Add shadows, add glass, add aquaruim, replace some models
This commit is contained in:
parent
760ccd368b
commit
35fab0f392
@ -41,6 +41,8 @@
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<None Include="shaders\shader_9_1.vert" />
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<None Include="shaders\shader_8_sun.frag" />
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<None Include="shaders\shader_8_sun.vert" />
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<None Include="shaders\shader_shadow_global_sun.frag" />
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<None Include="shaders\shader_shadow_global_sun.vert" />
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<None Include="shaders\shader_skybox.frag" />
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<None Include="shaders\shader_skybox.vert" />
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<None Include="shaders\shader_texture.frag" />
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@ -123,5 +123,11 @@
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<None Include="shaders\shader_texture.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_shadow_global_sun.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_shadow_global_sun.vert">
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<Filter>Shader Files</Filter>
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</None>
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</ItemGroup>
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</Project>
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2
cw 9/models/aquarium.mtl
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cw 9/models/aquarium.mtl
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@ -0,0 +1,2 @@
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# Blender 3.4.1 MTL File: 'Akwarium_room.blend'
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# www.blender.org
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39
cw 9/models/aquarium.obj
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cw 9/models/aquarium.obj
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@ -0,0 +1,39 @@
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# Blender 3.4.1
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# www.blender.org
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mtllib aquarium.mtl
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o Cube
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v -6.815081 0.820323 1.347755
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v -6.815081 1.562090 1.347755
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v -6.815081 0.820323 0.896444
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v -6.815081 1.562090 0.896444
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v -6.363512 0.820323 1.347755
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v -6.363512 1.562090 1.347755
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v -6.363512 0.820323 0.896444
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v -6.363512 1.562090 0.896444
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vn -1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 -1.0000
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vn 1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 1.0000
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vn -0.0000 -1.0000 -0.0000
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vn -0.0000 1.0000 -0.0000
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vt 0.375000 0.000000
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vt 0.375000 1.000000
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vt 0.125000 0.750000
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vt 0.625000 0.000000
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vt 0.625000 1.000000
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vt 0.875000 0.750000
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vt 0.375000 0.250000
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vt 0.125000 0.500000
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vt 0.625000 0.250000
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vt 0.875000 0.500000
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vt 0.375000 0.750000
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vt 0.625000 0.750000
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vt 0.375000 0.500000
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vt 0.625000 0.500000
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s 0
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f 1/1/1 2/4/1 4/9/1 3/7/1
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f 3/7/2 4/9/2 8/14/2 7/13/2
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f 7/13/3 8/14/3 6/12/3 5/11/3
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f 5/11/4 6/12/4 2/5/4 1/2/4
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f 3/8/5 7/13/5 5/11/5 1/3/5
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f 8/14/6 4/10/6 2/6/6 6/12/6
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7476
cw 9/models/fighter.obj
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7476
cw 9/models/fighter.obj
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File diff suppressed because it is too large
Load Diff
@ -787,19 +787,6 @@ v -6.982596 1.484583 -2.444353
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v -6.982596 1.113351 -2.444353
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v -6.982596 1.484583 -2.444353
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v -6.982596 1.113351 -2.444353
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v -7.078547 1.484583 -2.444353
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v -7.078547 2.227048 -2.444353
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v -7.071580 1.484583 -2.444354
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v -7.071580 1.113351 -2.444354
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v -7.078448 1.484583 0.062350
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v -7.078448 2.227048 0.062350
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v -7.079370 1.484583 0.062349
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v -7.079368 1.113351 0.062349
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v -7.079903 1.113351 0.062349
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v -7.079903 1.113351 -2.444353
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v -7.079903 1.113351 -1.191002
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v -7.115730 2.227048 0.062349
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v -7.115729 2.227048 -2.444354
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vn -1.0000 -0.0000 0.0007
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vn -0.0038 -0.0000 -1.0000
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vn 1.0000 -0.0000 -0.0007
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@ -1655,19 +1642,6 @@ vt 0.500000 0.187500
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vt 0.468750 0.187500
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vt 0.500000 0.187500
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vt 0.468750 0.187500
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vt 0.500000 0.187500
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vt 0.562500 0.187500
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vt 0.500000 0.562500
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vt 0.468750 0.562500
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vt 0.500000 0.125000
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vt 0.562500 0.125000
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vt 0.500000 0.625000
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vt 0.468750 0.625000
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vt 0.468750 0.125000
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vt 0.468750 0.187500
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vt 0.468750 0.156250
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vt 0.562500 0.625000
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vt 0.562500 0.562500
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s 0
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f 1/1/1 2/4/1 4/9/1 3/7/1
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f 3/7/2 4/9/2 8/14/2 7/13/2
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@ -2122,10 +2096,3 @@ f 764/824/8 757/817/8 777/837/8 778/838/8
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f 765/825/5 764/824/5 780/840/5 781/841/5
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f 744/804/6 752/812/6 783/843/6 782/842/6
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f 782/842/6 783/843/6 785/845/6 784/844/6
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f 776/836/10 774/834/10 788/848/10 789/849/10
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f 748/808/8 744/804/8 786/846/8 787/847/8
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f 777/837/8 779/839/8 793/853/8 792/852/8
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f 739/797/10 746/806/10 791/851/10 790/850/10
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f 750/810/6 753/813/6 796/856/6 794/854/6
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f 753/813/6 752/812/6 795/855/6 796/856/6
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f 781/841/5 780/840/5 797/857/5 798/858/5
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@ -42,6 +42,9 @@ in vec3 spotlightDirTS;
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in vec3 sunDirTS;
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in vec4 sunSpacePos;
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in vec3 test;
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float DistributionGGX(vec3 normal, vec3 H, float roughness){
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@ -104,6 +107,16 @@ vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
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return (kD * color / PI + specular) * radiance * NdotL;
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}
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float calculateShadow() {
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vec4 sunSpacePosNormalized = (0.5 * sunSpacePos / (sunSpacePos.w)) + 0.5;
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float closestDepth = texture2D(depthMap, sunSpacePosNormalized.xy).x;//r?
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float diff = (0.001+closestDepth) - sunSpacePosNormalized.z;//sunSpacePosNormalized.z;
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return (0.5*(diff)/abs(diff))+0.5;
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}
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void main()
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{
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@ -141,7 +154,7 @@ void main()
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//ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
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//sun
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ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
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ilumination=ilumination+PBRLight(sunDir,sunColor * calculateShadow(),normal,viewDir);
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outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
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@ -12,6 +12,8 @@ uniform mat4 modelMatrix;
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out vec3 vecNormal;
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out vec3 worldPos;
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uniform mat4 LightVP;
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uniform vec3 lightPos;
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uniform vec3 lightPos2;
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uniform vec3 lightPos3;
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@ -28,6 +30,8 @@ out vec3 sunDirTS;
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out vec3 lightDirTS2;
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out vec3 lightDirTS3;
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out vec4 sunSpacePos;
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void main()
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{
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worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
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@ -50,4 +54,6 @@ void main()
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spotlightDirTS = TBN*SL;
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sunDirTS = TBN*sunDir;
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sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1);
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}
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@ -44,6 +44,9 @@ in vec3 spotlightDirTS;
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in vec3 sunDirTS;
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in vec4 sunSpacePos;
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in vec3 test;
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float DistributionGGX(vec3 normal, vec3 H, float roughness){
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@ -106,6 +109,16 @@ vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
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return (kD * texture2D(colorTexture, vecTex).xyz / PI + specular) * radiance * NdotL;
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}
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float calculateShadow() {
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vec4 sunSpacePosNormalized = (0.5 * sunSpacePos / (sunSpacePos.w)) + 0.5;
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float closestDepth = texture2D(depthMap, sunSpacePosNormalized.xy).x;//r?
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float diff = (0.001+closestDepth) - sunSpacePosNormalized.z;//sunSpacePosNormalized.z;
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return (0.5*(diff)/abs(diff))+0.5;
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}
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void main()
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{
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@ -143,7 +156,7 @@ void main()
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//ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
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//sun
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ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
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ilumination=ilumination+PBRLight(sunDir,sunColor * calculateShadow(),normal,viewDir);
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//outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
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@ -10,6 +10,10 @@ uniform mat4 transformation;
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uniform mat4 modelMatrix;
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uniform float size;
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uniform mat4 LightVP;
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out vec3 vecNormal;
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out vec3 worldPos;
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out vec2 vecTex;
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@ -30,6 +34,8 @@ out vec3 sunDirTS;
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out vec3 lightDirTS2;
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out vec3 lightDirTS3;
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out vec4 sunSpacePos;
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void main()
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{
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worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
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@ -52,11 +58,16 @@ void main()
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spotlightDirTS = TBN*SL;
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sunDirTS = TBN*sunDir;
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if(size == 5){
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vecTex = vertexTexCoord * vec2(10,10);
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vecTex = vertexTexCoord * vec2(15,15);
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vecTex.y = 1.0 - vecTex.y;
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}
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else if(size == 10){
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vecTex = vertexTexCoord * vec2(150,150);
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vecTex.y = 1.0 - vecTex.y;
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}
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else{
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vecTex = vertexTexCoord;
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vecTex.y = 1.0 - vecTex.y;
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}
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sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1);
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}
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@ -55,12 +55,15 @@ namespace models {
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Core::RenderContext door_next_toContext;
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Core::RenderContext door_next_to_doorhandleContext;
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Core::RenderContext aquariumContext;
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}
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namespace texture {
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GLuint floorTexture;
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GLuint roomTexture;
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GLuint fishTexture;
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GLuint fishRedTexture;
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GLuint sofaTexture;
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GLuint sofaBaseTexture;
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GLuint door1Texture;
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@ -72,6 +75,8 @@ namespace texture {
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GLuint roofTexture;
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GLuint door_next_toTexture;
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GLuint door_next_to_doorhandleTexture;
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GLuint aquariumTexture;
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GLuint spaceshipTexture;
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}
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GLuint depthMapFBO;
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@ -90,15 +95,16 @@ Core::Shader_Loader shaderLoader;
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Core::RenderContext shipContext;
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Core::RenderContext sphereContext;
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glm::vec3 sunPos = glm::vec3(0.f, 0.f, 0.f);
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glm::vec3 sunDir = glm::vec3(0.f, 4.f, 0.f);
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glm::vec3 sunColor = glm::vec3(0.9f, 0.6f, 0.7f) * 0.15;
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//glm::vec3 sunPos = glm::vec3(-4.740971f, 1.149999f, 0.369280f);
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glm::vec3 sunPos = glm::vec3(-9.5, 4, -5);
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glm::vec3 sunDir = glm::vec3(-1.93633f, 0.351106, -1.003226f);
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glm::vec3 sunColor = glm::vec3(0.9f, 0.6f, 0.7f) * 1.15;
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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, -2.0f);
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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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@ -107,16 +113,16 @@ float aspectRatio = 1.f;
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float exposition = 1.f;
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glm::vec3 lampColor = glm::vec3(0.9f, 0.6f, 0.7f) * 5;
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glm::vec3 lampColor2 = glm::vec3(1.0f, 0.2f, 0.2f) * 5;
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glm::vec3 lampColor3 = glm::vec3(1.0f, 0.2f, 0.2f) * 5;
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glm::vec3 lampColor2 = glm::vec3(0, 0, 1) * 5;
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glm::vec3 lampColor3 = glm::vec3(0, 0, 1) * 5;
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glm::vec3 pointlightPos = glm::vec3(-3.5, 2.8, 0);
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glm::vec3 pointlightPos = glm::vec3(-300.5, 2.8, -0.0001);
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glm::vec3 pointlightPos2 = glm::vec3(4.5, 2.8, 3);
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glm::vec3 pointlightPos3 = glm::vec3(4.5, 2.8, -2.99);
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glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6) * 30;
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glm::vec3 pointlightColor2 = glm::vec3(1, 0.2, 0.2) * 20;
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glm::vec3 pointlightColor3 = glm::vec3(1, 0.2, 0.2) * 20;
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glm::vec3 pointlightColor2 = glm::vec3(0, 0.2, 1) * 20;
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glm::vec3 pointlightColor3 = glm::vec3(0, 0.2, 1) * 20;
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glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
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@ -265,6 +271,14 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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glUniform3f(glGetUniformLocation(program, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
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glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
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glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
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//For shadows
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glm::mat4 lightVP = glm::ortho(-10.f, 10.f, -10.f, 10.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
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glUniformMatrix4fv(glGetUniformLocation(program, "LightVP"), 1, GL_FALSE, (float*)&lightVP);
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glUniform1i(glGetUniformLocation(program, "depthMap"), 2);
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glActiveTexture(GL_TEXTURE0 + 2);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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Core::DrawContext(context);
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}
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@ -278,10 +292,8 @@ void drawObjectPBRWithTexture(Core::RenderContext& context, glm::mat4 modelMatri
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glUniform1f(glGetUniformLocation(programTex, "size"), size);
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/*glm::mat4 transformation = modelMatrix;*/
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glUniformMatrix4fv(glGetUniformLocation(programTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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//glUniform3f(glGetUniformLocation(programTex, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
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glUniform1f(glGetUniformLocation(programTex, "exposition"), exposition);
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@ -310,7 +322,7 @@ void drawObjectPBRWithTexture(Core::RenderContext& context, glm::mat4 modelMatri
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glUniform1f(glGetUniformLocation(programTex, "spotlightPhi"), spotlightPhi);
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//For shadows
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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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glm::mat4 lightVP = glm::ortho(-10.f, 10.f, -10.f, 10.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
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glUniformMatrix4fv(glGetUniformLocation(programTex, "LightVP"), 1, GL_FALSE, (float*)&lightVP);
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glUniform1i(glGetUniformLocation(programTex, "depthMap"), 2);
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glActiveTexture(GL_TEXTURE0 + 2);
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@ -344,7 +356,27 @@ void renderShadowapSun(GLuint depthMapFBO, glm::mat4 lightVP) {
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//ustawianie programu
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glUseProgram(programDepth);
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drawObjectDepth(models::sofaBaseContext, lightVP, glm::mat4());
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drawObjectDepth(models::sofaContext, lightVP, glm::mat4());
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drawObjectDepth(models::fishContext, lightVP, glm::mat4());
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drawObjectDepth(models::fish2Context, lightVP, glm::mat4());
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drawObjectDepth(models::fish3Context, lightVP, glm::mat4());
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drawObjectDepth(models::shelfContext, lightVP, glm::mat4());
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drawObjectDepth(models::pencilsContext, lightVP, glm::mat4());
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drawObjectDepth(models::aquariumContext, lightVP, glm::mat4());
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drawObjectDepth(models::roofContext, lightVP, glm::mat4());
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drawObjectDepth(models::landContext, lightVP, glm::mat4());
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drawObjectDepth(models::floorContext, lightVP, glm::mat4());
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drawObjectDepth(models::marbleBustContext, lightVP, glm::mat4());
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drawObjectDepth(models::roomContext, lightVP, glm::mat4());
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drawObjectDepth(models::door1Context, lightVP, glm::mat4());
|
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drawObjectDepth(models::door2Context, lightVP, glm::mat4());
|
||||
drawObjectDepth(models::door3Context, lightVP, glm::mat4());
|
||||
drawObjectDepth(models::doorContext, lightVP, glm::mat4());
|
||||
drawObjectDepth(models::doorhandleContext, lightVP, glm::mat4());
|
||||
drawObjectDepth(models::door_next_toContext, lightVP, glm::mat4());
|
||||
drawObjectDepth(models::door_next_to_doorhandleContext, lightVP, glm::mat4());
|
||||
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
@ -401,8 +433,9 @@ void renderScene(GLFWwindow* window)
|
||||
glDepthMask(GL_TRUE);
|
||||
//
|
||||
|
||||
glm::mat4 lightVPSun = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
|
||||
renderShadowapSun(depthMapFBO, lightVPSun);
|
||||
glm::mat4 lightVP = glm::ortho(-10.f, 10.f, -10.f, 10.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
|
||||
|
||||
renderShadowapSun(depthMapFBO, lightVP);
|
||||
|
||||
//space lamp
|
||||
glUseProgram(programSun);
|
||||
@ -439,7 +472,7 @@ void renderScene(GLFWwindow* window)
|
||||
*/
|
||||
|
||||
//drawObjectPBR(models::bedContext, glm::mat4(), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f);
|
||||
drawObjectPBR(models::chairContext, glm::mat4(), glm::vec3(0.195239f, 0.37728f, 0.8f), 0.4f, 0.0f);
|
||||
//drawObjectPBR(models::chairContext, glm::mat4(), glm::vec3(0.195239f, 0.37728f, 0.8f), 0.4f, 0.0f);
|
||||
drawObjectPBR(models::deskContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
|
||||
//drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
|
||||
drawObjectPBR(models::drawerContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
|
||||
@ -476,12 +509,6 @@ void renderScene(GLFWwindow* window)
|
||||
0.,0.,0.,1.,
|
||||
});
|
||||
|
||||
drawObjectPBR(shipContext,
|
||||
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
|
||||
glm::vec3(0.3, 0.3, 0.5),
|
||||
0.2, 1.0
|
||||
);
|
||||
|
||||
if (animal_in_hand) {
|
||||
drawObjectPBR(sphereContext,
|
||||
glm::translate(spaceshipPos) * glm::translate(glm::vec3(0, 0.06f, 0)) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.05f)),
|
||||
@ -511,14 +538,20 @@ void renderScene(GLFWwindow* window)
|
||||
|
||||
//draw texture with PBR
|
||||
|
||||
drawObjectPBRWithTexture(shipContext,
|
||||
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
|
||||
texture::spaceshipTexture,
|
||||
0.2, 1.0, 0
|
||||
);
|
||||
|
||||
drawObjectPBRWithTexture(models::floorContext, glm::mat4(), texture::floorTexture, 0.8f, 0.0f,5);
|
||||
drawObjectPBRWithTexture(models::roomContext, glm::mat4(), texture::roomTexture, 0.8f, 0.0f, 5);
|
||||
drawObjectPBRWithTexture(models::fishContext, glm::mat4(), texture::fishTexture, 0.5f, 0.0f, 0);
|
||||
drawObjectPBRWithTexture(models::landContext, glm::mat4(), texture::landTexture, 0.5f, 0.0f, 5);
|
||||
drawObjectPBRWithTexture(models::landContext, glm::mat4(), texture::landTexture, 0.5f, 0.0f, 10);
|
||||
drawObjectPBRWithTexture(models::sofaBaseContext, glm::mat4(), texture::sofaBaseTexture, 0.5f, 0.0f, 0);
|
||||
drawObjectPBRWithTexture(models::sofaContext, glm::mat4(), texture::sofaTexture, 0.5f, 0.0f, 0);
|
||||
drawObjectPBRWithTexture(models::roofContext, glm::mat4(), texture::roofTexture, 0.5f, 0.0f, 5);
|
||||
drawObjectPBRWithTexture(models::fish2Context, glm::mat4(), texture::fishTexture, 0.5f, 0.0f, 0);
|
||||
drawObjectPBRWithTexture(models::roofContext, glm::mat4(), texture::roofTexture, 0.8f, 0.0f, 5);
|
||||
drawObjectPBRWithTexture(models::fish2Context, glm::mat4(), texture::fishRedTexture, 0.5f, 0.0f, 0);
|
||||
drawObjectPBRWithTexture(models::fish3Context, glm::mat4(), texture::fishTexture, 0.5f, 0.0f, 0);
|
||||
drawObjectPBRWithTexture(models::door1Context, glm::mat4(), texture::door1Texture, 0.5f, 0.0f, 0);
|
||||
drawObjectPBRWithTexture(models::door2Context, glm::mat4(), texture::door2Texture, 0.5f, 0.0f, 0);
|
||||
@ -526,16 +559,21 @@ void renderScene(GLFWwindow* window)
|
||||
drawObjectPBRWithTexture(models::doorhandleContext, glm::mat4(), texture::doorhandleTexture, 0.5f, 0.0f, 0);
|
||||
drawObjectPBRWithTexture(models::door_next_toContext, glm::mat4(), texture::door_next_toTexture, 0.5f, 0.0f, 0);
|
||||
drawObjectPBRWithTexture(models::door_next_to_doorhandleContext, glm::mat4(), texture::door_next_to_doorhandleTexture, 0.5f, 0.0f, 0);
|
||||
drawObjectPBRWithTexture(models::spaceshipContext, glm::mat4(), texture::spaceshipTexture, 0.5f, 0.0f, 0);
|
||||
|
||||
|
||||
//objects with textures that contain transparency should be drawn here (last)
|
||||
drawObjectPBRWithTexture(models::glassWallContext, glm::mat4(), texture::glassWallTexture, 0.8f, 0.0f, 5);
|
||||
drawObjectPBRWithTexture(models::aquariumContext, glm::mat4(), texture::aquariumTexture, 0.8f, 0.0f, 5);
|
||||
|
||||
|
||||
|
||||
//test depth buffer
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
//glUseProgram(programTest);
|
||||
//glActiveTexture(GL_TEXTURE0);
|
||||
//glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
//Core::DrawContext(models::testContext);
|
||||
/*glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glUseProgram(programTest);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
Core::DrawContext(models::testContext);*/
|
||||
|
||||
glUseProgram(0);
|
||||
glfwSwapBuffers(window);
|
||||
@ -565,20 +603,22 @@ 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");
|
||||
programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
|
||||
programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
|
||||
|
||||
programDepth = shaderLoader.CreateProgram("shaders/shader_shadow_global_sun.vert", "shaders/shader_shadow_global_sun.frag");
|
||||
|
||||
//loading models
|
||||
loadModelToContext("./models/sphere.obj", sphereContext);
|
||||
loadModelToContext("./models/spaceship.obj", shipContext);
|
||||
loadModelToContext("./models/fighter.obj", shipContext);
|
||||
loadModelToContext("./models/Marble_Bust.obj", models::marbleBustContext);
|
||||
loadModelToContext("./models/Pencils_Cylinder.obj", models::pencilsContext);
|
||||
loadModelToContext("./models/plane.obj", models::floorContext);
|
||||
loadModelToContext("./models/room.obj", models::roomContext);
|
||||
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
|
||||
//loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
|
||||
loadModelToContext("./models/sphere.obj", models::sphereContext);
|
||||
loadModelToContext("./models/test.obj", models::testContext);
|
||||
|
||||
@ -600,20 +640,24 @@ void init(GLFWwindow* window)
|
||||
loadModelToContext("./models/door_next_to.obj", models::door_next_toContext);
|
||||
loadModelToContext("./models/door_next_to_doorhandle.obj", models::door_next_to_doorhandleContext);
|
||||
|
||||
loadModelToContext("./models/aquarium.obj", models::aquariumContext);
|
||||
|
||||
//loading textures
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
//textures that contain transparency should be loaded here
|
||||
texture::glassWallTexture = Core::LoadTexture("textures/glass.png");
|
||||
texture::aquariumTexture = Core::LoadTexture("textures/glass.png");
|
||||
glDisable(GL_BLEND);
|
||||
programTex = shaderLoader.CreateProgram("shaders/shader_texture.vert", "shaders/shader_texture.frag");
|
||||
texture::glassWallTexture = Core::LoadTexture("textures/glass.jpg");
|
||||
//texture::glassWallTexture = Core::LoadTexture("textures/glass.jpg");
|
||||
texture::fishTexture = Core::LoadTexture("textures/fish.png");
|
||||
texture::fishRedTexture = Core::LoadTexture("textures/fish_red.png");
|
||||
texture::roomTexture = Core::LoadTexture("textures/roof.jpg");
|
||||
texture::sofaBaseTexture = Core::LoadTexture("textures/sofa.jpg");
|
||||
texture::sofaTexture = Core::LoadTexture("textures/sofa.jpg");
|
||||
texture::sofaBaseTexture = Core::LoadTexture("textures/sofaa.jpg");
|
||||
texture::sofaTexture = Core::LoadTexture("textures/sofaa.jpg");
|
||||
texture::landTexture = Core::LoadTexture("textures/grass.jpg");
|
||||
texture::floorTexture = Core::LoadTexture("textures/floor.png");
|
||||
texture::floorTexture = Core::LoadTexture("textures/floor3.jpg");
|
||||
texture::roofTexture = Core::LoadTexture("textures/roof.jpg");
|
||||
texture::door1Texture = Core::LoadTexture("textures/Door.jpg");
|
||||
texture::door2Texture = Core::LoadTexture("textures/Door.jpg");
|
||||
@ -621,6 +665,7 @@ void init(GLFWwindow* window)
|
||||
texture::doorhandleTexture = Core::LoadTexture("textures/Door.jpg");
|
||||
texture::door_next_toTexture = Core::LoadTexture("textures/Door.jpg");
|
||||
texture::door_next_to_doorhandleTexture = Core::LoadTexture("textures/Door.jpg");
|
||||
texture::spaceshipTexture = Core::LoadTexture("textures/spaceship.png");
|
||||
//
|
||||
|
||||
//prepering skybox
|
||||
|
BIN
cw 9/textures/fish_red.png
Normal file
BIN
cw 9/textures/fish_red.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 550 KiB |
Binary file not shown.
Before Width: | Height: | Size: 270 KiB After Width: | Height: | Size: 1.9 MiB |
BIN
cw 9/textures/sofa_black.jpg
Normal file
BIN
cw 9/textures/sofa_black.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 659 KiB |
BIN
cw 9/textures/sofaa.jpg
Normal file
BIN
cw 9/textures/sofaa.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 486 KiB |
BIN
cw 9/textures/spaceship.png
Normal file
BIN
cw 9/textures/spaceship.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.6 MiB |
Loading…
Reference in New Issue
Block a user