vec3(kShaderUniform::LightDir, light_dir);
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m_hm_plane.draw_fill();
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}
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else if (m_shade_mode == ShadeMode::Flat)
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@@ -167,6 +183,17 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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m_hm_plane.draw_fill();
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}
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else if(m_shade_mode == ShadeMode::Textured)
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{
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ShaderManager::use(kShader::LambertLightmap);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_vec3(kShaderUniform::LightDir, light_dir);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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m_sampler_linear.bind(0);
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glActiveTexture(GL_TEXTURE0);
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m_texture.bind();
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m_hm_plane.draw_fill();
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}
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}
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// DRAW GRIDS
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@@ -191,3 +218,89 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
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}
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}
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}
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void NodePanelGrid::bake_uvs()
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{
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if (!m_hm_image.m_data)
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return;
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RTT fb;
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fb.create(m_texture.size().x, m_texture.size().y, -1, GL_RGBA32F);
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fb.bindFramebuffer();
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fb.clear({ 1, 0, 0, 1 });
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glViewport(0, 0, fb.getWidth(), fb.getHeight());
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ShaderManager::use(kShader::BakeUV);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::mat4(1));
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// bake normal
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ShaderManager::u_int(kShaderUniform::Mode, 0);
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m_hm_plane.draw_fill();
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std::unique_ptr<float[]> data_nor(fb.readTextureDataFloat());
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//stbi_write_jpg("bake-nor.jpg", fb.getWidth(), fb.getHeight(), 4, fb.readTextureData(), 75);
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// bake position
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ShaderManager::u_int(kShaderUniform::Mode, 1);
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m_hm_plane.draw_fill();
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std::unique_ptr<float[]> data_pos(fb.readTextureDataFloat());
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//stbi_write_jpg("bake-pos.jpg", fb.getWidth(), fb.getHeight(), 4, fb.readTextureData(), 75);
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fb.unbindFramebuffer();
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fb.destroy();
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if (m_rt_dirty)
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{
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nanort::BVHBuildOptions<float> build_options; // Use default option
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build_options.cache_bbox = false;
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nanort::TriangleMesh<float> triangle_mesh(reinterpret_cast<float*>(m_hm_plane.vertices.data()), m_hm_plane.idx.data(), sizeof(vertex_t));
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nanort::TriangleSAHPred<float> triangle_pred(reinterpret_cast<float*>(m_hm_plane.vertices.data()), m_hm_plane.idx.data(), sizeof(vertex_t));
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bool ret = m_rt_accel.Build(static_cast<unsigned int>(m_hm_plane.idx.size() / 3), triangle_mesh, triangle_pred, build_options);
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if (!ret)
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return;
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m_rt_dirty = false;
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}
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auto light_yaw = m_hm_lyaw->get_value() * glm::pi<float>() * 2.f;
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auto light_pitch = m_hm_lpitch->get_value() * 5;
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auto light_pos = glm::vec3(sinf(light_yaw), light_pitch, cosf(light_yaw));
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auto light_dir = glm::normalize(light_pos);
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auto data_out = std::make_unique<uint8_t[]>(fb.getWidth() * fb.getHeight() * 4);
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for (int y = 0; y < fb.getHeight(); y++)
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{
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for (int x = 0; x < fb.getWidth(); x++)
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{
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int i = y * fb.getHeight() + x;
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auto nor = glm::make_vec4(&data_nor[i * 4]);
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auto pos = glm::make_vec4(&data_pos[i * 4]);
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auto& out = *reinterpret_cast<glm::i8vec4*>(&data_out[i * 4]);
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nanort::Ray<float> ray;
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ray.org[0] = pos.x;// + nor.x * 0.005;
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ray.org[1] = pos.y;// + nor.y * 0.005;
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ray.org[2] = pos.z;// + nor.z * 0.005;
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ray.dir[0] = light_dir.x;
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ray.dir[1] = light_dir.y;
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ray.dir[2] = light_dir.z;
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float kFar = 1.0e+30f;
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ray.min_t = 0.001f;
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ray.max_t = kFar;
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nanort::TriangleIntersector<> triangle_intersector(reinterpret_cast<float*>(m_hm_plane.vertices.data()), m_hm_plane.idx.data(), sizeof(vertex_t));
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nanort::TriangleIntersection<> isect;
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bool hit = m_rt_accel.Traverse(ray, triangle_intersector, &isect);
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if (hit)
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{
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out = { 50, 50, 50, 255 };
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}
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else
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{
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out = { 255, 255, 255, 255 };
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}
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}
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}
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//stbi_write_jpg("bake-out.jpg", fb.getWidth(), fb.getHeight(), 4, data_out.get(), 75);
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m_texture.update(data_out.get());
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}
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@@ -9,11 +9,12 @@
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#include "node_button.h"
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#include "shape.h"
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#include "image.h"
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#include "nanort.h"
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class NodePanelGrid : public Node
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{
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public:
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enum class ShadeMode : uint8_t { Transparent, Flat, Solid };
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enum class ShadeMode : uint8_t { Transparent, Flat, Solid, Textured };
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NodeSliderH* m_groud_opacity;
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NodeSliderH* m_groud_value;
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@@ -29,9 +30,14 @@ public:
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NodeSliderH* m_hm_lyaw;
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NodeSliderH* m_hm_lpitch;
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NodeButton* m_render;
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NodeButton* m_commit;
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HeightmapPlane m_hm_plane;
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Image m_hm_image;
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Texture2D m_texture;
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Sampler m_sampler_linear;
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std::string m_file_path;
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nanort::BVHAccel<float> m_rt_accel;
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bool m_rt_dirty = true;;
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ShadeMode m_shade_mode{ ShadeMode::Transparent };
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virtual Node* clone_instantiate() const override;
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@@ -41,4 +47,5 @@ public:
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float get_height() const;
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float get_offset() const;
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void draw_heightmap(const glm::mat4& proj, const glm::mat4& camera) const;
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void bake_uvs();
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};
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33
src/rtt.cpp
33
src/rtt.cpp
@@ -167,6 +167,8 @@ void RTT::bindFramebuffer()
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void RTT::unbindFramebuffer()
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{
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if (!bound)
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return;
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, oldDFboID);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, oldRFboID);
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oldRFboID = 0;
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@@ -180,14 +182,28 @@ void RTT::clear(glm::vec4 color)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void RTT::readTextureData(uint8_t* buffer)
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uint8_t* RTT::readTextureData(uint8_t* buffer)
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{
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glReadBuffer(GL_BACK);
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bindFramebuffer();
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//glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer);
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if (!buffer)
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buffer = createBuffer();
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GLint old;
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fboID);
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glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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unbindFramebuffer();
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//glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, old);
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return buffer;
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}
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float* RTT::readTextureDataFloat(float* buffer)
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{
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if (!buffer)
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buffer = createBufferFloat();
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GLint old;
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fboID);
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glReadPixels(0, 0, w, h, GL_RGBA, GL_FLOAT, buffer);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, old);
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return buffer;
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}
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uint8_t* RTT::createBuffer()
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@@ -195,6 +211,11 @@ uint8_t* RTT::createBuffer()
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return new uint8_t[w * h * 4];
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}
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float * RTT::createBufferFloat()
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{
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return new float[w * h * 4];
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}
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void RTT::bindTexture()
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{
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glBindTexture(GL_TEXTURE_2D, texID);
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@@ -21,8 +21,10 @@ public:
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bool create(int width, int height, int tex = -1, GLint internal_format = GL_RGBA8);
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bool recreate() { return create(w, h); }
|
||||
void clear(glm::vec4 color = glm::vec4(0));
|
||||
void readTextureData(uint8_t* buffer);
|
||||
uint8_t* readTextureData(uint8_t* buffer = nullptr);
|
||||
float* readTextureDataFloat(float* buffer = nullptr);
|
||||
uint8_t* createBuffer();
|
||||
float* createBufferFloat();
|
||||
void bindFramebuffer();
|
||||
void unbindFramebuffer();
|
||||
void bindTexture();
|
||||
|
||||
@@ -31,6 +31,7 @@ enum class kShaderUniform : uint16_t
|
||||
Direction = const_hash("dir"),
|
||||
UseFragCoordUV2 = const_hash("fragUV2"),
|
||||
LightDir = const_hash("light_dir"),
|
||||
Mode = const_hash("mode"),
|
||||
};
|
||||
|
||||
enum class kShader : uint16_t
|
||||
@@ -56,6 +57,8 @@ enum class kShader : uint16_t
|
||||
BrushStroke = const_hash("brush-stroke"),
|
||||
VertexColor = const_hash("vertex-color"),
|
||||
Lambert = const_hash("lambert"),
|
||||
LambertLightmap = const_hash("lambert-lightmap"),
|
||||
BakeUV = const_hash("bakeuv"),
|
||||
};
|
||||
|
||||
class Shader
|
||||
|
||||
@@ -255,8 +255,8 @@ bool HeightmapPlane::create(float w, float h, const Image& img, float scale, flo
|
||||
int div = new_size.x - 1; // TODO: handle height also
|
||||
int idx_size = (div * div * 6) + (div * (div + 1) * 4);
|
||||
int vertices_size = (div + 1)*(div + 1);
|
||||
std::vector<GLuint> idx(idx_size);
|
||||
std::vector<vertex_t> vertices(vertices_size);
|
||||
idx.resize(idx_size);
|
||||
vertices.resize(vertices_size);
|
||||
std::vector<int> nor_count((size_t)vertices_size, 0);
|
||||
|
||||
count[0] = div * div * 6;
|
||||
@@ -277,8 +277,8 @@ bool HeightmapPlane::create(float w, float h, const Image& img, float scale, flo
|
||||
{
|
||||
vertex_t v;
|
||||
v.pos.x = ox + dx * (float)x;
|
||||
v.pos.y = oy + dy * (float)y;
|
||||
v.pos.z = (*px++).r / 255.f;
|
||||
v.pos.y = (*px++).r / 255.f * height;
|
||||
v.pos.z = oy + dy * (float)y;
|
||||
v.pos.w = 1;
|
||||
v.uvs2 = v.uvs = glm::vec2(x, y) / (float)div;
|
||||
*pv++ = v;
|
||||
@@ -286,7 +286,7 @@ bool HeightmapPlane::create(float w, float h, const Image& img, float scale, flo
|
||||
}
|
||||
|
||||
// generate indices
|
||||
const glm::vec3 yscale(1, 1, height);
|
||||
const glm::vec3 yscale(1, height, 1);
|
||||
for (int y = 0; y < div; y++)
|
||||
{
|
||||
int i = y * (div + 1);
|
||||
@@ -363,8 +363,8 @@ bool HeightmapPlane::create(float w, float h, int div)
|
||||
{
|
||||
vertex_t v;
|
||||
v.pos.x = ox + dx * (float)x;
|
||||
v.pos.y = oy + dy * (float)y;
|
||||
v.pos.z = 0.f;
|
||||
v.pos.y = 0.f;
|
||||
v.pos.z = oy + dy * (float)y;
|
||||
v.pos.w = 1.f;
|
||||
v.uvs2 = v.uvs = glm::vec2(x, y) / (float)div;
|
||||
v.nor = { 0, 1, 0 };
|
||||
|
||||
@@ -125,6 +125,8 @@ public:
|
||||
class HeightmapPlane : public Shape
|
||||
{
|
||||
public:
|
||||
std::vector<GLuint> idx;
|
||||
std::vector<vertex_t> vertices;
|
||||
bool create(float w, float h, const Image& img, float scale, float height);
|
||||
bool create(float w, float h, int div);
|
||||
};
|
||||
|
||||
@@ -134,7 +134,7 @@ void Sampler::set_filter(GLint filter_min, GLint filter_mag)
|
||||
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, filter_mag);
|
||||
#endif // USE_SAMPLER
|
||||
}
|
||||
void Sampler::bind(int unit)
|
||||
void Sampler::bind(int unit) const
|
||||
{
|
||||
current_unit = unit;
|
||||
#if USE_SAMPLER
|
||||
|
||||
@@ -27,12 +27,12 @@ public:
|
||||
class Sampler
|
||||
{
|
||||
GLuint id = 0;
|
||||
GLint current_unit = 0;
|
||||
mutable GLint current_unit = 0;
|
||||
public:
|
||||
bool create(GLint filter = GL_LINEAR, GLint wrap = GL_CLAMP_TO_EDGE);
|
||||
void set(GLint filter = GL_LINEAR, GLint wrap = GL_CLAMP_TO_EDGE);
|
||||
void set_filter(GLint filter_min, GLint filter_mag);
|
||||
void bind(int unit);
|
||||
void bind(int unit) const;
|
||||
void unbind();
|
||||
bool ready() const { return id != 0; }
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user