Compare commits

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24 Commits

Author SHA1 Message Date
minni0n
7540e9bf09 window brake sp 2023-02-13 08:02:22 +01:00
CybArciom
6490b0241f Added laser's lighting to texture shader 2023-02-12 21:59:13 +01:00
ea6c525d5d added broken tvscreen, tv, books and vase1 textures
vase 2 removed
2023-02-12 18:25:06 +01:00
CybArciom
64ad40104c Added tv table texture 2023-02-12 17:05:50 +01:00
CybArciom
b808f0d0ef Added door textures. Changed roof texture 2023-02-12 16:57:20 +01:00
CybArciom
4d57e9f63f Added random color for chess figures, random chess figures, random number of figures 2023-02-12 16:15:58 +01:00
CybArciom
200daf32da Added random position for figures 2023-02-09 22:24:10 +01:00
CybArciom
5e6f5aaa0c Added chess figures 2023-02-09 21:43:38 +01:00
minni0n
c9ce0b01af Added painting, stb_image_lib and shaders for parallax that not working 2023-02-09 19:18:34 +01:00
CybArciom
111ab17710 Added function for laser's collision 2023-02-08 18:49:16 +01:00
minni0n
70382598c9 1 2023-02-08 18:31:25 +01:00
minni0n
c104fc137a 123 2023-02-08 18:30:06 +01:00
minni0n
d175ba733d Light on textures 2023-02-08 18:22:12 +01:00
fe27b7a6ee Update 2023-02-08 16:03:44 +01:00
57eb90ad36 add texture on xThing object 2023-02-07 22:35:24 +01:00
minni0n
c0ed1e080e Texture loading fixed 2023-02-07 19:35:37 +01:00
CybArciom
9b2ea53861 Added simple enemy ship. Changed laser's speed 2023-02-07 16:25:58 +01:00
minni0n
e9d45fe6e3 collision update 2023-02-07 15:56:13 +01:00
2e9ba4386c uncommit loading door frame 2023-02-03 12:56:09 +01:00
2e849decc9 add 2 more things on the tvShelf, separate foor and door frame(new door) 2023-02-03 12:52:51 +01:00
CybArciom
c1379056b6 Added skybox. And not working code for textures 2023-02-02 23:18:07 +01:00
minni0n
31495f50b3 added room colision 2023-02-02 20:03:52 +01:00
CybArciom
b5a86cd828 Updated laser's fragment shader 2023-02-01 18:28:54 +01:00
CybArciom
1963ab954e Added laser's lighting and blinding. Changed laser's shaders 2023-02-01 18:23:58 +01:00
140 changed files with 669943 additions and 8945 deletions

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@ -2,7 +2,7 @@
<Project>
<ProjectOutputs>
<ProjectOutput>
<FullPath>C:\Users\prima\Documents\JAVA\GRK_game_scene\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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@ -1,53 +1,64 @@
<<<<<<< HEAD
 grk-cw9.vcxproj -> C:\Users\prima\Documents\JAVA\GRK_game_scene\Debug\grk-cw9.exe
=======
 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\prima\Documents\JAVA\GRK_game_scene\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : see previous definition of 'APIENTRY'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(101,30): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(133,38): warning C4305: '=': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(156,16): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(225,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(240,98): 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(180,30): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(259,38): warning C4305: '=': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(282,16): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(329,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(382,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(412,13): 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(426,98): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(243,68): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(429,68): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(282,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(329,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(338,108): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(516,13): 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(548,13): 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(577,80): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(586,80): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(609,80): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(715,13): 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(727,108): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(346,87): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(735,87): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(346,223): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(349,59): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(735,223): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(738,59): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(350,37): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(385,2): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(392,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(394,47): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(395,48): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(478,21): warning C4018: '<': signed/unsigned mismatch
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(480,49): warning C4244: 'argument': conversion from 'double' to 'float', possible loss of data
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(637,21): warning C4305: '-=': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(639,21): warning C4305: '+=': truncation from 'double' to 'float'
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(667,21): warning C4018: '<': signed/unsigned mismatch
C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(669,49): 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(739,37): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(835,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(841,50): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(842,51): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(907,21): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(909,49): 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(932,17): warning C4101: 'data': unreferenced local variable
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1028,20): warning C4018: '<': signed/unsigned mismatch
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1080,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1081,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1082,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1114,32): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1115,32): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1116,32): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1152,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1153,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1154,28): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1334,21): warning C4305: '-=': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1336,21): warning C4305: '+=': truncation from 'double' to 'float'
C:\Users\Serhii\source\repos\GRK_game_scene\cw 9\src\ex_9_1.hpp(1356,21): warning C4018: '<': signed/unsigned mismatch
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\prima\Documents\JAVA\GRK_game_scene\Debug\grk-cw9.exe
>>>>>>> parent of 4a14abf (Revert "Room change")
grk-cw9.vcxproj -> C:\Users\Serhii\source\repos\GRK_game_scene\Debug\grk-cw9.exe

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@ -1,2 +1,2 @@
PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0:
Debug|Win32|C:\Users\prima\Documents\JAVA\GRK_game_scene\|
Debug|Win32|C:\Users\Serhii\source\repos\GRK_game_scene\|

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<None Include="shaders\shader_9_1.vert" />
<None Include="shaders\shader_8_sun.frag" />
<None Include="shaders\shader_8_sun.vert" />
<None Include="shaders\shader_skybox.frag" />
<None Include="shaders\shader_skybox.vert" />
<None Include="shaders\shader_tex.frag" />
<None Include="shaders\shader_tex.vert" />
<None Include="shaders\test.frag" />
<None Include="shaders\test.vert" />
<None Include="shader_laser.frag" />
<None Include="shader_laser.vert" />
<None Include="shader_parallax.frag" />
<None Include="shader_parallax.vert" />
<None Include="shader_shadowap_sun.frag" />
<None Include="shader_shadowap_sun.vert" />
</ItemGroup>
@ -86,7 +92,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>false</LinkIncremental>
<LibraryPath>$(SolutionDir)dependencies\freeglut\lib;$(SolutionDir)dependencies\glew-2.0.0\lib\Release\Win32;$(SolutionDir)dependencies\glfw-3.3.8.bin.WIN32\lib-vc2019;$(SolutionDir)dependencies\assimp;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)dependencies\freeglut\include\GL;$(SolutionDir)dependencies\glew-2.0.0\include\GL;$(SolutionDir)dependencies\glm;$(SolutionDir)dependencies\glfw-3.3.8.bin.WIN32\include;$(SolutionDir)dependencies\assimp\include;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)dependencies\freeglut\include\GL;$(SolutionDir)dependencies\glew-2.0.0\include\GL;$(SolutionDir)dependencies\glm;$(SolutionDir)dependencies\glfw-3.3.8.bin.WIN32\include;$(SolutionDir)dependencies\assimp\include;$(SolutionDir)dependencies\stb;$(IncludePath)</IncludePath>
<ExecutablePath>$(ExecutablePath)</ExecutablePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">

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@ -133,5 +133,23 @@
<None Include="shader_shadowap_sun.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_skybox.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_skybox.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shader_parallax.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shader_parallax.frag">
<Filter>Shader Files</Filter>
</None>
</ItemGroup>
</Project>

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@ -1,7 +1,7 @@
# Blender 3.4.1 MTL File: 'bed.blend11'
# Blender 3.4.1 MTL File: 'GrafikaScene.blend'
# www.blender.org
newmtl TVScreen.001
newmtl TVFrame
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000

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@ -1,7 +1,7 @@
# Blender 3.4.1 MTL File: 'bed.blend11'
# Blender 3.4.1 MTL File: 'GrafikaScene.blend'
# www.blender.org
newmtl Books
newmtl TVScreen
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000

16
cw 9/models/TVscreen.obj Normal file
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@ -0,0 +1,16 @@
# Blender 3.4.1
# www.blender.org
mtllib TVscreen.mtl
o Screen
v -0.938166 0.555292 1.837577
v -0.030847 0.555292 1.837577
v -0.030847 1.070469 1.837577
v -0.938166 1.070469 1.837577
vn -0.0000 -0.0000 -1.0000
vt 0.992587 0.434842
vt 0.007413 0.434842
vt 0.007413 0.992587
vt 0.992587 0.992587
s 0
usemtl TVScreen
f 1/1/1 4/4/1 3/3/1 2/2/1

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@ -0,0 +1,114 @@
# Blender 3.4.1
# www.blender.org
mtllib brokenWindow.mtl
o window_Cube.007
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v -1.800000 1.970000 -0.249216
v -1.800000 1.015374 0.750784
v -1.800000 1.015374 -0.249217
v -1.831872 1.970000 0.750784
v -1.831872 1.970000 -0.249216
v -1.831872 1.015374 0.750784
v -1.831872 1.015374 -0.249217
v -1.801075 1.937813 -0.215499
v -1.801075 1.937813 0.717068
v -1.801075 1.047560 0.717067
v -1.801075 1.047560 -0.215500
v -1.830798 1.937813 -0.215499
v -1.830798 1.937813 0.717068
v -1.830798 1.047560 0.717067
v -1.830798 1.047560 -0.215500
v -1.800000 1.492687 0.750784
v -1.831872 1.492687 0.750784
v -1.801075 1.492687 0.717068
v -1.800000 1.492687 -0.249216
v -1.831872 1.492687 -0.249216
v -1.801075 1.492687 -0.215499
v -1.800000 1.970000 0.250784
v -1.831872 1.970000 0.250784
v -1.801075 1.937813 0.250784
v -1.830798 1.937813 0.250784
v -1.800000 1.015374 0.250783
v -1.831872 1.015374 0.250783
v -1.801075 1.047560 0.250783
v -1.815936 1.047560 0.717067
v -1.815936 1.047560 -0.215500
v -1.815936 1.937813 0.717068
v -1.815936 1.937813 -0.215499
v -1.830748 1.492687 -0.215499
v -1.830748 1.937813 0.250784
v -1.815936 1.937813 0.270323
v -1.801125 1.937813 0.250784
v -1.815936 1.937813 0.231245
vn -0.0000 -1.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -0.0000 -0.0000 -1.0000
vn -0.0000 1.0000 -0.0000
vn -0.9994 -0.0333 -0.0000
vn 0.9995 -0.0000 0.0319
vn 0.9994 -0.0334 -0.0000
vn 0.9994 0.0334 -0.0000
vn 0.9995 -0.0000 -0.0319
vt 0.000000 0.000000
vt 0.000000 0.000000
vt 0.000000 0.000000
vt 0.000000 0.000000
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vt 0.000000 0.000000
vt 0.000000 0.000000
s 0
usemtl Material.007
f 27/25/1 28/26/1 8/8/1 4/4/1
f 17/15/2 18/16/2 7/7/2 3/3/2
f 20/18/3 4/4/3 8/8/3 21/19/3
f 23/21/4 2/2/4 6/6/4 24/22/4
f 32/28/1 14/14/1 26/24/1 35/30/1 36/31/1
f 24/22/5 26/24/5 14/14/5 5/5/5
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f 23/21/7 25/23/7 9/9/7 2/2/7
f 27/25/8 4/4/8 12/12/8 29/27/8
f 17/15/9 3/3/9 11/11/9 19/17/9
f 1/1/9 17/15/9 19/17/9 10/10/9
f 1/1/2 5/5/2 18/16/2 17/15/2
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cw 9/models/cube.obj Normal file
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# Blender v2.90.0 OBJ File: ''
# www.blender.org
mtllib cube.mtl
o Cube
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vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 1.0000
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vn 0.0000 1.0000 0.0000
usemtl _PBR
s 1
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f 3/4/2 4/3/2 8/5/2 7/6/2
f 7/6/3 8/5/3 6/7/3 5/8/3
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5413
cw 9/models/doorFrame.obj Normal file

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483131
cw 9/models/enemyShip.obj Normal file

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48985
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# Blender 3.4.1 MTL File: 'None'
# www.blender.org
newmtl Blue_Lightsaber
Ns 0.000000
Ka 1.000000 1.000000 1.000000
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Ni 1.450000
d 1.000000
illum 1

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@ -1,12 +0,0 @@
# Blender 3.4.1 MTL File: 'None'
# www.blender.org
newmtl Blue_Lightsaber
Ns 0.000000
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Kd 0.800000 0.800000 0.800000
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Ni 1.450000
d 1.000000
illum 1

139
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# Blender 3.4.1
# www.blender.org
mtllib onlywalls.mtl
o room_Cube.001
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vn 1.0000 -0.0000 -0.0000
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s 0
usemtl None.006
f 22/22/1 17/17/1 8/8/1 12/12/1
f 36/36/2 19/19/2 7/7/2 35/35/2
f 29/29/3 18/18/3 6/6/3 27/27/3
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f 17/17/2 30/30/2 28/28/2 8/8/2
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f 2/2/1 14/14/1 43/43/1 37/37/1

10096
cw 9/models/painting.obj Normal file

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cw 9/models/paintingBack.obj Normal file

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# Blender 3.4.1
# www.blender.org
mtllib paintingFace.mtl
o painting
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v 1.666514 1.867426 0.683204
v 1.666516 1.867426 -0.031090
v 1.666514 1.191830 -0.031088
vn -0.9999 0.0117 -0.0000
vt 1.000000 0.000000
vt 1.000000 1.000000
vt 0.000000 1.000000
vt 0.000000 0.000000
s 1
usemtl wire_088144225.004
f 1/1/1 2/2/1 3/3/1 4/4/1

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cw 9/models/pawnFigure.obj Normal file

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16
cw 9/models/roof.obj Normal file
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# Blender 3.4.1
# www.blender.org
mtllib roof.mtl
o roof
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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
vt 1.000000 1.000000
s 0
usemtl Material.013
f 1/1/1 2/2/1 4/4/1 3/3/1

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
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v 1.800000 0.000000 -2.300000
v 1.800000 2.300000 -2.300000
v 1.800000 -0.000000 2.299999
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# www.blender.org
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# www.blender.org
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# Blender 3.4.1 MTL File: 'bed.blend11'
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# Blender 3.4.1 MTL File: 'bed.blend11'
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# Blender 3.4.1
# www.blender.org
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View File

@ -1,12 +0,0 @@
# Blender 3.4.1 MTL File: 'bed.blend11'
# www.blender.org
newmtl Material.007
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Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 1

View File

@ -1,12 +0,0 @@
# Blender 3.4.1 MTL File: 'bed.blend11'
# www.blender.org
newmtl X
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 1

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BIN
cw 9/parallax/parallax.jpg Normal file

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18
cw 9/shader_laser.frag Normal file
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@ -0,0 +1,18 @@
#version 430 core
out vec4 out_color;
flat in vec4 color;
in vec4 pos_local;
in vec4 pos_global;
uniform float time;
uniform vec3 laserColor;
void main()
{
float laserIntensity = pow(sin(time * 10.0), 2.0);
vec3 laserDistortion = mix(vec4(laserColor, 1), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time)).xyz;
out_color = vec4(laserColor * laserIntensity/* + laserDistortion*/, 1.0);
}

18
cw 9/shader_laser.vert Normal file
View File

@ -0,0 +1,18 @@
#version 430 core
layout(location = 0) in vec4 vertexPosition;
layout(location = 1) in vec4 vertexColor;
uniform mat4 transformation;
flat out vec4 color;
out vec4 pos_local;
out vec4 pos_global;
void main()
{
color = vertexColor;
pos_local = vertexPosition;
pos_global = transformation * vertexPosition;
gl_Position = transformation * vertexPosition;
}

View File

@ -15,6 +15,34 @@ uniform vec3 sunColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
//array of laser light position
//uniform vec3 lasersLightPos[21];
//uniform int lasersLightPosArrayIndex;
uniform vec3 laserLightPos0;
uniform vec3 laserLightPos1;
uniform vec3 laserLightPos2;
uniform vec3 laserLightPos3;
uniform vec3 laserLightPos4;
uniform vec3 laserLightPos5;
uniform vec3 laserLightPos6;
uniform vec3 laserLightPos7;
uniform vec3 laserLightPos8;
uniform vec3 laserLightPos9;
uniform vec3 laserLightPos10;
uniform vec3 laserLightPos11;
uniform vec3 laserLightPos12;
uniform vec3 laserLightPos13;
uniform vec3 laserLightPos14;
uniform vec3 laserLightPos15;
uniform vec3 laserLightPos16;
uniform vec3 laserLightPos17;
uniform vec3 laserLightPos18;
uniform vec3 laserLightPos19;
uniform vec3 laserLightColor;
uniform vec3 spotlightPos;
uniform vec3 spotlightColor;
uniform vec3 spotlightConeDir;
@ -39,6 +67,7 @@ in vec3 sunDirTS;
in vec4 sunSpacePos;
in vec3 test;
uniform float time;
float DistributionGGX(vec3 normal, vec3 H, float roughness){
float a = roughness*roughness;
@ -124,14 +153,141 @@ void main()
//vec3 lightDir = normalize(lightDirTS);
vec3 lightDir = normalize(lightPos-worldPos);
//array of lasers light
//vec3 laserLightPos = lasersLightPos[lasersLightPosArrayIndex];
//lasers light direction
vec3 laserLightDir0 = normalize(laserLightPos0-worldPos);
vec3 laserLightDir1 = normalize(laserLightPos1-worldPos);
vec3 laserLightDir2 = normalize(laserLightPos2-worldPos);
vec3 laserLightDir3 = normalize(laserLightPos3-worldPos);
vec3 laserLightDir4 = normalize(laserLightPos4-worldPos);
vec3 laserLightDir5 = normalize(laserLightPos5-worldPos);
vec3 laserLightDir6 = normalize(laserLightPos6-worldPos);
vec3 laserLightDir7 = normalize(laserLightPos7-worldPos);
vec3 laserLightDir8 = normalize(laserLightPos8-worldPos);
vec3 laserLightDir9 = normalize(laserLightPos9-worldPos);
vec3 laserLightDir10 = normalize(laserLightPos10-worldPos);
vec3 laserLightDir11 = normalize(laserLightPos11-worldPos);
vec3 laserLightDir12 = normalize(laserLightPos12-worldPos);
vec3 laserLightDir13 = normalize(laserLightPos13-worldPos);
vec3 laserLightDir14 = normalize(laserLightPos14-worldPos);
vec3 laserLightDir15 = normalize(laserLightPos15-worldPos);
vec3 laserLightDir16 = normalize(laserLightPos16-worldPos);
vec3 laserLightDir17 = normalize(laserLightPos17-worldPos);
vec3 laserLightDir18 = normalize(laserLightPos18-worldPos);
vec3 laserLightDir19 = normalize(laserLightPos19-worldPos);
vec3 ambient = AMBIENT*color;
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2); //dla pocisku
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
vec3 ilumination;
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
// attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
// ilumination=ilumination+PBRLight(lightDir,attenuatedlightColor,normal,viewDir); dla pocisku
//LASERS LIGHTING
float laserIntensity = pow(sin(time * 10.0), 2.0);
if((laserLightPos0.y > 0 && laserLightPos0.y < 2.2) && (laserLightPos0.z > -2.2 && laserLightPos0.z < 2.1) && (laserLightPos0.x > -1.72 && laserLightPos0.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos0-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir0,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos1.y > 0 && laserLightPos1.y < 2.2) && (laserLightPos1.z > -2.2 && laserLightPos1.z < 2.1) && (laserLightPos1.x > -1.72 && laserLightPos1.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos1-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir1,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos2.y > 0 && laserLightPos2.y < 2.2) && (laserLightPos2.z > -2.2 && laserLightPos2.z < 2.1) && (laserLightPos2.x > -1.72 && laserLightPos2.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos2-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir2,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos3.y > 0 && laserLightPos3.y < 2.2) && (laserLightPos3.z > -2.2 && laserLightPos3.z < 2.1) && (laserLightPos3.x > -1.72 && laserLightPos3.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos3-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir3,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos4.y > 0 && laserLightPos4.y < 2.2) && (laserLightPos4.z > -2.2 && laserLightPos4.z < 2.1) && (laserLightPos4.x > -1.72 && laserLightPos4.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos4-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir4,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos5.y > 0 && laserLightPos5.y < 2.2) && (laserLightPos5.z > -2.2 && laserLightPos5.z < 2.1) && (laserLightPos5.x > -1.72 && laserLightPos5.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos5-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir5,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos6.y > 0 && laserLightPos6.y < 2.2) && (laserLightPos6.z > -2.2 && laserLightPos6.z < 2.1) && (laserLightPos6.x > -1.72 && laserLightPos6.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos6-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir6,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos7.y > 0 && laserLightPos7.y < 2.2) && (laserLightPos7.z > -2.2 && laserLightPos7.z < 2.1) && (laserLightPos7.x > -1.72 && laserLightPos7.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos7-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir7,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos8.y > 0 && laserLightPos8.y < 2.2) && (laserLightPos8.z > -2.2 && laserLightPos8.z < 2.1) && (laserLightPos8.x > -1.72 && laserLightPos8.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos8-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir8,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos9.y > 0 && laserLightPos9.y < 2.2) && (laserLightPos9.z > -2.2 && laserLightPos9.z < 2.1) && (laserLightPos9.x > -1.72 && laserLightPos9.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos9-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir9,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos10.y > 0 && laserLightPos10.y < 2.2) && (laserLightPos10.z > -2.2 && laserLightPos10.z < 2.1) && (laserLightPos10.x > -1.72 && laserLightPos10.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos10-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir10,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos11.y > 0 && laserLightPos11.y < 2.2) && (laserLightPos11.z > -2.2 && laserLightPos11.z < 2.1) && (laserLightPos11.x > -1.72 && laserLightPos11.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos11-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir11,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos12.y > 0 && laserLightPos12.y < 2.2) && (laserLightPos12.z > -2.2 && laserLightPos12.z < 2.1) && (laserLightPos12.x > -1.72 && laserLightPos12.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos12-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir12,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos13.y > 0 && laserLightPos13.y < 2.2) && (laserLightPos13.z > -2.2 && laserLightPos13.z < 2.1) && (laserLightPos13.x > -1.72 && laserLightPos13.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos13-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir13,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos14.y > 0 && laserLightPos14.y < 2.2) && (laserLightPos14.z > -2.2 && laserLightPos14.z < 2.1) && (laserLightPos14.x > -1.72 && laserLightPos14.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos14-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir14,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos15.y > 0 && laserLightPos15.y < 2.2) && (laserLightPos15.z > -2.2 && laserLightPos15.z < 2.1) && (laserLightPos15.x > -1.72 && laserLightPos15.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos15-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir15,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos16.y > 0 && laserLightPos16.y < 2.2) && (laserLightPos16.z > -2.2 && laserLightPos16.z < 2.1) && (laserLightPos16.x > -1.72 && laserLightPos16.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos16-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir16,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos17.y > 0 && laserLightPos17.y < 2.2) && (laserLightPos17.z > -2.2 && laserLightPos17.z < 2.1) && (laserLightPos17.x > -1.72 && laserLightPos17.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos17-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir17,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos18.y > 0 && laserLightPos18.y < 2.2) && (laserLightPos18.z > -2.2 && laserLightPos18.z < 2.1) && (laserLightPos18.x > -1.72 && laserLightPos18.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos18-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir18,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos19.y > 0 && laserLightPos19.y < 2.2) && (laserLightPos19.z > -2.2 && laserLightPos19.z < 2.1) && (laserLightPos19.x > -1.72 && laserLightPos19.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos19-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir19,attenuatedlightColor,normal,viewDir);
}
//flashlight
//vec3 spotlightDir= normalize(spotlightDirTS);
vec3 spotlightDir= normalize(spotlightPos-worldPos);
@ -142,10 +298,11 @@ void main()
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//sun
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir); //dla pocisku
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
//outColor = vec4(roughness,metallic,0,1);
//outColor = vec4(test;
}

View File

@ -7,6 +7,35 @@ in vec4 pos_local;
in vec4 pos_global;
uniform float time;
uniform vec3 laserColor;
float hash(float n)
{
return fract(sin(n) * 1399763.5453123);
}
float noise(vec3 x)
{
vec3 p = floor(x);
vec3 f = fract(x);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0 + 113.0 * p.z;
vec4 test1 = mix(vec4(hash(n + 170.0)), vec4(hash(n + 171.0)), sin(time));
vec4 test2 = mix(vec4(hash(n + 113.0)), vec4(hash(n + 114.0)), sin(time));
vec4 test3 = mix(test2, test1, sin(time));
vec4 test4 = mix(vec4(hash(n + 57.0)), vec4(hash(n + 58.0)), sin(time));
vec4 test5 = mix(vec4(hash(n + 0.0)), vec4(hash(n + 1.0)), sin(time));
vec4 test6 = mix(test5, test4, sin(time));
vec4 test7 = mix(test6, test3, sin(time));
return test7.z;
// return mix(mix(mix(hash(n + 0.0), hash(n + 1.0)), mix(hash(n + 57.0), hash(n + 58.0))), mix(mix(hash(n + 113.0), hash(n + 114.0)), mix(hash(n + 170.0), hash(n + 171.0))), f);
}
void main()
{
@ -14,8 +43,17 @@ void main()
// vec4 mixColor = mix(color, vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
// out_color = mixColor / sin(time);
vec4 mixColor = mix(time * abs(pos_local), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
out_color = mixColor / sin(time);
// vec4 mixColor = mix(time * abs(pos_local), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
// out_color = mixColor / sin(time);
vec3 newPosLocal = vec3(pos_local.x, pos_local.y, pos_local.z);
float laserIntensity = pow(sin(time * 10.0), 2.0);//sin(time * 5.0) * 0.5 + 0.5;
// vec3 laserDistortion = vec3(noise(newPosLocal * 8.0 + vec3(0, time * 4.0, time * 2.0)) * 0.1);
vec3 laserDistortion = mix(vec4(laserColor, 1), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time)).xyz;
out_color = vec4(laserColor * laserIntensity/* + laserDistortion*/, 1.0);
// vec4 mixColor = mix(pos_global, vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
// out_color = mixColor / sin(time);

View File

@ -15,4 +15,4 @@ void main()
pos_local = vertexPosition;
pos_global = transformation * vertexPosition;
gl_Position = transformation * vertexPosition;
}
}

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@ -0,0 +1,49 @@
#version 330 core
in vec2 TexCoord;
in vec3 FragPos;
in vec3 Normal;
in vec3 Tangent;
in vec3 Bitangent;
out vec4 color;
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D heightMap;
uniform vec3 lightPos;
uniform float heightScale;
vec3 GetNormalFromMap()
{
vec3 normal = texture(normalMap, TexCoord).rgb;
normal = normalize(normal * 2.0 - 1.0);
mat3 TBN = mat3(Tangent, Bitangent, Normal);
return normalize(TBN * normal);
}
void main()
{
vec3 ambient = vec3(0.3);
vec3 diffuse = vec3(0.7);
vec3 specular = vec3(0.2);
vec3 lightColor = vec3(1.0);
vec3 viewPos = vec3(0.0, 0.0, 3.0);
vec3 lightDir = normalize(lightPos - FragPos);
vec3 normal = GetNormalFromMap();
vec3 viewDir = normalize(viewPos - FragPos);
vec3 height = texture(heightMap, TexCoord).rgb;
vec3 pos = FragPos + normal * height * heightScale;
vec3 diffuseValue = max(dot(normal, lightDir), 0.0) * diffuse * lightColor;
vec3 specularValue = pow(max(dot(viewDir, reflect(-lightDir, normal)), 0.0), 32.0) * specular *lightColor;
vec4 result = vec4((ambient + diffuseValue + specularValue) * texture(diffuseMap, TexCoord).rgb, 1.0);
color = vec4(result);
}

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@ -0,0 +1,29 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec3 aNormal;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
out vec2 TexCoord;
out vec3 FragPos;
out vec3 Normal;
out vec3 Tangent;
out vec3 Bitangent;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
TexCoord = aTexCoord;
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
Tangent = mat3(transpose(inverse(model))) * aTangent;
Bitangent = mat3(transpose(inverse(model))) * aBitangent;
gl_Position = projection * view * vec4(FragPos, 1.0);
}

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@ -0,0 +1,12 @@
#version 430 core
uniform samplerCube skybox;
in vec3 texCoord;
out vec4 out_color;
void main()
{
out_color = texture(skybox,texCoord);
}

View File

@ -0,0 +1,13 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
uniform mat4 transformation;
out vec3 texCoord;
void main()
{
texCoord = vertexPosition;
gl_Position = transformation * vec4(vertexPosition, 1.0);
}

View File

@ -0,0 +1,304 @@
#version 430 core
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 vec3 laserLightPos0;
uniform vec3 laserLightPos1;
uniform vec3 laserLightPos2;
uniform vec3 laserLightPos3;
uniform vec3 laserLightPos4;
uniform vec3 laserLightPos5;
uniform vec3 laserLightPos6;
uniform vec3 laserLightPos7;
uniform vec3 laserLightPos8;
uniform vec3 laserLightPos9;
uniform vec3 laserLightPos10;
uniform vec3 laserLightPos11;
uniform vec3 laserLightPos12;
uniform vec3 laserLightPos13;
uniform vec3 laserLightPos14;
uniform vec3 laserLightPos15;
uniform vec3 laserLightPos16;
uniform vec3 laserLightPos17;
uniform vec3 laserLightPos18;
uniform vec3 laserLightPos19;
uniform vec3 laserLightColor;
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;
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;
float diffuse=max(0,dot(normal,lightDir));
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);
//lasers light direction
vec3 laserLightDir0 = normalize(laserLightPos0-worldPos);
vec3 laserLightDir1 = normalize(laserLightPos1-worldPos);
vec3 laserLightDir2 = normalize(laserLightPos2-worldPos);
vec3 laserLightDir3 = normalize(laserLightPos3-worldPos);
vec3 laserLightDir4 = normalize(laserLightPos4-worldPos);
vec3 laserLightDir5 = normalize(laserLightPos5-worldPos);
vec3 laserLightDir6 = normalize(laserLightPos6-worldPos);
vec3 laserLightDir7 = normalize(laserLightPos7-worldPos);
vec3 laserLightDir8 = normalize(laserLightPos8-worldPos);
vec3 laserLightDir9 = normalize(laserLightPos9-worldPos);
vec3 laserLightDir10 = normalize(laserLightPos10-worldPos);
vec3 laserLightDir11 = normalize(laserLightPos11-worldPos);
vec3 laserLightDir12 = normalize(laserLightPos12-worldPos);
vec3 laserLightDir13 = normalize(laserLightPos13-worldPos);
vec3 laserLightDir14 = normalize(laserLightPos14-worldPos);
vec3 laserLightDir15 = normalize(laserLightPos15-worldPos);
vec3 laserLightDir16 = normalize(laserLightPos16-worldPos);
vec3 laserLightDir17 = normalize(laserLightPos17-worldPos);
vec3 laserLightDir18 = normalize(laserLightPos18-worldPos);
vec3 laserLightDir19 = normalize(laserLightPos19-worldPos);
//LASERS LIGHTING
float laserIntensity = pow(sin(time * 10.0), 2.0);
if((laserLightPos0.y > 0 && laserLightPos0.y < 2.2) && (laserLightPos0.z > -2.2 && laserLightPos0.z < 2.1) && (laserLightPos0.x > -1.72 && laserLightPos0.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos0-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir0,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos1.y > 0 && laserLightPos1.y < 2.2) && (laserLightPos1.z > -2.2 && laserLightPos1.z < 2.1) && (laserLightPos1.x > -1.72 && laserLightPos1.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos1-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir1,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos2.y > 0 && laserLightPos2.y < 2.2) && (laserLightPos2.z > -2.2 && laserLightPos2.z < 2.1) && (laserLightPos2.x > -1.72 && laserLightPos2.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos2-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir2,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos3.y > 0 && laserLightPos3.y < 2.2) && (laserLightPos3.z > -2.2 && laserLightPos3.z < 2.1) && (laserLightPos3.x > -1.72 && laserLightPos3.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos3-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir3,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos4.y > 0 && laserLightPos4.y < 2.2) && (laserLightPos4.z > -2.2 && laserLightPos4.z < 2.1) && (laserLightPos4.x > -1.72 && laserLightPos4.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos4-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir4,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos5.y > 0 && laserLightPos5.y < 2.2) && (laserLightPos5.z > -2.2 && laserLightPos5.z < 2.1) && (laserLightPos5.x > -1.72 && laserLightPos5.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos5-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir5,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos6.y > 0 && laserLightPos6.y < 2.2) && (laserLightPos6.z > -2.2 && laserLightPos6.z < 2.1) && (laserLightPos6.x > -1.72 && laserLightPos6.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos6-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir6,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos7.y > 0 && laserLightPos7.y < 2.2) && (laserLightPos7.z > -2.2 && laserLightPos7.z < 2.1) && (laserLightPos7.x > -1.72 && laserLightPos7.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos7-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir7,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos8.y > 0 && laserLightPos8.y < 2.2) && (laserLightPos8.z > -2.2 && laserLightPos8.z < 2.1) && (laserLightPos8.x > -1.72 && laserLightPos8.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos8-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir8,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos9.y > 0 && laserLightPos9.y < 2.2) && (laserLightPos9.z > -2.2 && laserLightPos9.z < 2.1) && (laserLightPos9.x > -1.72 && laserLightPos9.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos9-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir9,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos10.y > 0 && laserLightPos10.y < 2.2) && (laserLightPos10.z > -2.2 && laserLightPos10.z < 2.1) && (laserLightPos10.x > -1.72 && laserLightPos10.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos10-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir10,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos11.y > 0 && laserLightPos11.y < 2.2) && (laserLightPos11.z > -2.2 && laserLightPos11.z < 2.1) && (laserLightPos11.x > -1.72 && laserLightPos11.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos11-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir11,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos12.y > 0 && laserLightPos12.y < 2.2) && (laserLightPos12.z > -2.2 && laserLightPos12.z < 2.1) && (laserLightPos12.x > -1.72 && laserLightPos12.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos12-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir12,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos13.y > 0 && laserLightPos13.y < 2.2) && (laserLightPos13.z > -2.2 && laserLightPos13.z < 2.1) && (laserLightPos13.x > -1.72 && laserLightPos13.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos13-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir13,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos14.y > 0 && laserLightPos14.y < 2.2) && (laserLightPos14.z > -2.2 && laserLightPos14.z < 2.1) && (laserLightPos14.x > -1.72 && laserLightPos14.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos14-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir14,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos15.y > 0 && laserLightPos15.y < 2.2) && (laserLightPos15.z > -2.2 && laserLightPos15.z < 2.1) && (laserLightPos15.x > -1.72 && laserLightPos15.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos15-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir15,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos16.y > 0 && laserLightPos16.y < 2.2) && (laserLightPos16.z > -2.2 && laserLightPos16.z < 2.1) && (laserLightPos16.x > -1.72 && laserLightPos16.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos16-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir16,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos17.y > 0 && laserLightPos17.y < 2.2) && (laserLightPos17.z > -2.2 && laserLightPos17.z < 2.1) && (laserLightPos17.x > -1.72 && laserLightPos17.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos17-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir17,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos18.y > 0 && laserLightPos18.y < 2.2) && (laserLightPos18.z > -2.2 && laserLightPos18.z < 2.1) && (laserLightPos18.x > -1.72 && laserLightPos18.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos18-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir18,attenuatedlightColor,normal,viewDir);
}
if((laserLightPos19.y > 0 && laserLightPos19.y < 2.2) && (laserLightPos19.z > -2.2 && laserLightPos19.z < 2.1) && (laserLightPos19.x > -1.72 && laserLightPos19.x < 1.78)){
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos19-worldPos),1.5);
ilumination=ilumination+PBRLight(laserLightDir19,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) - 1*exp(-ilumination*exposition),1);
}

View File

@ -0,0 +1,72 @@
#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;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
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);
}

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@ -13,13 +13,13 @@ SpaceShip::SpaceShip() {
}
SpaceShip::SpaceShip(int numberOfLasers) {
SpaceShip::SpaceShip(int numberOfLasers, glm::vec3 shipPos) {
maxNumberOfLasers = numberOfLasers;
numberOfLeftLasers = maxNumberOfLasers;
gun.reserve(maxNumberOfLasers);
this->spaceShipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
this->spaceShipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
this->spaceShipPos = shipPos;
for (int i = 0; i < maxNumberOfLasers; i++) {
gun.push_back(Laser(this->spaceShipDir, this->spaceShipPos, 0.01, false));

View File

@ -23,7 +23,7 @@ private:
public:
SpaceShip();
SpaceShip(int numberOfLasers);
SpaceShip(int numberOfLasers, glm::vec3 shipPos);
//getters and setters

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@ -23,7 +23,7 @@ int main(int argc, char** argv)
#endif
// tworzenie okna za pomoca glfw
GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL);
GLFWwindow* window = glfwCreateWindow(950, 950, "FirstWindow", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;

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