Light on textures

This commit is contained in:
minni0n 2023-02-08 18:22:12 +01:00
parent 57eb90ad36
commit d175ba733d
47 changed files with 1056 additions and 135 deletions

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<Project>
<ProjectOutputs>
<ProjectOutput>
<FullPath>C:\Users\Serhii\source\repos\GRK_game_scene2\Debug\grk-cw9.exe</FullPath>
<FullPath>C:\Users\Serhii\source\repos\GRK_game_scene\Debug\grk-cw9.exe</FullPath>
</ProjectOutput>
</ProjectOutputs>
<ContentFiles />

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 main.cpp
C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: 'APIENTRY': macro redefinition
C:\Users\Serhii\source\repos\GRK_game_scene2\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : see previous definition of 'APIENTRY'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(151,30): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(205,38): warning C4305: '=': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(228,16): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(269,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(344,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(374,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(388,98): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\Serhii\source\repos\GRK_game_scene\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : see previous definition of 'APIENTRY'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(159,30): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(213,38): warning C4305: '=': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(236,16): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(284,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(390,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(420,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(434,98): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(391,68): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(437,68): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(429,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(461,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(490,80): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(499,80): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(522,80): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(585,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(596,108): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(475,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(507,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(536,80): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(545,80): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(568,80): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(631,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(642,108): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(604,87): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(650,87): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(604,223): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(607,59): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(650,223): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(653,59): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(608,37): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(680,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(685,50): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(686,51): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(763,21): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(765,49): warning C4244: 'argument': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(788,17): warning C4101: 'data': unreferenced local variable
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(905,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(906,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(907,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(930,32): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(931,32): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(932,32): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(968,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(969,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(970,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(1090,21): warning C4305: '-=': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene2\cw 9\src\ex_9_1.hpp(1092,21): warning C4305: '+=': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(654,37): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(708,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(713,50): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(714,51): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(791,21): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(793,49): warning C4244: 'argument': conversion from 'double' to 'float', possible loss of data
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(816,17): warning C4101: 'data': unreferenced local variable
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(934,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(935,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(936,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(959,32): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(960,32): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(961,32): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(997,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(998,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(999,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1156,21): warning C4305: '-=': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1158,21): warning C4305: '+=': truncation from 'double' to 'float'
Box.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
grk-cw9.vcxproj -> C:\Users\Serhii\source\repos\GRK_game_scene2\Debug\grk-cw9.exe
grk-cw9.vcxproj -> C:\Users\Serhii\source\repos\GRK_game_scene\Debug\grk-cw9.exe

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PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0:VcpkgTriplet=x86-windows:
Debug|Win32|C:\Users\Serhii\source\repos\GRK_game_scene2\|
PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0:
Debug|Win32|C:\Users\Serhii\source\repos\GRK_game_scene\|

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@ -2,11 +2,11 @@
# www.blender.org
mtllib roof.mtl
o roof
v -2.000000 2.190000 2.500000
v 2.000000 2.190000 2.500000
v -2.000000 2.190001 -2.500000
v 2.000000 2.190001 -2.500000
vn -0.0000 1.0000 -0.0000
v -2.000000 2.190001 -2.499999
v 2.000000 2.190001 -2.499999
v -2.000000 2.189999 2.500001
v 2.000000 2.189999 2.500001
vn -0.0000 -1.0000 -0.0000
vt 0.000000 0.000000
vt 1.000000 0.000000
vt 0.000000 1.000000

273
cw 9/models/roomInside.obj Normal file
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@ -0,0 +1,273 @@
# Blender 3.4.1
# www.blender.org
mtllib roomInside.mtl
o room_Cube.001
v -1.800000 -0.000000 2.299999
v 1.800000 0.000000 -2.300000
v 1.800000 2.300000 -2.300000
v 1.800000 -0.000000 2.299999
v 1.800000 2.299999 2.300000
v -1.800000 0.000000 -2.300000
v -1.800000 2.299999 2.300000
v -1.800000 2.300000 -2.300000
v -1.800000 -0.000000 2.299999
v -1.800000 0.000000 -2.300000
v -1.800000 -0.000000 2.300000
v -1.800000 2.300000 2.300000
v -1.800000 2.300001 -2.299999
v 1.800000 -0.000000 2.300000
v 1.800000 0.000000 -2.300000
v 1.800000 2.300001 -2.299999
v 1.800000 2.300000 2.300000
v 1.800000 2.300000 -2.299999
v 1.800000 2.299999 2.300000
v -1.800000 2.300000 -2.299999
v -1.800000 2.299999 2.300000
v -0.480000 2.300001 -2.300000
v -0.480000 -0.000000 2.299999
v -0.480000 0.000000 -2.300000
v -0.480000 2.300000 2.300000
v -0.480000 2.300000 -2.299999
v -0.480000 2.299999 2.300000
v 0.480000 2.300001 -2.300000
v 0.480000 -0.000000 2.299999
v 0.480000 2.300000 -2.299999
v 0.480000 2.299999 2.300000
v 0.480000 0.000000 -2.300000
v 0.480000 2.299999 2.300000
v -1.800000 1.970000 2.300000
v 1.800000 1.970000 2.300000
v 1.800000 1.970000 -2.300000
v -1.800000 1.970000 -2.300000
v -1.800000 1.970000 2.300000
v 1.800000 1.970000 -2.300000
v 1.800000 1.970000 2.300000
v -1.800000 1.970000 2.300000
v -1.800000 1.970000 -2.300000
v -0.480000 1.970000 2.300000
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v 0.480000 1.970000 2.300000
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v -1.800000 -0.000000 0.750000
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v 1.800000 2.300000 0.750000
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v -0.480000 2.300000 0.750000
v 0.480000 2.300000 0.750000
v -1.800000 1.970000 0.750000
v 1.800000 1.970000 0.750000
v -1.800000 2.300000 -0.250000
v 1.800000 0.000000 -0.250000
v -1.800000 1.970000 -0.250000
v -1.800000 0.000000 -0.250000
v 1.800000 2.300000 -0.250000
v 1.800000 2.300000 -0.250000
v -1.800000 2.300000 -0.250000
v -0.480000 2.300000 -0.250000
v 0.480000 2.300000 -0.250000
v 1.800000 1.970000 -0.250000
v 1.800000 1.015374 2.300000
v 1.800000 1.015374 -2.300000
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v 1.800000 1.015374 -2.300000
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v -1.800000 1.015374 -2.300000
v -0.480000 1.015374 2.300000
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v 0.480000 1.015374 2.300000
v 0.480000 1.015374 -2.300000
v -1.800000 1.015374 2.300000
v 1.800000 1.015374 0.750000
v -1.800000 1.015374 0.750000
v 1.800000 1.015374 -0.250000
v -1.800000 1.015374 -0.250000
vn -0.0000 -0.0000 -1.0000
vn -0.0000 0.0708 -0.9975
vn -0.0000 -0.9352 -0.3542
vn -0.0003 0.1694 -0.9855
vn -0.0000 -0.0000 1.0000
vn -0.0000 -0.1253 0.9921
vn -0.0000 0.7971 0.6039
vn 0.0004 -0.2543 0.9671
vn -0.0000 1.0000 -0.0000
vn -0.9650 0.2624 -0.0000
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vn 0.9988 0.0490 -0.0000
vn 0.9956 0.0935 -0.0000
vn 1.0000 -0.0000 -0.0000
vn -1.0000 -0.0000 -0.0000
vn -0.0000 -0.0153 0.9999
vn -0.0000 -0.0255 0.9997
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vn -0.0000 -1.0000 -0.0000
vn -0.0000 -0.2543 0.9671
vn -0.9981 -0.0523 0.0322
vn -0.9999 0.0154 -0.0000
vn -1.0000 0.0092 -0.0000
vn 1.0000 0.0079 -0.0000
vn 0.9999 0.0150 -0.0000
vn -0.9983 0.0492 0.0322
vt 0.375000 1.000000
vt 0.375000 0.000000
vt 0.375000 0.481764
vt 0.625000 0.481764
vt 0.643236 0.500000
vt 0.375000 0.768236
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vt 0.817864 0.512055
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usemtl None
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386
cw 9/models/roomOutside.obj Normal file
View File

@ -0,0 +1,386 @@
# Blender 3.4.1
# www.blender.org
mtllib roomInside.mtl
o room_Cube.002
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usemtl None.001
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View File

@ -302,6 +302,7 @@ void main()
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
//outColor = vec4(roughness,metallic,0,1);
//outColor = vec4(test;
}

View File

@ -1,21 +1,170 @@
#version 430 core
float AMBIENT = 0.1;
//float AMBIENT = 0.1;
//
//uniform vec3 color;
//uniform vec3 lightPos;
//uniform sampler2D colorTexture;
//
//in vec3 vecNormal;
//in vec3 worldPos;
//in vec2 vecTex;
//
//out vec4 outColor;
//void main()
//{
// vec3 lightDir = normalize(lightPos - worldPos);
// vec3 normal = normalize(vecNormal);
// vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
// float diffuse = max(0, dot(normal, lightDir));
// outColor = vec4(textureColor * min(1, AMBIENT + diffuse), 1.0);
//}
float AMBIENT = 0.03;
float PI = 3.14;
uniform sampler2D depthMapSun;
uniform vec3 cameraPos;
uniform vec3 color;
uniform vec3 sunDir;
uniform vec3 sunColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform sampler2D colorTexture;
in vec2 vecTex;
uniform vec3 spotlightPos;
uniform vec3 spotlightColor;
uniform vec3 spotlightConeDir;
uniform vec3 spotlightPhi;
uniform float metallic;
uniform float roughness;
uniform float exposition;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vecTex;
out vec4 outColor;
in vec3 viewDirTS;
in vec3 lightDirTS;
in vec3 spotlightDirTS;
in vec3 sunDirTS;
in vec4 sunSpacePos;
in vec3 test;
uniform float time;
float DistributionGGX(vec3 normal, vec3 H, float roughness){
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(normal, H), 0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness){
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
float NdotV = max(dot(normal, V), 0.0);
float NdotL = max(dot(normal, lightDir), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0){
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
float diffuse=max(0,dot(normal,lightDir));
//vec3 V = normalize(cameraPos-worldPos);
vec3 F0 = vec3(0.04);
F0 = mix(F0, color, metallic);
vec3 H = normalize(V + lightDir);
// cook-torrance brdf
float NDF = DistributionGGX(normal, H, roughness);
float G = GeometrySmith(normal, V, lightDir, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
// add to outgoing radiance Lo
float NdotL = max(dot(normal, lightDir), 0.0);
return (kD * color / PI + specular) * radiance * NdotL;
}
float calculateShadow() {
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos / (sunSpacePos.w)) + 0.5;
float closestDepth = texture2D(depthMapSun, sunSpacePosNormalized.xy).x;//r?
float diff = (0.001+closestDepth) - sunSpacePosNormalized.z;//sunSpacePosNormalized.z;
return (0.5*(diff)/abs(diff))+0.5;
}
void main()
{
{
vec3 lightDir = normalize(lightPos-worldPos);
vec3 normal = normalize(vecNormal);
vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
float diffuse=max(0,dot(normal,lightDir));
outColor = vec4(textureColor*min(1,AMBIENT+diffuse), 1.0);
}
vec3 viewDir = normalize(cameraPos-worldPos);
vec3 ambient = AMBIENT*color;
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
vec3 ilumination;
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
//flashlight
//vec3 spotlightDir= normalize(spotlightDirTS);
vec3 spotlightDir= normalize(spotlightPos-worldPos);
float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//sun
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir);
//outColor = vec4(textureColor*min(1,AMBIENT+diffuse), 1.0);
//outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
outColor = vec4(textureColor*min(1,AMBIENT+diffuse) - 0.75*exp(-ilumination*exposition),1);
}

View File

@ -1,16 +1,52 @@
#version 430 core
//layout(location = 0) in vec3 vertexPosition;
//layout(location = 1) in vec3 vertexNormal;
//layout(location = 2) in vec2 vertexTexCoord;
//
//uniform mat4 transformation;
//uniform mat4 modelMatrix;
//
//out vec3 vecNormal;
//out vec3 worldPos;
//out vec2 vecTex;
//
//void main()
//{
// worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
// vecNormal = (modelMatrix * vec4(vertexNormal, 0)).xyz;
// vecTex = vertexTexCoord;
// vecTex.y = 1.0 - vecTex.y;
// gl_Position = transformation * vec4(vertexPosition, 1.0);
//}
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
uniform mat4 LightVPSun;
out vec3 vecNormal;
out vec3 worldPos;
out vec2 vecTex;
uniform vec3 lightPos;
uniform vec3 spotlightPos;
uniform vec3 cameraPos;
uniform vec3 sunDir;
out vec3 viewDirTS;
out vec3 lightDirTS;
out vec3 spotlightDirTS;
out vec3 sunDirTS;
out vec4 sunSpacePos;
void main()
{
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
@ -18,4 +54,19 @@ void main()
vecTex = vertexTexCoord;
vecTex.y = 1.0 - vecTex.y;
gl_Position = transformation * vec4(vertexPosition, 1.0);
}
vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
vec3 V = normalize(cameraPos-worldPos);
viewDirTS = TBN*V;
vec3 L = normalize(lightPos-worldPos);
lightDirTS = TBN*L;
vec3 SL = normalize(spotlightPos-worldPos);
spotlightDirTS = TBN*SL;
sunDirTS = TBN*sunDir;
sunSpacePos=LightVPSun*modelMatrix*vec4(vertexPosition,1);
}

View File

@ -20,21 +20,27 @@
#include <assimp/postprocess.h>
#include <string>
#include <vector>
#include <algorithm>
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
int WIDTH = 950, HEIGHT = 950;
struct Vertex {
float x, y, z;
};
namespace texture {
GLuint skybox;
GLuint sofa;
GLuint floor;
GLuint wall1;
GLuint wall2;
GLuint wall3;
GLuint wall4;
GLuint walls;
GLuint ship;
GLuint roof;
GLuint xThing;
GLuint table;
GLuint tvTable;
}
namespace models {
@ -45,11 +51,12 @@ namespace models {
Core::RenderContext tableContext;
Core::RenderContext doorContext;
Core::RenderContext doorFrameContext;
Core::RenderContext drawerContext;
//Core::RenderContext drawerContext;
Core::RenderContext tvContext;
Core::RenderContext xThingContext;
Core::RenderContext planeContext;
Core::RenderContext roomContext;
Core::RenderContext roomOutsideContext;
Core::RenderContext roomInsideContext;
Core::RenderContext roofContext;
Core::RenderContext wall1Context;
Core::RenderContext wall2Context;
@ -243,6 +250,13 @@ glm::mat4 createPerspectiveMatrix()
return perspectiveMatrix;
}
void drawObjectDepth(Core::RenderContext context, glm::mat4 viewProjectionMatrix, glm::mat4 modelMatrix) {
glUniformMatrix4fv(glGetUniformLocation(programDepth, "viewProjectionMatrix"), 1, GL_FALSE, (float*)&viewProjectionMatrix);
glUniformMatrix4fv(glGetUniformLocation(programDepth, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
Core::DrawContext(context);
}
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
@ -294,51 +308,82 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
}
void drawObjectDepth(Core::RenderContext context, glm::mat4 viewProjectionMatrix, glm::mat4 modelMatrix) {
glUniformMatrix4fv(glGetUniformLocation(programDepth, "viewProjectionMatrix"), 1, GL_FALSE, (float*)&viewProjectionMatrix);
glUniformMatrix4fv(glGetUniformLocation(programDepth, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
Core::DrawContext(context);
}
//TEXTURES
//void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID) {
// glUseProgram(programTex);
// glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
// glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
// glUniformMatrix4fv(glGetUniformLocation(programTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
// glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
// //glUniform3f(glGetUniformLocation(programTex, "lightPos"), 0, 0, 0);
//
// glUniform1f(glGetUniformLocation(programTex, "exposition"), exposition);
//
// //glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
// //glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
//
// //glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
//
// glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
//
// glUniform3f(glGetUniformLocation(programTex, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
// glUniform3f(glGetUniformLocation(programTex, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
//
// glUniform3f(glGetUniformLocation(programTex, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
// glUniform3f(glGetUniformLocation(programTex, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
//
//
// //lasers light
// for (int i = 0; i < lasers.size(); i++) {
// std::string stringLaserPos = "laserLightPos";
// stringLaserPos += std::to_string(i);
// if (lasers[i].isLaserFly()) {
// glUniform3f(glGetUniformLocation(programTex, "laserLightColor"), laserLightColor.x, laserLightColor.y, laserLightColor.z);
// glUniform3f(glGetUniformLocation(programTex, stringLaserPos.c_str()), lasersLightPos[i].x, lasersLightPos[i].y, lasersLightPos[i].z);
// /*glUniform3fv(glGetUniformLocation(program, "lasersLightPos"), 3, &lasersLightPos[i][0]);
// glUniform1i(glGetUniformLocation(program, "lasersLightPosArrayIndex"), i);*/
// }
// }
//
// glUniform3f(glGetUniformLocation(programTex, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
// glUniform3f(glGetUniformLocation(programTex, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
// glUniform3f(glGetUniformLocation(programTex, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
// glUniform1f(glGetUniformLocation(programTex, "spotlightPhi"), spotlightPhi);
//
// //For shadows
// glm::mat4 lightVPSun = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
// glUniformMatrix4fv(glGetUniformLocation(programTex, "LightVPSun"), 1, GL_FALSE, (float*)&lightVPSun);
// glUniform1i(glGetUniformLocation(programTex, "depthMapSun"), 2);
// glActiveTexture(GL_TEXTURE0 + 2);
// glBindTexture(GL_TEXTURE_2D, depthMapSun);
//
// Core::SetActiveTexture(textureID, "colorTexture", programTex, 0);
// Core::DrawContext(context);
// glUseProgram(0);
//
//}
void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID) {
void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, glm::vec3 color, float roughness, float metallic) {
glUseProgram(programTex);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
/*glm::mat4 transformation = modelMatrix;*/
glUniformMatrix4fv(glGetUniformLocation(programTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
//glUniform3f(glGetUniformLocation(programTex, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
glUniform1f(glGetUniformLocation(programTex, "roughness"), roughness);
glUniform1f(glGetUniformLocation(programTex, "metallic"), metallic);
glUniform3f(glGetUniformLocation(programTex, "color"), color.x, color.y, color.z);
glUniform1f(glGetUniformLocation(program, "exposition"), exposition);
glUniform1f(glGetUniformLocation(programTex, "exposition"), exposition);
//glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
//glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
//glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
glUniform3f(glGetUniformLocation(programTex, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
glUniform3f(glGetUniformLocation(programTex, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUniform3f(glGetUniformLocation(program, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
glUniform3f(glGetUniformLocation(program, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
glUniform3f(glGetUniformLocation(program, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
glUniform3f(glGetUniformLocation(programTex, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
glUniform3f(glGetUniformLocation(programTex, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
//lasers light
@ -346,22 +391,22 @@ void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLui
std::string stringLaserPos = "laserLightPos";
stringLaserPos += std::to_string(i);
if (lasers[i].isLaserFly()) {
glUniform3f(glGetUniformLocation(program, "laserLightColor"), laserLightColor.x, laserLightColor.y, laserLightColor.z);
glUniform3f(glGetUniformLocation(program, stringLaserPos.c_str()), lasersLightPos[i].x, lasersLightPos[i].y, lasersLightPos[i].z);
glUniform3f(glGetUniformLocation(programTex, "laserLightColor"), laserLightColor.x, laserLightColor.y, laserLightColor.z);
glUniform3f(glGetUniformLocation(programTex, stringLaserPos.c_str()), lasersLightPos[i].x, lasersLightPos[i].y, lasersLightPos[i].z);
/*glUniform3fv(glGetUniformLocation(program, "lasersLightPos"), 3, &lasersLightPos[i][0]);
glUniform1i(glGetUniformLocation(program, "lasersLightPosArrayIndex"), i);*/
}
}
glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
glUniform3f(glGetUniformLocation(program, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
glUniform3f(glGetUniformLocation(programTex, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
glUniform3f(glGetUniformLocation(programTex, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
glUniform3f(glGetUniformLocation(programTex, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
glUniform1f(glGetUniformLocation(programTex, "spotlightPhi"), spotlightPhi);
//For shadows
glm::mat4 lightVPSun = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
glUniformMatrix4fv(glGetUniformLocation(program, "LightVPSun"), 1, GL_FALSE, (float*)&lightVPSun);
glUniform1i(glGetUniformLocation(program, "depthMapSun"), 2);
glUniformMatrix4fv(glGetUniformLocation(programTex, "LightVPSun"), 1, GL_FALSE, (float*)&lightVPSun);
glUniform1i(glGetUniformLocation(programTex, "depthMapSun"), 2);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, depthMapSun);
@ -398,11 +443,11 @@ void renderShadowapSun(GLuint depthMapFBO, glm::mat4 lightVP) {
drawObjectDepth(models::tableContext, lightVP, glm::mat4());
drawObjectDepth(models::doorContext, lightVP, glm::mat4());
drawObjectDepth(models::doorFrameContext, lightVP, glm::mat4());
drawObjectDepth(models::drawerContext, lightVP, glm::mat4());
drawObjectDepth(models::tvContext, lightVP, glm::mat4());
drawObjectDepth(models::xThingContext, lightVP, glm::mat4());
drawObjectDepth(models::planeContext, lightVP, glm::mat4());
drawObjectDepth(models::roomContext, lightVP, glm::mat4());
drawObjectDepth(models::roomInsideContext, lightVP, glm::mat4());
drawObjectDepth(models::roomOutsideContext, lightVP, glm::mat4());
drawObjectDepth(models::windowContext, lightVP, glm::mat4());
drawObjectDepth(models::sofaContext, lightVP, glm::mat4());
drawObjectDepth(models::booksContext, lightVP, glm::mat4());
@ -614,29 +659,29 @@ void renderScene(GLFWwindow* window)
drawObjectPBR(models::vase2Context, glm::mat4(), glm::vec3(0.4f, 0.2f, 0.1f), 0.2f, 0.0f);
drawObjectPBR(models::tvTableContext, glm::mat4(), glm::vec3(0.4f, 0.4f, 0.4f), 0.4f, 0.0f);
drawObjectPBR(models::tableContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
drawObjectPBR(models::doorContext, glm::mat4()/*glm::rotate(glm::mat4(), time * glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f))*/, glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectPBR(models::doorFrameContext, glm::mat4(), glm::vec3(0.45f, 0.120f, 0.057f), 0.26f, 0.0f);
drawObjectPBR(models::drawerContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
//drawObjectPBR(models::roomOutsideContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f);
drawObjectPBR(models::tvContext, glm::mat4(), glm::vec3(1.f, 1.f, 1.f), 0.5f, 1.0f);
drawObjectPBR(models::windowContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
//drawObjectPBR(models::sofaContext, glm::mat4(), glm::vec3(0.620f, 0.313f, 0.131f), 0.2f, 0.0f);
//drawObjectPBR(models::xThingContext, glm::mat4(), glm::vec3(0.10039f, 0.018356f, 0.001935f), 0.1f, 0.0f);
//drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
//drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f);
//drawObjectPBR(models::tableContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
//drawObjectPBR(models::roofContext, glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.0f);
drawObjectTexture(models::tableContext, glm::mat4(), texture::table, glm::vec3(0.9f, 0.9f, 0.9f), 0.2f, 0.0f);
drawObjectTexture(models::planeContext, glm::mat4(), texture::floor, glm::vec3(0.9f, 0.9f, 0.9f), 0.2f, 0.0f);
drawObjectTexture(models::xThingContext, glm::mat4(), texture::xThing, glm::vec3(0.9f, 0.9f, 0.9f), 0.1f, 0.0f);
drawObjectTexture(models::sofaContext, glm::mat4(), texture::sofa, glm::vec3(0.9f, 0.9f, 0.9f), 0.2f, 0.0f);
drawObjectTexture(models::roofContext, glm::mat4(), texture::roof, glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f);
drawObjectTexture(models::roomInsideContext, glm::mat4(), texture::walls, glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f);
drawObjectTexture(models::planeContext, glm::mat4(), texture::floor);
drawObjectTexture(models::xThingContext, glm::mat4(), texture::xThing);
drawObjectTexture(models::sofaContext, glm::mat4(), texture::sofa);
drawObjectTexture(models::roofContext, glm::mat4(), texture::roof);
drawObjectTexture(models::roomContext, glm::mat4(), texture::wall1);
//drawObjectTexture(models::wall1Context, glm::mat4(), texture::wall1);
//drawObjectTexture(models::wall2Context, glm::mat4(), texture::wall2);
//drawObjectTexture(models::wall3Context, glm::mat4(), texture::wall3);
//drawObjectTexture(models::wall4Context, glm::mat4(), texture::wall4);
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceShip.getSpaceShipDir(), glm::vec3(0.f, 1.f, 0.f)));
@ -648,27 +693,7 @@ void renderScene(GLFWwindow* window)
0.,0.,0.,1.,
});
drawObjectTexture(shipContext,
glm::translate(spaceShip.getSpaceShipPos()) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) /** glm::scale(glm::vec3(0.015f))*/,
texture::ship);
/*drawObjectPBR(shipContext,
glm::translate(spaceShip.getSpaceShipPos()) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),
glm::vec3(0.3, 0.3, 0.5),
0.2, 1.0
);*/
/*drawObjectTexture(shipContext,
glm::translate(spaceShip.getSpaceShipPos()) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.015f)),
texture::floor);*/
/*drawObjectTexture(models::sofaContext,
glm::mat4(),
texture::sofa
);*/
/*Core::SetActiveTexture(texture::floor, "colorTexture", programTex, 0);
drawObjectTexture(models::planeContext, glm::mat4(), texture::floor);*/
drawObjectTexture(shipContext,glm::translate(spaceShip.getSpaceShipPos()) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),texture::ship, glm::vec3(0.9f, 0.9f, 0.9f), 0.2f, 0.0f);
enemyTime = time;
@ -856,11 +881,11 @@ void init(GLFWwindow* window)
loadModelToContext("./models/vase1.obj", models::vase1Context);
loadModelToContext("./models/vase2.obj", models::vase2Context);
loadModelToContext("./models/table.obj", models::drawerContext);
loadModelToContext("./models/TV.obj", models::tvContext);
loadModelToContext("./models/x.obj", models::xThingContext);
loadModelToContext("./models/plane.obj", models::planeContext);
loadModelToContext("./models/room.obj", models::roomContext);
loadModelToContext("./models/room.obj", models::roomInsideContext);
loadModelToContext("./models/roomOutside.obj", models::roomOutsideContext);
loadModelToContext("./models/roof.obj", models::roofContext);
loadModelToContext("./models/wall1.obj", models::wall1Context);
loadModelToContext("./models/wall2.obj", models::wall2Context);
@ -871,16 +896,15 @@ void init(GLFWwindow* window)
loadModelToContext("./models/window.obj", models::windowContext);
loadModelToContext("./models/test.obj", models::testContext);
texture::sofa = Core::LoadTexture("textures/sofa.jpg");
texture::sofa = Core::LoadTexture("textures/sofa1.jpg");
texture::xThing = Core::LoadTexture("textures/xThing.png");
texture::table = Core::LoadTexture("textures/coffeTable.jpg");
texture::floor = Core::LoadTexture("textures/floor.jpg");
texture::wall1 = Core::LoadTexture("textures/wall.jpg");
texture::wall2 = Core::LoadTexture("textures/wall.jpg");
texture::wall3 = Core::LoadTexture("textures/wall.jpg");
texture::wall4 = Core::LoadTexture("textures/wall.jpg");
texture::walls = Core::LoadTexture("textures/123.jpg");
texture::ship = Core::LoadTexture("textures/ship.jpg");
texture::roof = Core::LoadTexture("textures/wall.jpg");
texture::roof = Core::LoadTexture("textures/roof.jpg");
texture::skybox = LoadSkybox(new char* [6]{ "skybox/posx.jpg", "skybox/negx.jpg", "skybox/posy.jpg","skybox/negy.jpg", "skybox/posz.jpg", "skybox/negz.jpg" });
@ -994,6 +1018,43 @@ bool check_sofa_collision(int plus_or_minus) {
}
//bool CollisionDetection(const std::vector<Vertex>& object1, const std::vector<Vertex>& object2) {
// // Calculate the bounding box for object1
// float minX1 = object1[0].x, maxX1 = object1[0].x;
// float minY1 = object1[0].y, maxY1 = object1[0].y;
// float minZ1 = object1[0].z, maxZ1 = object1[0].z;
// for (int i = 1; i < object1.size(); i++) {
// minX1 = min(minX1, object1[i].x);
// maxX1 = max(maxX1, object1[i].x);
// minY1 = min(minY1, object1[i].y);
// maxY1 = max(maxY1, object1[i].y);
// minZ1 = min(minZ1, object1[i].z);
// maxZ1 = max(maxZ1, object1[i].z);
// }
//
// // Calculate the bounding box for object2
// float minX2 = object2[0].x, maxX2 = object2[0].x;
// float minY2 = object2[0].y, maxY2 = object2[0].y;
// float minZ2 = object2[0].z, maxZ2 = object2[0].z;
// for (int i = 1; i < object2.size(); i++) {
// minX2 = min(minX2, object2[i].x);
// maxX2 = max(maxX2, object2[i].x);
// minY2 = min(minY2, object2[i].y);
// maxY2 = max(maxY2, object2[i].y);
// minZ2 = min(minZ2, object2[i].z);
// maxZ2 = max(maxZ2, object2[i].z);
// }
//
// // Check for overlap in x, y, and z
// if (maxX1 < minX2 || minX1 > maxX2) return false;
// if (maxY1 < minY2 || minY1 > maxY2) return false;
// if (maxZ1 < minZ2 || minZ1 > maxZ2) return false;
//
// // Objects intersect
// return true;
//}
//obsluga wejscia

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