I tried to make this http://apoorvaj.io/exploring-bump-mappi ... .html#toc8 tutorial work with Irrlicht and so far I'm not sure what is the variable
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uniform mat4 norm_mtx;// in bump.vertI'm guessing it's the inverse transpose of the world matrix supposedly called the normal matrix, I'm also new to this stuff. I'm almost positive the two other
variables are correct
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uniform mat4 model_mtx;//ETS_WORLD
uniform mat4 proj_mtx;//ETS_PROJECTIONCode: Select all
cubenode->setMaterialType((video::E_MATERIAL_TYPE) bump_map_shader);main.cpp
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#include <irrlicht.h>
#include <iostream>
using namespace irr;
IrrlichtDevice* device = 0;
bool UseHighLevelShaders = false;
bool UseCgShaders = false;
irr::scene::ILightSceneNode* light_node = NULL;
irr::scene::ISceneNode* node = NULL;
class bump_map_effect_shader : public video::IShaderConstantSetCallBack
{
public:
virtual void OnSetConstants(video::IMaterialRendererServices* services,
s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
core::matrix4 worldMatrix = driver->getTransform( video::ETS_WORLD);
services->setPixelShaderConstant("model_mtx", worldMatrix.pointer(), 16);
core::matrix4 worldInverseTransposeMatrix = worldMatrix;
worldInverseTransposeMatrix.makeInverse();
//worldInverseTransposeMatrix = worldInverseTransposeMatrix.getTransposed();
services->setPixelShaderConstant("norm_mtx", worldInverseTransposeMatrix.pointer(), 16);
core::matrix4 proj = driver->getTransform(video::ETS_PROJECTION);
services->setPixelShaderConstant("proj_mtx", proj.pointer(), 16);
s32 TextureLayerID = 0;
services->setVertexShaderConstant("tex_norm", &TextureLayerID, 1);
TextureLayerID = 1;
services->setVertexShaderConstant("tex_diffuse", &TextureLayerID, 1);
TextureLayerID = 2;
services->setVertexShaderConstant("tex_depth", &TextureLayerID, 1);
int type = 3;
services->setVertexShaderConstant("type", &type, 1);
int show_tex = 1;
services->setVertexShaderConstant("show_tex", &show_tex, 1);
float depth_scale = 2;
services->setVertexShaderConstant("depth_scale", &depth_scale, 1);
float num_layers = 3;
services->setVertexShaderConstant("num_layers", &num_layers, 1);
}
};
int main()
{
video::E_DRIVER_TYPE driverType;
// create device
device = createDevice(irr::video::EDT_OPENGL, core::dimension2d<u32>(640, 480));
if (device == 0)
return 1;
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* gui = device->getGUIEnvironment();
io::path vsFileName;
io::path psFileName;
driverType = video::EDT_OPENGL;
video::IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices();
s32 bump_map_shader = 0;
if (gpu)
{
const video::E_GPU_SHADING_LANGUAGE shadingLanguage =
video::EGSL_DEFAULT;
//bump mapping
psFileName = "bump.frag";
vsFileName = "bump.vert";
bump_map_effect_shader* bump_map_effect_shader_callback = new bump_map_effect_shader();
bump_map_shader = gpu->addHighLevelShaderMaterialFromFiles(
vsFileName, "vertexMain", video::EVST_VS_1_1,
psFileName, "pixelMain", video::EPST_PS_1_1,
bump_map_effect_shader_callback, video::EMT_TRANSPARENT_ADD_COLOR, 0 , shadingLanguage);
bump_map_effect_shader_callback->drop();
}
irr::scene::ISceneNode* node = NULL;
node = smgr->addEmptySceneNode( 0,-1);
node->setPosition( irr::core::vector3df( 0, 0, 0));
light_node = smgr->addLightSceneNode(0, core::vector3df( 0, 0, 0),
video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 150.0f);
//light_node->setVisible( true);
irr::video::SLight & slight = light_node->getLightData();
slight.Type = irr::video::ELT_DIRECTIONAL;
slight.AmbientColor = irr::video::SColorf(0.4f,0.24f,0.5f,1.0f);
slight.SpecularColor = irr::video::SColorf(0.2f,1.0f,0.2f,1.0f);
slight.DiffuseColor = irr::video::SColorf(0.2f,0.2f,1.0f,1.0f);
node->addChild( light_node);
irr::scene::ISceneNodeAnimator* anim = 0;
anim = smgr->createRotationAnimator ( irr::core::vector3df( 0.0f, 0.6f, 0.0f));
node->addAnimator(anim);
anim->drop();
//
scene::ISceneNode* cubenode = smgr->addCubeSceneNode( 50);
cubenode->setPosition( core::vector3df( 0, 0, 0));
cubenode->setMaterialTexture( 0, driver->getTexture("normal.png"));
cubenode->setMaterialTexture( 1, driver->getTexture("diffuse.png"));
cubenode->setMaterialTexture( 2, driver->getTexture("depth.png"));
cubenode->setMaterialFlag( video::EMF_BLEND_OPERATION, true);
cubenode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
cubenode->setMaterialFlag( video::EMF_LIGHTING, true);
cubenode->setMaterialType((video::E_MATERIAL_TYPE) bump_map_shader);
scene::ICameraSceneNode* cam = smgr->addCameraSceneNode();
cam->setPosition(core::vector3df( 70, 70,-70));
cam->setTarget(core::vector3df(0,0,0));
device->getCursorControl()->setVisible( false);
int lastFPS = -1;
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, video::SColor(255,255,255,255));
smgr->drawAll();
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Irrlicht Engine - Vertex and pixel shader example [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
device->drop();
return 0;
}
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//precision highp float;
//#version 130
attribute vec3 vert_pos;
attribute vec3 vert_tang;
attribute vec3 vert_bitang;
attribute vec2 vert_uv;
uniform mat4 model_mtx;//ETS_WORLD
uniform mat4 norm_mtx;//worldInverseTransposeMatrix???
uniform mat4 proj_mtx;//ETS_PROJECTION
varying vec2 frag_uv;
varying vec3 ts_light_pos; // Tangent space values
varying vec3 ts_view_pos; //
varying vec3 ts_frag_pos; //
mat3 transpose(in mat3 inMatrix)
{
vec3 i0 = inMatrix[0];
vec3 i1 = inMatrix[1];
vec3 i2 = inMatrix[2];
mat3 outMatrix = mat3(
vec3(i0.x, i1.x, i2.x),
vec3(i0.y, i1.y, i2.y),
vec3(i0.z, i1.z, i2.z)
);
return outMatrix;
}
mat3 m3( mat4 m )
{
mat3 result;
result[0][0] = m[0][0];
result[0][1] = m[0][1];
result[0][2] = m[0][2];
result[1][0] = m[1][0];
result[1][1] = m[1][1];
result[1][2] = m[1][2];
result[2][0] = m[2][0];
result[2][1] = m[2][1];
result[2][2] = m[2][2];
return result;
}
void main(void)
{
gl_Position = proj_mtx * vec4(vert_pos, 1.0);
ts_frag_pos = vec3(model_mtx * vec4(vert_pos, 1.0));
vec3 vert_norm = cross(vert_bitang, vert_tang);
vec3 t = normalize(m3(norm_mtx) * vert_tang);
vec3 b = normalize(m3(norm_mtx) * vert_bitang);
vec3 n = normalize(m3(norm_mtx) * vert_norm);
mat3 tbn = transpose(mat3(t, b, n));
vec3 light_pos = vec3(1, 2, 0);
ts_light_pos = tbn * light_pos;
// Our camera is always at the origin
ts_view_pos = tbn * vec3(0, 0, 0);
ts_frag_pos = tbn * ts_frag_pos;
frag_uv = vert_uv;
}
bump.frag
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//precision highp float;
//#version 130
uniform sampler2D tex_norm;
uniform sampler2D tex_diffuse;
uniform sampler2D tex_depth;
/*
The type is controlled by the radio buttons below the canvas.
0 = No bump mapping
1 = Normal mapping
2 = Parallax mapping
3 = Steep parallax mapping
4 = Parallax occlusion mapping
*/
uniform int type;
uniform int show_tex;
uniform float depth_scale;
uniform float num_layers;
varying vec2 frag_uv;
varying vec3 ts_light_pos;
varying vec3 ts_view_pos;
varying vec3 ts_frag_pos;
vec2 parallax_uv(vec2 uv, vec3 view_dir)
{
if (type == 2)
{
// Parallax mapping
float depth = texture2D(tex_depth, uv).r;
vec2 p = view_dir.xy * (depth * depth_scale) / view_dir.z;
return uv - p;
}
else
{
float layer_depth = 1.0 / num_layers;
float cur_layer_depth = 0.0;
vec2 delta_uv = view_dir.xy * depth_scale / (view_dir.z * num_layers);
vec2 cur_uv = uv;
float depth_from_tex = texture2D(tex_depth, cur_uv).r;
for (int i = 0; i < 32; i++)
{
cur_layer_depth += layer_depth;
cur_uv -= delta_uv;
depth_from_tex = texture2D(tex_depth, cur_uv).r;
if (depth_from_tex < cur_layer_depth)
i = 32;
}
if (type == 3)
{
// Steep parallax mapping
return cur_uv;
}
else
{
// Parallax occlusion mapping
vec2 prev_uv = cur_uv + delta_uv;
float next = depth_from_tex - cur_layer_depth;
float prev = texture2D(tex_depth, prev_uv).r - cur_layer_depth
+ layer_depth;
float weight = next / (next - prev);
return mix(cur_uv, prev_uv, weight);
}
}
}
void main(void)
{
vec3 light_dir = normalize(ts_light_pos - ts_frag_pos);
vec3 view_dir = normalize(ts_view_pos - ts_frag_pos);
// Only perturb the texture coordinates if a parallax technique is selected
//(condition) ? (if_true) : (if_false)
vec2 uv = (type < 2) ? frag_uv : parallax_uv( frag_uv, view_dir);
vec3 albedo = texture2D(tex_diffuse, uv).rgb;
if (show_tex == 0)
{
albedo = vec3(1,1,1);
}
vec3 ambient = 0.3 * albedo;
if (type == 0)
{
// No bump mapping
vec3 norm = vec3(0,0,1);
float diffuse = max(dot(light_dir, norm), 0.0);
gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
}
else
{
// Normal mapping
vec3 norm = normalize(texture2D(tex_norm, uv).rgb * 2.0 - 1.0);
float diffuse = max(dot(light_dir, norm), 0.0);
gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
}
}

diffuse.png

normal.png

All images at
https://imgur.com/a/ZbZtl