# Conflicts:
#	cw 9/src/ex_9_1.hpp
This commit is contained in:
xxxEGOxxx 2023-02-10 14:31:06 +01:00
commit 760ccd368b
24 changed files with 51 additions and 24 deletions

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@ -133,12 +133,12 @@ void main()
//flashlight
//vec3 spotlightDir= normalize(spotlightDirTS);
vec3 spotlightDir= normalize(spotlightPos-worldPos);
//vec3 spotlightDir= normalize(spotlightPos-worldPos);
float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
//attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
//ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//sun
ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);

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@ -135,18 +135,19 @@ void main()
//flashlight
//vec3 spotlightDir= normalize(spotlightDirTS);
vec3 spotlightDir= normalize(spotlightPos-worldPos);
//vec3 spotlightDir= normalize(spotlightPos-worldPos);
float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
//attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
//ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//sun
ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
//outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition), texture2D(colorTexture, vecTex).a);
//outColor = vec4(roughness,metallic,0,1);
//outColor = vec4(test);
}

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@ -90,11 +90,9 @@ Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext;
Core::RenderContext sphereContext;
glm::vec3 sunPos = glm::vec3(-0.028716f, 2.06441f, 3.84067f);
glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106f, 0.003226f);
glm::vec3 sunColor = glm::vec3(0.9f, 0.6f, 0.7f)*10.00001;
glm::vec3 sunColor2 = glm::vec3(1.0f, 0.2f, 0.2f) * 5;
glm::vec3 sunColor3 = glm::vec3(1.0f, 0.2f, 0.2f) * 5;
glm::vec3 sunPos = glm::vec3(0.f, 0.f, 0.f);
glm::vec3 sunDir = glm::vec3(0.f, 4.f, 0.f);
glm::vec3 sunColor = glm::vec3(0.9f, 0.6f, 0.7f) * 0.15;
glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
@ -108,10 +106,15 @@ float aspectRatio = 1.f;
float exposition = 1.f;
glm::vec3 lampColor = glm::vec3(0.9f, 0.6f, 0.7f) * 5;
glm::vec3 lampColor2 = glm::vec3(1.0f, 0.2f, 0.2f) * 5;
glm::vec3 lampColor3 = glm::vec3(1.0f, 0.2f, 0.2f) * 5;
glm::vec3 pointlightPos = glm::vec3(-3.5, 2.8, 0);
glm::vec3 pointlightPos2 = glm::vec3(4.5, 2.8, 3);
glm::vec3 pointlightPos3 = glm::vec3(4.5, 2.8, -2.99);
glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6) * 20;
glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6) * 30;
glm::vec3 pointlightColor2 = glm::vec3(1, 0.2, 0.2) * 20;
glm::vec3 pointlightColor3 = glm::vec3(1, 0.2, 0.2) * 20;
@ -150,6 +153,7 @@ unsigned int skyboxIndices[] =
6, 2, 3
};
/*
std::string facesCubemap[6] =
{
"./textures/skybox/rt.png",
@ -159,6 +163,18 @@ std::string facesCubemap[6] =
"./textures/skybox/ft.png",
"./textures/skybox/bk.png"
};
*/
std::string facesCubemap[6] =
{
"./textures/skybox/space_lf.png",
"./textures/skybox/space_rt.png",
"./textures/skybox/space_up.png",
"./textures/skybox/space_dn.png",
"./textures/skybox/space_ft.png",
"./textures/skybox/space_bk.png"
};
unsigned int cubemapTexture;
@ -282,7 +298,11 @@ void drawObjectPBRWithTexture(Core::RenderContext& context, glm::mat4 modelMatri
glUniform3f(glGetUniformLocation(programTex, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
glUniform3f(glGetUniformLocation(programTex, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
glUniform3f(glGetUniformLocation(programTex, "lightPos2"), pointlightPos2.x, pointlightPos2.y, pointlightPos2.z);
glUniform3f(glGetUniformLocation(programTex, "lightPos3"), pointlightPos3.x, pointlightPos3.y, pointlightPos3.z);
glUniform3f(glGetUniformLocation(programTex, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
glUniform3f(glGetUniformLocation(programTex, "lightColor2"), pointlightColor2.x, pointlightColor2.y, pointlightColor2.z);
glUniform3f(glGetUniformLocation(programTex, "lightColor3"), pointlightColor3.x, pointlightColor3.y, pointlightColor3.z);
glUniform3f(glGetUniformLocation(programTex, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
glUniform3f(glGetUniformLocation(programTex, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
@ -389,19 +409,19 @@ void renderScene(GLFWwindow* window)
//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);
glUniform3f(glGetUniformLocation(programSun, "color"), lampColor.x / 2, lampColor.y / 2, lampColor.z / 2);
glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
Core::DrawContext(sphereContext);
glm::mat4 transformation2 = viewProjectionMatrix * glm::translate(pointlightPos2) * glm::scale(glm::vec3(0.1));
glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation2);
glUniform3f(glGetUniformLocation(programSun, "color"), sunColor2.x / 2, sunColor2.y / 2, sunColor2.z / 2);
glUniform3f(glGetUniformLocation(programSun, "color"), lampColor2.x / 2, lampColor2.y / 2, lampColor2.z / 2);
glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
Core::DrawContext(sphereContext);
glm::mat4 transformation3 = viewProjectionMatrix * glm::translate(pointlightPos3) * glm::scale(glm::vec3(0.1));
glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation3);
glUniform3f(glGetUniformLocation(programSun, "color"), sunColor3.x / 2, sunColor3.y / 2, sunColor3.z / 2);
glUniform3f(glGetUniformLocation(programSun, "color"), lampColor3.x / 2, lampColor3.y / 2, lampColor3.z / 2);
glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
Core::DrawContext(sphereContext);
@ -492,7 +512,6 @@ void renderScene(GLFWwindow* window)
//draw texture with PBR
drawObjectPBRWithTexture(models::floorContext, glm::mat4(), texture::floorTexture, 0.8f, 0.0f,5);
drawObjectPBRWithTexture(models::glassWallContext, glm::mat4(), texture::glassWallTexture, 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);
@ -508,6 +527,9 @@ void renderScene(GLFWwindow* window)
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);
//objects with textures that contain transparency should be drawn here (last)
drawObjectPBRWithTexture(models::glassWallContext, glm::mat4(), texture::glassWallTexture, 0.8f, 0.0f, 5);
//test depth buffer
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glUseProgram(programTest);
@ -548,6 +570,7 @@ void init(GLFWwindow* window)
programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
//loading models
loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/spaceship.obj", shipContext);
@ -577,17 +600,20 @@ 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);
//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");
glDisable(GL_BLEND);
programTex = shaderLoader.CreateProgram("shaders/shader_texture.vert", "shaders/shader_texture.frag");
texture::glassWallTexture = Core::LoadTexture("textures/glass.jpg");
texture::fishTexture = Core::LoadTexture("textures/fish.png");
texture::roomTexture = Core::LoadTexture("textures/wall.jpg");
texture::roomTexture = Core::LoadTexture("textures/roof.jpg");
texture::sofaBaseTexture = Core::LoadTexture("textures/sofa.jpg");
texture::sofaTexture = Core::LoadTexture("textures/sofa.jpg");
texture::landTexture = Core::LoadTexture("textures/land.jpg");
texture::floorTexture = Core::LoadTexture("textures/floor3.png");
texture::landTexture = Core::LoadTexture("textures/grass.jpg");
texture::floorTexture = Core::LoadTexture("textures/floor.png");
texture::roofTexture = Core::LoadTexture("textures/roof.jpg");
texture::door1Texture = Core::LoadTexture("textures/Door.jpg");
texture::door2Texture = Core::LoadTexture("textures/Door.jpg");

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