• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

marx_86

Members
  • Content count

    4
  • Joined

  • Last visited

Community Reputation

100 Neutral

About marx_86

  • Rank
    Newbie
  1. I've used: [code] gl_FragColor=vec4(vec3(col.xyz)*0.5+0.7,1.0); [/code] [img]http://img703.imageshack.us/img703/5552/cubeye.jpg[/img] where col is gl_Vertex form the vertex shader and the cube is colored. But if I use the normal from the normal map, or the tangent or the binormal the cube is black.. so their value is 0.. so the problem is in my opengl application that doesen't feed the shader with the correct datas but I can't properly find where is the problem
  2. the problem is that if I try to apply the normal mapping shader to a cube I see a black cube... but the light has a totaly different color. The problem dipends on everything that comes from lightVec, that is incorrect because the tbn matrix is not working properly I think...
  3. I forgot the shader source code... normal mapping vertex shader [code] #version 110 attribute vec3 tangent; attribute vec3 binormal; varying vec3 position; varying vec3 lightvec; uniform vec3 CAMERA_POSITION; void main( ) { gl_Position=ftransform(); gl_TexCoord[0]=gl_MultiTexCoord0; position=gl_Vertex.xyz; vec3 t=normalize(tangent); vec3 b=normalize(binormal); vec3 n=normalize(gl_Normal); mat3 TBNMatrix=mat3(t.x,b.x,gl_Normal.x,t.y,b.y,gl_Normal.y,t.z,b.z,gl_Normal.z); lightvec=gl_LightSource[0].position.xyz-position; lightvec*=TBNMatrix; } [/code] normal mapping fragment shader [code] #version 110 #pragma debug(on) uniform sampler2D base; uniform sampler2D specular; uniform sampler2D gloss; uniform sampler2D normalMap; uniform float kshi; uniform vec4 kdiff; uniform vec3 CAMERA_POSITION; varying vec3 position; varying vec3 lightvec; void main() { vec3 norm=texture2D(normalMap,gl_TexCoord[0].st).rgb*2.0-1.0; vec3 baseColor=texture2D(base,gl_TexCoord[0].st).rgb; float dist=length(lightvec); vec3 lightVector=normalize(lightvec); float nxDir=max(0.0,dot(norm,lightVector)); vec4 diffuse=gl_LightSource[0].diffuse*nxDir; float specularPower=0.0; if(nxDir!=0.0) { vec3 cameraVector=normalize(CAMERA_POSITION-position.xyz); vec3 halfVector=normalize(lightVector+cameraVector); float nxHalf=max(0.0,dot(norm,halfVector)); specularPower=pow(nxHalf,kshi); } vec4 specular=gl_LightSource[0].specular*specularPower; gl_FragColor=gl_LightSource[0].ambient+(diffuse*vec4(baseColor.rgb,1.0))+specular; } [/code]
  4. Hello everybody, I have a huge problem that I can't fix alone. I've tested a normal mapping shader with shader designer and here is everything working. But I have problems when I try to supply the T and B vectors to my shader. I don't even know if the calculation of my T and B vector is correct. Here's the code. the render function for every model [code] void objModel::draw(float cp[3]){ if(NormalMapping()||BlinnPhong()){ glUseProgram(buf->program.progName); } else glUseProgramObjectARB(0); glBindBuffer(GL_ARRAY_BUFFER,getVertexBuffer()); glVertexPointer(3,GL_FLOAT,sizeof(Vertex),(void*)0); glEnableClientState(GL_VERTEX_ARRAY); if(applyNormalToObj()){//normal mapping shader glBindBuffer(GL_ARRAY_BUFFER,getNormalBuffer()); glNormalPointer(GL_FLOAT,sizeof(Vertex),(void*)0); glEnableClientState(GL_NORMAL_ARRAY); } if(NormalMapping()){ glEnableVertexAttribArrayARB(getTangentBuffer()); glEnableVertexAttribArrayARB(getBinormalBuffer()); glVertexAttribPointerARB(getTangentBuffer(),3,GL_FLOAT,0,0,&par.Tangent[0]); glVertexAttribPointerARB(getBinormalBuffer(),3,GL_FLOAT,0,0,&par.Binormal[0]); glUniform1i(buf->uniforms.textures[0],0); glUniform1i(buf->uniforms.textures[1],1);//i don't use this in the shader glUniform1i(buf->uniforms.textures[2],2);//I don't use this in the shader glUniform1i(buf->uniforms.textures[3],3); glUniform1f(buf->uniforms.mat.shininess,kShi); glUniform4fv(buf->uniforms.mat.diffuse,1,kDiff); } //this works well if(BlinnPhong()){ glUniform4fv(buf->uniforms.mat.ambient,1,kAmb); glUniform4fv(buf->uniforms.mat.diffuse,1,kDiff); glUniform4fv(buf->uniforms.mat.specular,1,kSpec); glUniform1f(buf->uniforms.mat.shininess,kShi); glUniform3fv(buf->uniforms.campos,1,cp); } if(applyTextureToObj()){//se devo applicare le texture al modello... //diffuse texture glActiveTexture(GL_TEXTURE0); glBindTexture ( GL_TEXTURE_2D, getTextureNameDiffuse() ); glBindBuffer(GL_ARRAY_BUFFER,getTextureBuffer()); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTexture(GL_TEXTURE0); if(apply3CoordTexture()) glTexCoordPointer(3,GL_FLOAT,sizeof(Texel),(void*)0); else glTexCoordPointer(2,GL_FLOAT,sizeof(GLfloat)*2,(void*)0);//sizeof(Texeluv) //_________________________________________________________________________________ //specular texture glActiveTexture(GL_TEXTURE1); glBindTexture ( GL_TEXTURE_2D, getTextureNameSpecular() ); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); glBindBuffer(GL_ARRAY_BUFFER,getTextureBuffer()); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if(apply3CoordTexture()) glTexCoordPointer(3,GL_FLOAT,sizeof(Texel),(void*)0); else glTexCoordPointer(2,GL_FLOAT,sizeof(GLfloat)*2,(void*)0);//sizeof(Texeluv) //__________________________________________________________________________ //gloss or normal texture glEnable(GL_TEXTURE_2D); glBindTexture ( GL_TEXTURE_2D, getTextureNameGloss( )); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); glBindBuffer(GL_ARRAY_BUFFER,getTextureBuffer()); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if(apply3CoordTexture()) glTexCoordPointer(3,GL_FLOAT,sizeof(Texel),(void*)0); else glTexCoordPointer(2,GL_FLOAT,sizeof(GLfloat)*2,(void*)0);//sizeof(Texeluv) if(NormalMapping()){ //__________________________________________________________________________ //normal map texture glEnable(GL_TEXTURE_2D); glBindTexture ( GL_TEXTURE_2D, getTextureNameNormal( )); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); glBindBuffer(GL_ARRAY_BUFFER,getTextureBuffer()); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if(apply3CoordTexture()) glTexCoordPointer(3,GL_FLOAT,sizeof(Texel),(void*)0); else glTexCoordPointer(2,GL_FLOAT,sizeof(GLfloat)*2,(void*)0);//sizeof(Texeluv) } } if(getCullBack()){ glEnable(GL_CULL_FACE); glCullFace(GL_BACK); } if(getCullFront()){ glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,getTIndeces()); glDrawElements(GL_TRIANGLES,getTIndecesSize(),GL_UNSIGNED_INT,(void*)0); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,getQIndeces()); //glDrawElements(GL_QUADS,getQIndecesSize(),GL_UNSIGNED_INT,(void*)0); if(NormalMapping()){ glDisableVertexAttribArrayARB(getTangentBuffer()); glDisableVertexAttribArrayARB(getBinormalBuffer()); } if(getCullBack()|| getCullFront()) glDisable(GL_CULL_FACE); if(applyNormalToObj()) glDisableClientState(GL_NORMAL_ARRAY); if(applyTextureToObj()){ glDisableClientState(GL_TEXTURE_COORD_ARRAY); //glDisable(GL_TEXTURE_2D); } glDisableClientState(GL_VERTEX_ARRAY); }[/code] here I have the setup of the normal map shader [code] if(par.NormalMapping()){ createNormalMappingVShader1(nmvs);//these are two funcions that create the text files with the shader source code createNormalMappingFShader1(nmfs); cout << " normal mapping shader creati " << endl; buffer->vertex_shader = make_shader(GL_VERTEX_SHADER,nmvs.c_str()); if (buffer->vertex_shader == 0) return 0; buffer->fragment_shader = make_shader(GL_FRAGMENT_SHADER,nmfs.c_str()); if (buffer->fragment_shader == 0) return 0; buffer->program.progName = make_program(buffer->vertex_shader, buffer->fragment_shader); if (buffer->program.progName == 0) return 0; buffer->uniforms.textures[0]=glGetUniformLocation(buffer->program.progName,"base"); buffer->uniforms.textures[1]=glGetUniformLocation(buffer->program.progName,"specularTexture"); buffer->uniforms.textures[2]=glGetUniformLocation(buffer->program.progName,"glossTexture"); buffer->uniforms.textures[3]=glGetUniformLocation(buffer->program.progName,"normalMap"); buffer->uniforms.mat.diffuse=glGetUniformLocation(buffer->program.progName,"kdiff"); buffer->uniforms.mat.shininess=glGetUniformLocation(buffer->program.progName,"kshi"); buffer->attributes.tangent=glGetAttribLocation(buffer->program.progName, "tangent"); glBindAttribLocation(buffer->program.progName,buffer->attributes.tangent,"tangent"); buffer->attributes.binormal=glGetAttribLocation(buffer->program.progName, "binormal"); glBindAttribLocation(buffer->program.progName,buffer->attributes.binormal,"binormal"); [/code] tangent space calculation [code] std::vector <int> nTimes; if(NormalMapping()){ //init tantent Vertex zero; zero.x=zero.y=zero.z=0.0; for(int a=0;a<NewVertex.size();a++) { Tangent.push_back(zero); Binormal.push_back(zero); nTimes.push_back(0); } for(int a=0;a<triangle_elements.size();a++){ if((a%3)==0){ int i1,i2,i3; i1=triangle_elements.at(a); i2=triangle_elements.at(a+1); i3=triangle_elements.at(a+2); Vertex v1,v2,v3; Texeluv t1,t2,t3; v1.x=NewVertex[i1].x; v1.y=NewVertex[i1].y; v1.z=NewVertex[i1].z; t1.u=NewTexeluv[i1].u; t1.v=NewTexeluv[i1].v; v2.x=NewVertex[i2].x; v2.y=NewVertex[i2].y; v2.z=NewVertex[i2].z; t2.u=NewTexeluv[i2].u; t2.v=NewTexeluv[i2].v; v3.x=NewVertex[i3].x; v3.y=NewVertex[i3].y; v3.z=NewVertex[i3].z; t3.u=NewTexeluv[i3].u; t3.v=NewTexeluv[i3].v; Tangent.at(i1)=somma(Tangent.at(i1),(generateTangent(v1,v2,v3,t1,t2,t3))); Tangent.at(i2)=somma(Tangent.at(i2),(generateTangent(v1,v2,v3,t1,t2,t3))); Tangent.at(i3)=somma(Tangent.at(i3),(generateTangent(v1,v2,v3,t1,t2,t3))); Binormal.at(i1)=somma(Binormal.at(i1),(generateBinormal(v1,v2,v3,t1,t2,t3))); Binormal.at(i2)=somma(Binormal.at(i2),(generateBinormal(v1,v2,v3,t1,t2,t3))); Binormal.at(i3)=somma(Binormal.at(i3),(generateBinormal(v1,v2,v3,t1,t2,t3))); nTimes.at(i1)++; nTimes.at(i2)++; nTimes.at(i3)++; } } } if(NormalMapping()){ for(int v=0;v<NewVertex.size();v++){ if(nTimes.at(v)!=0){ Tangent.at(v).x=Tangent.at(v).x/nTimes.at(v); Tangent.at(v).y=Tangent.at(v).y/nTimes.at(v); Tangent.at(v).z=Tangent.at(v).z/nTimes.at(v); Binormal.at(v).x=Binormal.at(v).x/nTimes.at(v); Binormal.at(v).y=Binormal.at(v).y/nTimes.at(v); Binormal.at(v).z=Binormal.at(v).z/nTimes.at(v); } } } if(NormalMapping()){ for(int v=0;v<NewVertex.size();v++){ // Gram-Schmidt orthogonalize Tangent.at(v).x=Tangent.at(v).x- NewNormal.at(v).x*(NewNormal.at(v).x*Tangent.at(v).x+NewNormal.at(v).y*Tangent.at(v).y+NewNormal.at(v).z*Tangent.at(v).z); Tangent.at(v).y=Tangent.at(v).y- NewNormal.at(v).y*(NewNormal.at(v).x*Tangent.at(v).x+NewNormal.at(v).y*Tangent.at(v).y+NewNormal.at(v).z*Tangent.at(v).z); Tangent.at(v).z=Tangent.at(v).z- NewNormal.at(v).z*(NewNormal.at(v).x*Tangent.at(v).x+NewNormal.at(v).y*Tangent.at(v).y+NewNormal.at(v).z*Tangent.at(v).z); Tangent.at(v)=normalize(Tangent.at(v)); if((Tangent.at(v).x*Tangent.at(v).x)!=0) Binormal.at(v).x=Binormal.at(v).x- NewNormal.at(v).x*(NewNormal.at(v).x*Binormal.at(v).x+NewNormal.at(v).y*Binormal.at(v).y+NewNormal.at(v).z*Binormal.at(v).z)-((Tangent.at(v).x*Binormal.at(v).x+Tangent.at(v).y*Binormal.at(v).y+Tangent.at(v).z*Binormal.at(v).z)*Tangent.at(v).x)/(Tangent.at(v).x*Tangent.at(v).x); else Binormal.at(v).x=Binormal.at(v).x- NewNormal.at(v).x*(NewNormal.at(v).x*Binormal.at(v).x+NewNormal.at(v).y*Binormal.at(v).y+NewNormal.at(v).z*Binormal.at(v).z)-((Tangent.at(v).x*Binormal.at(v).x+Tangent.at(v).y*Binormal.at(v).y+Tangent.at(v).z*Binormal.at(v).z)*Tangent.at(v).x); if((Tangent.at(v).y*Tangent.at(v).y)!=0) Binormal.at(v).y=Binormal.at(v).y- NewNormal.at(v).y*(NewNormal.at(v).x*Binormal.at(v).x+NewNormal.at(v).y*Binormal.at(v).y+NewNormal.at(v).z*Binormal.at(v).z)-((Tangent.at(v).x*Binormal.at(v).x+Tangent.at(v).y*Binormal.at(v).y+Tangent.at(v).z*Binormal.at(v).z)*Tangent.at(v).y)/(Tangent.at(v).y*Tangent.at(v).y); else Binormal.at(v).y=Binormal.at(v).y- NewNormal.at(v).y*(NewNormal.at(v).x*Binormal.at(v).x+NewNormal.at(v).y*Binormal.at(v).y+NewNormal.at(v).z*Binormal.at(v).z)-((Tangent.at(v).x*Binormal.at(v).x+Tangent.at(v).y*Binormal.at(v).y+Tangent.at(v).z*Binormal.at(v).z)*Tangent.at(v).y); if((Binormal.at(v).z*Binormal.at(v).z)!=0) Binormal.at(v).z=Binormal.at(v).z- NewNormal.at(v).z*(NewNormal.at(v).x*Binormal.at(v).x+NewNormal.at(v).y*Binormal.at(v).y+NewNormal.at(v).z*Binormal.at(v).z)-((Tangent.at(v).x*Binormal.at(v).x+Tangent.at(v).y*Binormal.at(v).y+Tangent.at(v).z*Binormal.at(v).z)*Tangent.at(v).z)/(Tangent.at(v).z*Tangent.at(v).z); else Binormal.at(v).z=Binormal.at(v).z- NewNormal.at(v).z*(NewNormal.at(v).x*Binormal.at(v).x+NewNormal.at(v).y*Binormal.at(v).y+NewNormal.at(v).z*Binormal.at(v).z)-((Tangent.at(v).x*Binormal.at(v).x+Tangent.at(v).y*Binormal.at(v).y+Tangent.at(v).z*Binormal.at(v).z)*Tangent.at(v).z); Binormal.at(v)=normalize(Binormal.at(v)); } } Vertex parser::generateTangent(Vertex v1, Vertex v2, Vertex v3, Texeluv tex1, Texeluv tex2,Texeluv tex3) { Vertex Q1,Q2; Q1.x=v2.x-v1.x; Q1.y=v2.y-v1.y; Q1.z=v2.z-v1.z; Q2.x=v3.x-v1.x; Q2.y=v3.y-v1.y; Q2.z=v3.z-v1.z; float u1=tex2.u-tex1.u; float vi1=tex2.v-tex1.v; float u2=tex3.u-tex1.u; float vi2=tex3.v-tex1.v; float coef = 0.0f; if(fabsf(u1* vi2 - u2 * vi1)<= 0.0001f) coef=1.0; else coef = 1/ (u1* vi2 - u2 * vi1); Vertex tangent; tangent.x=coef*(vi2*Q1.x-vi1*Q2.x); tangent.y=coef*(vi2*Q1.y-vi1*Q1.y); tangent.z=coef*(vi2+Q1.x-vi1*Q1.z); return normalize(tangent); } Vertex parser::generateBinormal(Vertex v1, Vertex v2, Vertex v3, Texeluv tex1, Texeluv tex2,Texeluv tex3) { Vertex Q1,Q2; Q1.x=v2.x-v1.x; Q1.y=v2.y-v1.y; Q1.z=v2.z-v1.z; Q2.x=v3.x-v1.x; Q2.y=v3.y-v1.y; Q2.z=v3.z-v1.z; float u1=tex2.u-tex1.u; float vi1=tex2.v-tex1.v; float u2=tex3.u-tex1.u; float vi2=tex3.v-tex1.v; float coef; if(fabsf(u1* vi2 - u2 * vi1)<= 0.0001f) coef=1.0; else coef = 1/ (u1* vi2 - u2 * vi1); Vertex binormal; binormal.x=coef*(-u2*Q1.x-u1*Q2.x); binormal.y=coef*(-u2*Q1.y-u1*Q1.y); binormal.z=coef*(-u2+Q1.x-u1*Q1.z); return normalize(binormal); } [/code] that's should be everything... thanks