summary refs log tree commit diff stats
diff options
context:
space:
mode:
authorKelly Rauchenberger <fefferburbia@gmail.com>2018-02-04 21:57:24 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-02-04 21:57:24 -0500
commit1e8de01d3704c584e43e1b84947487c2aaddb7d7 (patch)
tree44daec2c6cadacd2a2f66bcbf05e2dabbab83a54
parent51971f4d3b08e9e0835e3e11d50e8c27672a25aa (diff)
downloadtherapy-1e8de01d3704c584e43e1b84947487c2aaddb7d7.tar.gz
therapy-1e8de01d3704c584e43e1b84947487c2aaddb7d7.tar.bz2
therapy-1e8de01d3704c584e43e1b84947487c2aaddb7d7.zip
Made some fixes to rendering I guess
This is pretty old so I'm not exactly sure what it does but without it,
the monitor gets rendered upside down.
-rw-r--r--shaders/bloom2.fragment12
-rw-r--r--shaders/final.fragment9
-rw-r--r--shaders/final.vertex2
-rw-r--r--src/renderer.cpp7
4 files changed, 16 insertions, 14 deletions
diff --git a/shaders/bloom2.fragment b/shaders/bloom2.fragment index da44ea1..4c50e86 100644 --- a/shaders/bloom2.fragment +++ b/shaders/bloom2.fragment
@@ -16,18 +16,18 @@ float nrand(vec2 n)
16void main() 16void main()
17{ 17{
18 color = vec3(0.0); 18 color = vec3(0.0);
19 //color += texture(tex2, UV).rgb / 2.0; 19 color += texture(clearTex, UV).rgb / 2.0;
20 color += texture(blurTex, UV).rgb; 20 color += texture(blurTex, UV).rgb;
21 color = max(vec3(0.0), color - 0.5); 21 color = max(vec3(0.0), color - 0.5);
22 //color *= color; 22 color *= color;
23 23
24 //float flicker = 0.5 + nrand(vec2(iGlobalTime)); 24 float flicker = 0.5 + nrand(vec2(iGlobalTime));
25 //flicker *= (flicker); 25 flicker *= (flicker);
26 //flicker = sqrt(flicker); 26 //flicker = sqrt(flicker);
27 //flicker = pow(flicker, 1.0/8.0); 27 //flicker = pow(flicker, 1.0/8.0);
28 //color *= flicker; 28 //color *= flicker;
29 //color *= mix(vec3(0.0), color, flicker); 29 color *= mix(vec3(0.0), color, flicker);
30 30
31 color += texture(clearTex, UV).rgb; 31 color += texture(clearTex, UV).rgb;
32 //color = clamp(color, vec3(0.0), vec3(1.0)); 32 color = clamp(color, vec3(0.0), vec3(1.0));
33} 33}
diff --git a/shaders/final.fragment b/shaders/final.fragment index b6c49a8..a3ee243 100644 --- a/shaders/final.fragment +++ b/shaders/final.fragment
@@ -15,14 +15,15 @@ const float Tuning_Dimming = 0.0;
15const float Tuning_Satur = 1.13; 15const float Tuning_Satur = 1.13;
16const float Tuning_ReflScalar = 0.3; 16const float Tuning_ReflScalar = 0.3;
17const float Tuning_Barrel = 0;//0.12; 17const float Tuning_Barrel = 0;//0.12;
18const float Tuning_Scanline_Brightness = 0.45; 18const float Tuning_Scanline_Brightness = 0.5;//0.45;
19const float Tuning_Scanline_Opacity = 0.55; 19const float Tuning_Scanline_Opacity = 0.75;//0.55;
20const float Tuning_Diff_Brightness = 0.75; 20const float Tuning_Diff_Brightness = 0.75;
21const float Tuning_Spec_Brightness = 0.35; 21const float Tuning_Spec_Brightness = 0.5;//0.35;
22const float Tuning_Spec_Power = 50.0; 22const float Tuning_Spec_Power = 50.0;
23const float Tuning_Fres_Brightness = 1.0; 23const float Tuning_Fres_Brightness = 0.0;//1.0;
24 24
25uniform vec2 resolution; 25uniform vec2 resolution;
26uniform vec3 frameColor;
26 27
27vec4 sampleCRT(vec2 uv) 28vec4 sampleCRT(vec2 uv)
28{ 29{
diff --git a/shaders/final.vertex b/shaders/final.vertex index ed6079f..adf266d 100644 --- a/shaders/final.vertex +++ b/shaders/final.vertex
@@ -23,6 +23,6 @@ void main()
23 mat3 invWorldRot = transpose(mat3(worldMat[0].xyz, worldMat[1].xyz, worldMat[2].xyz)); 23 mat3 invWorldRot = transpose(mat3(worldMat[0].xyz, worldMat[1].xyz, worldMat[2].xyz));
24 vec3 worldPos = (worldMat * vec4(vertexPosition_modelspace,1)).xyz; 24 vec3 worldPos = (worldMat * vec4(vertexPosition_modelspace,1)).xyz;
25 25
26 camDirIn = invWorldRot * (vec3(2,0,0) - worldPos); 26 camDirIn = invWorldRot * (vec3(3.75,0,0) - worldPos);
27 lightDirIn = invWorldRot * (Tuning_LightPos - worldPos); 27 lightDirIn = invWorldRot * (Tuning_LightPos - worldPos);
28} 28}
diff --git a/src/renderer.cpp b/src/renderer.cpp index 99d5389..ffe9d47 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp
@@ -363,7 +363,7 @@ GLFWwindow* initRenderer()
363 std::vector<glm::vec3> mesh_vertices; 363 std::vector<glm::vec3> mesh_vertices;
364 std::vector<glm::vec2> mesh_uvs; 364 std::vector<glm::vec2> mesh_uvs;
365 std::vector<glm::vec3> mesh_normals; 365 std::vector<glm::vec3> mesh_normals;
366 loadMesh("res/monitor-fef.obj", mesh_vertices, mesh_uvs, mesh_normals); 366 loadMesh("res/monitor-old.obj", mesh_vertices, mesh_uvs, mesh_normals);
367 367
368 mesh_numvertices = mesh_vertices.size(); 368 mesh_numvertices = mesh_vertices.size();
369 369
@@ -795,8 +795,8 @@ void Texture::renderScreen() const
795 glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1); 795 glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1);
796 796
797 // Initialize the MVP matrices 797 // Initialize the MVP matrices
798 glm::mat4 p_matrix = glm::perspective(42.5f, (float) buffer_width / (float) buffer_height, 0.1f, 100.0f); 798 glm::mat4 p_matrix = glm::perspective(glm::radians(25.0f), (float) buffer_width / (float) buffer_height, 0.1f, 100.0f);
799 glm::mat4 v_matrix = glm::lookAt(glm::vec3(2,0,0), glm::vec3(0,0,0), glm::vec3(0,1,0)); 799 glm::mat4 v_matrix = glm::lookAt(glm::vec3(3.75,0,0), glm::vec3(0,0,0), glm::vec3(0,1,0));
800 glm::mat4 m_matrix = glm::mat4(1.0); 800 glm::mat4 m_matrix = glm::mat4(1.0);
801 glm::mat4 mvp_matrix = p_matrix * v_matrix * m_matrix; 801 glm::mat4 mvp_matrix = p_matrix * v_matrix * m_matrix;
802 802
@@ -804,6 +804,7 @@ void Texture::renderScreen() const
804 glUniformMatrix4fv(glGetUniformLocation(finalShader, "worldMat"), 1, GL_FALSE, &m_matrix[0][0]); 804 glUniformMatrix4fv(glGetUniformLocation(finalShader, "worldMat"), 1, GL_FALSE, &m_matrix[0][0]);
805 glUniform2f(glGetUniformLocation(finalShader, "resolution"), buffer_width, buffer_height); 805 glUniform2f(glGetUniformLocation(finalShader, "resolution"), buffer_width, buffer_height);
806 glUniform1f(glGetUniformLocation(finalShader, "iGlobalTime"), glfwGetTime()); 806 glUniform1f(glGetUniformLocation(finalShader, "iGlobalTime"), glfwGetTime());
807 glUniform3f(glGetUniformLocation(finalShader, "frameColor"), 0.76f, 0.78f, 0.81f);
807 808
808 glEnableVertexAttribArray(0); 809 glEnableVertexAttribArray(0);
809 glBindBuffer(GL_ARRAY_BUFFER, mesh_vertexbuffer); 810 glBindBuffer(GL_ARRAY_BUFFER, mesh_vertexbuffer);