Add bloom

This commit is contained in:
xkamikoo 2021-01-29 02:03:00 +01:00
parent 1645ef73cd
commit b7731e7faf
21 changed files with 59 additions and 823 deletions

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@ -11,20 +11,16 @@
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<None Include="shaders\shader_4_sun.frag" />
<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_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_bloom.frag" />
<None Include="shaders\shader_bloom.vert" />
<None Include="shaders\shader_blur.frag" />
<None Include="shaders\shader_blur.vert" />
<None Include="shaders\shader_color.frag" />
<None Include="shaders\shader_color.vert" />
<None Include="shaders\shader_skybox.frag" />
<None Include="shaders\shader_skybox.vert" />
<None Include="shaders\shader_sun.frag" />
<None Include="shaders\shader_sun.vert" />
<None Include="shaders\shader_tex.frag" />
<None Include="shaders\shader_tex.vert" />
</ItemGroup>

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@ -30,40 +30,28 @@
<None Include="shaders\shader_tex.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_4_tex.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_4_tex.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_4_sun.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_4_sun.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_skybox.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_skybox.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom2.frag">
<None Include="shaders\shader_bloom.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom2.vert">
<None Include="shaders\shader_bloom.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom3.frag">
<None Include="shaders\shader_blur.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom3.vert">
<None Include="shaders\shader_blur.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom1.frag">
<None Include="shaders\shader_sun.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom1.vert">
<None Include="shaders\shader_sun.vert">
<Filter>Shader Files</Filter>
</None>
</ItemGroup>

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@ -1,21 +0,0 @@
#version 430 core
uniform vec3 objectColor;
//uniform vec3 lightDir;
uniform vec3 lightPos;
uniform vec3 cameraPos;
in vec3 interpNormal;
in vec3 fragPos;
void main()
{
vec3 lightDir = normalize(lightPos-fragPos);
vec3 V = normalize(cameraPos-fragPos);
vec3 normal = normalize(interpNormal);
vec3 R = reflect(-normalize(lightDir),normal);
float specular = pow(max(0,dot(R,V)),10);
float diffuse = max(0,dot(normal,normalize(lightDir)));
gl_FragColor = vec4(mix(objectColor,objectColor*diffuse+vec3(1)*specular,0.9), 1.0);
}

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@ -1,17 +0,0 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 1) 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;
}

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@ -1,21 +0,0 @@
#version 430 core
uniform vec3 objectColor;
//uniform vec3 lightDir;
uniform vec3 lightPos;
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;
gl_FragColor = vec4(texture + texture * coef, 1.0);
}

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@ -1,53 +0,0 @@
#version 430 core
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 vec3 fragPos;
in vec2 vTexCoord;
void main()
{
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);
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;
}

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@ -1,20 +0,0 @@
#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;
}

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@ -8,13 +8,11 @@ uniform sampler2D bloomBlur;
void main()
{
const float gamma = 2.2;
const float gamma = 1.2;
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
hdrColor += bloomColor;
vec3 result = vec3(1.0) - exp(-hdrColor * 1.0f);
result = pow(result, vec3(1.0 / gamma));
FragColor = vec4(result, 1.0);
}

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@ -1,19 +0,0 @@
#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;
}

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@ -1,5 +1,6 @@
#version 330 core
out vec4 FragColor;
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BrightColor;
in vec3 TexCoords;
@ -8,4 +9,5 @@ uniform samplerCube skybox;
void main()
{
FragColor = texture(skybox, TexCoords);
BrightColor = vec4(0,0,0,1.0);
}

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@ -8,5 +8,5 @@ uniform mat4 transformation;
void main()
{
TexCoords = vertexPosition;
gl_Position = transformation * vec4(vertexPosition, 1.0);
gl_Position = (transformation * vec4(vertexPosition, 1.0)).xyww;
}

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@ -21,7 +21,7 @@ void main()
FragColor = vec4(texture + texture * coef, 1.0);
float brightness = dot(FragColor.rgb, vec3(0.2, 0.7, 0.07));
if(brightness > 1.0)
if(brightness > 0.7)
BrightColor = vec4(FragColor.rgb, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);

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@ -1,172 +0,0 @@
#include "glew.h"
#include "freeglut.h"
#include "glm.hpp"
#include "ext.hpp"
#include <iostream>
#include <cmath>
#include <ctime>
#include "Shader_Loader.h"
#include "Render_Utils.h"
#include "Camera.h"
#include "Box.cpp"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
GLuint program;
GLuint programSun;
Core::Shader_Loader shaderLoader;
Core::RenderContext armContext;
std::vector<Core::RenderContext> armContexts;
std::vector<Core::Node> arm;
int ballIndex;
float cameraAngle = 0;
glm::vec3 cameraPos = glm::vec3(-6, 0, 0);
glm::vec3 cameraDir;
glm::mat4 cameraMatrix, perspectiveMatrix;
void keyboard(unsigned char key, int x, int y)
{
float angleSpeed = 0.1f;
float moveSpeed = 0.1f;
switch (key)
{
case 'z': cameraAngle -= angleSpeed; break;
case 'x': cameraAngle += angleSpeed; break;
case 'w': cameraPos += cameraDir * moveSpeed; break;
case 's': cameraPos -= cameraDir * moveSpeed; break;
case 'd': cameraPos += glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
case 'a': cameraPos -= glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
case 'e': cameraPos += glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
case 'q': cameraPos -= glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
}
}
glm::mat4 createCameraMatrix()
{
// Obliczanie kierunku patrzenia kamery (w plaszczyznie x-z) przy uzyciu zmiennej cameraAngle kontrolowanej przez klawisze.
cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
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 renderScene()
{
// Aktualizacja macierzy widoku i rzutowania. Macierze sa przechowywane w zmiennych globalnych, bo uzywa ich funkcja drawObject.
// (Bardziej elegancko byloby przekazac je jako argumenty do funkcji, ale robimy tak dla uproszczenia kodu.
// Jest to mozliwe dzieki temu, ze macierze widoku i rzutowania sa takie same dla wszystkich obiektow!)
cameraMatrix = createCameraMatrix();
perspectiveMatrix = Core::createPerspectiveMatrix();
float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
glUseProgram(program);
// Macierz statku "przyczpeia" go do kamery. Wrato przeanalizowac te linijke i zrozumiec jak to dziala.
glm::vec3 lightPos = glm::vec3(-4, 1, -4);
//glUniform3f(glGetUniformLocation(program, "light_dir"), 2, 1, 0);
glUniform3f(glGetUniformLocation(program, "lightPos"), lightPos.x, lightPos.y, lightPos.z);
glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
float y = 0;
for (auto context : armContexts) {
drawObject(program, context, glm::translate(glm::vec3(0, y, 0)), glm::vec3(0.6f));
y += 0.1;
}
glUseProgram(0);
glutSwapBuffers();
}
void loadRecusive(const aiScene* scene, aiNode* node) {
for (int i = 0; i < node->mNumMeshes; i++) {
Core::RenderContext context;
context.initFromAssimpMesh(scene->mMeshes[node->mMeshes[i]]);
armContexts.push_back(context);
}
for (int i = 0; i < node->mNumChildren; i++) {
loadRecusive(scene, node->mChildren[i]);
}
}
void init()
{
glEnable(GL_DEPTH_TEST);
program = shaderLoader.CreateProgram("shaders/shader_4_1.vert", "shaders/shader_4_1.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_4_sun.vert", "shaders/shader_4_sun.frag");
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile("models/arm.fbx", aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_CalcTangentSpace);
// check for errors
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
{
std::cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << std::endl;
return;
}
auto node = scene->mRootNode->mChildren[0];
aiMesh* mesh = scene->mMeshes[node->mMeshes[0]];
loadRecusive(scene,scene->mRootNode);
}
void shutdown()
{
shaderLoader.DeleteProgram(program);
}
void idle()
{
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(200, 300);
glutInitWindowSize(600, 600);
glutCreateWindow("OpenGL Pierwszy Program");
glewInit();
init();
glutKeyboardFunc(keyboard);
glutDisplayFunc(renderScene);
glutIdleFunc(idle);
glutMainLoop();
shutdown();
return 0;
}

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@ -1,184 +0,0 @@
#include "glew.h"
#include "freeglut.h"
#include "glm.hpp"
#include "ext.hpp"
#include <iostream>
#include <cmath>
#include <ctime>
#include "Shader_Loader.h"
#include "Render_Utils.h"
#include "Camera.h"
#include "Box.cpp"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
GLuint program;
GLuint programSun;
Core::Shader_Loader shaderLoader;
Core::RenderContext armContext;
std::vector<Core::RenderContext> armContexts;
std::vector<Core::Node> arm;
int ballIndex;
float cameraAngle = 0;
glm::vec3 cameraPos = glm::vec3(-6, 0, 0);
glm::vec3 cameraDir;
glm::mat4 cameraMatrix, perspectiveMatrix;
void keyboard(unsigned char key, int x, int y)
{
float angleSpeed = 0.1f;
float moveSpeed = 0.1f;
switch (key)
{
case 'z': cameraAngle -= angleSpeed; break;
case 'x': cameraAngle += angleSpeed; break;
case 'w': cameraPos += cameraDir * moveSpeed; break;
case 's': cameraPos -= cameraDir * moveSpeed; break;
case 'd': cameraPos += glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
case 'a': cameraPos -= glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
case 'e': cameraPos += glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
case 'q': cameraPos -= glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
}
}
glm::mat4 createCameraMatrix()
{
// Obliczanie kierunku patrzenia kamery (w plaszczyznie x-z) przy uzyciu zmiennej cameraAngle kontrolowanej przez klawisze.
cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
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 renderScene()
{
// Aktualizacja macierzy widoku i rzutowania. Macierze sa przechowywane w zmiennych globalnych, bo uzywa ich funkcja drawObject.
// (Bardziej elegancko byloby przekazac je jako argumenty do funkcji, ale robimy tak dla uproszczenia kodu.
// Jest to mozliwe dzieki temu, ze macierze widoku i rzutowania sa takie same dla wszystkich obiektow!)
cameraMatrix = createCameraMatrix();
perspectiveMatrix = Core::createPerspectiveMatrix();
float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
glUseProgram(program);
// Macierz statku "przyczpeia" go do kamery. Wrato przeanalizowac te linijke i zrozumiec jak to dziala.
glm::vec3 lightPos = glm::vec3(-4, 1, -4);
//glUniform3f(glGetUniformLocation(program, "light_dir"), 2, 1, 0);
glUniform3f(glGetUniformLocation(program, "lightPos"), lightPos.x, lightPos.y, lightPos.z);
glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
for (auto part : arm) {
glm::mat4 transformation=part.matrix;
int parent = part.parent;
while (parent != -1) {
transformation = arm[parent].matrix * transformation;
parent = arm[parent].parent;
}
for (auto context : part.renderContexts) drawObject(program, context, transformation, glm::vec3(0.6f));
}
glUseProgram(0);
glutSwapBuffers();
}
void loadRecusive(const aiScene* scene, aiNode* node,int parentIndex) {
int index = arm.size();
arm.push_back(Core::Node());
arm[index].parent = parentIndex;
arm[index].matrix = Core::mat4_cast(node->mTransformation);
for (int i = 0; i < node->mNumMeshes; i++) {
Core::RenderContext context;
context.initFromAssimpMesh(scene->mMeshes[node->mMeshes[i]]);
arm[index].renderContexts.push_back(context);
}
for (int i = 0; i < node->mNumChildren; i++) {
loadRecusive(scene, node->mChildren[i],index);
}
}
void init()
{
glEnable(GL_DEPTH_TEST);
program = shaderLoader.CreateProgram("shaders/shader_4_1.vert", "shaders/shader_4_1.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_4_sun.vert", "shaders/shader_4_sun.frag");
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile("models/arm.fbx", aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_CalcTangentSpace);
// check for errors
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
{
std::cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << std::endl;
return;
}
auto node = scene->mRootNode->mChildren[0];
//geting name of node
//std::cout << node->mName.data << std::endl;
//aiMesh* mesh = scene->mMeshes[node->mMeshes[0]];
loadRecusive(scene,scene->mRootNode,-1);
}
void shutdown()
{
shaderLoader.DeleteProgram(program);
}
void idle()
{
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(200, 300);
glutInitWindowSize(600, 600);
glutCreateWindow("OpenGL Pierwszy Program");
glewInit();
init();
glutKeyboardFunc(keyboard);
glutDisplayFunc(renderScene);
glutIdleFunc(idle);
glutMainLoop();
shutdown();
return 0;
}

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@ -1,189 +0,0 @@
#include "glew.h"
#include "freeglut.h"
#include "glm.hpp"
#include "ext.hpp"
#include <iostream>
#include <cmath>
#include <ctime>
#include "Shader_Loader.h"
#include "Render_Utils.h"
#include "Camera.h"
#include "Box.cpp"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
GLuint program;
GLuint programSun;
Core::Shader_Loader shaderLoader;
Core::RenderContext armContext;
std::vector<Core::RenderContext> armContexts;
std::vector<Core::Node> arm;
int ballIndex;
float cameraAngle = 0;
glm::vec3 cameraPos = glm::vec3(-6, 0, 0);
glm::vec3 cameraDir;
glm::mat4 cameraMatrix, perspectiveMatrix;
void keyboard(unsigned char key, int x, int y)
{
float angleSpeed = 0.1f;
float moveSpeed = 0.1f;
switch (key)
{
case 'z': cameraAngle -= angleSpeed; break;
case 'x': cameraAngle += angleSpeed; break;
case 'w': cameraPos += cameraDir * moveSpeed; break;
case 's': cameraPos -= cameraDir * moveSpeed; break;
case 'd': cameraPos += glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
case 'a': cameraPos -= glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
case 'e': cameraPos += glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
case 'q': cameraPos -= glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
case 'o': arm[ballIndex].matrix *= glm::eulerAngleZ(0.03f); break;
case 'p': arm[ballIndex].matrix *= glm::eulerAngleZ(-0.03f); break;
}
}
glm::mat4 createCameraMatrix()
{
// Obliczanie kierunku patrzenia kamery (w plaszczyznie x-z) przy uzyciu zmiennej cameraAngle kontrolowanej przez klawisze.
cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
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 renderScene()
{
// Aktualizacja macierzy widoku i rzutowania. Macierze sa przechowywane w zmiennych globalnych, bo uzywa ich funkcja drawObject.
// (Bardziej elegancko byloby przekazac je jako argumenty do funkcji, ale robimy tak dla uproszczenia kodu.
// Jest to mozliwe dzieki temu, ze macierze widoku i rzutowania sa takie same dla wszystkich obiektow!)
cameraMatrix = createCameraMatrix();
perspectiveMatrix = Core::createPerspectiveMatrix();
float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
glUseProgram(program);
// Macierz statku "przyczpeia" go do kamery. Wrato przeanalizowac te linijke i zrozumiec jak to dziala.
glm::vec3 lightPos = glm::vec3(-4, 1, -4);
//glUniform3f(glGetUniformLocation(program, "light_dir"), 2, 1, 0);
glUniform3f(glGetUniformLocation(program, "lightPos"), lightPos.x, lightPos.y, lightPos.z);
glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
for (auto part : arm) {
glm::mat4 transformation=part.matrix;
int parent = part.parent;
while (parent != -1) {
transformation = arm[parent].matrix * transformation;
parent = arm[parent].parent;
}
for (auto context : part.renderContexts) drawObject(program, context, transformation, glm::vec3(0.6f));
}
glUseProgram(0);
glutSwapBuffers();
}
void loadRecusive(const aiScene* scene, aiNode* node,int parentIndex) {
int index = arm.size();
arm.push_back(Core::Node());
arm[index].parent = parentIndex;
arm[index].matrix = Core::mat4_cast(node->mTransformation);
if (node->mName == aiString("Ball")) {
ballIndex = index;
}
for (int i = 0; i < node->mNumMeshes; i++) {
Core::RenderContext context;
context.initFromAssimpMesh(scene->mMeshes[node->mMeshes[i]]);
arm[index].renderContexts.push_back(context);
}
for (int i = 0; i < node->mNumChildren; i++) {
loadRecusive(scene, node->mChildren[i],index);
}
}
void init()
{
glEnable(GL_DEPTH_TEST);
program = shaderLoader.CreateProgram("shaders/shader_4_1.vert", "shaders/shader_4_1.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_4_sun.vert", "shaders/shader_4_sun.frag");
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile("models/arm.fbx", aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_CalcTangentSpace);
// check for errors
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
{
std::cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << std::endl;
return;
}
auto node = scene->mRootNode->mChildren[0];
//geting name of node
//std::cout << node->mName.data << std::endl;
//aiMesh* mesh = scene->mMeshes[node->mMeshes[0]];
loadRecusive(scene,scene->mRootNode,-1);
}
void shutdown()
{
shaderLoader.DeleteProgram(program);
}
void idle()
{
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(200, 300);
glutInitWindowSize(600, 600);
glutCreateWindow("OpenGL Pierwszy Program");
glewInit();
init();
glutKeyboardFunc(keyboard);
glutDisplayFunc(renderScene);
glutIdleFunc(idle);
glutMainLoop();
shutdown();
return 0;
}

View File

@ -25,15 +25,10 @@ int SCR_HEIGHT = 720;
#include "stb_image.h"
//int winId;
GLuint programTex;
GLuint programSun;
GLuint programSkybox;
GLuint programBloom1;
GLuint programBloom2;
GLuint programBloom3;
GLuint programSun;
GLuint programBlur;
GLuint programBloom;
unsigned int pingpongFBO[2];
unsigned int pingpongColorbuffers[2];
@ -109,7 +104,7 @@ void keyboard(unsigned char key, int x, int y)
case 'q':
{
cameraAngle -= angleSpeed;
lights[3].intensity = 0.001;
lights[3].intensity = 0.005;
engineLightTimer = 0;
break;
}
@ -117,7 +112,7 @@ void keyboard(unsigned char key, int x, int y)
case 'e':
{
cameraAngle += angleSpeed;
lights[2].intensity = 0.001;
lights[2].intensity = 0.005;
engineLightTimer = 0;
break;
}
@ -125,8 +120,8 @@ void keyboard(unsigned char key, int x, int y)
case 'w':
{
cameraPos += cameraDir * moveSpeed;
lights[2].intensity = 0.001;
lights[3].intensity = 0.001;
lights[2].intensity = 0.005;
lights[3].intensity = 0.005;
engineLightTimer = 0;
break;
}
@ -138,8 +133,7 @@ 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()
@ -147,13 +141,11 @@ 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);
@ -315,7 +307,6 @@ void renderScene()
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//ustalanie pozycji slonc (lightPos)
glm::mat4 sunModelMatrix = glm::mat4(1.0f);
@ -325,20 +316,20 @@ void renderScene()
glm::mat4 sunModelMatrix2 = glm::mat4(1.0f);
sunModelMatrix2 = glm::translate(sunModelMatrix2, sunPos2);
glm::mat4 crewmateModelMatrix = glm::translate(glm::vec3(0, 1, 1)) * glm::rotate(time / 2, glm::vec3(1, 0, 1)) * glm::scale(glm::vec3(0.1));
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)) * glm::scale(glm::vec3(0.0001f));
glUseProgram(programTex);
lights[0].position = sunPos;
lights[1].position = sunPos2;
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)) * glm::scale(glm::vec3(0.0001f));
glm::mat4 engineLeft = glm::translate(shipModelMatrix, glm::vec3(500,0,-1500));
glm::mat4 engineLeft = glm::translate(shipModelMatrix, glm::vec3(700,0,-1500));
lights[2].position = glm::vec3(engineLeft[3][0], engineLeft[3][1], engineLeft[3][2]);
glm::mat4 engineRight = glm::translate(shipModelMatrix, glm::vec3(-500, 0, -1500));
glm::mat4 engineRight = glm::translate(shipModelMatrix, glm::vec3(-700, 0, -1500));
lights[3].position = glm::vec3(engineRight[3][0], engineRight[3][1], engineRight[3][2]);
for (int i = 0; i < lights.size(); i++)
{
@ -352,50 +343,33 @@ void renderScene()
glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
//rysowanie statku
//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)) * glm::scale(glm::vec3(0.0001f));
drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
glm::mat4 crewmateModelMatrix = glm::translate(glm::vec3(0, 1, 1)) * glm::rotate(time/2, glm::vec3(1, 0, 1)) * glm::scale(glm::vec3(0.1));
drawFromAssimpModel(programTex, crewmate, crewmateModelMatrix, glm::vec3(1));
//rysowanie Ziemi z ksiê¿ycem
//rysowanie Ziemi z ksiezycem
glm::mat4 earth = drawPlanet(time / 5.0f, sunPos*glm::vec3(1.5f,1,1), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-10.5f, 0.0f, -10.5f), glm::vec3(0.5f, 0.5f, 0.5f));
glm::mat4 moon = drawMoon(earth, time/2.0f, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0, 1, 1), glm::vec3(1.5f, 1.0f, 1.0f), glm::vec3(0.3f, 0.3f, 0.3f));
earth = glm::rotate(earth, time/3.0f, glm::vec3(0.0f, 0.0f, 1.0f));
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);
glUseProgram(programSun);
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
//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);
drawObjectTexture(programSun, sphereContext, sunModelMatrix, glm::vec3(3.5f, 3.8f, 3.8f), sunTexture);
drawObjectTexture(programSun, 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);
glUseProgram(programBlur);
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)
glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
glBindTexture(GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongColorbuffers[!horizontal]);
renderQuad();
horizontal = !horizontal;
if (first_iteration)
@ -403,10 +377,7 @@ void renderScene()
}
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);
glUseProgram(programBloom);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
glActiveTexture(GL_TEXTURE1);
@ -430,22 +401,17 @@ void init()
{
glEnable(GL_DEPTH_TEST);
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");
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag");
programBloom = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.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);
glUseProgram(programBlur);
glUniform1i(glGetUniformLocation(programBlur, "image"), 0);
glUseProgram(programBloom);
glUniform1i(glGetUniformLocation(programBloom, "scene"), 0);
glUniform1i(glGetUniformLocation(programBloom, "bloomBlur"), 1);
glUseProgram(0);
corvette = std::make_shared<Model>("models/Corvette-F3.obj");
@ -462,8 +428,6 @@ void init()
earthTexture = Core::LoadTexture("textures/earth2.png");
moonTexture = Core::LoadTexture("textures/moon.png");
skyboxTexture = loadCubemap(faces);
glGenFramebuffers(1, &FBO);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
@ -479,27 +443,22 @@ void init()
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++)
@ -509,17 +468,13 @@ void init()
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_S, GL_CLAMP_TO_EDGE);
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);
@ -544,21 +499,15 @@ void init()
l4.intensity = 0.0001;
lights.push_back(l4);
}
void shutdown()
{
}
void onReshape(int width, int height)
{
// Kiedy rozmiar okna sie zmieni, obraz jest znieksztalcony.
// Dostosuj odpowiednio macierz perspektywy i viewport.
// 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;
@ -584,11 +533,10 @@ int main(int argc, char** argv)
init();
glutKeyboardFunc(keyboard);
//to sprawia, że obiekty ukryte przed kamerą nie są renderowane
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// glFrontFace(GL_CW);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
//glFrontFace(GL_CW);
glutDisplayFunc(renderScene);
glutIdleFunc(idle);