Posted by
Sven Gothel on
Nov 12, 2012; 7:54pm
URL: https://forum.jogamp.org/JOGL-2-BumpMap-with-Shader-tp4026889p4026901.html
On 11/12/2012 04:32 PM, GreatDonKing [via jogamp] wrote:
> Hi,
> I have implemented with success with success the BumpMap Dot3 with vertex,
> calculating TBN with CPU...
>
> Now I'm trying to implement the bumpMap effect with Shader. I have weird results.
> Looks like I displayed only normalMap...
If you would like to add a little demo to our unit tests / demos
inside JOGL (so we can test and see) - I would like to look at it.
In the meantime, you may want to look at GearsES2's shader, gears.vp/fp
in our JOGL src/test/.. tree.
It uses a normal map for vertex lighting,
not a height map for amplification though.
Maybe it helps a bit.
.. more below.
>
> Here is my Vertex Shader:
> varying vec3 LightDir;
> varying vec3 EyeDir;
>
> uniform vec3 LightPosition;
>
> attribute vec3 Tangent;
>
> void main()
> {
> EyeDir = vec3(gl_ModelViewMatrix * gl_Vertex);
> gl_Position = ftransform();
> gl_TexCoord[0] = gl_MultiTexCoord0;
>
> vec3 n = normalize(gl_NormalMatrix * gl_Normal);
> vec3 t = normalize(gl_NormalMatrix * Tangent);
> vec3 b = cross(n, t);
>
> vec3 v;
> v.x = dot(LightPosition, t);
> v.y = dot(LightPosition, b);
> v.z = dot(LightPosition, n);
> LightDir = normalize(v);
>
> v.x = dot(EyeDir, t);
> v.y = dot(EyeDir, b);
> v.z = dot(EyeDir, n);
> EyeDir = normalize(v);
> }
>
> My Fragment Shader
> varying vec3 LightDir;
> varying vec3 EyeDir;
>
> uniform vec3 SurfaceColor; // = (0.7, 0.6, 0.18)
> uniform float BumpDensity; // = 16.0
>
> uniform float BumpSize; // = 0.15
> uniform float SpecularFactor; // = 0.5
>
> void main()
> {
> vec3 litColor;
> vec2 c = BumpDensity * gl_TexCoord[0].st;
> vec2 p = fract(c) - vec2(0.5);
>
> float d, f;
> d = p.x * p.x + p.y * p.y;
> f = 1.0 / sqrt(d + 1.0);
>
> if (d >= BumpSize)
> { p = vec2(0.0); f = 1.0; }
>
> vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
> litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
> vec3 reflectDir = reflect(LightDir, normDelta);
>
> float spec = max(dot(EyeDir, reflectDir), 0.0);
> spec = pow(spec, 6.0)
> spec *= SpecularFactor;
> litColor = min(litColor + spec, vec3(1.0));
>
> gl_FragColor = vec4(litColor, 1.0);
> }
>
> When I draw my scene :
> 1 - enable shader
> 2 - bind the texture
> 3 - bind the normalMap
> 4 - glUniform1i(texture_location, 0)
> 5 - glUniform1i(normalMap_location, 1)
> 6 - draw my VBO
> 7 - disable shader
If your above list of CPU side actions (read: Java code statements) is complete,
it surely doesn't match your shader code (uniforms, ..).
Please look at GearsES2 .. and make sure all attributes / uniforms
are being set by the CPU side w/ right type!
Would be best to make a small unit test out of it like GearsES2 and contribute to
our JOGL unit test.
~Sven
>
> Any ideas where I'm wrong ?