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Michał Ciesiółka 2023-01-26 14:09:02 +01:00
parent f2e9847d8a
commit 7b816df6b4

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ex_9_1.hpp Normal file
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#include "glew.h"
#include <GLFW/glfw3.h>
#include "glm.hpp"
#include "ext.hpp"
#include <iostream>
#include <cmath>
#include <stdlib.h>
#include "Shader_Loader.h"
#include "Render_Utils.h"
#include "Texture.h"
#include "Box.cpp"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
int WIDTH = 900, HEIGHT = 900;
namespace models {
Core::RenderContext spaceshipContext;
Core::RenderContext sphereContext;
Core::RenderContext windowFrame;
Core::RenderContext bookShelf;
Core::RenderContext window;
Core::RenderContext potPlant;
Core::RenderContext officeChair;
Core::RenderContext lamp;
Core::RenderContext door;
Core::RenderContext ceilingLamp;
Core::RenderContext desk;
Core::RenderContext bed;
}
namespace textures {
GLuint sunTexture;
GLuint windowFrameTexture;
GLuint bookShelfTexture;
GLuint potPlantTexture;
GLuint officeChariTexture;
GLuint lampTexture;
GLuint doorTexture;
GLuint deskTexture;
GLuint ceilingLampTexture;
GLuint bedTexture;
GLuint flashlightTexture;
}
GLuint depthMapFBO;
GLuint depthMap;
GLuint program;
GLuint programSun;
GLuint programTex;
GLuint programDepth;
GLuint programSkybox;
bool flashOff = false;
double prevTime = 0.0;
double currTime = 0.0;
double timeDiff;
unsigned int counter = 0;
glm::vec3 position = glm::vec3(0, 0, 5);
float horizontalAngle = 3.14f;
float verticalAngle = 0.0f;
float speed = 0.1f;
float sensitivity = 100.0f;
double xpos, ypos;
glm::vec3 Position;
glm::vec3 Orientation = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 Up = glm::vec3(0.0f, 1.0f, 0.0f);
Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext;
Core::RenderContext sphereContext;
glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, 0.369280f);
glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106, 0.003226f);
glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f)*5;
glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
GLuint VAO,VBO;
float aspectRatio = 1.f;
float exposition = 1.f;
glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6);
glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9)*3;
float spotlightPhi = 3.14 / 4;
float lastTime = -1.f;
float deltaTime = 0.f;
void updateDeltaTime(float time) {
if (lastTime < 0) {
lastTime = time;
return;
}
deltaTime = time - lastTime;
if (deltaTime > 0.1) deltaTime = 0.1;
lastTime = time;
}
glm::mat4 createCameraMatrix()
{
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f)));
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide,cameraDir));
glm::mat4 cameraRotrationMatrix = glm::mat4({
cameraSide.x,cameraSide.y,cameraSide.z,0,
cameraUp.x,cameraUp.y,cameraUp.z ,0,
-cameraDir.x,-cameraDir.y,-cameraDir.z,0,
0.,0.,0.,1.,
});
cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix);
glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPos);
return cameraMatrix;
}
glm::mat4 createPerspectiveMatrix()
{
glm::mat4 perspectiveMatrix;
float n = 0.05;
float f = 20.;
float a1 = glm::min(aspectRatio, 1.f);
float a2 = glm::min(1 / aspectRatio, 1.f);
perspectiveMatrix = glm::mat4({
1,0.,0.,0.,
0.,aspectRatio,0.,0.,
0.,0.,(f+n) / (n - f),2*f * n / (n - f),
0.,0.,-1.,0.,
});
perspectiveMatrix=glm::transpose(perspectiveMatrix);
return perspectiveMatrix;
}
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic) {
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform1f(glGetUniformLocation(program, "exposition"), exposition);
glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
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(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);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthMap);
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));
glUniformMatrix4fv(glGetUniformLocation(program, "LightVP"), 1, GL_FALSE, (float*)&lightVP);
Core::SetActiveTexture(texture, "colorTexture", program, texture);
Core::DrawContext(context);
}
void drawObjectDepth(Core::RenderContext& RenderContext, glm::mat4 viewProjection, glm::mat4 modelMatrix)
{
glUniformMatrix4fv(glGetUniformLocation(programDepth, "viewProjectionMatrix"), 1, GL_FALSE, (float*)&viewProjection);
glUniformMatrix4fv(glGetUniformLocation(programDepth, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
Core::DrawContext(RenderContext);
}
void renderShadowapSun() {
float time = glfwGetTime();
//ustawianie przestrzeni rysowania
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
//bindowanie FBO
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
//czyszczenie mapy głębokości
glClear(GL_DEPTH_BUFFER_BIT);
//ustawianie programu
glUseProgram(programDepth);
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,
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)));
drawObjectDepth(sphereContext,
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)));
//drawObjectDepth(models::bedContext,
// lightVP,
// glm::mat4());
//drawObjectDepth(models::chairContext,
// lightVP,
// glm::mat4());
//drawObjectDepth(models::deskContext,
// lightVP,
// glm::mat4());
//drawObjectDepth(models::doorContext,
// lightVP,
// glm::mat4());
//drawObjectDepth(models::drawerContext,
// lightVP,
// glm::mat4());
//drawObjectDepth(models::marbleBustContext,
// lightVP,
// glm::mat4());
//drawObjectDepth(models::materaceContext,
// lightVP,
// glm::mat4());
//drawObjectDepth(models::pencilsContext,
// lightVP,
// glm::mat4());
//drawObjectDepth(models::planeContext,
// lightVP,
// glm::mat4());
//drawObjectDepth(models::roomContext,
// lightVP,
// glm::mat4());
//drawObjectDepth(models::windowContext,
// lightVP,
// glm::mat4());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, WIDTH, HEIGHT);
}
void renderScene(GLFWwindow* window)
{
glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float time = glfwGetTime();
updateDeltaTime(time);
renderShadowapSun();
//space lamp
glUseProgram(programSun);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1));
glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniform3f(glGetUniformLocation(programSun, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2);
glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
Core::DrawContext(sphereContext);
glUseProgram(program);
drawObjectPBR(models::window, glm::mat4(),
textures::windowFrameTexture,
0.2,
0.1
);
drawObjectPBR(models::potPlant, glm::mat4() * glm::scale(glm::vec3(0.2f)) * glm::translate(glm::vec3(-5.0f, 55.0f, -6.0f)),
textures::potPlantTexture,
1.0f,
0.2f
);
drawObjectPBR(models::officeChair, glm::mat4(),
textures::officeChariTexture,
0.2f,
0.0f
);
drawObjectPBR(models::lamp, glm::mat4() * glm::scale(glm::vec3(0.001f)),
textures::lampTexture,
0.3f,
0.0f
);
drawObjectPBR(models::door, glm::mat4(),
textures::doorTexture,
0.4f,
0.0f
);
drawObjectPBR(models::desk, glm::mat4(),
textures::deskTexture,
0.4f,
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 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
-spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0,
0.,0.,0.,1.,
});
//drawObjectColor(shipContext,
// glm::translate(cameraPos + 1.5 * cameraDir + cameraUp * -0.5f) * inveseCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),
// glm::vec3(0.3, 0.3, 0.5)
// );
drawObjectPBR(shipContext,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
textures::flashlightTexture,
0.0,
0.0
);
spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
if (!flashOff)
spotlightConeDir = spaceshipDir;
else
spotlightConeDir = -spaceshipDir;
glUseProgram(0);
glfwSwapBuffers(window);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
aspectRatio = width / float(height);
glViewport(0, 0, width, height);
WIDTH = width;
HEIGHT = height;
}
void loadModelToContext(std::string path, Core::RenderContext& context)
{
Assimp::Importer import;
const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl;
return;
}
context.initFromAssimpMesh(scene->mMeshes[0]);
}
void initDepthMap() {
glGenFramebuffers(1, &depthMapFBO);
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void init(GLFWwindow* window)
{
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
initDepthMap();
glEnable(GL_DEPTH_TEST);
program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
programDepth = shaderLoader.CreateProgram("shaders/shader_depth.vert", "shaders/shader_depth.frag");
loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/spaceship.obj", shipContext);
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
loadModelToContext("./models/sphere.obj", models::sphereContext);
loadModelToContext("./models2/Frame/Frame.obj", models::windowFrame);
loadModelToContext("./models2/bookshelf/shelf.obj", models::bookShelf);
loadModelToContext("./models2/potplant/Pot.obj", models::potPlant);
loadModelToContext("./models2/lamp/Lamp_LOVMANAD_OBJ.obj", models::lamp);
loadModelToContext("./models2/door/source/door.obj", models::door);
textures::flashlightTexture = Core::LoadTexture("./models/FlashlightTexture.png");
textures::sunTexture = Core::LoadTexture("./models/sun.jpeg");
textures::windowFrameTexture = Core::LoadTexture("./models2/Frame/frame.png");
textures::bookShelfTexture = Core::LoadTexture("./models2/bookshelf/SHELF_TEXTURE.bmp");
textures::potPlantTexture = Core::LoadTexture("./models2/potplant/b3.bmp");
textures::lampTexture = Core::LoadTexture("./models2/lamp/_Base_color.png");
textures::doorTexture = Core::LoadTexture("./models2/door/textures/Door_albedo.bmp");
}
void shutdown(GLFWwindow* window)
{
shaderLoader.DeleteProgram(program);
}
//obsluga wejscia
void processInput(GLFWwindow* window)
{
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f,1.f,0.f)));
glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
float angleSpeed = 0.05f * deltaTime * 60;
float moveSpeed = 0.05f * deltaTime * 60;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
spaceshipPos += spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
spaceshipPos -= spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
spaceshipPos += spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
spaceshipPos -= spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
spaceshipPos += spaceshipUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
spaceshipPos -= spaceshipUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS)
flashOff = false;
if (glfwGetKey(window, GLFW_KEY_5) == GLFW_PRESS)
flashOff = true;
if (glfwGetKey(window, GLFW_KEY_6) == GLFW_RELEASE)
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
glfwGetCursorPos(window, &xpos, &ypos);
float rotX = sensitivity * (float)(xpos - (HEIGHT / 2)) / HEIGHT;
float rotY = sensitivity * (float)(ypos - (WIDTH / 2)) / WIDTH;
glm::vec3 newOrientation = glm::rotate(spaceshipDir, glm::radians(-rotY), glm::normalize(glm::cross(spaceshipDir, Up)));
// Decides whether or not the next vertical Orientation is legal or not
if (abs(glm::angle(newOrientation, Up) - glm::radians(90.0f)) <= glm::radians(85.0f))
{
spaceshipDir = newOrientation;
}
// Rotates the Orientation left and right
spaceshipDir = glm::rotate(spaceshipDir, glm::radians(-rotX), Up);
glfwSetCursorPos(window, WIDTH/2, HEIGHT/2);
}
cameraPos = spaceshipPos - 0.6 * spaceshipDir + glm::vec3(0, 1, 0) * 0.26f;
cameraDir = spaceshipDir;
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
exposition -= 0.05;
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
exposition += 0.05;
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS) {
printf("spaceshipPos = glm::vec3(%ff, %ff, %ff);\n", spaceshipPos.x, spaceshipPos.y, spaceshipPos.z);
printf("spaceshipDir = glm::vec3(%ff, %ff, %ff);\n", spaceshipDir.x, spaceshipDir.y, spaceshipDir.z);
}
//cameraDir = glm::normalize(-cameraPos);
}
// funkcja jest glowna petla
void renderLoop(GLFWwindow* window) {
while (!glfwWindowShouldClose(window))
{
currTime = glfwGetTime();
timeDiff = currTime - prevTime;
counter++;
if (timeDiff >= 1.0 / 30.0)
{
std::string FPS = std::to_string((1.0 / timeDiff) * counter);
std::string newTitle = "Super Gra - " + FPS + " FPS";
glfwSetWindowTitle(window, newTitle.c_str());
prevTime = currTime;
counter = 0;
}
processInput(window);
renderScene(window);
glfwPollEvents();
}
}
//}