Compare commits

..

No commits in common. "master" and "Bubble" have entirely different histories.

274 changed files with 165 additions and 27413 deletions

Binary file not shown.

Binary file not shown.

View File

@ -1,10 +0,0 @@
# GRK Projekt
Water Causics / Particle Generator
Link do dokumentacji: https://uam-my.sharepoint.com/:w:/g/personal/julsad3_st_amu_edu_pl/Ea8GEqOLJMNLhxW9BBwQ2A0B0lOoyEtLEa4DNLNZkBfnqA?e=OCneeL&fbclid=IwAR3MKk2vUPXqkQhl-CC7CG04piLw_8zdY-GLTpl52MsLz2IEemNN9tcxXl4
Link do pobrania modeli: https://drive.google.com/drive/folders/1H9mCPv32GYCW7wTFX0St0C-mWTQPUpZ-?usp=sharing
Modele należy umieścić w cw 9/models.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -1,83 +1,38 @@
 main.cpp  main.cpp
C:\Program Files (x86)\Windows Kits\10\Include\10.0.22621.0\shared\minwindef.h(130,1): warning C4005: 'APIENTRY': macro redefinition C:\Program Files (x86)\Windows Kits\10\Include\10.0.22621.0\shared\minwindef.h(130,1): warning C4005: 'APIENTRY': macro redefinition
C:\Users\sjule\source\repos\GRK_Project\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123,1): message : see previous definition of 'APIENTRY' C:\Users\sjule\source\repos\GRK_Project\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123,1): message : see previous definition of 'APIENTRY'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\Collision_System.cpp(87,16): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(108,30): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\Collision_System.cpp(88,14): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(122,17): warning C4101: 'data': unreferenced local variable
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\Collision_System.cpp(90,17): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(147,38): warning C4305: '=': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\Collision_System.cpp(91,15): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(176,16): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\Collision_System.cpp(100,9): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(235,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\Collision_System.cpp(101,9): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(243,73): warning C4244: 'argument': conversion from 'int' to 'GLfloat', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\Collision_System.cpp(111,29): warning C4244: 'return': conversion from 'int' to 'float', possible loss of data C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(243,66): warning C4244: 'argument': conversion from 'int' to 'GLfloat', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\Collision_System.cpp(115,29): warning C4244: 'return': conversion from 'int' to 'float', possible loss of data C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(258,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(337,30): warning C4305: 'initializing': truncation from 'double' to 'float' C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(274,98): warning C4305: 'argument': truncation from 'double' to 'T'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(375,17): warning C4101: 'data': unreferenced local variable
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(400,38): warning C4305: '=': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(429,16): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(642,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(650,73): warning C4244: 'argument': conversion from 'int' to 'GLfloat', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(650,66): warning C4244: 'argument': conversion from 'int' to 'GLfloat', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(662,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(680,98): warning C4305: 'argument': truncation from 'double' to 'T'
with with
[ [
T=float T=float
] ]
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(683,68): warning C4305: 'argument': truncation from 'double' to 'T' C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(277,68): warning C4305: 'argument': truncation from 'double' to 'T'
with with
[ [
T=float T=float
] ]
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(728,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(337,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(742,99): warning C4305: 'argument': truncation from 'double' to 'T' C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(346,108): warning C4305: 'argument': truncation from 'double' to 'T'
with with
[ [
T=float T=float
] ]
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(745,69): warning C4305: 'argument': truncation from 'double' to 'T' C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(391,2): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(438,108): warning C4305: 'argument': truncation from 'double' to 'T'
with with
[ [
T=float T=float
] ]
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(790,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(517,21): warning C4305: '-=': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(804,99): warning C4305: 'argument': truncation from 'double' to 'T' C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(519,21): warning C4305: '+=': truncation from 'double' to 'float'
with
[
T=float
]
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(807,69): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(931,8): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(932,8): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(933,8): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(936,31): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(937,25): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(991,8): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(992,8): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(993,8): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(996,31): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(997,23): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(1099,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(1122,87): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(1122,223): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(1151,73): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(1155,81): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(1156,93): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(1157,83): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(1158,83): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(1254,108): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(1592,21): warning C4305: '-=': truncation from 'double' to 'float'
C:\Users\sjule\source\repos\GRK_Project\cw 9\src\ex_9_1.hpp(1594,21): warning C4305: '+=': truncation from 'double' to 'float'
Box.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification Box.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
grk-cw9.vcxproj -> C:\Users\sjule\source\repos\GRK_Project\Debug\grk-cw9.exe grk-cw9.vcxproj -> C:\Users\sjule\source\repos\GRK_Project\Debug\grk-cw9.exe

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -2,7 +2,7 @@
<Project> <Project>
<ProjectOutputs> <ProjectOutputs>
<ProjectOutput> <ProjectOutput>
<FullPath>C:\Users\jedrz\Desktop\projekt final\GRK_Project\Release\grk-cw9.exe</FullPath> <FullPath>C:\Users\jedrz\Desktop\grk\Release\grk-cw9.exe</FullPath>
</ProjectOutput> </ProjectOutput>
</ProjectOutputs> </ProjectOutputs>
<ContentFiles /> <ContentFiles />

Binary file not shown.

Binary file not shown.

View File

@ -1,86 +1,50 @@
 main.cpp  main.cpp
C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra
C:\Users\jedrz\Desktop\projekt final\GRK_Project\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY” C:\Users\jedrz\Desktop\grk\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY”
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\Collision_System.cpp(87,16): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(96,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\Collision_System.cpp(88,14): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(110,17): warning C4101: "data": lokalna zmienna, do której nie istnieje odwołanie
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\Collision_System.cpp(90,17): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(135,38): warning C4305: "=": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\Collision_System.cpp(91,15): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(164,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\Collision_System.cpp(100,9): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(224,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\Collision_System.cpp(101,9): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(240,98): warning C4305: "argument": obcięcie z "double" do "T"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\Collision_System.cpp(111,29): warning C4244: "return": konwersja z "int" do "float", możliwa utrata danych
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\Collision_System.cpp(115,29): warning C4244: "return": konwersja z "int" do "float", możliwa utrata danych
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(342,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(372,17): warning C4101: "data": lokalna zmienna, do której nie istnieje odwołanie
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(397,38): warning C4305: "=": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(426,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(644,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(657,73): warning C4244: "argument": konwersja z "int" do "GLfloat", możliwa utrata danych
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(657,66): warning C4244: "argument": konwersja z "int" do "GLfloat", możliwa utrata danych
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(669,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(687,98): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(690,68): warning C4305: "argument": obcięcie z "double" do "T" C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(243,68): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(735,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(303,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(749,99): warning C4305: "argument": obcięcie z "double" do "T" C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(311,108): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(752,69): warning C4305: "argument": obcięcie z "double" do "T" C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(319,87): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(797,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(319,223): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(811,99): warning C4305: "argument": obcięcie z "double" do "T" C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(322,59): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(814,69): warning C4305: "argument": obcięcie z "double" do "T" C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(323,37): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(355,2): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(403,108): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(938,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(479,21): warning C4305: "-=": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(939,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych C:\Users\jedrz\Desktop\grk\cw 9\src\ex_9_1.hpp(481,21): warning C4305: "+=": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(940,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(943,31): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(944,25): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(998,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(999,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1000,8): warning C4244: "inicjowanie": konwersja z "float" do "int", możliwa utrata danych
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1003,31): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1004,23): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1106,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1120,108): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1133,85): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1159,73): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1163,81): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1164,93): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1165,83): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1166,83): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1264,108): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1610,21): warning C4305: "-=": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\projekt final\GRK_Project\cw 9\src\ex_9_1.hpp(1612,21): warning C4305: "+=": obcięcie z "double" do "float"
Trwa generowanie kodu Trwa generowanie kodu
99 of 727 functions (13.6%) were compiled, the rest were copied from previous compilation. 65 of 605 functions (10.7%) were compiled, the rest were copied from previous compilation.
0 functions were new in current compilation 18 functions were new in current compilation
24 functions had inline decision re-evaluated but remain unchanged 18 functions had inline decision re-evaluated but remain unchanged
Zakończono generowanie kodu Zakończono generowanie kodu
grk-cw9.vcxproj -> C:\Users\jedrz\Desktop\projekt final\GRK_Project\Release\grk-cw9.exe grk-cw9.vcxproj -> C:\Users\jedrz\Desktop\grk\Release\grk-cw9.exe

View File

@ -1,2 +1,2 @@
PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.33.31629:TargetPlatformVersion=10.0.19041.0: PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0:
Release|Win32|C:\Users\jedrz\Desktop\projekt final\GRK_Project\| Release|Win32|C:\Users\jedrz\Desktop\grk\|

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -13,7 +13,6 @@
<ItemGroup> <ItemGroup>
<ClCompile Include="src\Box.cpp" /> <ClCompile Include="src\Box.cpp" />
<ClCompile Include="src\Camera.cpp" /> <ClCompile Include="src\Camera.cpp" />
<ClCompile Include="src\Collision_System.cpp" />
<ClCompile Include="src\main.cpp" /> <ClCompile Include="src\main.cpp" />
<ClCompile Include="src\Render_Utils.cpp" /> <ClCompile Include="src\Render_Utils.cpp" />
<ClCompile Include="src\Shader_Loader.cpp" /> <ClCompile Include="src\Shader_Loader.cpp" />
@ -50,12 +49,6 @@
<None Include="shaders\shader_shadowap_sun.vert" /> <None Include="shaders\shader_shadowap_sun.vert" />
<None Include="shaders\shader_skybox.frag" /> <None Include="shaders\shader_skybox.frag" />
<None Include="shaders\shader_skybox.vert" /> <None Include="shaders\shader_skybox.vert" />
<None Include="shaders\shader_tex.frag" />
<None Include="shaders\shader_tex.vert" />
<None Include="shaders\shader_tex_pbr.frag" />
<None Include="shaders\shader_tex_pbr.vert" />
<None Include="shaders\shader_tex_pbr_arm.frag" />
<None Include="shaders\shader_tex_pbr_arm.vert" />
<None Include="shaders\shader_water.frag" /> <None Include="shaders\shader_water.frag" />
<None Include="shaders\shader_water.vert" /> <None Include="shaders\shader_water.vert" />
<None Include="shaders\test.frag" /> <None Include="shaders\test.frag" />

View File

@ -54,9 +54,6 @@
<ClCompile Include="src\TriangleSoup.cpp"> <ClCompile Include="src\TriangleSoup.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="src\Collision_System.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="src\objload.h"> <ClInclude Include="src\objload.h">
@ -136,24 +133,6 @@
<None Include="shaders\shader_water.vert"> <None Include="shaders\shader_water.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_tex.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex_pbr.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex_pbr.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex_pbr_arm.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex_pbr_arm.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bubble.frag"> <None Include="shaders\shader_bubble.frag">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -1,13 +0,0 @@
#version 410 core
uniform vec3 objectColor;
uniform vec3 lightDir;
in vec3 interpNormal;
void main()
{
vec3 normal = normalize(interpNormal);
float diffuse = 0.4;
gl_FragColor = vec4(objectColor * diffuse, 1.0);
}

View File

@ -1,16 +0,0 @@
#version 410 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 modelMatrix;
out vec3 interpNormal;
void main()
{
gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
}

View File

@ -1,17 +1,15 @@
#version 430 core #version 430 core
float AMBIENT = 0.5; float AMBIENT = 0.03;
float PI = 3.14; float PI = 3.14;
uniform sampler2D depthMap; uniform sampler2D depthMap;
uniform sampler2D depthMap2;
uniform vec3 cameraPos; uniform vec3 cameraPos;
uniform vec3 color; uniform vec3 color;
uniform vec3 sunDir; uniform vec3 sunDir;
uniform vec3 sunDir2;
uniform vec3 sunColor; uniform vec3 sunColor;
uniform vec3 lightPos; uniform vec3 lightPos;
@ -40,7 +38,6 @@ in vec3 sunDirTS;
in vec3 test; in vec3 test;
in vec4 sunSpacePos; in vec4 sunSpacePos;
in vec4 sunSpacePos2;
float DistributionGGX(vec3 normal, vec3 H, float roughness){ float DistributionGGX(vec3 normal, vec3 H, float roughness){
float a = roughness*roughness; float a = roughness*roughness;
@ -115,16 +112,6 @@ float calculateShadow() {
} }
} }
float calculateShadow2() {
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos2 / (sunSpacePos2.w)) + 0.5;
float closestDepth = texture2D(depthMap2, sunSpacePosNormalized.xy).x;
float diff = (0.001+closestDepth) - sunSpacePosNormalized.z;
return (0.5*(diff)/abs(diff))+0.5;
}
void main() void main()
{ {
@ -155,8 +142,6 @@ void main()
//sun //sun
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir); ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir);
//sun2
ilumination=ilumination+PBRLight(sunDir2, sunColor * calculateShadow2(), normal, viewDir);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1); outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
//outColor = vec4(roughness,metallic,0,1); //outColor = vec4(roughness,metallic,0,1);

View File

@ -9,7 +9,6 @@ layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation; uniform mat4 transformation;
uniform mat4 modelMatrix; uniform mat4 modelMatrix;
uniform mat4 LightVP; uniform mat4 LightVP;
uniform mat4 LightVP2;
out vec3 vecNormal; out vec3 vecNormal;
out vec3 worldPos; out vec3 worldPos;
@ -24,7 +23,6 @@ out vec3 lightDirTS;
out vec3 spotlightDirTS; out vec3 spotlightDirTS;
out vec3 sunDirTS; out vec3 sunDirTS;
out vec4 sunSpacePos; out vec4 sunSpacePos;
out vec4 sunSpacePos2;
void main() void main()
{ {
@ -44,5 +42,4 @@ void main()
spotlightDirTS = TBN*SL; spotlightDirTS = TBN*SL;
sunDirTS = TBN*sunDir; sunDirTS = TBN*sunDir;
sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1); sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1);
sunSpacePos2=LightVP2*modelMatrix*vec4(vertexPosition,1);
} }

View File

@ -1,5 +1,8 @@
#version 430 core #version 430 core
uniform vec3 iResolution; uniform vec3 iResolution;
//uniform vec3 cameraPos;
//uniform vec3 cameraDir;
uniform mat3 camMat;
uniform sampler2D iChannel1; uniform sampler2D iChannel1;
uniform samplerCube iChannel0; uniform samplerCube iChannel0;
uniform float time; uniform float time;
@ -233,6 +236,7 @@ void main()
// camera movement // camera movement
//vec3 ro, ta; //vec3 ro, ta;
//doCamera( ro, ta, iTime, m ); //doCamera( ro, ta, iTime, m );
//mat3 camMat = calcLookAtMatrix( cameraPos, cameraDir, 0.0 );
float dh = (0.666 / iResolution.y); float dh = (0.666 / iResolution.y);
const float rads = TWO_PI / float(AA_SAMPLES); const float rads = TWO_PI / float(AA_SAMPLES);
@ -248,8 +252,8 @@ void main()
for (int samp = 0; samp < AA_SAMPLES; samp++) { for (int samp = 0; samp < AA_SAMPLES; samp++) {
vec2 dxy = dh * vec2(cos(float(samp) * rads), sin(float(samp) * rads)); vec2 dxy = dh * vec2(cos(float(samp) * rads), sin(float(samp) * rads));
vec3 rd = normalize(vec3(p.xy + dxy, 0.2)); // 1.5 is the lens length vec3 rd = normalize(camMat * vec3(p.xy + dxy, 1.5)); // 1.5 is the lens length
vec3 pos = vec3(-bubblePosition.z, -bubblePosition.y, bubblePosition.x); vec3 pos = bubblePosition.xyz;
bool hit = false; bool hit = false;
for (int j = 0; j < ITERATIONS; j++) { for (int j = 0; j < ITERATIONS; j++) {
float t = DIST_SCALE * sdf(pos); float t = DIST_SCALE * sdf(pos);

View File

@ -14,6 +14,6 @@ void main()
{ {
bubblePosition = transformation * vec4(vertexPosition, 1.0); bubblePosition = transformation * vec4(vertexPosition, 1.0);
//vec3 bubbling = sdf(bubblePosition2.xyz); //vec3 bubbling = sdf(bubblePosition2.xyz);
gl_Position = transformation * vec4(vertexPosition, 1.0); gl_Position = bubblePosition;
//gl_Position = vec4(vertexPosition, 1.0); //gl_Position = vec4(vertexPosition, 1.0);
} }

View File

@ -1,168 +0,0 @@
#version 430 core
float AMBIENT = 0.5;
float PI = 3.14;
uniform sampler2D depthMap;
uniform sampler2D depthMap2;
uniform vec3 cameraPos;
uniform sampler2D colorTexture;
uniform vec3 sunDir;
uniform vec3 sunDir2;
uniform vec3 sunColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 spotlightPos;
uniform vec3 spotlightColor;
uniform vec3 spotlightConeDir;
uniform vec3 spotlightPhi;
uniform float metallic;
uniform float roughness;
uniform float exposition;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vecTex;
out vec4 outColor;
in vec3 viewDirTS;
in vec3 lightDirTS;
in vec3 spotlightDirTS;
in vec3 sunDirTS;
in vec4 sunSpacePos;
in vec4 sunSpacePos2;
vec3 color;
float DistributionGGX(vec3 normal, vec3 H, float roughness){
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(normal, H), 0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness){
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
float NdotV = max(dot(normal, V), 0.0);
float NdotL = max(dot(normal, lightDir), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0){
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
float diffuse=max(0,dot(normal,lightDir));
//vec3 V = normalize(cameraPos-worldPos);
vec3 F0 = vec3(0.04);
F0 = mix(F0, color, metallic);
vec3 H = normalize(V + lightDir);
// cook-torrance brdf
float NDF = DistributionGGX(normal, H, roughness);
float G = GeometrySmith(normal, V, lightDir, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
// add to outgoing radiance Lo
float NdotL = max(dot(normal, lightDir), 0.0);
return (kD * color / PI + specular) * radiance * NdotL;
}
float calculateShadow() {
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos / (sunSpacePos.w)) + 0.5;
float closestDepth = texture2D(depthMap, sunSpacePosNormalized.xy).x;
float diff = (0.001+closestDepth) - sunSpacePosNormalized.z;
return (0.5*(diff)/abs(diff))+0.5;
}
float calculateShadow2() {
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos2 / (sunSpacePos2.w)) + 0.5;
float closestDepth = texture2D(depthMap2, sunSpacePosNormalized.xy).x;
float diff = (0.001+closestDepth) - sunSpacePosNormalized.z;
return (0.5*(diff)/abs(diff))+0.5;
}
void main()
{
color = texture(colorTexture, vecTex).xyz;
//vec3 normal = vec3(0,0,1);
vec3 normal = normalize(vecNormal);
//vec3 viewDir = normalize(viewDirTS);
vec3 viewDir = normalize(cameraPos-worldPos);
//vec3 lightDir = normalize(lightDirTS);
vec3 lightDir = normalize(lightPos-worldPos);
vec3 ambient = AMBIENT*color;
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
vec3 ilumination;
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
//flashlight
//vec3 spotlightDir= normalize(spotlightDirTS);
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);
//sun
//ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir);
//sun2
ilumination=ilumination+PBRLight(sunDir2, sunColor * calculateShadow2(), normal, viewDir);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
}

View File

@ -1,54 +0,0 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
uniform mat4 LightVP;
uniform mat4 LightVP2;
out vec3 vecNormal;
out vec3 worldPos;
uniform vec3 lightPos;
uniform vec3 spotlightPos;
uniform vec3 cameraPos;
uniform vec3 sunDir;
out vec3 viewDirTS;
out vec3 lightDirTS;
out vec3 spotlightDirTS;
out vec3 sunDirTS;
out vec2 vecTex;
out vec4 sunSpacePos;
out vec4 sunSpacePos2;
void main()
{
vecTex = vertexTexCoord;
vecTex.y = 1.0 - vecTex.y;
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
vec3 V = normalize(cameraPos-worldPos);
viewDirTS = TBN*V;
vec3 L = normalize(lightPos-worldPos);
lightDirTS = TBN*L;
vec3 SL = normalize(spotlightPos-worldPos);
spotlightDirTS = TBN*SL;
sunDirTS = TBN*sunDir;
sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1);
sunSpacePos2=LightVP2*modelMatrix*vec4(vertexPosition,1);
}

View File

@ -1,198 +0,0 @@
#version 430 core
float AMBIENT = 0.5;
float PI = 3.14;
uniform vec3 cameraPos;
uniform sampler2D depthMap;
uniform sampler2D depthMap2;
uniform sampler2D depthMap3;
uniform sampler2D colorTexture;
uniform sampler2D metallicTexture;
uniform sampler2D roughnessTexture;
uniform sampler2D aoTexture;
uniform sampler2D normalSampler;
uniform vec3 sunDir;
uniform vec3 sunDir2;
uniform vec3 lampDir;
uniform vec3 sunColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 spotlightPos;
uniform vec3 spotlightColor;
uniform vec3 spotlightConeDir;
uniform vec3 spotlightPhi;
uniform float exposition;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vecTex;
out vec4 outColor;
in vec3 viewDirTS;
in vec3 lightDirTS;
in vec3 spotlightDirTS;
in vec3 sunDirTS;
vec3 color;
float metallic;
float roughness;
in vec4 sunSpacePos;
in vec4 sunSpacePos2;
in vec4 lampSpacePos;
float DistributionGGX(vec3 normal, vec3 H, float roughness){
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(normal, H), 0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness){
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
float NdotV = max(dot(normal, V), 0.0);
float NdotL = max(dot(normal, lightDir), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0){
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
float diffuse=max(0,dot(normal,lightDir));
//vec3 V = normalize(cameraPos-worldPos);
vec3 F0 = vec3(0.04);
F0 = mix(F0, color, metallic);
vec3 H = normalize(V + lightDir);
// cook-torrance brdf
float NDF = DistributionGGX(normal, H, roughness);
float G = GeometrySmith(normal, V, lightDir, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
// add to outgoing radiance Lo
float NdotL = max(dot(normal, lightDir), 0.0);
return (kD * color / PI + specular) * radiance * NdotL;
}
float calculateShadow() {
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos / (sunSpacePos.w)) + 0.5;
float closestDepth = texture2D(depthMap, sunSpacePosNormalized.xy).x;
float diff = (0.001+closestDepth) - sunSpacePosNormalized.z;
return (0.5*(diff)/abs(diff))+0.5;
}
float calculateShadow2() {
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos2 / (sunSpacePos2.w)) + 0.5;
float closestDepth = texture2D(depthMap2, sunSpacePosNormalized.xy).x;
float diff = (0.001+closestDepth) - sunSpacePosNormalized.z;
return (0.5*(diff)/abs(diff))+0.5;
}
float calculateShadow3() {
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos / (sunSpacePos.w)) + 0.5;
float closestDepth = texture2D(depthMap3, sunSpacePosNormalized.xy).r;
if(closestDepth + 0.01 > sunSpacePosNormalized.z){
return 1.0;
} else {
return 0.0;
}
}
void main()
{
color = texture2D(colorTexture, vecTex).xyz;
metallic = texture2D(metallicTexture, vecTex).r;
roughness = texture2D(roughnessTexture, vecTex).r;
//vec3 normal = vec3(0,0,1);
//vec3 normal = normalize(vecNormal);
vec3 normal = normalize((texture2D(normalSampler, vecTex).xyz) * 2 - 1);
//normal = normalize(normal * 2.0 - 1.0);
vec3 viewDir = normalize(viewDirTS);
//vec3 viewDir = normalize(cameraPos-worldPos);
vec3 lightDir = normalize(lightDirTS);
//vec3 lightDir = normalize(lightPos-worldPos);
vec3 ao = texture2D(aoTexture, vecTex).xyz;
vec3 ambient = AMBIENT*ao*color;
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
vec3 ilumination;
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
//flashlight
//vec3 spotlightDir= normalize(spotlightDirTS);
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);
//sun
//ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir);
//outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
//sun2
ilumination=ilumination+PBRLight(sunDir2, sunColor * calculateShadow2(), normal, viewDir);
ilumination=ilumination+PBRLight(lampDir, sunColor * calculateShadow3(), normal, viewDir);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
}

View File

@ -1,55 +0,0 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
uniform mat4 LightVP;
uniform mat4 LightVP2;
uniform mat4 LightVP3;
out vec3 vecNormal;
out vec3 worldPos;
uniform vec3 lightPos;
uniform vec3 spotlightPos;
uniform vec3 cameraPos;
uniform vec3 sunDir;
out vec3 viewDirTS;
out vec3 lightDirTS;
out vec3 spotlightDirTS;
out vec3 sunDirTS;
out vec2 vecTex;
out vec4 sunSpacePos;
out vec4 sunSpacePos2;
out vec4 lampSpacePos;
void main()
{
vecTex = vec2(0, 1) + vertexTexCoord * vec2(1, -1);
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
vec3 V = normalize(cameraPos-worldPos);
viewDirTS = TBN*V;
vec3 L = normalize(lightPos-worldPos);
lightDirTS = TBN*L;
vec3 SL = normalize(spotlightPos-worldPos);
spotlightDirTS = TBN*SL;
sunDirTS = TBN*sunDir;
sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1);
sunSpacePos2=LightVP2*modelMatrix*vec4(vertexPosition,1);
lampSpacePos=LightVP3*modelMatrix*vec4(vertexPosition,1);
}

View File

@ -1,195 +0,0 @@
#version 430 core
float AMBIENT = 0.5;
float PI = 3.14;
uniform vec3 cameraPos;
uniform sampler2D depthMap;
uniform sampler2D depthMap2;
uniform sampler2D depthMap3;
uniform sampler2D colorTexture;
uniform sampler2D armTexture;
uniform sampler2D normalSampler;
uniform vec3 sunDir;
uniform vec3 sunDir2;
uniform vec3 lampDir;
uniform vec3 sunColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 spotlightPos;
uniform vec3 spotlightColor;
uniform vec3 spotlightConeDir;
uniform vec3 spotlightPhi;
uniform float exposition;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vecTex;
out vec4 outColor;
in vec3 viewDirTS;
in vec3 lightDirTS;
in vec3 spotlightDirTS;
in vec3 sunDirTS;
vec3 color;
float metallic;
float roughness;
in vec4 sunSpacePos;
in vec4 sunSpacePos2;
in vec4 lampSpacePos;
float DistributionGGX(vec3 normal, vec3 H, float roughness){
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(normal, H), 0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness){
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
float NdotV = max(dot(normal, V), 0.0);
float NdotL = max(dot(normal, lightDir), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0){
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
float diffuse=max(0,dot(normal,lightDir));
//vec3 V = normalize(cameraPos-worldPos);
vec3 F0 = vec3(0.04);
F0 = mix(F0, color, metallic);
vec3 H = normalize(V + lightDir);
// cook-torrance brdf
float NDF = DistributionGGX(normal, H, roughness);
float G = GeometrySmith(normal, V, lightDir, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
// add to outgoing radiance Lo
float NdotL = max(dot(normal, lightDir), 0.0);
return (kD * color / PI + specular) * radiance * NdotL;
}
float calculateShadow() {
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos / (sunSpacePos.w)) + 0.5;
float closestDepth = texture2D(depthMap, sunSpacePosNormalized.xy).x;
float diff = (0.001+closestDepth) - sunSpacePosNormalized.z;
return (0.5*(diff)/abs(diff))+0.5;
}
float calculateShadow2() {
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos2 / (sunSpacePos2.w)) + 0.5;
float closestDepth = texture2D(depthMap2, sunSpacePosNormalized.xy).x;
float diff = (0.001+closestDepth) - sunSpacePosNormalized.z;
return (0.5*(diff)/abs(diff))+0.5;
}
float calculateShadow3() {
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos / (sunSpacePos.w)) + 0.5;
float closestDepth = texture2D(depthMap3, sunSpacePosNormalized.xy).r;
if(closestDepth + 0.01 > sunSpacePosNormalized.z){
return 1.0;
} else {
return 0.0;
}
}
void main()
{
color = texture2D(colorTexture, vecTex).xyz;
metallic = texture2D(armTexture, vecTex).y;
roughness = texture2D(armTexture, vecTex).z;
//vec3 normal = vec3(0,0,1);
//vec3 normal = normalize(vecNormal);
vec3 normal = normalize((texture2D(normalSampler, vecTex).xyz) * 2 - 1);
//normal = normalize(normal * 2.0 - 1.0);
vec3 viewDir = normalize(viewDirTS);
//vec3 viewDir = normalize(cameraPos-worldPos);
vec3 lightDir = normalize(lightDirTS);
//vec3 lightDir = normalize(lightPos-worldPos);
float ao = texture2D(armTexture, vecTex).x;
vec3 ambient = AMBIENT*ao*color;
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
vec3 ilumination;
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
//flashlight
//vec3 spotlightDir= normalize(spotlightDirTS);
//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);
//sun
//ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir);
//sun2
ilumination=ilumination+PBRLight(sunDir2, sunColor * calculateShadow2(), normal, viewDir);
//lamp
ilumination=ilumination+PBRLight(lampDir, sunColor * calculateShadow3(), normal, viewDir);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
}

View File

@ -1,54 +0,0 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
uniform mat4 LightVP;
uniform mat4 LightVP2;
uniform mat4 LightVP3;
out vec3 vecNormal;
out vec3 worldPos;
uniform vec3 lightPos;
uniform vec3 spotlightPos;
uniform vec3 cameraPos;
uniform vec3 sunDir;
out vec3 viewDirTS;
out vec3 lightDirTS;
out vec3 spotlightDirTS;
out vec3 sunDirTS;
out vec2 vecTex;
out vec4 sunSpacePos;
out vec4 sunSpacePos2;
out vec4 lampSpacePos;
void main()
{
vecTex = vec2(0, 1) + vertexTexCoord * vec2(1, -1);
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
vec3 V = normalize(cameraPos-worldPos);
viewDirTS = TBN*V;
vec3 L = normalize(lightPos-worldPos);
lightDirTS = TBN*L;
vec3 SL = normalize(spotlightPos-worldPos);
spotlightDirTS = TBN*SL;
sunDirTS = TBN*sunDir;
sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1);
sunSpacePos2=LightVP2*modelMatrix*vec4(vertexPosition,1);
lampSpacePos=LightVP3*modelMatrix*vec4(vertexPosition,1);
}

View File

@ -207,7 +207,7 @@ void main () {
//vec4 light = vec4(1.0, 10.0, 0.0, 0.1); //vec4 light = vec4(1.0, 10.0, 0.0, 0.1);
vec4 light = vec4(lightPos, 1); vec4 light = vec4(lightPos, 1);
//light = light*rotMat; //light = light*rotMat;
vec3 colorBlue = vec3(0.0,0.1,0.2); vec3 colorBlue = vec3(0.0,0.1,0.3);
vec3 colorLightBlue = vec3(0.0, 0.04, 0.2); vec3 colorLightBlue = vec3(0.0, 0.04, 0.2);
vec3 colorWhite = vec3(0.9, 0.9, 0.9); vec3 colorWhite = vec3(0.9, 0.9, 0.9);

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -1,117 +0,0 @@
#include "glew.h"
#include <GLFW/glfw3.h>
#include "glm.hpp"
#include "ext.hpp"
#include <iostream>
#include <cmath>
#include <vector>
#include "freeglut.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#define matrixSize 1000
struct Bounding {
float minX, maxX, minZ, maxZ;
};
class CollisionSystem {
public:
bool matrix[matrixSize][matrixSize];
float toAddX, toAddZ, toMultiplyX, toMultiplyZ;
struct Bounding sceneBounding;
std::vector<Bounding> meshesBoundings;
CollisionSystem() {
for (int i = 0; i < matrixSize; i++) {
for (int j = 0; j < matrixSize; j++) {
matrix[i][j] = false;
}
}
}
void addMeshToMatrix(aiMesh* mesh) {
aiVector3D firstPosition = mesh->mVertices[0];
float meshMinX = firstPosition.x;
float meshMaxX = firstPosition.x;
float meshMinZ = firstPosition.z;
float meshMaxZ = firstPosition.z;
for (unsigned int i = 1; i < mesh->mNumVertices; i++)
{
aiVector3D vertex = mesh->mVertices[i];
if (vertex.x < meshMinX) meshMinX = vertex.x;
if (vertex.z < meshMinZ) meshMinZ = vertex.z;
if (vertex.x > meshMaxX) meshMaxX = vertex.x;
if (vertex.z > meshMaxZ) meshMaxZ = vertex.z;
}
Bounding meshBounding = {
meshMinX,
meshMaxX,
meshMinZ,
meshMaxZ
};
meshesBoundings.push_back(meshBounding);
}
void calculateSceneBounding() {
for (Bounding meshBounding : meshesBoundings) {
if (meshBounding.minX < sceneBounding.minX) {
sceneBounding.minX = meshBounding.minX;
}
if (meshBounding.maxX > sceneBounding.maxX) {
sceneBounding.maxX = meshBounding.maxX;
}
if (meshBounding.minZ < sceneBounding.minZ) {
sceneBounding.minZ = meshBounding.minZ;
}
if (meshBounding.maxZ > sceneBounding.maxZ) {
sceneBounding.maxZ = meshBounding.maxZ;
}
}
toAddX = -sceneBounding.minX;
toAddZ = -sceneBounding.minZ;
toMultiplyX = (1 / (sceneBounding.maxX + toAddX)) * matrixSize;
toMultiplyZ = (1 / (sceneBounding.maxZ + toAddZ)) * matrixSize;
for (Bounding meshBounding : meshesBoundings) {
int i_start = getRelativeZ(meshBounding.minZ);
int i_end = getRelativeZ(meshBounding.maxZ);
for (int i = i_start; i <= i_end; i++) {
int j_start = getRelativeX(meshBounding.minX);
int j_end = getRelativeX(meshBounding.maxX);
for (int j = j_start; j <= j_end; j++) {
matrix[i][j] = true;
}
}
}
}
bool canMove(glm::vec3 pos) {
int z = getRelativeZ(pos.z);
int x = getRelativeX(pos.x);
if (z < 0 || z >= matrixSize || x < 0 || x >= matrixSize) {
return true;
}
return !(matrix[z][x]);
}
float getRelativeX(float x) {
return (int)((x + toAddX) * toMultiplyX);
}
float getRelativeZ(float z) {
return (int)((z + toAddZ) * toMultiplyZ);
}
};

View File

@ -8,6 +8,8 @@
#include <assimp/scene.h> #include <assimp/scene.h>
#include <assimp/postprocess.h> #include <assimp/postprocess.h>
void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) { void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) {
vertexArray = 0; vertexArray = 0;
vertexBuffer = 0; vertexBuffer = 0;
@ -18,19 +20,15 @@ void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) {
//tex coord must be converted to 2d vecs //tex coord must be converted to 2d vecs
for (unsigned int i = 0; i < mesh->mNumVertices; i++) for (unsigned int i = 0; i < mesh->mNumVertices; i++)
{ {
float x, y;
if (mesh->mTextureCoords[0] != nullptr) { if (mesh->mTextureCoords[0] != nullptr) {
x = mesh->mTextureCoords[0][i].x; textureCoord.push_back(mesh->mTextureCoords[0][i].x);
y = mesh->mTextureCoords[0][i].y; textureCoord.push_back(mesh->mTextureCoords[0][i].y);
} else { }
x = 0.0f; else {
y = 0.0f; textureCoord.push_back(0.0f);
textureCoord.push_back(0.0f);
} }
textureCoord.push_back(x);
textureCoord.push_back(y);
} }
if (mesh->mTextureCoords[0] == nullptr) { if (mesh->mTextureCoords[0] == nullptr) {
std::cout << "no uv coords\n"; std::cout << "no uv coords\n";
} }

File diff suppressed because it is too large Load Diff

View File

@ -5,7 +5,6 @@
#include "ext.hpp" #include "ext.hpp"
#include <iostream> #include <iostream>
#include <cmath> #include <cmath>
#include <windows.h>
#include "ex_9_1.hpp" #include "ex_9_1.hpp"
@ -24,7 +23,7 @@ int main(int argc, char** argv)
#endif #endif
// tworzenie okna za pomoca glfw // tworzenie okna za pomoca glfw
GLFWwindow* window = glfwCreateWindow(1000, 1000, "FirstWindow", NULL, NULL); GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL);
if (window == NULL) if (window == NULL)
{ {
std::cout << "Failed to create GLFW window" << std::endl; std::cout << "Failed to create GLFW window" << std::endl;
@ -35,7 +34,7 @@ int main(int argc, char** argv)
// ladowanie OpenGL za pomoca glew // ladowanie OpenGL za pomoca glew
glewInit(); glewInit();
glViewport(0, 0, 1000, 1000); glViewport(0, 0, 500, 500);
init(window); init(window);

Binary file not shown.

Before

Width:  |  Height:  |  Size: 8.3 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.7 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.2 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 21 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 8.3 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.8 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.5 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 22 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.6 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 6.1 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.5 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 24 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.8 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.6 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 473 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 244 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 620 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 142 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 169 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 9.5 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 6.1 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 8.0 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.6 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 366 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 105 KiB

Some files were not shown because too many files have changed in this diff Show More