commit but not pushed because skybox puf

This commit is contained in:
xkamikoo 2021-01-29 01:07:43 +01:00
parent cfd744b476
commit 1645ef73cd
14 changed files with 390 additions and 111 deletions

View File

@ -15,8 +15,12 @@
<None Include="shaders\shader_4_sun.vert" />
<None Include="shaders\shader_4_tex.frag" />
<None Include="shaders\shader_4_tex.vert" />
<None Include="shaders\shader_bloom.frag" />
<None Include="shaders\shader_bloom.vert" />
<None Include="shaders\shader_bloom1.frag" />
<None Include="shaders\shader_bloom1.vert" />
<None Include="shaders\shader_bloom2.frag" />
<None Include="shaders\shader_bloom2.vert" />
<None Include="shaders\shader_bloom3.frag" />
<None Include="shaders\shader_bloom3.vert" />
<None Include="shaders\shader_color.frag" />
<None Include="shaders\shader_color.vert" />
<None Include="shaders\shader_skybox.frag" />
@ -57,7 +61,7 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v142</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>

View File

@ -48,10 +48,22 @@
<None Include="shaders\shader_skybox.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom.frag">
<None Include="shaders\shader_bloom2.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom.vert">
<None Include="shaders\shader_bloom2.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom3.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom3.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom1.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom1.vert">
<Filter>Shader Files</Filter>
</None>
</ItemGroup>

View File

@ -1,5 +1,8 @@
#version 430 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BrightColor;
struct PointLight {
vec3 position;
vec3 color;
@ -45,5 +48,6 @@ void main()
fragColor += mix(texture,texture*diffuse+vec3(1)*specular,0.9);
}
gl_FragColor = vec4(fragColor, 1.0) + ambient;
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
FragColor = vec4(fragColor, 1.0) + ambient;
}

View File

@ -1,50 +0,0 @@
#version 430 core
layout (location = 0) out vec4 fragColor;
layout (location = 1) out vec4 BrightColor;
in vec3 fragPos;
in vec3 interpNormal;
in vec2 vTexCoords;
struct PointLight {
vec3 position;
vec3 color;
};
#define NR_POINT_LIGHTS 2
uniform vec3 objectColor;
uniform vec3 lightPos;
uniform vec3 cameraPos;
uniform sampler2D colorTexture;
uniform PointLight pointLights[NR_POINT_LIGHTS];
void main()
{
vec3 result = vec3(0,0,0);
vec4 textureColor = texture2D(colorTexture, -vTexCoords);
vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * textureColor;
vec3 normal = normalize(interpNormal);
for(int i = 0; i < NR_POINT_LIGHTS; i++)
{
vec3 lightDir = normalize(pointLights[i].position - fragPos);
vec3 V = normalize(cameraPos-fragPos);
vec3 R = reflect(-normalize(lightDir),normal);
float specular = pow(max(0,dot(R,V)),10);
float diffuse = max(0,dot(normal,normalize(lightDir)));
vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z) * pointLights[i].color;
result += mix(texture,texture*diffuse+vec3(1)*specular,0.9);
}
result = (fragColor + ambient).xyz;
// check whether result is higher than some threshold, if so, output as bloom threshold color
float brightness = dot(result, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 1.0)
BrightColor = vec4(result, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
fragColor = vec4(result, 1.0);
}

View File

@ -1,22 +0,0 @@
#version 330 core
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec3 vertexNormal;
layout (location = 2) in vec2 vertexTexCoords;
out vec3 fragPos;
out vec3 interpNormal;
out vec2 vTexCoords;
uniform mat4 transformation;
uniform mat4 matrixModel;
void main()
{
fragPos = vec3(matrixModel * vec4(vertexPosition, 1.0));
vTexCoords = vertexTexCoords;
mat3 normalMatrix = transpose(inverse(mat3(matrixModel)));
interpNormal = normalize(normalMatrix * vertexNormal);
gl_Position = transformation * matrixModel * vec4(vertexPosition, 1.0);
}

View File

@ -0,0 +1,28 @@
#version 430 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BrightColor;
uniform vec3 objectColor;
uniform vec3 cameraPos;
uniform sampler2D colorTexture;
uniform vec3 colorTex;
in vec3 interpNormal;
in vec3 fragPos;
in vec2 vTexCoord;
void main()
{
vec3 normal = normalize(interpNormal);
vec3 V = normalize(cameraPos-fragPos);
float coef = pow(max(0,dot(normal,V)),2);
vec4 textureColor = texture2D(colorTexture, -vTexCoord);
vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z) * colorTex;
FragColor = vec4(texture + texture * coef, 1.0);
float brightness = dot(FragColor.rgb, vec3(0.2, 0.7, 0.07));
if(brightness > 1.0)
BrightColor = vec4(FragColor.rgb, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
}

View File

@ -0,0 +1,19 @@
#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;
out vec2 vTexCoord;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
interpNormal = (modelMatrix*vec4(vertexNormal,0)).xyz;
fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
vTexCoord = vertexTexCoord;
}

View File

@ -0,0 +1,32 @@
#version 430 core
out vec4 FragColor;
in vec2 vTexCoords;
uniform sampler2D image;
uniform bool horizontal;
uniform float weight[5] = float[] (0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162);
void main()
{
vec2 tex_offset = 1.0 / textureSize(image, 0); // gets size of single texel
vec3 result = texture(image, vTexCoords).rgb * weight[0];
if(horizontal)
{
for(int i = 1; i < 5; ++i)
{
result += texture(image, vTexCoords + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
result += texture(image, vTexCoords - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
}
}
else
{
for(int i = 1; i < 5; ++i)
{
result += texture(image, vTexCoords + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(image, vTexCoords - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
}
}
FragColor = vec4(result, 1.0);
}

View File

@ -0,0 +1,11 @@
#version 330 core
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoords;
out vec2 vTexCoords;
void main()
{
vTexCoords = vertexTexCoords;
gl_Position = vec4(vertexPosition, 1.0);
}

View File

@ -0,0 +1,20 @@
#version 330 core
out vec4 FragColor;
in vec2 vTexCoords;
uniform sampler2D scene;
uniform sampler2D bloomBlur;
void main()
{
const float gamma = 2.2;
vec3 hdrColor = texture(scene, vTexCoords).rgb;
vec3 bloomColor = texture(bloomBlur, vTexCoords).rgb;
hdrColor += bloomColor; // additive blending
// tone mapping
vec3 result = vec3(1.0) - exp(-hdrColor * 1.0f);
// also gamma correct while we're at it
result = pow(result, vec3(1.0 / gamma));
FragColor = vec4(result, 1.0);
}

View File

@ -0,0 +1,11 @@
#version 330 core
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoords;
out vec2 vTexCoords;
void main()
{
vTexCoords = vertexTexCoords;
gl_Position = vec4(vertexPosition, 1.0);
}

View File

@ -1,17 +1,53 @@
#version 430 core
uniform sampler2D textureSampler;
uniform vec3 lightDir;
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BrightColor;
struct PointLight {
vec3 position;
vec3 color;
float intensity;
};
#define NR_POINT_LIGHTS 5
uniform vec3 objectColor;
uniform vec3 cameraPos;
uniform sampler2D colorTexture;
uniform PointLight pointLights[NR_POINT_LIGHTS];
in vec3 interpNormal;
in vec2 interpTexCoord;
in vec3 fragPos;
in vec2 vTexCoord;
void main()
{
vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami'
vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb;
vec3 fragColor = vec3(0,0,0);
vec4 textureColor = texture2D(colorTexture, vTexCoord);
vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * textureColor;
vec3 normal = normalize(interpNormal);
float ambient = 0.2;
float diffuse = max(dot(normal, -lightDir), 0.0);
gl_FragColor = vec4(color * (ambient + (1-ambient) * diffuse), 1.0);
for(int i = 0; i < NR_POINT_LIGHTS; i++)
{
vec3 lightDir = normalize(pointLights[i].position - fragPos);
vec3 V = normalize(cameraPos-fragPos);
vec3 R = reflect(-lightDir,normal);
float dist = distance(fragPos, pointLights[i].position) / 5;
float distance = (1/dist) * (1/dist);
float spec = pow(max(0,dot(R,V)),2);
float diff = max(0,dot(normal,normalize(lightDir)));
vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity;
vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z); // * pointLights[i].color;
fragColor += mix(texture,texture*diffuse+vec3(1)*specular,0.9);
}
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
FragColor = vec4(fragColor, 1.0) + ambient;
}

View File

@ -4,15 +4,17 @@ layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord;
layout(location = 2) in vec3 vertexNormal;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 transformation;
uniform mat4 modelMatrix;
out vec3 interpNormal;
out vec2 interpTexCoord;
out vec3 fragPos;
out vec2 vTexCoord;
void main()
{
gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
interpTexCoord = vertexTexCoord;
gl_Position = transformation * vec4(vertexPosition, 1.0);
interpNormal = (modelMatrix*vec4(vertexNormal,0)).xyz;
fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
vTexCoord = vertexTexCoord;
}

View File

@ -18,14 +18,29 @@
#include <assimp/postprocess.h>
#include "model.h"
int SCR_WIDTH = 1240;
int SCR_HEIGHT = 720;
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
//int winId;
GLuint program;
GLuint programTex;
GLuint programSun;
GLuint programSkybox;
GLuint programBloom1;
GLuint programBloom2;
GLuint programBloom3;
unsigned int pingpongFBO[2];
unsigned int pingpongColorbuffers[2];
unsigned int FBO;
unsigned int colorBuffers[2];
Core::Shader_Loader shaderLoader;
Core::RenderContext armContext;
@ -91,8 +106,22 @@ void keyboard(unsigned char key, int x, int y)
float moveSpeed = 0.1f;
switch (key)
{
case 'q': cameraAngle -= angleSpeed; break;
case 'e': cameraAngle += angleSpeed; break;
case 'q':
{
cameraAngle -= angleSpeed;
lights[3].intensity = 0.001;
engineLightTimer = 0;
break;
}
case 'e':
{
cameraAngle += angleSpeed;
lights[2].intensity = 0.001;
engineLightTimer = 0;
break;
}
case 'w':
{
cameraPos += cameraDir * moveSpeed;
@ -109,6 +138,37 @@ void keyboard(unsigned char key, int x, int y)
}
}
// renderQuad() renders a 1x1 XY quad in NDC
// -----------------------------------------
unsigned int quadVAO = 0;
unsigned int quadVBO;
void renderQuad()
{
if (quadVAO == 0)
{
float quadVertices[] = {
// positions // texture Coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
// setup plane VAO
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
glm::mat4 createCameraMatrix()
{
// Obliczanie kierunku patrzenia kamery (w plaszczyznie x-z) przy uzyciu zmiennej cameraAngle kontrolowanej przez klawisze.
@ -191,15 +251,17 @@ unsigned int loadCubemap(std::vector<std::string> faces)
void drawSkybox(GLuint program, Core::RenderContext context, GLuint texID)
{
glUseProgram(program);
glDepthFunc(GL_LEQUAL);
glm::mat4 transformation = perspectiveMatrix * glm::mat4(glm::mat3(cameraMatrix));
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
glDepthMask(GL_FALSE);
//glDepthMask(GL_FALSE);
//Core::SetActiveTexture(texID, "skybox", program, 0);
glUniform1i(glGetUniformLocation(program, "skybox"), 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, texID);
Core::DrawContext(context);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
//glDepthMask(GL_TRUE);
glUseProgram(0);
}
@ -246,26 +308,22 @@ void renderScene()
perspectiveMatrix = Core::createPerspectiveMatrix(0.01f, 1000.0f, frustumScale);
float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawSkybox(programSkybox, cubeContext, skyboxTexture);
glUseProgram(programSun);
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
//ustalanie pozycji s³oñc (lightPos)
//rysowanie s³oñc
//ustalanie pozycji slonc (lightPos)
glm::mat4 sunModelMatrix = glm::mat4(1.0f);
sunModelMatrix = glm::translate(sunModelMatrix, sunPos);
sunModelMatrix = glm::scale(sunModelMatrix, glm::vec3(3.0f, 3.0f, 3.0f));
drawObjectTexture(programSun, sphereContext, sunModelMatrix, glm::vec3(1.5f, 1.8f, 1.8f), sunTexture);
glm::mat4 sunModelMatrix2 = glm::mat4(1.0f);
sunModelMatrix2 = glm::translate(sunModelMatrix2, sunPos2);
drawObjectTexture(programSun, sphereContext, sunModelMatrix2, glm::vec3(0.9f, 0.9f, 2.0f), sunTexture);
glUseProgram(programTex);
@ -313,6 +371,49 @@ void renderScene()
drawObjectTexture(programTex, sphereContext, earth, glm::vec3(0.8f, 0.8f, 0.8f), earthTexture);
drawObjectTexture(programTex, sphereContext, moon, glm::vec3(0.9f, 1.0f, 0.9f), moonTexture);
//rysowanie sloñc
glUseProgram(programBloom1);
glUniform3f(glGetUniformLocation(programBloom1, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
drawObjectTexture(programBloom1, sphereContext, sunModelMatrix, glm::vec3(3.5f, 3.8f, 3.8f), sunTexture);
drawObjectTexture(programBloom1, sphereContext, sunModelMatrix2, glm::vec3(0.9f, 0.9f, 2.0f), sunTexture);
drawSkybox(programSkybox, cubeContext, skyboxTexture);
//zabawa z bloomem
glBindFramebuffer(GL_FRAMEBUFFER, 0);
bool horizontal = true, first_iteration = true;
unsigned int amount = 10;
glUseProgram(programBloom2);
for (unsigned int i = 0; i < amount; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
//shaderBlur.setInt("horizontal", horizontal);
glUniform1i(glGetUniformLocation(programBloom2, "horizontal"), horizontal);
glBindTexture(GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongColorbuffers[!horizontal]); // bind texture of other framebuffer (or scene if first iteration)
renderQuad();
horizontal = !horizontal;
if (first_iteration)
first_iteration = false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// 3. now render floating point color buffer to 2D quad and tonemap HDR colors to default framebuffer's (clamped) color range
// --------------------------------------------------------------------------------------------------------------------------
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programBloom3);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]);
renderQuad();
if (engineLightTimer < 50) engineLightTimer++;
else
{
@ -320,6 +421,7 @@ void renderScene()
lights[3].intensity = 0.00001;
}
glUseProgram(0);
glutSwapBuffers();
}
@ -327,12 +429,23 @@ void renderScene()
void init()
{
glEnable(GL_DEPTH_TEST);
program = shaderLoader.CreateProgram("shaders/shader_4_1.vert", "shaders/shader_4_1.frag");
programTex = shaderLoader.CreateProgram("shaders/shader_4_tex.vert", "shaders/shader_4_tex.frag");
programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_4_sun.vert", "shaders/shader_4_sun.frag");
programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
programBloom1 = shaderLoader.CreateProgram("shaders/shader_bloom1.vert", "shaders/shader_bloom1.frag");
programBloom2 = shaderLoader.CreateProgram("shaders/shader_bloom2.vert", "shaders/shader_bloom2.frag");
programBloom3 = shaderLoader.CreateProgram("shaders/shader_bloom3.vert", "shaders/shader_bloom3.frag");
glUseProgram(programBloom2);
glUniform1i(glGetUniformLocation(programBloom2, "image"), 0);
glUseProgram(programBloom3);
glUniform1i(glGetUniformLocation(programBloom3, "scene"), 0);
glUniform1i(glGetUniformLocation(programBloom3, "bloomBlur"), 1);
corvette = std::make_shared<Model>("models/Corvette-F3.obj");
@ -350,6 +463,63 @@ void init()
moonTexture = Core::LoadTexture("textures/moon.png");
skyboxTexture = loadCubemap(faces);
glGenFramebuffers(1, &FBO);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glGenTextures(2, colorBuffers);
for (unsigned int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, colorBuffers[i]);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// attach texture to framebuffer
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, colorBuffers[i], 0
);
}
// create and attach depth buffer (renderbuffer)
unsigned int rboDepth;
glGenRenderbuffers(1, &rboDepth);
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
//
// tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
unsigned int attachments[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
glDrawBuffers(2, attachments);
// finally check if framebuffer is complete
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "Framebuffer not complete!" << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// ping-pong-framebuffer for blurring
glGenFramebuffers(2, pingpongFBO);
glGenTextures(2, pingpongColorbuffers);
for (unsigned int i = 0; i < 2; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]);
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // we clamp to the edge as the blur filter would otherwise sample repeated texture values!
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpongColorbuffers[i], 0);
// also check if framebuffers are complete (no need for depth buffer)
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "Framebuffer not complete!" << std::endl;
}
Light l1;
l1.position = sunPos;
l1.color = glm::vec3(0.8f, 0.8f, 0.7f);
@ -379,7 +549,7 @@ void init()
void shutdown()
{
shaderLoader.DeleteProgram(program);
}
void onReshape(int width, int height)
@ -389,6 +559,8 @@ void onReshape(int width, int height)
// Oblicz odpowiednio globalna zmienna "frustumScale".
// Ustaw odpowiednio viewport - zobacz:
// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glViewport.xhtml
SCR_WIDTH = width;
SCR_HEIGHT = height;
frustumScale = (float)width / (float)height;
glViewport(0, 0, width, height);
}
@ -404,7 +576,7 @@ int main(int argc, char** argv)
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_MULTISAMPLE);
glEnable(GL_MULTISAMPLE);
glutInitWindowPosition(100, 200);
glutInitWindowSize(1240, 720);
glutInitWindowSize(SCR_WIDTH, SCR_HEIGHT);
glutCreateWindow("GRK-PROJECT WIP");
//winId = glutCreateWindow("OpenGL + PhysX");
//glutFullScreen();