Compare commits

..

32 Commits

Author SHA1 Message Date
382f4a24b5 Zaktualizuj 'Readme.md' 2023-02-13 17:12:39 +01:00
06dc058198 Dodanie 'R' 2023-02-13 17:12:10 +01:00
e4666be97a Usuń 'cw 9/Readme.md' 2023-02-13 17:11:54 +01:00
1cd78953da Usuń 'Re' 2023-02-13 17:11:22 +01:00
3f0bad6376 Dodanie 'Re' 2023-02-13 17:11:07 +01:00
340d6f26f2 Dodanie 'cw 9/Readme.md' 2023-02-13 17:09:50 +01:00
596f482622 Final version 2023-02-13 09:51:58 +01:00
XsedoX
79f13b93e5 Merge branch 'master' of https://git.wmi.amu.edu.pl/s464869/GRK_Project 2023-02-12 22:27:34 +01:00
XsedoX
acd60b813a skybox... zrobiłem ile mogłem 2023-02-12 22:27:27 +01:00
6e7b8b0359 Merge pull request 'ready for new bubble shader' (#10) from fix into master
Reviewed-on: #10
2023-02-12 21:29:40 +01:00
f38842f977 ready for new bubble shader 2023-02-12 21:29:00 +01:00
187fb7dafa Merge pull request 'fix' (#9) from fix into master
Reviewed-on: #9
2023-02-12 19:48:20 +01:00
AnielaWalczak
a5e49e770b ostatnia zmiana mam nadzieje ze działa xd 2023-02-12 18:49:15 +01:00
d0fe09283c minor fixes 2023-02-12 18:31:51 +01:00
d994de46eb To Aniela robiła 2023-02-12 18:18:56 +01:00
2344bae670 Merge pull request '100% final' (#7) from improvements_2 into master
Reviewed-on: #7
2023-02-12 14:48:52 +01:00
fabeef2cd6 100% final 2023-02-12 14:47:40 +01:00
c1fedc7af3 Merge pull request 'improvements_2' (#6) from improvements_2 into master
Reviewed-on: #6
2023-02-12 11:21:22 +01:00
18e6ebc7af final room version 2023-02-12 11:20:21 +01:00
1a04846f1e na dzis fajrant 2023-02-11 22:33:04 +01:00
c5abb02d90 ao fix + colissions with walls 2023-02-11 20:44:24 +01:00
0a7eb60b12 add interactive fan + shadows 2023-02-11 19:00:49 +01:00
4d3b1f67e4 Rozwiazanie konfliktow 2023-02-11 15:05:18 +01:00
XsedoX
03b4685e54 merge with bubble 2023-02-11 14:03:10 +01:00
XsedoX
10b5d3407b merge with master 2023-02-11 13:48:40 +01:00
8db50ad3ad Merge pull request 'improvements' (#4) from improvements into master
Reviewed-on: #4
2023-02-11 13:26:35 +01:00
a56122ee64 good enough 2023-02-11 13:24:00 +01:00
1467ac2e30 added 2nd shadow map and some new objects 2023-02-11 12:55:02 +01:00
191448773f poprawki part 2 2023-02-11 12:45:40 +01:00
8bfb2f8823 poprawki - dodanie opcji przesuniecia bąbla 2023-02-10 21:01:44 +01:00
a2b4475590 v1.0 - nawet można już implementować :D
TO DO: render to texture/skybox pokoju
2023-02-10 20:28:59 +01:00
fad0a79c5c Add shadows and computer 2023-02-10 19:05:09 +01:00
150 changed files with 1250 additions and 206 deletions

1
.gitignore vendored
View File

@ -361,3 +361,4 @@ MigrationBackup/
# Fody - auto-generated XML schema # Fody - auto-generated XML schema
FodyWeavers.xsd FodyWeavers.xsd
/cw 9/textures/test

Binary file not shown.

Binary file not shown.

10
Readme.md Normal file
View File

@ -0,0 +1,10 @@
# 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

@ -2,7 +2,7 @@
<Project> <Project>
<ProjectOutputs> <ProjectOutputs>
<ProjectOutput> <ProjectOutput>
<FullPath>C:\Users\walcz\Desktop\GRK_Project2\Debug\grk-cw9.exe</FullPath> <FullPath>C:\Users\sjule\source\repos\GRK_Project\Debug\grk-cw9.exe</FullPath>
</ProjectOutput> </ProjectOutput>
</ProjectOutputs> </ProjectOutputs>
<ContentFiles /> <ContentFiles />

View File

@ -1 +1,83 @@
 grk-cw9.vcxproj -> C:\Users\walcz\Desktop\GRK_Project2\Debug\grk-cw9.exe  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:\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\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\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\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\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\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\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\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(337,30): warning C4305: 'initializing': truncation from 'double' to 'float'
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
[
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'
with
[
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(742,99): 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(745,69): 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(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(804,99): 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(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
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

View File

@ -1,2 +1,2 @@
PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.30.30705:TargetPlatformVersion=10.0.19041.0: PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.34.31933:TargetPlatformVersion=10.0.22621.0:
Debug|Win32|C:\Users\walcz\Desktop\GRK_Project2\| Debug|Win32|C:\Users\sjule\source\repos\GRK_Project\|

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\grafika\GRK_Project\Release\grk-cw9.exe</FullPath> <FullPath>C:\Users\jedrz\Desktop\projekt final\GRK_Project\Release\grk-cw9.exe</FullPath>
</ProjectOutput> </ProjectOutput>
</ProjectOutputs> </ProjectOutputs>
<ContentFiles /> <ContentFiles />

Binary file not shown.

Binary file not shown.

View File

@ -1,60 +1,86 @@
 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\grafika\GRK_Project\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\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY”
C:\Users\jedrz\Desktop\grafika\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\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\grafika\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\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\grafika\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\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\grafika\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\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\grafika\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\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\grafika\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\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\grafika\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(111,29): warning C4244: "return": konwersja z "int" do "float", możliwa utrata danych
C:\Users\jedrz\Desktop\grafika\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\Collision_System.cpp(115,29): warning C4244: "return": konwersja z "int" do "float", możliwa utrata danych
C:\Users\jedrz\Desktop\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(127,30): warning C4305: "inicjowanie": obcięcie z "double" do "float" 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\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(141,17): 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(372,17): warning C4101: "data": lokalna zmienna, do której nie istnieje odwołanie
C:\Users\jedrz\Desktop\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(166,38): warning C4305: "=": obcięcie z "double" do "float" 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\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(195,16): warning C4305: "inicjowanie": 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\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(372,13): 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(644,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\jedrz\Desktop\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(388,98): warning C4305: "argument": obcięcie z "double" do "T" 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\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(391,68): warning C4305: "argument": obcięcie z "double" do "T" 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"
with with
[ [
T=float T=float
] ]
C:\Users\jedrz\Desktop\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(452,13): 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(735,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\jedrz\Desktop\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(460,108): warning C4305: "argument": obcięcie z "double" do "T" 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"
with with
[ [
T=float T=float
] ]
C:\Users\jedrz\Desktop\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(468,87): warning C4305: "argument": obcięcie z "double" do "T" 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"
with with
[ [
T=float T=float
] ]
C:\Users\jedrz\Desktop\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(468,223): warning C4305: "argument": obcięcie z "double" do "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\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(471,59): warning C4305: "argument": obcięcie z "double" do "T" 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"
with with
[ [
T=float T=float
] ]
C:\Users\jedrz\Desktop\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(472,37): warning C4305: "argument": obcięcie z "double" do "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\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(504,2): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(510,116): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(511,115): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(568,108): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\jedrz\Desktop\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(684,21): warning C4305: "-=": obcięcie z "double" do "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\grafika\GRK_Project\cw 9\src\ex_9_1.hpp(686,21): 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\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
1 of 656 functions ( 0.2%) were compiled, the rest were copied from previous compilation. 99 of 727 functions (13.6%) were compiled, the rest were copied from previous compilation.
0 functions were new in current compilation 0 functions were new in current compilation
7 functions had inline decision re-evaluated but remain unchanged 24 functions had inline decision re-evaluated but remain unchanged
Zakończono generowanie kodu Zakończono generowanie kodu
grk-cw9.vcxproj -> C:\Users\jedrz\Desktop\grafika\GRK_Project\Release\grk-cw9.exe grk-cw9.vcxproj -> C:\Users\jedrz\Desktop\projekt final\GRK_Project\Release\grk-cw9.exe

View File

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

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
cw 9/grk-cw9.rc Normal file

Binary file not shown.

View File

@ -44,6 +44,8 @@
<None Include="shaders\shader_9_1.vert" /> <None Include="shaders\shader_9_1.vert" />
<None Include="shaders\shader_8_sun.frag" /> <None Include="shaders\shader_8_sun.frag" />
<None Include="shaders\shader_8_sun.vert" /> <None Include="shaders\shader_8_sun.vert" />
<None Include="shaders\shader_bubble.frag" />
<None Include="shaders\shader_bubble.vert" />
<None Include="shaders\shader_shadowap_sun.frag" /> <None Include="shaders\shader_shadowap_sun.frag" />
<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" />

View File

@ -154,5 +154,11 @@
<None Include="shaders\shader_tex_pbr_arm.vert"> <None Include="shaders\shader_tex_pbr_arm.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_bubble.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bubble.vert">
<Filter>Shader Files</Filter>
</None>
</ItemGroup> </ItemGroup>
</Project> </Project>

14
cw 9/resource.h Normal file
View File

@ -0,0 +1,14 @@
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by grk-cw9.rc
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 101
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1001
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif

View File

@ -1,15 +1,17 @@
#version 430 core #version 430 core
float AMBIENT = 0.03; float AMBIENT = 0.5;
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;
@ -38,6 +40,7 @@ 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;
@ -112,6 +115,16 @@ 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()
{ {
@ -142,6 +155,8 @@ 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

@ -9,6 +9,7 @@ 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;
@ -23,6 +24,7 @@ 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()
{ {
@ -42,4 +44,5 @@ 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

@ -0,0 +1,299 @@
#version 430 core
uniform vec3 iResolution;
uniform sampler2D iChannel1;
uniform samplerCube iChannel0;
uniform float time;
//in float iDate;
in vec4 bubblePosition;
out vec4 fragColor;
/*
Fast Thin-Film Interference
This is a performance-optimized version of my previous
thin-film interference shader here: https://www.shadertoy.com/view/XddXRj
This version also fixes a platform-specific bug and has
a few other tweaks as well.
Thin-film interference and chromatic dispersion are simulated at
six different wavelengths and then downsampled to RGB.
*/
// To see just the reflection (no refraction/transmission) uncomment this next line:
//#define REFLECTANCE_ONLY
// performance and raymarching options
#define INTERSECTION_PRECISION 0.01 // raymarcher intersection precision
#define ITERATIONS 20 // max number of iterations
#define AA_SAMPLES 1 // anti aliasing samples
#define BOUND 6.0 // cube bounds check
#define DIST_SCALE 0.9 // scaling factor for raymarching position update
// optical properties
#define DISPERSION 0.05 // dispersion amount
#define IOR 0.9 // base IOR value specified as a ratio
#define THICKNESS_SCALE 32.0 // film thickness scaling factor
#define THICKNESS_CUBEMAP_SCALE 0.1 // film thickness cubemap scaling factor
#define REFLECTANCE_SCALE 3.0 // reflectance scaling factor
#define REFLECTANCE_GAMMA_SCALE 2.0 // reflectance gamma scaling factor
#define FRESNEL_RATIO 0.7 // fresnel weight for reflectance
#define SIGMOID_CONTRAST 8.0 // contrast enhancement
#define TWO_PI 6.28318530718
#define WAVELENGTHS 6 // number of wavelengths, not a free parameter
// iq's cubemap function
vec3 fancyCube( sampler2D sam, in vec3 d, in float s, in float b )
{
vec3 colx = textureLod( sam, 0.5 + s*d.yz/d.x, b ).xyz;
vec3 coly = textureLod( sam, 0.5 + s*d.zx/d.y, b ).xyz;
vec3 colz = textureLod( sam, 0.5 + s*d.xy/d.z, b ).xyz;
vec3 n = d*d;
return (colx*n.x + coly*n.y + colz*n.z)/(n.x+n.y+n.z);
}
// iq's 3D noise function
float hash( float n ){
return fract(sin(n)*43758.5453);
}
float noise( in vec3 x ) {
vec3 p = floor(x);
vec3 f = fract(x);
f = f*f*(3.0-2.0*f);
float n = p.x + p.y*57.0 + 113.0*p.z;
return mix(mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y),
mix(mix( hash(n+113.0), hash(n+114.0),f.x),
mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);
}
vec3 noise3(vec3 x) {
return vec3( noise(x+vec3(123.456,.567,.37)),
noise(x+vec3(.11,47.43,19.17)),
noise(x) );
}
// a sphere with a little bit of warp
float sdf( vec3 p ) {
vec3 n = vec3(sin(time * 0.5), sin(time * 0.3), cos(time * 0.2));
vec3 q = 0.1 * (noise3(p + n) - 0.5);
return length(q + p) - 3.5;
}
vec3 fresnel( vec3 rd, vec3 norm, vec3 n2 ) {
vec3 r0 = pow((1.0-n2)/(1.0+n2), vec3(2));
return r0 + (1. - r0)*pow(clamp(1. + dot(rd, norm), 0.0, 1.0), 5.);
}
vec3 calcNormal( in vec3 pos ) {
const float eps = INTERSECTION_PRECISION;
const vec3 v1 = vec3( 1.0,-1.0,-1.0);
const vec3 v2 = vec3(-1.0,-1.0, 1.0);
const vec3 v3 = vec3(-1.0, 1.0,-1.0);
const vec3 v4 = vec3( 1.0, 1.0, 1.0);
return normalize( v1*sdf( pos + v1*eps ) +
v2*sdf( pos + v2*eps ) +
v3*sdf( pos + v3*eps ) +
v4*sdf( pos + v4*eps ) );
}
#define GAMMA_CURVE 50.0
#define GAMMA_SCALE 4.5
vec3 filmic_gamma(vec3 x) {
return log(GAMMA_CURVE * x + 1.0) / GAMMA_SCALE;
}
vec3 filmic_gamma_inverse(vec3 y) {
return (1.0 / GAMMA_CURVE) * (exp(GAMMA_SCALE * y) - 1.0);
}
// sample weights for the cubemap given a wavelength i
// room for improvement in this function
#define GREEN_WEIGHT 2.8
vec3 texCubeSampleWeights(float i) {
vec3 w = vec3((1.0 - i) * (1.0 - i), GREEN_WEIGHT * i * (1.0 - i), i * i);
return w / dot(w, vec3(1.0));
}
vec3 sampleCubeMap(vec3 i, vec3 rd) {
vec3 col = textureLod(iChannel0, rd * vec3(1.0,-1.0,1.0), 0.0).xyz;
return vec3(
dot(texCubeSampleWeights(i.x), col),
dot(texCubeSampleWeights(i.y), col),
dot(texCubeSampleWeights(i.z), col)
);
}
vec3 sampleCubeMap(vec3 i, vec3 rd0, vec3 rd1, vec3 rd2) {
vec3 col0 = textureLod(iChannel0, rd0 * vec3(1.0,-1.0,1.0), 0.0).xyz;
vec3 col1 = textureLod(iChannel0, rd1 * vec3(1.0,-1.0,1.0), 0.0).xyz;
vec3 col2 = textureLod(iChannel0, rd2 * vec3(1.0,-1.0,1.0), 0.0).xyz;
return vec3(
dot(texCubeSampleWeights(i.x), col0),
dot(texCubeSampleWeights(i.y), col1),
dot(texCubeSampleWeights(i.z), col2)
);
}
vec3 sampleWeights(float i) {
return vec3((1.0 - i) * (1.0 - i), GREEN_WEIGHT * i * (1.0 - i), i * i);
}
vec3 resample(vec3 wl0, vec3 wl1, vec3 i0, vec3 i1) {
vec3 w0 = sampleWeights(wl0.x);
vec3 w1 = sampleWeights(wl0.y);
vec3 w2 = sampleWeights(wl0.z);
vec3 w3 = sampleWeights(wl1.x);
vec3 w4 = sampleWeights(wl1.y);
vec3 w5 = sampleWeights(wl1.z);
return i0.x * w0 + i0.y * w1 + i0.z * w2
+ i1.x * w3 + i1.y * w4 + i1.z * w5;
}
// downsample to RGB
vec3 resampleColor(vec3[WAVELENGTHS] rds, vec3 refl0, vec3 refl1, vec3 wl0, vec3 wl1) {
#ifdef REFLECTANCE_ONLY
vec3 intensity0 = refl0;
vec3 intensity1 = refl1;
#else
vec3 cube0 = sampleCubeMap(wl0, rds[0], rds[1], rds[2]);
vec3 cube1 = sampleCubeMap(wl1, rds[3], rds[4], rds[5]);
vec3 intensity0 = filmic_gamma_inverse(cube0) + refl0;
vec3 intensity1 = filmic_gamma_inverse(cube1) + refl1;
#endif
vec3 col = resample(wl0, wl1, intensity0, intensity1);
return 1.4 * filmic_gamma(col / float(WAVELENGTHS));
}
vec3 resampleColorSimple(vec3 rd, vec3 wl0, vec3 wl1) {
vec3 cube0 = sampleCubeMap(wl0, rd);
vec3 cube1 = sampleCubeMap(wl1, rd);
vec3 intensity0 = filmic_gamma_inverse(cube0);
vec3 intensity1 = filmic_gamma_inverse(cube1);
vec3 col = resample(wl0, wl1, intensity0, intensity1);
return 1.4 * filmic_gamma(col / float(WAVELENGTHS));
}
// compute the wavelength/IOR curve values.
vec3 iorCurve(vec3 x) {
return x;
}
vec3 attenuation(float filmThickness, vec3 wavelengths, vec3 normal, vec3 rd) {
return 0.5 + 0.5 * cos(((THICKNESS_SCALE * filmThickness)/(wavelengths + 1.0)) * dot(normal, rd));
}
vec3 contrast(vec3 x) {
return 1.0 / (1.0 + exp(-SIGMOID_CONTRAST * (x - 0.5)));
}
void doCamera( out vec3 camPos, out vec3 camTar, in float time, in vec4 m ) {
camTar = vec3(0.0,0.0,0.0);
if (max(m.z, m.w) <= 0.0) {
float an = 1.5 + sin(time * 0.05) * 4.0;
camPos = vec3(6.5*sin(an), 0.0 ,6.5*cos(an));
} else {
float an = 10.0 * m.x - 5.0;
camPos = vec3(6.5*sin(an),10.0 * m.y - 5.0,6.5*cos(an));
}
}
mat3 calcLookAtMatrix( in vec3 ro, in vec3 ta, in float roll )
{
vec3 ww = normalize( ta - ro );
vec3 uu = normalize( cross(ww,vec3(sin(roll),cos(roll),0.0) ) );
vec3 vv = normalize( cross(uu,ww));
return mat3( uu, vv, ww );
}
void main()
{
vec2 p = (-iResolution.xy + 2.0*gl_FragCoord.xy)/iResolution.y;
//vec4 m = vec4(iMouse.xy/iResolution.xy, iMouse.zw);
// camera movement
//vec3 ro, ta;
//doCamera( ro, ta, iTime, m );
float dh = (0.666 / iResolution.y);
const float rads = TWO_PI / float(AA_SAMPLES);
vec3 col = vec3(0.0);
vec3 wavelengths0 = vec3(1.0, 0.8, 0.6);
vec3 wavelengths1 = vec3(0.4, 0.2, 0.0);
vec3 iors0 = IOR + iorCurve(wavelengths0) * DISPERSION;
vec3 iors1 = IOR + iorCurve(wavelengths1) * DISPERSION;
vec3 rds[WAVELENGTHS];
for (int samp = 0; samp < AA_SAMPLES; samp++) {
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 pos = vec3(-bubblePosition.z, -bubblePosition.y, bubblePosition.x);
bool hit = false;
for (int j = 0; j < ITERATIONS; j++) {
float t = DIST_SCALE * sdf(pos);
pos += t * rd;
hit = t < INTERSECTION_PRECISION;
if ( clamp(pos, -BOUND, BOUND) != pos || hit ) {
break;
}
}
if (hit) {
vec3 normal = calcNormal(pos);
float filmThickness = fancyCube( iChannel1, normal, THICKNESS_CUBEMAP_SCALE, 0.0 ).x + 0.1;
vec3 att0 = attenuation(filmThickness, wavelengths0, normal, rd);
vec3 att1 = attenuation(filmThickness, wavelengths1, normal, rd);
vec3 f0 = (1.0 - FRESNEL_RATIO) + FRESNEL_RATIO * fresnel(rd, normal, 1.0 / iors0);
vec3 f1 = (1.0 - FRESNEL_RATIO) + FRESNEL_RATIO * fresnel(rd, normal, 1.0 / iors1);
vec3 rrd = reflect(rd, normal);
vec3 cube0 = REFLECTANCE_GAMMA_SCALE * att0 * sampleCubeMap(wavelengths0, rrd);
vec3 cube1 = REFLECTANCE_GAMMA_SCALE * att1 * sampleCubeMap(wavelengths1, rrd);
vec3 refl0 = REFLECTANCE_SCALE * filmic_gamma_inverse(mix(vec3(0), cube0, f0));
vec3 refl1 = REFLECTANCE_SCALE * filmic_gamma_inverse(mix(vec3(0), cube1, f1));
rds[0] = refract(rd, normal, iors0.x);
rds[1] = refract(rd, normal, iors0.y);
rds[2] = refract(rd, normal, iors0.z);
rds[3] = refract(rd, normal, iors1.x);
rds[4] = refract(rd, normal, iors1.y);
rds[5] = refract(rd, normal, iors1.z);
col += resampleColor(rds, refl0, refl1, wavelengths0, wavelengths1);
} else {
col += resampleColorSimple(rd, wavelengths0, wavelengths1);
}
}
col /= float(AA_SAMPLES);
fragColor = vec4( contrast(col), 1.0 );
}

View File

@ -0,0 +1,19 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation;
//uniform float time;
out vec4 bubblePosition;
//out float iDate;
void main()
{
bubblePosition = transformation * vec4(vertexPosition, 1.0);
//vec3 bubbling = sdf(bubblePosition2.xyz);
gl_Position = transformation * vec4(vertexPosition, 1.0);
//gl_Position = vec4(vertexPosition, 1.0);
}

View File

@ -1,15 +1,17 @@
#version 430 core #version 430 core
float AMBIENT = 0.03; float AMBIENT = 0.5;
float PI = 3.14; float PI = 3.14;
uniform sampler2D depthMap; uniform sampler2D depthMap;
uniform sampler2D depthMap2;
uniform vec3 cameraPos; uniform vec3 cameraPos;
uniform sampler2D colorTexture; uniform sampler2D colorTexture;
uniform vec3 sunDir; uniform vec3 sunDir;
uniform vec3 sunDir2;
uniform vec3 sunColor; uniform vec3 sunColor;
uniform vec3 lightPos; uniform vec3 lightPos;
@ -39,6 +41,7 @@ in vec3 spotlightDirTS;
in vec3 sunDirTS; in vec3 sunDirTS;
in vec4 sunSpacePos; in vec4 sunSpacePos;
in vec4 sunSpacePos2;
vec3 color; vec3 color;
@ -114,6 +117,16 @@ float calculateShadow() {
return (0.5*(diff)/abs(diff))+0.5; 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() void main()
{ {
@ -148,6 +161,8 @@ void main()
//ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir); //ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
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);
} }

View File

@ -9,6 +9,7 @@ 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;
@ -24,6 +25,8 @@ out vec3 spotlightDirTS;
out vec3 sunDirTS; out vec3 sunDirTS;
out vec2 vecTex; out vec2 vecTex;
out vec4 sunSpacePos; out vec4 sunSpacePos;
out vec4 sunSpacePos2;
void main() void main()
{ {
@ -46,5 +49,6 @@ 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

@ -1,6 +1,6 @@
#version 430 core #version 430 core
float AMBIENT = 0.03; float AMBIENT = 0.5;
float PI = 3.14; float PI = 3.14;
@ -8,6 +8,8 @@ float PI = 3.14;
uniform vec3 cameraPos; uniform vec3 cameraPos;
uniform sampler2D depthMap; uniform sampler2D depthMap;
uniform sampler2D depthMap2;
uniform sampler2D depthMap3;
uniform sampler2D colorTexture; uniform sampler2D colorTexture;
uniform sampler2D metallicTexture; uniform sampler2D metallicTexture;
uniform sampler2D roughnessTexture; uniform sampler2D roughnessTexture;
@ -15,6 +17,8 @@ uniform sampler2D aoTexture;
uniform sampler2D normalSampler; uniform sampler2D normalSampler;
uniform vec3 sunDir; uniform vec3 sunDir;
uniform vec3 sunDir2;
uniform vec3 lampDir;
uniform vec3 sunColor; uniform vec3 sunColor;
uniform vec3 lightPos; uniform vec3 lightPos;
@ -46,6 +50,8 @@ float metallic;
float roughness; float roughness;
in vec4 sunSpacePos; in vec4 sunSpacePos;
in vec4 sunSpacePos2;
in vec4 lampSpacePos;
float DistributionGGX(vec3 normal, vec3 H, float roughness){ float DistributionGGX(vec3 normal, vec3 H, float roughness){
@ -119,6 +125,30 @@ float calculateShadow() {
return (0.5*(diff)/abs(diff))+0.5; 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() void main()
{ {
@ -137,8 +167,8 @@ void main()
vec3 lightDir = normalize(lightDirTS); vec3 lightDir = normalize(lightDirTS);
//vec3 lightDir = normalize(lightPos-worldPos); //vec3 lightDir = normalize(lightPos-worldPos);
vec3 ao = texture2D(aoTexture, vecTex).xyz;
vec3 ambient = texture2D(aoTexture, vecTex).xyz*color; vec3 ambient = AMBIENT*ao*color;
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2); vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
vec3 ilumination; vec3 ilumination;
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir); ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
@ -157,6 +187,12 @@ void main()
//sun //sun
//ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir); //ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), 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); outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
} }

View File

@ -9,6 +9,8 @@ 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;
uniform mat4 LightVP3;
out vec3 vecNormal; out vec3 vecNormal;
out vec3 worldPos; out vec3 worldPos;
@ -24,6 +26,9 @@ out vec3 spotlightDirTS;
out vec3 sunDirTS; out vec3 sunDirTS;
out vec2 vecTex; out vec2 vecTex;
out vec4 sunSpacePos; out vec4 sunSpacePos;
out vec4 sunSpacePos2;
out vec4 lampSpacePos;
void main() void main()
{ {
@ -45,5 +50,6 @@ 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);
lampSpacePos=LightVP3*modelMatrix*vec4(vertexPosition,1);
} }

View File

@ -1,6 +1,6 @@
#version 430 core #version 430 core
float AMBIENT = 0.03; float AMBIENT = 0.5;
float PI = 3.14; float PI = 3.14;
@ -8,11 +8,15 @@ float PI = 3.14;
uniform vec3 cameraPos; uniform vec3 cameraPos;
uniform sampler2D depthMap; uniform sampler2D depthMap;
uniform sampler2D depthMap2;
uniform sampler2D depthMap3;
uniform sampler2D colorTexture; uniform sampler2D colorTexture;
uniform sampler2D armTexture; uniform sampler2D armTexture;
uniform sampler2D normalSampler; uniform sampler2D normalSampler;
uniform vec3 sunDir; uniform vec3 sunDir;
uniform vec3 sunDir2;
uniform vec3 lampDir;
uniform vec3 sunColor; uniform vec3 sunColor;
uniform vec3 lightPos; uniform vec3 lightPos;
@ -44,7 +48,8 @@ float metallic;
float roughness; float roughness;
in vec4 sunSpacePos; in vec4 sunSpacePos;
in vec4 sunSpacePos2;
in vec4 lampSpacePos;
float DistributionGGX(vec3 normal, vec3 H, float roughness){ float DistributionGGX(vec3 normal, vec3 H, float roughness){
float a = roughness*roughness; float a = roughness*roughness;
@ -118,6 +123,30 @@ 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;
}
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() void main()
{ {
color = texture2D(colorTexture, vecTex).xyz; color = texture2D(colorTexture, vecTex).xyz;
@ -135,8 +164,8 @@ void main()
vec3 lightDir = normalize(lightDirTS); vec3 lightDir = normalize(lightDirTS);
//vec3 lightDir = normalize(lightPos-worldPos); //vec3 lightDir = normalize(lightPos-worldPos);
float ao = texture2D(armTexture, vecTex).x;
vec3 ambient = texture2D(armTexture, vecTex).x*color; vec3 ambient = AMBIENT*ao*color;
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2); vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
vec3 ilumination; vec3 ilumination;
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir); ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
@ -145,16 +174,22 @@ void main()
//flashlight //flashlight
//vec3 spotlightDir= normalize(spotlightDirTS); //vec3 spotlightDir= normalize(spotlightDirTS);
vec3 spotlightDir= normalize(spotlightPos-worldPos); //vec3 spotlightDir= normalize(spotlightPos-worldPos);
float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1); //float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2); //attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir); //ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//sun //sun
//ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir); //ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
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);
//lamp
ilumination=ilumination+PBRLight(lampDir, sunColor * calculateShadow3(), normal, viewDir);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1); outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
} }

View File

@ -9,6 +9,8 @@ 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;
uniform mat4 LightVP3;
out vec3 vecNormal; out vec3 vecNormal;
out vec3 worldPos; out vec3 worldPos;
@ -24,6 +26,8 @@ out vec3 spotlightDirTS;
out vec3 sunDirTS; out vec3 sunDirTS;
out vec2 vecTex; out vec2 vecTex;
out vec4 sunSpacePos; out vec4 sunSpacePos;
out vec4 sunSpacePos2;
out vec4 lampSpacePos;
void main() void main()
{ {
@ -45,5 +49,6 @@ 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);
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(0.0,0.1,0.3); vec3 colorBlue = vec3(0.0,0.1,0.2);
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);

BIN
cw 9/sound/ocean.wav Normal file

Binary file not shown.

File diff suppressed because it is too large Load Diff

View File

@ -24,7 +24,7 @@ int main(int argc, char** argv)
#endif #endif
// tworzenie okna za pomoca glfw // tworzenie okna za pomoca glfw
GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL); GLFWwindow* window = glfwCreateWindow(1000, 1000, "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 +35,7 @@ int main(int argc, char** argv)
// ladowanie OpenGL za pomoca glew // ladowanie OpenGL za pomoca glew
glewInit(); glewInit();
glViewport(0, 0, 500, 500); glViewport(0, 0, 1000, 1000);
init(window); init(window);

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.6 MiB

BIN
cw 9/textures/book/ao.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 366 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 105 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.3 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.5 MiB

BIN
cw 9/textures/books/ao.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.7 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.7 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 620 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 446 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 88 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 50 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 57 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 68 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 21 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.7 MiB

BIN
cw 9/textures/cactus/ao.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 492 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.9 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 MiB

BIN
cw 9/textures/car/ao.jpg Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 257 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 295 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 291 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 MiB

BIN
cw 9/textures/floor3/ao.jpg Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.0 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.7 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 853 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 MiB

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