skybox + slonce

This commit is contained in:
Wojciech Łukasik 2021-02-22 18:11:42 +01:00
parent 858b42b9e4
commit 4a4f161bb0
3 changed files with 97 additions and 6 deletions

17
shaders/shader_4_2.frag Normal file
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@ -0,0 +1,17 @@
#version 430 core
uniform vec3 objectColor;
//uniform vec3 lightDir;
uniform vec3 lightPos;
uniform vec3 cameraPos;
in vec3 interpNormal;
in vec3 fragPos;
void main()
{
vec3 normal = normalize(interpNormal);
vec3 V = normalize(cameraPos-fragPos);
float coef = max(0,dot(V,normal));
gl_FragColor = vec4(mix(objectColor,vec3(1,0.5,0.1),1-coef), 1.0);
}

17
shaders/shader_4_2.vert Normal file
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@ -0,0 +1,17 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord;
layout(location = 2) in vec3 vertexNormal;
uniform mat4 transformation;
uniform mat4 modelMatrix;
out vec3 interpNormal;
out vec3 fragPos;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
interpNormal = (modelMatrix*vec4(vertexNormal,0)).xyz;
fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
}

View File

@ -11,11 +11,19 @@
#include "Camera.h"
#include "Texture.h"
#include "Physics.h"
#include "Skybox.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
GLuint programColor;
GLuint programTexture;
GLuint programSkybox;
GLuint programSun;
GLuint cubemapTexture;
GLuint skyboxVAO, skyboxVBO;
Core::Shader_Loader shaderLoader;
@ -24,16 +32,32 @@ float appLoadingTime;
obj::Model planeModel;
obj::Model shipModel;
obj::Model sphereModel;
obj::Model boxModel;
Core::RenderContext planeContext, shipContext, sphereContext;
Core::RenderContext planeContext, shipContext, sphereContext, boxContext;
float cameraAngle = glm::radians(0.0f);
glm::vec3 cameraPos = glm::vec3(0, 0 , 250);
glm::vec3 cameraDir;
glm::mat4 cameraMatrix, perspectiveMatrix;
glm::mat4 boxModelMatrix;
glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -1.0f, -1.0f));
glm::vec3 lightPos = glm::vec3(0, 0, -800);
// skybox
std::vector<std::string> faces
{
"textures/skybox/stars.jpeg",
"textures/skybox/stars.jpeg",
"textures/skybox/stars.jpeg",
"textures/skybox/stars.jpeg",
"textures/skybox/stars.jpeg",
"textures/skybox/stars.jpeg",
};
GLuint textureTest;
GLuint textureEarth;
@ -81,12 +105,23 @@ glm::mat4 createCameraMatrix()
// Obliczanie kierunku patrzenia kamery (w plaszczyznie x-z) przy uzyciu zmiennej cameraAngle kontrolowanej przez klawisze.
cameraPos = glm::rotate(cameraPos, orbitSpeed, glm::vec3(0, 1, 0));
//cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
cameraDir = glm::normalize(glm::vec3(0, 0, 0) - cameraPos);
cameraDir = glm::normalize(glm::vec3(0, -1, 0) - cameraPos);
glm::vec3 up = glm::vec3(0, 1, 0);
return Core::createViewMatrix(cameraPos, cameraDir, up);
}
void drawObject(GLuint program, Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 color)
{
glUniform3f(glGetUniformLocation(program, "objectColor"), color.x, color.y, color.z);
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
Core::DrawContext(context);
}
void drawObjectColor(Core::RenderContext* context, glm::mat4 modelMatrix, glm::vec3 color)
{
@ -96,6 +131,8 @@ void drawObjectColor(Core::RenderContext* context, glm::mat4 modelMatrix, glm::v
glUniform3f(glGetUniformLocation(program, "objectColor"), color.x, color.y, color.z);
glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
glUniform3f(glGetUniformLocation(program, "lightPos"), lightPos.x, lightPos.y, lightPos.z);
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "modelViewProjectionMatrix"), 1, GL_FALSE, (float*)&transformation);
@ -113,6 +150,8 @@ void drawObjectTexture(Core::RenderContext* context, glm::mat4 modelMatrix, GLui
glUseProgram(program);
glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
glUniform3f(glGetUniformLocation(program, "lightPos"), lightPos.x, lightPos.y, lightPos.z);
Core::SetActiveTexture(textureId, "textureSampler", program, 0);
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
@ -137,25 +176,36 @@ void renderScene()
// Aktualizacja macierzy widoku i rzutowania.
cameraMatrix = createCameraMatrix();
perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1000.f);
perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1500.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
// skybox
Skybox::drawSkybox(programSkybox, cameraMatrix, perspectiveMatrix, cubemapTexture);
//SHIP
glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.6f + glm::vec3(0, -0.25f, 0)) * glm::rotate(-cameraAngle + glm::radians(90.0f), glm::vec3(0, 1, 0));
drawObjectTexture(&shipContext, shipModelMatrix, textureShip);
//SUN
//drawObjectTexture(&sphereModel, glm::translate(glm::vec3(0, 0, 0)) * glm::scale(glm::vec3(20.f)), textureSun);
//drawObjectTexture(&sphereContext, glm::translate(glm::vec3(0, 0, -800)) * glm::scale(glm::vec3(10.f)), textureSun);
//EARTH nieruchoma - ³atwiejsze dla naszej cutscenki
drawObjectTexture(&sphereContext, glm::scale(glm::vec3(45)), textureEarthHighres);
//MOON
drawObjectTexture(&sphereContext, glm::rotate(time / 5.0f, glm::vec3(0, 1, 0)) * glm::translate(glm::vec3(0, 0, 300)) * glm::scale(glm::vec3(20)), textureMoon);
drawObjectTexture(&sphereContext, glm::rotate(time / 50.0f, glm::vec3(0, 1, 0)) * glm::translate(glm::vec3(0, 0, 300)) * glm::scale(glm::vec3(20)), textureMoon);
// sun
glUseProgram(programSun);
glUniform3f(glGetUniformLocation(programSun, "lightPos"), lightPos.x, lightPos.y, lightPos.z);
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
drawObject(programSun, sphereContext, glm::translate(lightPos) * glm::scale(glm::vec3(10.f)), glm::vec3(1.0f, 0.8f, 0.2f));
glUseProgram(0);
glutSwapBuffers();
}
@ -165,6 +215,7 @@ void init()
programColor = shaderLoader.CreateProgram("shaders/shader_color.vert", "shaders/shader_color.frag");
programTexture = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_4_2.vert", "shaders/shader_4_2.frag");
shipModel = obj::loadModelFromFile("models/ship.obj");
shipContext.initFromOBJ(shipModel);
@ -172,6 +223,12 @@ void init()
sphereModel = obj::loadModelFromFile("models/sphere.obj");
sphereContext.initFromOBJ(sphereModel);
boxModel = obj::loadModelFromFile("models/box.obj");
boxContext.initFromOBJ(boxModel);
programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
cubemapTexture = Skybox::loadCubemap(faces);
textureShip = Core::LoadTexture("textures/spaceship.png");
textureEarthHighres = Core::LoadTexture("textures/4k_earth_daymap.png");
textureAsteroid = Core::LoadTexture("textures/asteroid.png");
@ -205,7 +262,7 @@ int main(int argc, char ** argv)
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(200, 200);
glutInitWindowSize(600, 600);
glutCreateWindow("OpenGL Pierwszy Program");
glutCreateWindow("Projekt GRK");
glewInit();
init();