add sun and earth, basic textures and lighting
This commit is contained in:
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6f33df50a3
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a403ea75d6
@ -11,6 +11,10 @@
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</ProjectConfiguration>
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</ItemGroup>
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<ItemGroup>
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<None Include="shaders\shader_4_sun.frag" />
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<None Include="shaders\shader_4_sun.vert" />
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<None Include="shaders\shader_4_tex.frag" />
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<None Include="shaders\shader_4_tex.vert" />
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<None Include="shaders\shader_color.frag" />
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<None Include="shaders\shader_color.vert" />
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<None Include="shaders\shader_tex.frag" />
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@ -40,7 +44,7 @@
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<ProjectGuid>{1B448102-E76C-4347-BDC7-40D02A567DB6}</ProjectGuid>
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<Keyword>Win32Proj</Keyword>
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<RootNamespace>grk-cw9</RootNamespace>
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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<WindowsTargetPlatformVersion>10.0.17134.0</WindowsTargetPlatformVersion>
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<ProjectName>grk-project</ProjectName>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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@ -55,7 +59,7 @@
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v142</PlatformToolset>
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<PlatformToolset>v141</PlatformToolset>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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@ -30,6 +30,18 @@
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<None Include="shaders\shader_tex.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_4_tex.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_4_tex.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_4_sun.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_4_sun.vert">
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<Filter>Shader Files</Filter>
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</None>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\Box.cpp">
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@ -4,14 +4,18 @@ uniform vec3 objectColor;
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//uniform vec3 lightDir;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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uniform sampler2D colorTexture;
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in vec3 interpNormal;
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in vec3 fragPos;
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in vec2 vTexCoord;
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void main()
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{
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vec3 normal = normalize(interpNormal);
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vec3 V = normalize(cameraPos-fragPos);
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float coef = max(0,dot(V,normal));
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gl_FragColor = vec4(mix(objectColor,vec3(1,0.5,0.1),1-coef), 1.0);
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float coef = pow(max(0,dot(normal,V)),3);
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vec4 textureColor = texture2D(colorTexture, -vTexCoord);
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vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z);
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gl_FragColor = vec4(texture + texture * coef, 1.0);
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}
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@ -8,10 +8,12 @@ uniform mat4 transformation;
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uniform mat4 modelMatrix;
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out vec3 interpNormal;
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out vec3 fragPos;
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out vec2 vTexCoord;
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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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interpNormal = (modelMatrix*vec4(vertexNormal,0)).xyz;
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fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
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vTexCoord = vertexTexCoord;
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}
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@ -4,9 +4,11 @@ uniform vec3 objectColor;
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//uniform vec3 lightDir;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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uniform sampler2D colorTexture;
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in vec3 interpNormal;
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in vec3 fragPos;
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in vec2 vTexCoord;
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void main()
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{
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@ -17,5 +19,8 @@ void main()
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float specular = pow(max(0,dot(R,V)),10);
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float diffuse = max(0,dot(normal,normalize(lightDir)));
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gl_FragColor = vec4(mix(objectColor,objectColor*diffuse+vec3(1)*specular,0.9), 1.0);
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vec4 textureColor = texture2D(colorTexture, -vTexCoord);
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vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z);
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vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * textureColor;
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gl_FragColor = vec4(mix(texture,texture*diffuse+vec3(1)*specular,0.9), 1.0) + ambient;
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}
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@ -6,12 +6,15 @@ layout(location = 2) in vec3 vertexNormal;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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out vec3 interpNormal;
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out vec3 fragPos;
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out vec2 vTexCoord;
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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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interpNormal = (modelMatrix*vec4(vertexNormal,0)).xyz;
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fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
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vTexCoord = vertexTexCoord;
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}
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@ -1,9 +1,5 @@
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#include "Texture.h"
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#include <fstream>
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#include <iterator>
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#include <vector>
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#include "picopng.h"
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typedef unsigned char byte;
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@ -18,6 +14,12 @@ GLuint Core::LoadTexture( const char * filepath )
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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std::ifstream input( filepath, std::ios::binary );
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if (!input.is_open())
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{
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std::cout << "Nie ma tekstury o takiej nazwie." << std::endl;
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input.open("textures/a.jpg", std::ios::binary);
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}
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std::vector<char> buffer((
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std::istreambuf_iterator<char>(input)),
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(std::istreambuf_iterator<char>()));
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@ -25,7 +27,6 @@ GLuint Core::LoadTexture( const char * filepath )
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unsigned long w, h;
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std::vector<unsigned char> decoded;
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decodePNG(decoded, w, h, (unsigned char*)&buffer[0], buffer.size(), true);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, &decoded[0]);
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glGenerateMipmap(GL_TEXTURE_2D);
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@ -1,5 +1,10 @@
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#pragma once
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#include <iostream>
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#include <fstream>
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#include <iterator>
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#include <vector>
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#include "picopng.h"
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#include "glew.h"
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#include "freeglut.h"
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60
src/main.cpp
60
src/main.cpp
@ -9,7 +9,7 @@
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#include "Shader_Loader.h"
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#include "Render_Utils.h"
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#include "Camera.h"
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#include "Texture.h"
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#include "Box.cpp"
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@ -22,6 +22,7 @@
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#include "stb_image.h"
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GLuint program;
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GLuint programTex;
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GLuint programSun;
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Core::Shader_Loader shaderLoader;
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@ -30,6 +31,11 @@ Core::RenderContext armContext;
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std::vector<Core::Node> arm;
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int ballIndex;
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GLuint sunTexture;
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GLuint earthTexture;
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obj::Model sphereModel;
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Core::RenderContext sphereContext;
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float cameraAngle = 0;
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glm::vec3 cameraPos = glm::vec3(-6, 0, 0);
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@ -65,6 +71,8 @@ glm::mat4 createCameraMatrix()
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void drawObject(GLuint program, Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 color)
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{
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glUseProgram(program);
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glUniform3f(glGetUniformLocation(program, "objectColor"), color.x, color.y, color.z);
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
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@ -74,6 +82,30 @@ void drawObject(GLuint program, Core::RenderContext context, glm::mat4 modelMatr
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
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Core::DrawContext(context);
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glUseProgram(0);
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}
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void drawObjectTexture(GLuint program, Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 texture, GLuint texID)
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{
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glUseProgram(program);
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
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Core::SetActiveTexture(texID, "colorTexture", program, 0);
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Core::DrawContext(context);
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glUseProgram(0);
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}
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glm::mat4 drawPlanet(float time, glm::vec3 orbit, glm::vec3 translation, glm::vec3 scale)
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{
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glm::mat4 planetModelMatrix = glm::mat4(1.0f);
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planetModelMatrix = glm::translate(planetModelMatrix, glm::vec3(2, 0, 2)); //pozycja s³oñca
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planetModelMatrix = glm::rotate(planetModelMatrix, time, orbit);
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planetModelMatrix = glm::translate(planetModelMatrix, translation);
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planetModelMatrix = glm::scale(planetModelMatrix, scale);
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return planetModelMatrix;
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}
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void renderScene()
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@ -86,16 +118,29 @@ void renderScene()
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glUseProgram(program);
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// Macierz statku "przyczpeia" go do kamery. Wrato przeanalizowac te linijke i zrozumiec jak to dziala.
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glm::vec3 lightPos = glm::vec3(-4, 1, -4);
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glm::vec3 lightPos = glm::vec3(2, 0, 2);
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//glUniform3f(glGetUniformLocation(program, "light_dir"), 2, 1, 0);
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glUniform3f(glGetUniformLocation(program, "lightPos"), lightPos.x, lightPos.y, lightPos.z);
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glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glUseProgram(programSun);
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glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glm::mat4 sunModelMatrix = glm::mat4(1.0f);
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sunModelMatrix = glm::translate(sunModelMatrix, glm::vec3(0, 0, 0));
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sunModelMatrix = glm::rotate(sunModelMatrix, time/10.0f, glm::vec3(0.0f, 1.0f, 1.0f));
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drawObjectTexture(programSun, sphereContext, sunModelMatrix, glm::vec3(0.8f, 0.5f, 0.1f), sunTexture);
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glUseProgram(programTex);
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glUniform3f(glGetUniformLocation(programTex, "lightPos"), lightPos.x, lightPos.y, lightPos.z);
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glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glm::mat4 earth = drawPlanet(time / 5.0f, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-3.5f, 0.0f, -3.5f), glm::vec3(0.5f, 0.5f, 0.5f));
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drawObjectTexture(programTex, sphereContext, earth, glm::vec3(0.8f, 0.8f, 0.8f), earthTexture);
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glUseProgram(0);
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glutSwapBuffers();
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@ -105,8 +150,13 @@ void init()
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{
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glEnable(GL_DEPTH_TEST);
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program = shaderLoader.CreateProgram("shaders/shader_4_1.vert", "shaders/shader_4_1.frag");
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programTex = shaderLoader.CreateProgram("shaders/shader_4_tex.vert", "shaders/shader_4_tex.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_4_sun.vert", "shaders/shader_4_sun.frag");
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sphereModel = obj::loadModelFromFile("models/sphere.obj");
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sphereContext.initFromOBJ(sphereModel);
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sunTexture = Core::LoadTexture("textures/sun.png");
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earthTexture = Core::LoadTexture("textures/earth2.png");
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}
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void shutdown()
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@ -125,7 +175,7 @@ int main(int argc, char** argv)
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glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
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glutInitWindowPosition(200, 300);
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glutInitWindowSize(600, 600);
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glutCreateWindow("OpenGL Pierwszy Program");
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glutCreateWindow("GRK-PROJECT WIP");
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glewInit();
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init();
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BIN
textures/earth2.png
Normal file
BIN
textures/earth2.png
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Binary file not shown.
After Width: | Height: | Size: 4.4 MiB |
BIN
textures/sun.jpg
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BIN
textures/sun.jpg
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Binary file not shown.
After Width: | Height: | Size: 803 KiB |
BIN
textures/sun.png
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BIN
textures/sun.png
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Binary file not shown.
After Width: | Height: | Size: 4.7 MiB |
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