Ziemia jest przeźroczysta
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shaders/shader_parallax.frag
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85
shaders/shader_parallax.frag
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@ -0,0 +1,85 @@
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#version 330 core
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out vec4 FragColor;
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in VS_OUT {
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vec3 FragPos;
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vec2 TexCoords;
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vec3 TangentLightPos;
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vec3 TangentViewPos;
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vec3 TangentFragPos;
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} fs_in;
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uniform sampler2D diffuseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D depthTexture;
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uniform float heightScale;
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vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
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{
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// number of depth layers
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const float minLayers = 8;
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const float maxLayers = 32;
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float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
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// calculate the size of each layer
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float layerDepth = 1.0 / numLayers;
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// depth of current layer
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float currentLayerDepth = 0.0;
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// the amount to shift the texture coordinates per layer (from vector P)
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vec2 P = viewDir.xy / viewDir.z * heightScale;
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vec2 deltaTexCoords = P / numLayers;
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// get initial values
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vec2 currentTexCoords = texCoords;
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float currentdepthTextureValue = texture(depthTexture, currentTexCoords).r;
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while(currentLayerDepth < currentdepthTextureValue)
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{
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// shift texture coordinates along direction of P
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currentTexCoords -= deltaTexCoords;
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// get depthTexture value at current texture coordinates
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currentdepthTextureValue = texture(depthTexture, currentTexCoords).r;
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// get depth of next layer
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currentLayerDepth += layerDepth;
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}
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// get texture coordinates before collision (reverse operations)
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vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
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// get depth after and before collision for linear interpolation
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float afterDepth = currentdepthTextureValue - currentLayerDepth;
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float beforeDepth = texture(depthTexture, prevTexCoords).r - currentLayerDepth + layerDepth;
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// interpolation of texture coordinates
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float weight = afterDepth / (afterDepth - beforeDepth);
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vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
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return finalTexCoords;
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}
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void main()
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{
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vec3 fragColor = vec3(0,0,0);
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vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
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vec2 texCoords = ParallaxMapping(fs_in.TexCoords, viewDir);
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if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0)
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discard;
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vec3 texture = texture2D(diffuseTexture, texCoords).rgb;
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vec3 ambient = vec3(0.1, 0.1, 0.1) * texture;
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// obtain normal from normal map
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vec3 normal = texture2D(normalTexture, texCoords).rgb;
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normal = normalize(normal * 2.0 - 1.0);
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vec3 lightDir = normalize(fs_in.TangentLightPos[0] - fs_in.TangentFragPos);
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float diff = max(0,dot(normal,normalize(lightDir)));
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vec3 diffuse = diff * texture;
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// specular
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vec3 reflectDir = reflect(-lightDir, normal);
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
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vec3 specular = vec3(0.2) * spec;
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FragColor = vec4(ambient + diffuse + specular, 1.0);
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}
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44
shaders/shader_parallax.vert
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44
shaders/shader_parallax.vert
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@ -0,0 +1,44 @@
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#version 330 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec2 vertexTexCoord;
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layout(location = 2) in vec3 vertexNormal;
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layout (location = 3) in vec3 aTangent;
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layout (location = 4) in vec3 aBitangent;
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out VS_OUT {
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vec3 FragPos;
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vec2 TexCoords;
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vec3 TangentLightPos;
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vec3 TangentViewPos;
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vec3 TangentFragPos;
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} vs_out;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 modelMatrix;
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uniform mat4 transformation;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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void main()
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{
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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gl_Position = projection * view * modelMatrix * vec4(vertexPosition, 1.0);
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vs_out.FragPos = vec3(modelMatrix * vec4(vertexPosition, 1.0));
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vs_out.TexCoords = vertexTexCoord;
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vec3 T = normalize(normalMatrix * aTangent);
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vec3 N = normalize(normalMatrix * vertexNormal);
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T = normalize(T - dot(T, N) * N);
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vec3 B = cross(N, T);
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mat3 TBN = mat3(T, B, N);
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vs_out.TangentLightPos = TBN * lightPos;
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vs_out.TangentViewPos = TBN * viewPos;
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vs_out.TangentFragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
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}
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49
src/main.cpp
49
src/main.cpp
@ -36,6 +36,7 @@ GLuint programBloom;
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GLuint programNormal;
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GLuint programParticle;
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GLuint programAsteroid;
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GLuint programParallax;
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//bloompart
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unsigned int pingpongFBO[2];
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@ -56,6 +57,8 @@ bool bothEngines = true;
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//textures
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GLuint sunTexture;
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GLuint earthTexture;
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GLuint earthNormalTexture;
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GLuint earthSpecularTexture;
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GLuint marsTexture;
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GLuint moonTexture;
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GLuint skyboxTexture;
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@ -133,6 +136,10 @@ struct Object
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glm::mat4 invModelM;
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std::shared_ptr<Model> modelParent;
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GLuint textureID;
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//part for parallax mapping
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GLuint textureNormal = -1;
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GLuint textureSpecular = -1;
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//end of part
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GLuint shaderID;
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glm::vec3 color;
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};
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@ -220,6 +227,8 @@ void renderQuad()
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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};
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glm::vec3 nm(0.0f, 0.0f, 1.0f);
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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@ -328,16 +337,28 @@ void drawFromAssimpTexture(GLuint program, std::shared_ptr<Model> model, glm::ma
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void drawObject(Object & obj)
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{
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glUseProgram(obj.shaderID);
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix * obj.modelM;
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glUniformMatrix4fv(glGetUniformLocation(obj.shaderID, "modelMatrix"), 1, GL_FALSE, (float*)&obj.modelM);
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glUniformMatrix4fv(glGetUniformLocation(obj.shaderID, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniform3f(glGetUniformLocation(obj.shaderID, "objectColor"), obj.color.r, obj.color.g, obj.color.b);
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if (obj.textureID != -1)
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Core::SetActiveTexture(obj.textureID, "diffuseTexture", obj.shaderID, 0);
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glUniformMatrix4fv(glGetUniformLocation(obj.shaderID, "modelMatrix"), 1, GL_FALSE, (float*)&obj.modelM);
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if (obj.shaderID == programParallax)
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{
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glUniformMatrix4fv(glGetUniformLocation(obj.shaderID, "projection"), 1, GL_FALSE, (float*)&perspectiveMatrix);
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glUniformMatrix4fv(glGetUniformLocation(obj.shaderID, "view"), 1, GL_FALSE, (float*)&cameraMatrix);
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glUniformMatrix4fv(glGetUniformLocation(obj.shaderID, "viewPos"), 1, GL_FALSE, (float*)&cameraPos);
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glUniformMatrix4fv(glGetUniformLocation(obj.shaderID, "lightPos"), 1, GL_FALSE, (float*)&lights);
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glUniformMatrix4fv(glGetUniformLocation(obj.shaderID, "heightScale"), 1, GL_FALSE, (float*)&cameraPos[1]);
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Core::SetActiveTexture(obj.textureID, "diffuseTexture", obj.shaderID, 1);
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Core::SetActiveTexture(obj.textureNormal, "normalTexture", obj.shaderID, 0);
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Core::SetActiveTexture(obj.textureSpecular, "depthTexture", obj.shaderID, 2);
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}
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else
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{
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glUniform3f(glGetUniformLocation(obj.shaderID, "objectColor"), obj.color.r, obj.color.g, obj.color.b);
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if (obj.textureID != -1)
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Core::SetActiveTexture(obj.textureID, "diffuseTexture", obj.shaderID, 0);
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}
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obj.modelParent->Draw(obj.shaderID);
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glUseProgram(0);
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}
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@ -391,6 +412,7 @@ unsigned int loadCubemap(std::vector<std::string> faces)
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return textureID;
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}
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void drawSkybox(GLuint program, std::shared_ptr<Model> cubeModel, GLuint texID)
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{
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glUseProgram(program);
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@ -895,7 +917,9 @@ void initObjects()
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planet.invModelM = glm::inverse(earthModelMatrix);
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planet.modelParent = sphere;
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planet.textureID = earthTexture;
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planet.shaderID = programTex;
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planet.textureNormal = earthNormalTexture;
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planet.textureSpecular = earthSpecularTexture;
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planet.shaderID = programParallax;
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planet.color = glm::vec3(1.0f);
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objects.push_back(planet);
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@ -955,6 +979,7 @@ void init()
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programBloom = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.frag");
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programParticle = shaderLoader.CreateProgram("shaders/shader_particle.vert", "shaders/shader_particle.frag");
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programAsteroid = shaderLoader.CreateProgram("shaders/shader_asteroid.vert", "shaders/shader_asteroid.frag");
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programParallax = shaderLoader.CreateProgram("shaders/shader_parallax.vert", "shaders/shader_parallax.frag");
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glUseProgram(programBlur);
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glUniform1i(glGetUniformLocation(programBlur, "image"), 0);
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@ -962,7 +987,12 @@ void init()
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glUniform1i(glGetUniformLocation(programBloom, "scene"), 0);
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glUniform1i(glGetUniformLocation(programBloom, "bloomBlur"), 1);
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glUniform2f(glGetUniformLocation(programBloom, "screenSize"), 1.0f / SCR_WIDTH, 1.0f / SCR_HEIGHT);
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glUseProgram(programParallax);
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glUniform1i(glGetUniformLocation(programParallax, "diffuseMap"), 0);
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glUniform1i(glGetUniformLocation(programParallax, "normalMap"), 1);
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glUniform1i(glGetUniformLocation(programParallax, "depthMap"), 2);
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glUseProgram(0);
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corvette = std::make_shared<Model>("models/Corvette-F3.obj");
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@ -973,6 +1003,8 @@ void init()
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sunTexture = Core::LoadTexture("textures/sun.png");
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earthTexture = Core::LoadTexture("textures/earth2.png");
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earthNormalTexture = Core::LoadTexture("textures/earth2_normal.png");
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earthSpecularTexture = Core::LoadTexture("textures/earth2_specular.png");
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moonTexture = Core::LoadTexture("textures/moon.png");
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particleTexture = Core::LoadTexture("textures/sun.png");
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marsTexture = Core::LoadTexture("models/textures/Mars/2k_mars.png");
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@ -1022,6 +1054,7 @@ void onReshape(int width, int height)
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frustumScale = (float)width / (float)height;
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glViewport(0, 0, width, height);
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}
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void idle()
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{
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glutPostRedisplay();
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BIN
textures/earth2_normal.png
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BIN
textures/earth2_normal.png
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Binary file not shown.
After Width: | Height: | Size: 456 KiB |
BIN
textures/earth2_specular.png
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BIN
textures/earth2_specular.png
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Binary file not shown.
After Width: | Height: | Size: 132 KiB |
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