Merge pull request '100% final' (#7) from improvements_2 into master
Reviewed-on: #7
This commit is contained in:
commit
2344bae670
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@ -9,77 +9,88 @@ C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\Collision_System.cpp(100,9): warni
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\Collision_System.cpp(101,9): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\Collision_System.cpp(101,9): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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||||||
C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\Collision_System.cpp(111,29): warning C4244: "return": konwersja z "int" do "float", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\Collision_System.cpp(111,29): warning C4244: "return": konwersja z "int" do "float", możliwa utrata danych
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||||||
C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\Collision_System.cpp(115,29): warning C4244: "return": konwersja z "int" do "float", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\Collision_System.cpp(115,29): warning C4244: "return": konwersja z "int" do "float", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(338,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(337,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(355,17): warning C4101: "data": lokalna zmienna, do której nie istnieje odwołanie
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(375,17): warning C4101: "data": lokalna zmienna, do której nie istnieje odwołanie
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(380,38): warning C4305: "=": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(400,38): warning C4305: "=": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(409,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(429,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(614,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(642,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(622,73): warning C4244: "argument": konwersja z "int" do "GLfloat", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(650,73): warning C4244: "argument": konwersja z "int" do "GLfloat", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(622,66): warning C4244: "argument": konwersja z "int" do "GLfloat", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(650,66): warning C4244: "argument": konwersja z "int" do "GLfloat", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(637,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(665,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(655,98): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(683,98): warning C4305: "argument": obcięcie z "double" do "T"
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with
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with
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[
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[
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T=float
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T=float
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]
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]
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(658,68): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(686,68): warning C4305: "argument": obcięcie z "double" do "T"
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with
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with
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[
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[
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T=float
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T=float
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]
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]
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(702,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(731,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(716,99): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(745,99): warning C4305: "argument": obcięcie z "double" do "T"
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with
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with
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[
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[
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T=float
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T=float
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]
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]
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(719,69): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(748,69): warning C4305: "argument": obcięcie z "double" do "T"
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with
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with
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[
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[
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T=float
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T=float
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]
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]
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(822,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(793,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(823,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(807,99): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(824,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(827,31): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(828,25): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(884,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(885,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(886,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(889,31): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(890,25): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(996,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1009,108): warning C4305: "argument": obcięcie z "double" do "T"
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with
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with
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[
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[
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T=float
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T=float
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]
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]
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1018,87): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(810,69): warning C4305: "argument": obcięcie z "double" do "T"
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with
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with
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[
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T=float
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T=float
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]
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]
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1018,223): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(934,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1047,73): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(935,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1051,81): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(936,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1052,93): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(939,31): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1053,83): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(940,25): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1054,83): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(996,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1149,108): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(997,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(998,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1001,31): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1002,25): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1108,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1122,108): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1470,66): warning C4244: "=": konwersja z "double" do "T", możliwa utrata danych
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1131,87): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1487,21): warning C4305: "-=": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1131,223): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1489,21): warning C4305: "+=": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1160,73): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1164,81): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1165,93): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1166,83): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1167,83): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1263,108): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1592,66): warning C4244: "=": konwersja z "double" do "T", możliwa utrata danych
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with
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1609,21): warning C4305: "-=": obcięcie z "double" do "float"
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C:\Users\jedrz\Desktop\g\GRK_Project\cw 9\src\ex_9_1.hpp(1611,21): warning C4305: "+=": obcięcie z "double" do "float"
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Trwa generowanie kodu
|
Trwa generowanie kodu
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1 of 717 functions ( 0.1%) were compiled, the rest were copied from previous compilation.
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1 of 723 functions ( 0.1%) were compiled, the rest were copied from previous compilation.
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0 functions were new in current compilation
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0 functions were new in current compilation
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7 functions had inline decision re-evaluated but remain unchanged
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9 functions had inline decision re-evaluated but remain unchanged
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Zakończono generowanie kodu
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Zakończono generowanie kodu
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grk-cw9.vcxproj -> C:\Users\jedrz\Desktop\g\GRK_Project\Release\grk-cw9.exe
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grk-cw9.vcxproj -> C:\Users\jedrz\Desktop\g\GRK_Project\Release\grk-cw9.exe
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@ -92,6 +92,7 @@ namespace models {
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Core::RenderContext painting2Context;
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Core::RenderContext painting2Context;
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Core::RenderContext mug2Context;
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Core::RenderContext mug2Context;
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Core::RenderContext bookContext;
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Core::RenderContext bookContext;
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Core::RenderContext lampContext;
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}
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}
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std::vector<std::string> faces = {
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std::vector<std::string> faces = {
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@ -263,12 +264,20 @@ namespace texture {
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GLuint spray_roughness;
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GLuint spray_roughness;
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GLuint spray_ao;
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GLuint spray_ao;
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GLuint spray_normal;
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GLuint spray_normal;
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GLuint lamp_albedo;
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GLuint lamp_metallic;
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GLuint lamp_ao;
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GLuint lamp_roughness;
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GLuint lamp_normal;
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}
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}
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GLuint depthMapFBO;
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GLuint depthMapFBO;
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GLuint depthMap;
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GLuint depthMap;
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GLuint depthMapFBO2;
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GLuint depthMapFBO2;
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GLuint depthMap2;
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GLuint depthMap2;
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GLuint depthMapFBO3;
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GLuint depthMap3;
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int speed = 300;
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int speed = 300;
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@ -325,17 +334,28 @@ GLuint VAO, VBO;
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float aspectRatio = 1.f;
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float aspectRatio = 1.f;
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float exposition = 1.f;
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float exposition = 1.f;
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float spotlightPhi = 3.14 / 4;
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glm::vec3 spotlightPos = glm::vec3(1.5, 1.15, -1.1);
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glm::vec3 spotlightConeDir = glm::vec3(0, -1, 0);
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glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9) * 3;
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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(-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 lightVP2 = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos2, sunPos2 - sunDir2, glm::vec3(0, 1, 0));
|
glm::mat4 lightVP2 = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos2, sunPos2 - sunDir2, glm::vec3(0, 1, 0));
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glm::mat4 lightVP3 = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(spotlightPos, spotlightPos - spotlightConeDir, glm::vec3(0, 1, 0));
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||||||
|
//glm::mat4 lightVP3 = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.1f,10.f) * glm::lookAt(spotlightPos, -spotlightConeDir,glm::vec3(0.0,1.0,0.0));
|
||||||
|
glm::mat4 ort = glm::ortho(-3.0f, 3.0f, -3.0f, 3.0f, 0.1f, 3.0f);
|
||||||
|
glm::mat4 lightView = glm::lookAt(spotlightPos, spotlightPos+spotlightConeDir, glm::vec3(0.0, 1.0, 0.0));
|
||||||
|
//glm::mat4 lightVP3 = glm::perspective(glm::radians(180.0f), 1.0f, 0.05f, 25.0f) * glm::lookAt(spotlightPos, spotlightPos - spotlightConeDir, glm::vec3(0, 1, 0));
|
||||||
|
//glm::mat4 lightVP3 = ort * lightView;
|
||||||
|
|
||||||
glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
|
glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
|
||||||
glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6);
|
glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6);
|
||||||
|
|
||||||
glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
|
//glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
|
||||||
glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
|
//glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
|
||||||
glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9) * 3;
|
//glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9) * 3;
|
||||||
float spotlightPhi = 3.14 / 4;
|
|
||||||
|
|
||||||
glm::vec3 lightPos = glm::vec3(-8, 4, 2);
|
glm::vec3 lightPos = glm::vec3(-8, 4, 2);
|
||||||
|
|
||||||
@ -456,6 +476,8 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
|
|||||||
Core::SetActiveTexture(depthMap, "depthMap", program, 0);
|
Core::SetActiveTexture(depthMap, "depthMap", program, 0);
|
||||||
glUniformMatrix4fv(glGetUniformLocation(program, "LightVP2"), 1, GL_FALSE, (float*)&lightVP2);
|
glUniformMatrix4fv(glGetUniformLocation(program, "LightVP2"), 1, GL_FALSE, (float*)&lightVP2);
|
||||||
Core::SetActiveTexture(depthMap2, "depthMap2", program, 1);
|
Core::SetActiveTexture(depthMap2, "depthMap2", program, 1);
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(program, "LightVP3"), 1, GL_FALSE, (float*)&lightVP3);
|
||||||
|
Core::SetActiveTexture(depthMap3, "depthMap3", program, 2);
|
||||||
|
|
||||||
Core::DrawContext(context);
|
Core::DrawContext(context);
|
||||||
}
|
}
|
||||||
@ -496,6 +518,8 @@ void drawObjectTex(Core::RenderContext& context, glm::mat4 modelMatrix, float ro
|
|||||||
Core::SetActiveTexture(depthMap, "depthMap", programTex, 1);
|
Core::SetActiveTexture(depthMap, "depthMap", programTex, 1);
|
||||||
glUniformMatrix4fv(glGetUniformLocation(programTex, "LightVP2"), 1, GL_FALSE, (float*)&lightVP2);
|
glUniformMatrix4fv(glGetUniformLocation(programTex, "LightVP2"), 1, GL_FALSE, (float*)&lightVP2);
|
||||||
Core::SetActiveTexture(depthMap2, "depthMap2", programTex, 2);
|
Core::SetActiveTexture(depthMap2, "depthMap2", programTex, 2);
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(program, "LightVP3"), 1, GL_FALSE, (float*)&lightVP3);
|
||||||
|
Core::SetActiveTexture(depthMap3, "depthMap3", program, 3);
|
||||||
|
|
||||||
Core::DrawContext(context);
|
Core::DrawContext(context);
|
||||||
}
|
}
|
||||||
@ -540,6 +564,8 @@ void drawObjectTexPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuin
|
|||||||
Core::SetActiveTexture(depthMap, "depthMap", programTexPBR, 0);
|
Core::SetActiveTexture(depthMap, "depthMap", programTexPBR, 0);
|
||||||
glUniformMatrix4fv(glGetUniformLocation(programTexPBR, "LightVP2"), 1, GL_FALSE, (float*)&lightVP2);
|
glUniformMatrix4fv(glGetUniformLocation(programTexPBR, "LightVP2"), 1, GL_FALSE, (float*)&lightVP2);
|
||||||
Core::SetActiveTexture(depthMap2, "depthMap2", programTexPBR, 6);
|
Core::SetActiveTexture(depthMap2, "depthMap2", programTexPBR, 6);
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(program, "LightVP3"), 1, GL_FALSE, (float*)&lightVP3);
|
||||||
|
Core::SetActiveTexture(depthMap3, "depthMap3", program, 7);
|
||||||
|
|
||||||
Core::DrawContext(context);
|
Core::DrawContext(context);
|
||||||
}
|
}
|
||||||
@ -582,6 +608,8 @@ void drawObjectTexPBR_ARM(Core::RenderContext& context, glm::mat4 modelMatrix, G
|
|||||||
Core::SetActiveTexture(depthMap, "depthMap", programTexPBR_ARM, 0);
|
Core::SetActiveTexture(depthMap, "depthMap", programTexPBR_ARM, 0);
|
||||||
glUniformMatrix4fv(glGetUniformLocation(programTexPBR_ARM, "LightVP2"), 1, GL_FALSE, (float*)&lightVP2);
|
glUniformMatrix4fv(glGetUniformLocation(programTexPBR_ARM, "LightVP2"), 1, GL_FALSE, (float*)&lightVP2);
|
||||||
Core::SetActiveTexture(depthMap2, "depthMap2", programTexPBR_ARM, 4);
|
Core::SetActiveTexture(depthMap2, "depthMap2", programTexPBR_ARM, 4);
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(program, "LightVP3"), 1, GL_FALSE, (float*)&lightVP3);
|
||||||
|
Core::SetActiveTexture(depthMap3, "depthMap3", program, 5);
|
||||||
|
|
||||||
Core::DrawContext(context);
|
Core::DrawContext(context);
|
||||||
}
|
}
|
||||||
@ -693,6 +721,7 @@ void renderShadowapSun(float angle) {
|
|||||||
drawObjectDepth(models::painting2Context, lightVP, glm::mat4());
|
drawObjectDepth(models::painting2Context, lightVP, glm::mat4());
|
||||||
drawObjectDepth(models::mug2Context, lightVP, glm::mat4());
|
drawObjectDepth(models::mug2Context, lightVP, glm::mat4());
|
||||||
drawObjectDepth(models::bookContext, lightVP, glm::mat4());
|
drawObjectDepth(models::bookContext, lightVP, glm::mat4());
|
||||||
|
drawObjectDepth(models::lampContext, lightVP, glm::mat4());
|
||||||
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
glViewport(0, 0, WIDTH, HEIGHT);
|
glViewport(0, 0, WIDTH, HEIGHT);
|
||||||
@ -754,6 +783,69 @@ void renderShadowapSun2() {
|
|||||||
drawObjectDepth(models::painting2Context, lightVP2, glm::mat4());
|
drawObjectDepth(models::painting2Context, lightVP2, glm::mat4());
|
||||||
drawObjectDepth(models::mug2Context, lightVP2, glm::mat4());
|
drawObjectDepth(models::mug2Context, lightVP2, glm::mat4());
|
||||||
drawObjectDepth(models::bookContext, lightVP2, glm::mat4());
|
drawObjectDepth(models::bookContext, lightVP2, glm::mat4());
|
||||||
|
drawObjectDepth(models::lampContext, lightVP2, glm::mat4());
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
glViewport(0, 0, WIDTH, HEIGHT);
|
||||||
|
}
|
||||||
|
|
||||||
|
void renderShadowapLamp() {
|
||||||
|
float time = glfwGetTime();
|
||||||
|
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||||
|
//uzupelnij o renderowanie glebokosci do tekstury
|
||||||
|
glUseProgram(programDepth);
|
||||||
|
|
||||||
|
//ustawianie przestrzeni rysowania
|
||||||
|
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||||
|
//bindowanie FBO
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO3);
|
||||||
|
//czyszczenie mapy głębokości
|
||||||
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
|
//ustawianie programu
|
||||||
|
glUseProgram(programDepth);
|
||||||
|
|
||||||
|
drawObjectDepth(sphereContext, lightVP3, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)));
|
||||||
|
|
||||||
|
drawObjectDepth(sphereContext,
|
||||||
|
lightVP3, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)));
|
||||||
|
|
||||||
|
drawObjectDepth(models::bedContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::mattressContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::bed_pillowContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::floorContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::desk_topContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::desk_bottomContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::framesContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::wallContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::foldingContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::couchContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::laptopContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::doorContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::chairContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::roofContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::blanketContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::drawerContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::clockContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::plantContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::c_tableContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::foldingContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::mugContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::carContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::books1Context, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::books2Context, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::cactusContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::fanContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::fanTopContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::tableContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::handleContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::pillow1Context, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::pillow2Context, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::pillow3Context, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::painting1Context, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::painting2Context, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::mug2Context, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::bookContext, lightVP3, glm::mat4());
|
||||||
|
drawObjectDepth(models::lampContext, lightVP3, glm::mat4());
|
||||||
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
glViewport(0, 0, WIDTH, HEIGHT);
|
glViewport(0, 0, WIDTH, HEIGHT);
|
||||||
@ -799,6 +891,26 @@ void initDepthMap2()
|
|||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void initDepthMap3()
|
||||||
|
{
|
||||||
|
glGenFramebuffers(1, &depthMapFBO3);
|
||||||
|
|
||||||
|
glGenTextures(1, &depthMap3);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, depthMap3);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
|
||||||
|
SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO3);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap3, 0);
|
||||||
|
glDrawBuffer(GL_NONE);
|
||||||
|
glReadBuffer(GL_NONE);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
}
|
||||||
|
|
||||||
void drawObjectColorWater(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float time, GLuint textureID) {
|
void drawObjectColorWater(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float time, GLuint textureID) {
|
||||||
|
|
||||||
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * glm::mat4(glm::mat3(createCameraMatrix()));
|
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * glm::mat4(glm::mat3(createCameraMatrix()));
|
||||||
@ -1002,6 +1114,7 @@ void renderScene(GLFWwindow* window)
|
|||||||
glm::mat4 rotate = p2 * glm::rotate(glm::mat4(), glm::radians(angle * speed), glm::vec3(1, 0, 0)) * p1;
|
glm::mat4 rotate = p2 * glm::rotate(glm::mat4(), glm::radians(angle * speed), glm::vec3(1, 0, 0)) * p1;
|
||||||
renderShadowapSun(angle);
|
renderShadowapSun(angle);
|
||||||
renderShadowapSun2();
|
renderShadowapSun2();
|
||||||
|
renderShadowapLamp();
|
||||||
|
|
||||||
//space lamp
|
//space lamp
|
||||||
glUseProgram(programSun);
|
glUseProgram(programSun);
|
||||||
@ -1036,8 +1149,8 @@ void renderScene(GLFWwindow* window)
|
|||||||
// );
|
// );
|
||||||
|
|
||||||
|
|
||||||
spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
|
//spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
|
||||||
spotlightConeDir = spaceshipDir;
|
//spotlightConeDir = spaceshipDir;
|
||||||
|
|
||||||
glUseProgram(programTex);
|
glUseProgram(programTex);
|
||||||
//drawObjectTex(models::marbleBustContext, glm::translate(glm::mat4(), glm::vec3(0, 0, -0.2)), 0.2, 0, texture::rust);
|
//drawObjectTex(models::marbleBustContext, glm::translate(glm::mat4(), glm::vec3(0, 0, -0.2)), 0.2, 0, texture::rust);
|
||||||
@ -1080,6 +1193,7 @@ void renderScene(GLFWwindow* window)
|
|||||||
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
|
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
|
||||||
texture::spray_roughness, texture::spray_metallic, texture::spray_albedo, texture::spray_normal, texture::spray_ao
|
texture::spray_roughness, texture::spray_metallic, texture::spray_albedo, texture::spray_normal, texture::spray_ao
|
||||||
);
|
);
|
||||||
|
drawObjectTexPBR(models::lampContext, glm::mat4(), texture::lamp_roughness, texture::lamp_metallic, texture::lamp_albedo, texture::lamp_normal, texture::lamp_ao);
|
||||||
|
|
||||||
glUseProgram(programTexPBR_ARM);
|
glUseProgram(programTexPBR_ARM);
|
||||||
//drawObjectTexPBR_ARM(models::chairContext, glm::mat4(), texture::rock_albedo, texture::rock_normal, texture::rock_arm);
|
//drawObjectTexPBR_ARM(models::chairContext, glm::mat4(), texture::rock_albedo, texture::rock_normal, texture::rock_arm);
|
||||||
@ -1105,7 +1219,7 @@ void renderScene(GLFWwindow* window)
|
|||||||
/*glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
/*glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
glUseProgram(programTest);
|
glUseProgram(programTest);
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, depthMap);
|
glBindTexture(GL_TEXTURE_2D, depthMap3);
|
||||||
Core::DrawContext(models::testContext);*/
|
Core::DrawContext(models::testContext);*/
|
||||||
|
|
||||||
bubbleManager();
|
bubbleManager();
|
||||||
@ -1150,6 +1264,7 @@ void init(GLFWwindow* window)
|
|||||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
initDepthMap();
|
initDepthMap();
|
||||||
initDepthMap2();
|
initDepthMap2();
|
||||||
|
initDepthMap3();
|
||||||
PlaySound(TEXT("sound/ocean.wav"), NULL, SND_ASYNC|SND_LOOP);
|
PlaySound(TEXT("sound/ocean.wav"), NULL, SND_ASYNC|SND_LOOP);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
||||||
@ -1318,6 +1433,12 @@ void init(GLFWwindow* window)
|
|||||||
texture::spray_ao = Core::LoadTexture("textures/spray/ao.png");
|
texture::spray_ao = Core::LoadTexture("textures/spray/ao.png");
|
||||||
texture::spray_normal = Core::LoadTexture("textures/spray/normal.png");
|
texture::spray_normal = Core::LoadTexture("textures/spray/normal.png");
|
||||||
|
|
||||||
|
texture::lamp_albedo = Core::LoadTexture("textures/lamp/albedo.png");
|
||||||
|
texture::lamp_metallic = Core::LoadTexture("textures/lamp/metallic.png");
|
||||||
|
texture::lamp_roughness = Core::LoadTexture("textures/lamp/roughness.png");
|
||||||
|
texture::lamp_ao = Core::LoadTexture("textures/lamp/ao.png");
|
||||||
|
texture::lamp_normal = Core::LoadTexture("textures/lamp/normal.png");
|
||||||
|
|
||||||
|
|
||||||
texture::metal = Core::LoadTexture("textures/metal.png");
|
texture::metal = Core::LoadTexture("textures/metal.png");
|
||||||
loadModelToContext("models/bubble.obj", bubbleContext, false);
|
loadModelToContext("models/bubble.obj", bubbleContext, false);
|
||||||
@ -1349,7 +1470,7 @@ void init(GLFWwindow* window)
|
|||||||
loadModelToContext("./models/bed_pillow.obj", models::bed_pillowContext, false);
|
loadModelToContext("./models/bed_pillow.obj", models::bed_pillowContext, false);
|
||||||
loadModelToContext("./models/paplan.obj", models::blanketContext, false);
|
loadModelToContext("./models/paplan.obj", models::blanketContext, false);
|
||||||
|
|
||||||
loadModelToContext("./models/PC_desk_bake_003.obj", models::desk_topContext, true);
|
loadModelToContext("./models/PC_desk_bake_003.obj", models::desk_topContext, false);
|
||||||
loadModelToContext("./models/PC_desk_bake_004.obj", models::desk_bottomContext, false);
|
loadModelToContext("./models/PC_desk_bake_004.obj", models::desk_bottomContext, false);
|
||||||
loadModelToContext("./models/Cube_002.obj", models::paper_stack2Context, false);
|
loadModelToContext("./models/Cube_002.obj", models::paper_stack2Context, false);
|
||||||
loadModelToContext("./models/Cube_009.obj", models::paper_stack3Context, false);
|
loadModelToContext("./models/Cube_009.obj", models::paper_stack3Context, false);
|
||||||
@ -1385,6 +1506,7 @@ void init(GLFWwindow* window)
|
|||||||
loadModelToContext("./models/painting2.obj", models::painting2Context, false);
|
loadModelToContext("./models/painting2.obj", models::painting2Context, false);
|
||||||
loadModelToContext("./models/mug2.obj", models::mug2Context, false);
|
loadModelToContext("./models/mug2.obj", models::mug2Context, false);
|
||||||
loadModelToContext("./models/book.obj", models::bookContext, false);
|
loadModelToContext("./models/book.obj", models::bookContext, false);
|
||||||
|
loadModelToContext("./models/lamp.obj", models::lampContext, false);
|
||||||
|
|
||||||
|
|
||||||
collisionSystem.calculateSceneBounding();
|
collisionSystem.calculateSceneBounding();
|
||||||
|
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cw 9/textures/lamp/albedo.png
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cw 9/textures/lamp/albedo.png
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cw 9/textures/lamp/ao.png
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cw 9/textures/lamp/ao.png
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cw 9/textures/lamp/metallic.png
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cw 9/textures/lamp/metallic.png
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cw 9/textures/lamp/normal.png
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cw 9/textures/lamp/normal.png
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cw 9/textures/lamp/roughness.png
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cw 9/textures/lamp/roughness.png
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Loading…
Reference in New Issue
Block a user