Working on room model

This commit is contained in:
Aleksander Burkowski 2023-01-27 15:16:01 +01:00
parent fe694895ff
commit 321861e387
12 changed files with 158 additions and 557 deletions

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models2/carpet/1251.jpg Normal file

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models2/carpet/carpet.obj Normal file
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# Blender 3.4.1
# www.blender.org
mtllib carpet.mtl
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# Blender 3.4.1 MTL File: 'untitled.blend' # Blender 3.4.1 MTL File: 'None'
# www.blender.org # www.blender.org
newmtl Material.001 newmtl Material.001
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illum 2 illum 2
map_Kd room.png map_Kd wood.png

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models2/room/floor.obj Normal file
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# Blender 3.4.1
# www.blender.org
mtllib floor.mtl
o Plane
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# Blender 3.4.1 MTL File: 'None'
# www.blender.org
newmtl Material.001
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d 1.000000
illum 2
map_Kd longerWall.png

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# Blender 3.4.1
# www.blender.org
mtllib longerWall.mtl
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models2/room/longerWall.png Normal file

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models2/room/roof.png Normal file

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# Blender 3.4.1
# www.blender.org
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@ -35,10 +35,13 @@ namespace models {
Core::RenderContext ceilingLamp; Core::RenderContext ceilingLamp;
Core::RenderContext desk; Core::RenderContext desk;
Core::RenderContext bed; Core::RenderContext bed;
Core::RenderContext room; Core::RenderContext floor;
Core::RenderContext carpet;
Core::RenderContext roof;
Core::RenderContext longerWall;
} }
namespace textures { namespace textures {
GLuint room; GLuint floorTexture;
GLuint sunTexture; GLuint sunTexture;
GLuint windowFrameTexture; GLuint windowFrameTexture;
GLuint bookShelfTexture; GLuint bookShelfTexture;
@ -50,6 +53,9 @@ namespace textures {
GLuint ceilingLampTexture; GLuint ceilingLampTexture;
GLuint bedTexture; GLuint bedTexture;
GLuint flashlightTexture; GLuint flashlightTexture;
GLuint carpetTexture;
GLuint roofTexture;
GLuint longerWallTexture;
} }
GLuint depthMapFBO; GLuint depthMapFBO;
@ -215,13 +221,13 @@ void renderShadowapSun() {
glm::mat4 lightVP = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0)); glm::mat4 lightVP = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
drawObjectDepth(sphereContext, /* drawObjectDepth(sphereContext,
lightVP, lightVP,
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f))); glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)));
drawObjectDepth(sphereContext, drawObjectDepth(sphereContext,
lightVP, lightVP,
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f))); glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)));
//drawObjectDepth(models::bedContext, *///drawObjectDepth(models::bedContext,
// lightVP, // lightVP,
// glm::mat4()); // glm::mat4());
//drawObjectDepth(models::chairContext, //drawObjectDepth(models::chairContext,
@ -269,64 +275,87 @@ void renderScene(GLFWwindow* window)
renderShadowapSun(); renderShadowapSun();
//space lamp //space lamp
glUseProgram(programSun); //glUseProgram(programSun);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); //glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)); //glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1));
glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation); //glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniform3f(glGetUniformLocation(programSun, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2); //glUniform3f(glGetUniformLocation(programSun, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2);
glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition); //glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
Core::DrawContext(sphereContext); //Core::DrawContext(sphereContext);
glUseProgram(program); glUseProgram(program);
drawObjectPBR(models::window, glm::mat4(), drawObjectPBR(models::floor, glm::mat4(),
textures::windowFrameTexture, textures::floorTexture,
0.2, 0,
0.1 0);
drawObjectPBR(models::roof, glm::mat4() * glm::translate(glm::vec3(0, 2.6, 0)),
textures::roofTexture,
0,
0
); );
drawObjectPBR(models::potPlant, glm::mat4() * glm::scale(glm::vec3(0.2f)) * glm::translate(glm::vec3(-5.0f, 55.0f, -6.0f)), drawObjectPBR(models::longerWall, glm::mat4() * glm::translate(glm::vec3(0,0,-2)),
textures::potPlantTexture, textures::longerWallTexture,
1.0f, 0,
0.2f 0);
); drawObjectPBR(models::longerWall, glm::mat4() * glm::translate(glm::vec3(0,0,2)),
drawObjectPBR(models::officeChair, glm::mat4(), textures::longerWallTexture,
textures::officeChariTexture, 0,
0.2f, 0);
0.0f //drawObjectPBR(models::carpet, glm::mat4() * glm::scale(glm::vec3(3)),
); // textures::carpetTexture,
drawObjectPBR(models::lamp, glm::mat4() * glm::scale(glm::vec3(0.001f)), // 0,
textures::lampTexture, // 0
0.3f, //);
0.0f
); //drawObjectPBR(models::window, glm::mat4(),
drawObjectPBR(models::door, glm::mat4(), // textures::windowFrameTexture,
textures::doorTexture, // 0.2,
0.4f, // 0.1
0.0f //);
); //drawObjectPBR(models::potPlant, glm::mat4() * glm::scale(glm::vec3(0.2f)) * glm::translate(glm::vec3(-5.0f, 55.0f, -6.0f)),
drawObjectPBR(models::desk, glm::mat4(), // textures::potPlantTexture,
textures::deskTexture, // 1.0f,
0.4f, // 0.2f
0.0f //);
); //drawObjectPBR(models::officeChair, glm::mat4(),
drawObjectPBR(models::ceilingLamp, glm::mat4(), // textures::officeChariTexture,
textures::ceilingLampTexture, // 0.2f,
0.2f, // 0.0f
0.0f //);
); //drawObjectPBR(models::lamp, glm::mat4() * glm::scale(glm::vec3(0.001f)),
drawObjectPBR(models::bed, glm::mat4(), // textures::lampTexture,
textures::bedTexture, // 0.3f,
0.3f, // 0.0f
0.0f //);
); //drawObjectPBR(models::door, glm::mat4(),
drawObjectPBR(models::windowFrame, glm::mat4(), // textures::doorTexture,
textures::windowFrameTexture, // 0.4f,
0.2f, // 0.0f
0.0f); //);
drawObjectPBR(models::bookShelf, glm::mat4() * glm::scale(glm::vec3(0.01)), //drawObjectPBR(models::desk, glm::mat4(),
textures::bookShelfTexture, // textures::deskTexture,
0.4f, // 0.4f,
0.1f); // 0.0f
//);
//drawObjectPBR(models::ceilingLamp, glm::mat4(),
// textures::ceilingLampTexture,
// 0.2f,
// 0.0f
//);
//drawObjectPBR(models::bed, glm::mat4(),
// textures::bedTexture,
// 0.3f,
// 0.0f
//);
//drawObjectPBR(models::windowFrame, glm::mat4(),
// textures::windowFrameTexture,
// 0.2f,
// 0.0f);
//drawObjectPBR(models::bookShelf, glm::mat4() * glm::scale(glm::vec3(0.01)),
// textures::bookShelfTexture,
// 0.4f,
// 0.1f);
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir)); glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
@ -413,7 +442,6 @@ void init(GLFWwindow* window)
loadModelToContext("./models/spaceship.obj", models::spaceshipContext); loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
loadModelToContext("./models/sphere.obj", models::sphereContext); loadModelToContext("./models/sphere.obj", models::sphereContext);
loadModelToContext("./models2/room/room.obj", models::room);
loadModelToContext("./models2/bookshelf/shelf.obj", models::bookShelf); loadModelToContext("./models2/bookshelf/shelf.obj", models::bookShelf);
loadModelToContext("./models2/potplant/Pot.obj", models::potPlant); loadModelToContext("./models2/potplant/Pot.obj", models::potPlant);
loadModelToContext("./models2/lamp/Lamp_LOVMANAD_OBJ.obj", models::lamp); loadModelToContext("./models2/lamp/Lamp_LOVMANAD_OBJ.obj", models::lamp);
@ -423,9 +451,12 @@ void init(GLFWwindow* window)
loadModelToContext("./models2/desk/Desk0.5.obj", models::desk); loadModelToContext("./models2/desk/Desk0.5.obj", models::desk);
loadModelToContext("./models2/chair/chair.obj", models::officeChair); loadModelToContext("./models2/chair/chair.obj", models::officeChair);
loadModelToContext("./models2/window/WindowUK.obj", models::window); loadModelToContext("./models2/window/WindowUK.obj", models::window);
loadModelToContext("./models2/carpet/carpet.obj", models::carpet);
loadModelToContext("./models2/room/floor.obj", models::floor);
loadModelToContext("./models2/room/floor.obj", models::roof);
loadModelToContext("./models2/room/longerWall.obj", models::longerWall);
textures::floorTexture = Core::LoadTexture("./models2/room/wood.png");
textures::room = Core::LoadTexture("./models2/room/room.png");
textures::flashlightTexture = Core::LoadTexture("./models/FlashlightTexture.png"); textures::flashlightTexture = Core::LoadTexture("./models/FlashlightTexture.png");
textures::sunTexture = Core::LoadTexture("./models/sun.jpeg"); textures::sunTexture = Core::LoadTexture("./models/sun.jpeg");
textures::windowFrameTexture = Core::LoadTexture("./models2/Frame/frame.png"); textures::windowFrameTexture = Core::LoadTexture("./models2/Frame/frame.png");
@ -437,7 +468,10 @@ void init(GLFWwindow* window)
textures::ceilingLampTexture = Core::LoadTexture("./models2/ceiling_lamp/ceilingLamp.png"); textures::ceilingLampTexture = Core::LoadTexture("./models2/ceiling_lamp/ceilingLamp.png");
textures::deskTexture = Core::LoadTexture("./models2/desk/defsk.png"); textures::deskTexture = Core::LoadTexture("./models2/desk/defsk.png");
textures::officeChariTexture = Core::LoadTexture("./models2/chair/chair.png"); textures::officeChariTexture = Core::LoadTexture("./models2/chair/chair.png");
textures::windowUkTexture = Core::LoadTexture("./models2/window/windowColor.png"); textures::windowFrameTexture = Core::LoadTexture("./models2/window/windowColor.png");
textures::carpetTexture = Core::LoadTexture("./models2/carpet/1251.jpg");
textures::roofTexture = Core::LoadTexture("./models2/room/roof.png");
textures::longerWallTexture = Core::LoadTexture("./models2/room/longerWall.png");
} }
void shutdown(GLFWwindow* window) void shutdown(GLFWwindow* window)