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src/ex_9_1.hpp
476
src/ex_9_1.hpp
@ -15,16 +15,20 @@
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <string>
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#include "SOIL/stb_image_aug.h"
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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int WIDTH = 900, HEIGHT = 900;
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unsigned int skyboxVAO, skyboxVBO, skyboxEBO;
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unsigned int cubemapTexture;
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namespace models {
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Core::RenderContext spaceshipContext;
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Core::RenderContext sphereContext;
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Core::RenderContext laptop;
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Core::RenderContext windowFrame;
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Core::RenderContext bookShelf;
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Core::RenderContext window;
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@ -35,19 +39,38 @@ namespace models {
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Core::RenderContext ceilingLamp;
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Core::RenderContext desk;
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Core::RenderContext bed;
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Core::RenderContext floor;
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Core::RenderContext carpet;
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Core::RenderContext cabinet;
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Core::RenderContext roof;
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Core::RenderContext longerWall;
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Core::RenderContext longerWall_d;
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Core::RenderContext smallerWall;
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Core::RenderContext smallerWall_ww;
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Core::RenderContext trashcan;
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Core::RenderContext cap;
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Core::RenderContext aquarium;
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}
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namespace textures {
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GLuint floorTexture;
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GLuint sunTexture;
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GLuint windowFrameTexture;
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GLuint bookShelfTexture;
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GLuint potPlantTexture;
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GLuint officeChariTexture;
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GLuint lampTexture;
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GLuint laptopTexture;
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GLuint doorTexture;
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GLuint deskTexture;
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GLuint ceilingLampTexture;
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GLuint bedTexture;
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GLuint flashlightTexture;
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GLuint carpetTexture;
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GLuint roofTexture;
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GLuint longerWallTexture;
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GLuint smallerWallTexture;
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GLuint trashcanTexture;
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GLuint capTexture;
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}
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GLuint depthMapFBO;
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@ -83,19 +106,20 @@ Core::RenderContext sphereContext;
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glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, 0.369280f);
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glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106, 0.003226f);
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glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f)*5;
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glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f);
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glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
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glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
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glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
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glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, 0.689549f);
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glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
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GLuint VAO,VBO;
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float aspectRatio = 1.f;
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float exposition = 1.f;
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float exposition = 4.f;
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glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
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glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6);
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@ -105,7 +129,40 @@ glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
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glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9)*3;
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float spotlightPhi = 3.14 / 4;
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float skyboxVertices[] =
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{
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// Coordinates
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-1.0f, -1.0f, 1.0f,// 7--------6
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1.0f, -1.0f, 1.0f,// /| /|
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1.0f, -1.0f, -1.0f,// 4--------5 |
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-1.0f, -1.0f, -1.0f,// | | | |
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-1.0f, 1.0f, 1.0f,// | 3------|-2
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1.0f, 1.0f, 1.0f,// |/ |/
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1.0f, 1.0f, -1.0f,// 0--------1
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-1.0f, 1.0f, -1.0f
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};
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unsigned int skyboxIndices[] =
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{
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// Right
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1, 2, 6,
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6, 5, 1,
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// Left
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0, 4, 7,
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7, 3, 0,
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// Top
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4, 5, 6,
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6, 7, 4,
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// Bottom
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0, 3, 2,
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2, 1, 0,
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// Back
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0, 1, 5,
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5, 4, 0,
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// Front
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3, 7, 6,
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6, 2, 3
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};
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float lastTime = -1.f;
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float deltaTime = 0.f;
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@ -212,47 +269,105 @@ void renderShadowapSun() {
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glUseProgram(programDepth);
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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));
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drawObjectDepth(sphereContext,
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lightVP,
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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)));
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drawObjectDepth(sphereContext,
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lightVP,
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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)));
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//drawObjectDepth(models::bedContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::chairContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::deskContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::doorContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::drawerContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::marbleBustContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::materaceContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::pencilsContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::planeContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::roomContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::windowContext,
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// lightVP,
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// glm::mat4());
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glm::mat4 model;
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drawObjectDepth(models::floor,
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lightVP,
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glm::mat4());
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model = glm::mat4() * glm::translate(glm::vec3(0, 2.6, 0));
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drawObjectDepth(models::roof,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(0, 0, -2));
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drawObjectDepth(models::longerWall,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(0, 0, 2));
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model = glm::rotate(model, glm::radians(180.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::longerWall_d,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(2.5, 0, 0));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::smallerWall,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(-2.5, 0, 0));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::smallerWall_ww,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(0.0, 0.01, 0.9));
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drawObjectDepth(models::carpet,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(-2.5, 0.99, -0.75)) * glm::scale(glm::vec3(0.36, 0.34, 0.36));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::window,
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lightVP,
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model);
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model = glm::mat4();
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model = glm::scale(glm::vec3(0.5f)) * translate(glm::vec3(0.8f, 0.0f, -3.0f));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::cabinet,
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lightVP,
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model);
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model = glm::mat4();
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model = glm::scale(glm::vec3(0.15f)) * glm::translate(glm::vec3(2.3f, 5.0f, -10.6f));
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drawObjectDepth(models::potPlant,
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lightVP,
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model);
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model = glm::mat4(1.0f);
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model = glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(-2.65f, 0.0f, -1.65f));
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model = glm::rotate(model, glm::radians(180.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::officeChair,
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lightVP,
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model);
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model = glm::mat4();
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model = glm::translate(glm::vec3(-0.7f, 0.75f, -1.7f)) * glm::scale(glm::vec3(0.001f));
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drawObjectDepth(models::lamp,
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lightVP,
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model);
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model = glm::mat4(1.0f) * glm::translate(glm::vec3(1.7f, 1.15f, 2.0f));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0.0, 1.0, 0.0)) * glm::scale(glm::vec3(1.0f, 1.1f, 1.3f));
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drawObjectDepth(models::door,
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lightVP,
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model);
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model = glm::mat4(1.0f) * glm::translate(glm::vec3(-2.2f, 0.38f, -1.5f));
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drawObjectDepth(models::desk,
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lightVP,
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model);
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model = glm::mat4(1.0f);
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model = glm::scale(glm::vec3(0.4f)) * glm::translate(glm::vec3(0.0f, 3.6f, 0.0f));
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drawObjectDepth(models::ceilingLamp,
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lightVP,
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model);
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model = glm::mat4(1.0f) * glm::translate(glm::vec3(1.6f, 0.0f, -0.86f)) * glm::scale(glm::vec3(0.8f));
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model = glm::rotate(model, glm::radians(270.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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drawObjectDepth(models::bed,
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lightVP,
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model);
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model = glm::mat4() * glm::translate(glm::vec3(-1.8f, -0.2f, 2.15f)) * glm::scale(glm::vec3(0.015));
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model = glm::rotate(model, glm::radians(180.0f), glm::vec3(0, 1, 0));
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drawObjectDepth(models::bookShelf,
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lightVP,
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model);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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@ -266,63 +381,148 @@ void renderScene(GLFWwindow* window)
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updateDeltaTime(time);
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renderShadowapSun();
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//space lamp
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/*space lamp*/
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glUseProgram(programSun);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1));
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glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniform3f(glGetUniformLocation(programSun, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2);
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glUniform3f(glGetUniformLocation(programSun, "color"), sunColor.x, sunColor.y, sunColor.z);
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glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
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Core::DrawContext(sphereContext);
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glUseProgram(programSkybox);
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glUniform1i(glGetUniformLocation(programSkybox, "skybox"), 0);
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glUseProgram(program);
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drawObjectPBR(models::window, glm::mat4(),
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drawObjectPBR(models::floor, glm::mat4(),
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textures::floorTexture,
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0,
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0);
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drawObjectPBR(models::roof, glm::mat4() * glm::translate(glm::vec3(0, 2.6, 0)),
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textures::roofTexture,
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0,
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0
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);
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drawObjectPBR(models::longerWall, glm::mat4() * glm::translate(glm::vec3(0,0,-2)),
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textures::longerWallTexture,
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0,
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0);
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glm::mat4 model = glm::mat4() * glm::translate(glm::vec3(0, 0, 2));
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model = glm::rotate(model, glm::radians(180.0f), glm::vec3(0, 1, 0));
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drawObjectPBR(models::longerWall_d, model,
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textures::longerWallTexture,
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0,
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0);
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model = glm::mat4() * glm::translate(glm::vec3(2.5, 0, 0));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0));
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drawObjectPBR(models::smallerWall, model,
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textures::longerWallTexture,
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0,
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0
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);
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model = glm::mat4() * glm::translate(glm::vec3(-2.5, 0, 0));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0));
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drawObjectPBR(models::smallerWall_ww, model,
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textures::longerWallTexture,
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0,
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0
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);
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drawObjectPBR(models::carpet, glm::mat4() * glm::translate(glm::vec3(0.0 ,0.01 ,0.9)),
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textures::carpetTexture,
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0,
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0
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);
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model = glm::mat4() * glm::translate(glm::vec3(-2.5, 0.99, -0.75)) * glm::scale(glm::vec3(0.36,0.34,0.36));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0));
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drawObjectPBR(models::window, model,
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textures::windowFrameTexture,
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0.2,
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0.1
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);
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drawObjectPBR(models::potPlant, glm::mat4() * glm::scale(glm::vec3(0.2f)) * glm::translate(glm::vec3(-5.0f, 55.0f, -6.0f)),
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model = glm::mat4();
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model = glm::scale(glm::vec3(0.5f)) * translate(glm::vec3(0.8f, 0.0f, -3.0f));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1, 0));
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drawObjectPBR(models::cabinet, model,
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textures::floorTexture,
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0,
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0);
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model = glm::mat4();
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model = glm::scale(glm::vec3(0.15f)) * glm::translate(glm::vec3(2.3f, 5.0f, -10.6f));
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drawObjectPBR(models::potPlant, model,
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textures::potPlantTexture,
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1.0f,
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0.2f
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);
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drawObjectPBR(models::officeChair, glm::mat4(),
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model = glm::mat4(1.0f);
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model = glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(-2.65f, 0.0f, -1.65f));
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model = glm::rotate(model, glm::radians(180.0f), glm::vec3(0, 1, 0));
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drawObjectPBR(models::officeChair, model,
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textures::officeChariTexture,
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0.2f,
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0.0f
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);
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drawObjectPBR(models::lamp, glm::mat4() * glm::scale(glm::vec3(0.001f)),
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model = glm::mat4();
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model = glm::translate(glm::vec3(-0.7f, 0.75f, -1.7f)) * glm::scale(glm::vec3(0.001f));
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drawObjectPBR(models::lamp, model,
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textures::lampTexture,
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0.3f,
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0.0f
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);
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drawObjectPBR(models::door, glm::mat4(),
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model = glm::mat4(1.0f) * glm::translate(glm::vec3(1.7f, 1.15f, 2.0f));
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model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0.0, 1.0, 0.0)) * glm::scale(glm::vec3(1.0f, 1.1f, 1.3f));
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drawObjectPBR(models::door, model,
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textures::doorTexture,
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0.4f,
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0.0f
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);
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drawObjectPBR(models::desk, glm::mat4(),
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model = glm::mat4(1.0f) * glm::translate(glm::vec3(-2.2f, 0.38f, -1.5f));
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drawObjectPBR(models::desk, model,
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textures::deskTexture,
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0.4f,
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0.0f
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);
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drawObjectPBR(models::ceilingLamp, glm::mat4(),
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model = glm::mat4(1.0f) * glm::translate(glm::vec3(-1.25f, 0.75f, -1.4f)) * glm::scale(glm::vec3(0.01f));
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model = glm::rotate(model, glm::radians(-87.0f), glm::vec3(1.0, 0.0, 0.0));
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drawObjectPBR(models::laptop, model,
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textures::laptopTexture,
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||||
0.4f,
|
||||
0.0f
|
||||
);
|
||||
model = glm::mat4(1.0f) * glm::translate(glm::vec3(-0.15f, 0.16f, -1.5f)) * glm::scale(glm::vec3(2.5f));
|
||||
model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0, 0.0, 0.0));
|
||||
drawObjectPBR(models::trashcan, model,
|
||||
textures::trashcanTexture,
|
||||
0.4f,
|
||||
0.0f
|
||||
);
|
||||
model = glm::mat4(1.0f) * glm::translate(glm::vec3(-1.5f, 0.94f, 1.75f)) * glm::scale(glm::vec3(0.01f));
|
||||
model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0, 0.0, 0.0));
|
||||
model = glm::rotate(model, glm::radians(-33.0f), glm::vec3(0.0, 0.0, 1.0));
|
||||
drawObjectPBR(models::cap, model,
|
||||
textures::capTexture,
|
||||
0.4f,
|
||||
0.0f
|
||||
);
|
||||
model = glm::mat4(1.0f);
|
||||
model = glm::scale(glm::vec3(0.4f)) * glm::translate(glm::vec3(0.0f, 3.6f, 0.0f));
|
||||
drawObjectPBR(models::ceilingLamp, model,
|
||||
textures::ceilingLampTexture,
|
||||
0.2f,
|
||||
0.0f
|
||||
);
|
||||
drawObjectPBR(models::bed, glm::mat4(),
|
||||
model = glm::mat4(1.0f) * glm::translate(glm::vec3(1.6f, 0.0f, -0.86f)) * glm::scale(glm::vec3(0.8f));
|
||||
model = glm::rotate(model, glm::radians(270.0f), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
drawObjectPBR(models::bed, model,
|
||||
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)),
|
||||
model = glm::mat4() * glm::translate(glm::vec3(-1.8f, -0.2f, 2.15f)) * glm::scale(glm::vec3(0.015));
|
||||
model = glm::rotate(model, glm::radians(180.0f), glm::vec3(0, 1, 0));
|
||||
drawObjectPBR(models::bookShelf, model,
|
||||
textures::bookShelfTexture,
|
||||
0.4f,
|
||||
0.1f);
|
||||
@ -336,7 +536,6 @@ void renderScene(GLFWwindow* window)
|
||||
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)
|
||||
@ -347,12 +546,47 @@ void renderScene(GLFWwindow* window)
|
||||
0.0,
|
||||
0.0
|
||||
);
|
||||
//drawObjectPBR(models::aquarium,
|
||||
//glm::mat4(),
|
||||
//textures::flashlightTexture,
|
||||
//0.0,
|
||||
//0.0
|
||||
//);
|
||||
|
||||
spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
|
||||
if (!flashOff)
|
||||
//spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
|
||||
if (!flashOff) {
|
||||
spotlightConeDir = spaceshipDir;
|
||||
else
|
||||
spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
|
||||
}
|
||||
else {
|
||||
spotlightConeDir = -spaceshipDir;
|
||||
spotlightPos = glm::vec3(500,500,500);
|
||||
}
|
||||
|
||||
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
||||
glUseProgram(programSkybox);
|
||||
glm::mat4 view = glm::mat4(1.0f);
|
||||
glm::mat4 projection = glm::mat4(1.0f);
|
||||
// We make the mat4 into a mat3 and then a mat4 again in order to get rid of the last row and column
|
||||
// The last row and column affect the translation of the skybox (which we don't want to affect)
|
||||
view = glm::mat4(glm::mat3(glm::lookAt(cameraPos, cameraPos + cameraDir, Up)));
|
||||
projection = glm::perspective(glm::radians(45.0f), (float)WIDTH / HEIGHT, 0.1f, 100.0f);
|
||||
glUniformMatrix4fv(glGetUniformLocation(programSkybox, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(programSkybox, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
|
||||
// Draws the cubemap as the last object so we can save a bit of performance by discarding all fragments
|
||||
// where an object is present (a depth of 1.0f will always fail against any object's depth value)
|
||||
glBindVertexArray(skyboxVAO);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
|
||||
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Switch back to the normal depth function
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
glUseProgram(0);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
@ -376,6 +610,73 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
|
||||
context.initFromAssimpMesh(scene->mMeshes[0]);
|
||||
}
|
||||
|
||||
void initSkybox() {
|
||||
|
||||
glUseProgram(programSkybox);
|
||||
//unsigned int skyboxVAO, skyboxVBO, skyboxEBO;
|
||||
glGenVertexArrays(1, &skyboxVAO);
|
||||
glGenBuffers(1, &skyboxVBO);
|
||||
glGenBuffers(1, &skyboxEBO);
|
||||
glBindVertexArray(skyboxVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, skyboxEBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(skyboxIndices), &skyboxIndices, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
std::string facesCubemap[6] =
|
||||
{
|
||||
"./front.png",
|
||||
"./back.png",
|
||||
"./up.png",
|
||||
"./down.png",
|
||||
"./right.png",
|
||||
"./left.png"
|
||||
};
|
||||
|
||||
//unsigned int cubemapTexture;
|
||||
glGenTextures(1, &cubemapTexture);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
// These are very important to prevent seams
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
for (unsigned int i = 0; i < 6; i++)
|
||||
{
|
||||
int width, height, nrChannels;
|
||||
unsigned char* data = stbi_load(facesCubemap[i].c_str(), &width, &height, &nrChannels, 0);
|
||||
if (data)
|
||||
{
|
||||
//stbi_set_flip_vertically_on_load(false);
|
||||
glTexImage2D
|
||||
(
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
||||
0,
|
||||
GL_RGB,
|
||||
width,
|
||||
height,
|
||||
0,
|
||||
GL_RGB,
|
||||
GL_UNSIGNED_BYTE,
|
||||
data
|
||||
);
|
||||
stbi_image_free(data);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Failed to load texture: " << facesCubemap[i] << std::endl;
|
||||
stbi_image_free(data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void initDepthMap() {
|
||||
glGenFramebuffers(1, &depthMapFBO);
|
||||
|
||||
@ -400,24 +701,43 @@ void init(GLFWwindow* window)
|
||||
{
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
initDepthMap();
|
||||
initSkybox();
|
||||
|
||||
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");
|
||||
|
||||
programSkybox = shaderLoader.CreateProgram("shaders/skybox.vert", "shaders/skybox.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);
|
||||
loadModelToContext("./models2/bed/untitled.obj", models::bed);
|
||||
loadModelToContext("./models2/laptop/10119_Laptop_Computer_v2_max2011_SG_it2.obj", models::laptop);
|
||||
loadModelToContext("./models2/ceiling_lamp/ceilinglamp.obj", models::ceilingLamp);
|
||||
loadModelToContext("./models2/desk/Desk0.5.obj", models::desk);
|
||||
loadModelToContext("./models2/chair/chair.obj", models::officeChair);
|
||||
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);
|
||||
loadModelToContext("./models2/room/smallerWall.obj", models::smallerWall);
|
||||
loadModelToContext("./models2/room/smallerWall_ww.obj", models::smallerWall_ww);
|
||||
loadModelToContext("./models2/room/longerWall_d.obj", models::longerWall_d);
|
||||
loadModelToContext("./models2/cabinet/cabinet.obj", models::cabinet);
|
||||
loadModelToContext("./models2/trashcan/trashcan.obj", models::trashcan);
|
||||
loadModelToContext("./models2/cap/Cap.obj", models::cap);
|
||||
loadModelToContext("./models/aquarium1.obj", models::aquarium);
|
||||
|
||||
textures::floorTexture = Core::LoadTexture("./models2/room/wood.png");
|
||||
textures::flashlightTexture = Core::LoadTexture("./models/FlashlightTexture.png");
|
||||
textures::sunTexture = Core::LoadTexture("./models/sun.jpeg");
|
||||
textures::windowFrameTexture = Core::LoadTexture("./models2/Frame/frame.png");
|
||||
@ -425,6 +745,18 @@ void init(GLFWwindow* window)
|
||||
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");
|
||||
textures::bedTexture = Core::LoadTexture("./models2/bed/bed.png");
|
||||
textures::ceilingLampTexture = Core::LoadTexture("./models2/ceiling_lamp/ceilingLamp.png");
|
||||
textures::deskTexture = Core::LoadTexture("./models2/desk/defsk.png");
|
||||
textures::officeChariTexture = Core::LoadTexture("./models2/chair/chair.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");
|
||||
textures::longerWallTexture = Core::LoadTexture("./models2/room/smallerWall.png");
|
||||
textures::laptopTexture = Core::LoadTexture("./models2/laptop/10119_Laptop_Computer_v1_Diffuse_SG.jpg");
|
||||
textures::trashcanTexture = Core::LoadTexture("./models2/trashcan/trashcan.jpg");
|
||||
textures::capTexture = Core::LoadTexture("./models2/cap/Cap.jpg");
|
||||
}
|
||||
|
||||
void shutdown(GLFWwindow* window)
|
||||
@ -443,9 +775,9 @@ void processInput(GLFWwindow* window)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
spaceshipPos += spaceshipDir * moveSpeed;
|
||||
spaceshipPos += glm::vec3(cameraDir.x, 0.0f, cameraDir.z) * moveSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
spaceshipPos -= spaceshipDir * moveSpeed;
|
||||
spaceshipPos -= glm::vec3(cameraDir.x, 0.0f, cameraDir.z) * moveSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
spaceshipPos += spaceshipSide * moveSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
@ -467,20 +799,20 @@ void processInput(GLFWwindow* window)
|
||||
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;
|
||||
float rotX = sensitivity * (float)(xpos - (WIDTH / 2)) / HEIGHT;
|
||||
float rotY = sensitivity * (float)(ypos - (HEIGHT / 2)) / WIDTH;
|
||||
|
||||
glm::vec3 newOrientation = glm::rotate(spaceshipDir, glm::radians(-rotY), glm::normalize(glm::cross(spaceshipDir, Up)));
|
||||
glm::vec3 newOrientation = glm::rotate(spaceshipDir, glm::radians(-rotY), glm::normalize(glm::cross(spaceshipDir, spaceshipUp)));
|
||||
|
||||
|
||||
// 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))
|
||||
if (abs(glm::angle(newOrientation, spaceshipUp) - glm::radians(90.0f)) <= glm::radians(85.0f))
|
||||
{
|
||||
spaceshipDir = newOrientation;
|
||||
}
|
||||
|
||||
// Rotates the Orientation left and right
|
||||
spaceshipDir = glm::rotate(spaceshipDir, glm::radians(-rotX), Up);
|
||||
spaceshipDir = glm::rotate(spaceshipDir, glm::radians(-rotX), spaceshipUp);
|
||||
|
||||
glfwSetCursorPos(window, WIDTH/2, HEIGHT/2);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user