Fix refelctivity + refraction
authorLuke Lau <luke_lau@icloud.com>
Tue, 13 Nov 2018 12:15:08 +0000 (12:15 +0000)
committerLuke Lau <luke_lau@icloud.com>
Tue, 13 Nov 2018 12:15:08 +0000 (12:15 +0000)
material.cpp
models/mirrorCube.blend
models/mirrorCube.dae
texturefrag.glsl

index c10820c..d55386f 100644 (file)
@@ -22,7 +22,8 @@ Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
        ai.Get(AI_MATKEY_SHININESS, shininess);
        ai.Get(AI_MATKEY_REFLECTIVITY, reflectivity);
        ai.Get(AI_MATKEY_REFRACTI, refractiveIndex);
-       ai.Get(AI_MATKEY_OPACITY, opacity);
+       if (ai.Get(AI_MATKEY_OPACITY, opacity) == aiReturn_FAILURE)
+               opacity = 1.f;
                
        ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
        ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
@@ -38,7 +39,8 @@ Material::Texture::Texture(const std::string &fileName) {
 }
 
 void Material::bind() const {
-       glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a);
+       /* glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a); */
+       glUniform4f(glGetUniformLocation(progId, "material.ambient"), 0.2, 0.2, 0.2, 1);
        glUniform4f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b, diffuse.a);
        glUniform4f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b, specular.a);
        glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
index 2d5388f..be4f84a 100644 (file)
Binary files a/models/mirrorCube.blend and b/models/mirrorCube.blend differ
index 78313fa..8476755 100644 (file)
@@ -5,8 +5,8 @@
       <author>Blender User</author>
       <authoring_tool>Blender 2.79.0 commit date:2018-03-22, commit time:14:10, hash:f4dc9f9</authoring_tool>
     </contributor>
-    <created>2018-11-08T03:10:17</created>
-    <modified>2018-11-08T03:10:17</modified>
+    <created>2018-11-13T12:14:34</created>
+    <modified>2018-11-13T12:14:34</modified>
     <unit name="meter" meter="1"/>
     <up_axis>Z_UP</up_axis>
   </asset>
     <image id="brickwall_normal_jpg" name="brickwall_normal_jpg">
       <init_from>brickwall_normal.jpg</init_from>
     </image>
+    <image id="brickwall_jpg" name="brickwall_jpg">
+      <init_from>brickwall.jpg</init_from>
+    </image>
   </library_images>
   <library_effects>
     <effect id="Mirror-effect">
             <shininess>
               <float sid="shininess">50</float>
             </shininess>
+            <reflective>
+              <color>1 1 1 1</color>
+            </reflective>
+            <reflectivity>
+              <float>1</float>
+            </reflectivity>
+            <index_of_refraction>
+              <float sid="index_of_refraction">1.6</float>
+            </index_of_refraction>
+          </phong>
+          <extra>
+            <technique profile="FCOLLADA">
+              <bump>
+                <texture texture="brickwall_normal_jpg-sampler" texcoord="UVMap"/>
+              </bump>
+            </technique>
+          </extra>
+        </technique>
+      </profile_COMMON>
+    </effect>
+    <effect id="Glass-effect">
+      <profile_COMMON>
+        <technique sid="common">
+          <phong>
+            <emission>
+              <color sid="emission">0 0 0 1</color>
+            </emission>
+            <ambient>
+              <color sid="ambient">0 0 0 1</color>
+            </ambient>
+            <diffuse>
+              <color sid="diffuse">0.64 0.64 0.64 1</color>
+            </diffuse>
+            <specular>
+              <color sid="specular">0.5 0.5 0.5 1</color>
+            </specular>
+            <shininess>
+              <float sid="shininess">50</float>
+            </shininess>
             <transparent opaque="A_ONE">
-              <color>1 1 1 0.2</color>
+              <color>1 1 1 0.04907978</color>
             </transparent>
+            <index_of_refraction>
+              <float sid="index_of_refraction">1.1</float>
+            </index_of_refraction>
+          </phong>
+        </technique>
+      </profile_COMMON>
+    </effect>
+    <effect id="Brick_wall-effect">
+      <profile_COMMON>
+        <newparam sid="brickwall_jpg-surface">
+          <surface type="2D">
+            <init_from>brickwall_jpg</init_from>
+          </surface>
+        </newparam>
+        <newparam sid="brickwall_jpg-sampler">
+          <sampler2D>
+            <source>brickwall_jpg-surface</source>
+          </sampler2D>
+        </newparam>
+        <newparam sid="brickwall_normal_jpg-surface">
+          <surface type="2D">
+            <init_from>brickwall_normal_jpg</init_from>
+          </surface>
+        </newparam>
+        <newparam sid="brickwall_normal_jpg-sampler">
+          <sampler2D>
+            <source>brickwall_normal_jpg-surface</source>
+          </sampler2D>
+        </newparam>
+        <technique sid="common">
+          <phong>
+            <emission>
+              <color sid="emission">0 0 0 1</color>
+            </emission>
+            <ambient>
+              <color sid="ambient">0 0 0 1</color>
+            </ambient>
+            <diffuse>
+              <texture texture="brickwall_jpg-sampler" texcoord="UVMap"/>
+            </diffuse>
+            <specular>
+              <color sid="specular">0.5 0.5 0.5 1</color>
+            </specular>
+            <shininess>
+              <float sid="shininess">50</float>
+            </shininess>
             <index_of_refraction>
               <float sid="index_of_refraction">1.6</float>
             </index_of_refraction>
     <material id="Mirror-material" name="Mirror">
       <instance_effect url="#Mirror-effect"/>
     </material>
+    <material id="Glass-material" name="Glass">
+      <instance_effect url="#Glass-effect"/>
+    </material>
+    <material id="Brick_wall-material" name="Brick_wall">
+      <instance_effect url="#Brick_wall-effect"/>
+    </material>
   </library_materials>
   <library_geometries>
     <geometry id="Cube-mesh" name="Cube">
         <vertices id="Suzanne-mesh-vertices">
           <input semantic="POSITION" source="#Suzanne-mesh-positions"/>
         </vertices>
-        <triangles count="967">
+        <triangles material="Glass-material" count="967">
           <input semantic="VERTEX" source="#Suzanne-mesh-vertices" offset="0"/>
           <input semantic="NORMAL" source="#Suzanne-mesh-normals" offset="1"/>
           <input semantic="TEXCOORD" source="#Suzanne-mesh-map-0" offset="2" set="0"/>
         </triangles>
       </mesh>
     </geometry>
+    <geometry id="Cube_001-mesh" name="Cube.001">
+      <mesh>
+        <source id="Cube_001-mesh-positions">
+          <float_array id="Cube_001-mesh-positions-array" count="24">1 1 -1 1 -1 -1 -1 -0.9999998 -1 -0.9999997 1 -1 1 0.9999995 1 0.9999994 -1.000001 1 -1 -0.9999997 1 -1 1 1</float_array>
+          <technique_common>
+            <accessor source="#Cube_001-mesh-positions-array" count="8" stride="3">
+              <param name="X" type="float"/>
+              <param name="Y" type="float"/>
+              <param name="Z" type="float"/>
+            </accessor>
+          </technique_common>
+        </source>
+        <source id="Cube_001-mesh-normals">
+          <float_array id="Cube_001-mesh-normals-array" count="36">0 0 -1 0 0 1 1 0 -2.38419e-7 0 -1 -4.76837e-7 -1 2.38419e-7 -1.49012e-7 2.68221e-7 1 2.38419e-7 0 0 -1 0 0 1 1 -5.96046e-7 3.27825e-7 -4.76837e-7 -1 0 -1 2.38419e-7 -1.19209e-7 2.08616e-7 1 0</float_array>
+          <technique_common>
+            <accessor source="#Cube_001-mesh-normals-array" count="12" stride="3">
+              <param name="X" type="float"/>
+              <param name="Y" type="float"/>
+              <param name="Z" type="float"/>
+            </accessor>
+          </technique_common>
+        </source>
+        <source id="Cube_001-mesh-map-0">
+          <float_array id="Cube_001-mesh-map-0-array" count="72">0 0 1 1 0 1 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 1 1 0 1 1 0 0 1 0 0 0 0 1 0 1 1 1 0 1 1 0 1 1 0 1 1 0 1 1 0 1 1 0 1 0 0 1 0 1 1 1 0 1 1 0 1</float_array>
+          <technique_common>
+            <accessor source="#Cube_001-mesh-map-0-array" count="36" stride="2">
+              <param name="S" type="float"/>
+              <param name="T" type="float"/>
+            </accessor>
+          </technique_common>
+        </source>
+        <vertices id="Cube_001-mesh-vertices">
+          <input semantic="POSITION" source="#Cube_001-mesh-positions"/>
+        </vertices>
+        <triangles material="Brick_wall-material" count="12">
+          <input semantic="VERTEX" source="#Cube_001-mesh-vertices" offset="0"/>
+          <input semantic="NORMAL" source="#Cube_001-mesh-normals" offset="1"/>
+          <input semantic="TEXCOORD" source="#Cube_001-mesh-map-0" offset="2" set="0"/>
+          <p>0 0 0 2 0 1 3 0 2 7 1 3 5 1 4 4 1 5 4 2 6 1 2 7 0 2 8 5 3 9 2 3 10 1 3 11 2 4 12 7 4 13 3 4 14 0 5 15 7 5 16 4 5 17 0 6 18 1 6 19 2 6 20 7 7 21 6 7 22 5 7 23 4 8 24 5 8 25 1 8 26 5 9 27 6 9 28 2 9 29 2 10 30 6 10 31 7 10 32 0 11 33 3 11 34 7 11 35</p>
+        </triangles>
+      </mesh>
+    </geometry>
   </library_geometries>
   <library_controllers/>
   <library_visual_scenes>
       </node>
       <node id="Suzanne" name="Suzanne" type="NODE">
         <matrix sid="transform">1 0 0 2.692266 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
-        <instance_geometry url="#Suzanne-mesh" name="Suzanne"/>
+        <instance_geometry url="#Suzanne-mesh" name="Suzanne">
+          <bind_material>
+            <technique_common>
+              <instance_material symbol="Glass-material" target="#Glass-material"/>
+            </technique_common>
+          </bind_material>
+        </instance_geometry>
+      </node>
+      <node id="Cube_001" name="Cube_001" type="NODE">
+        <matrix sid="transform">1 0 0 -2.993813 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
+        <instance_geometry url="#Cube_001-mesh" name="Cube_001">
+          <bind_material>
+            <technique_common>
+              <instance_material symbol="Brick_wall-material" target="#Brick_wall-material"/>
+            </technique_common>
+          </bind_material>
+        </instance_geometry>
       </node>
     </visual_scene>
   </library_visual_scenes>
index 24a54d5..ddd951e 100644 (file)
@@ -56,6 +56,13 @@ void main() {
        if (!material.hasNormalMap)
                normal = defNormal;
 
+       vec4 ambient = material.ambient * texture(material.diffuseMap, texCoord);
+       if (!material.hasTexture)
+               ambient = material.ambient;
+
+       ambient = mix(ambient, reflection(), material.reflectivity);
+       ambient = mix(ambient, refraction(), 1 - material.opacity);
+
        vec3 lightDir = normalize(lightPos - fragPos);
        
        vec4 diffTex = texture(material.diffuseMap, texCoord);
@@ -63,11 +70,8 @@ void main() {
                diffTex = material.diffuse;
        
        diffTex = mix(diffTex, reflection(), material.reflectivity);
-       
        diffTex = mix(diffTex, refraction(), 1 - material.opacity);
        
-       vec4 ambient = material.ambient * diffTex;
-
        vec4 diffuse = max(0, dot(lightDir, normal)) * diffTex;
 
        vec3 viewDir = normalize(viewPos - fragPos);
@@ -80,6 +84,5 @@ void main() {
        vec4 specular = pow(max(0, dot(viewDir, reflectDir)), material.shininess) * specTex;
 
        FragColor = (ambient + diffuse + specular) * lightColor;
-
 }