improvements #4

Merged
s464921 merged 2 commits from improvements into master 2023-02-11 13:26:36 +01:00
72 changed files with 344 additions and 94 deletions

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@ -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\graf\GRK_Project\Release\grk-cw9.exe</FullPath>
</ProjectOutput> </ProjectOutput>
</ProjectOutputs> </ProjectOutputs>
<ContentFiles /> <ContentFiles />

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@ -1,60 +1,69 @@
 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\graf\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\graf\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\graf\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\graf\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\graf\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\graf\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\graf\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\graf\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\graf\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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(270,30): 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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(284,17): 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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(309,38): 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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(338,16): 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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(527,13): 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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(541,98): 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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(544,68): 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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(576,13): 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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(590,99): 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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(593,69): 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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(685,13): 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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(694,108): 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(472,37): warning C4305: "argument": obcięcie z "double" do "float" C:\Users\jedrz\Desktop\graf\GRK_Project\cw 9\src\ex_9_1.hpp(702,87): 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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(702,223): warning C4305: "argument": obcięcie z "double" do "float"
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\graf\GRK_Project\cw 9\src\ex_9_1.hpp(705,59): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
C:\Users\jedrz\Desktop\graf\GRK_Project\cw 9\src\ex_9_1.hpp(706,37): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\graf\GRK_Project\cw 9\src\ex_9_1.hpp(726,2): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\graf\GRK_Project\cw 9\src\ex_9_1.hpp(825,108): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
C:\Users\jedrz\Desktop\graf\GRK_Project\cw 9\src\ex_9_1.hpp(1088,21): warning C4305: "-=": obcięcie z "double" do "float"
C:\Users\jedrz\Desktop\graf\GRK_Project\cw 9\src\ex_9_1.hpp(1090,21): 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. 2 of 687 functions ( 0.3%) 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 10 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\graf\GRK_Project\Release\grk-cw9.exe

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@ -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\graf\GRK_Project\|

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@ -4,12 +4,14 @@ 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;
@ -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);

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@ -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);
} }

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@ -4,12 +4,14 @@ 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 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);
} }

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@ -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);
} }

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@ -8,6 +8,7 @@ float PI = 3.14;
uniform vec3 cameraPos; uniform vec3 cameraPos;
uniform sampler2D depthMap; uniform sampler2D depthMap;
uniform sampler2D depthMap2;
uniform sampler2D colorTexture; uniform sampler2D colorTexture;
uniform sampler2D metallicTexture; uniform sampler2D metallicTexture;
uniform sampler2D roughnessTexture; uniform sampler2D roughnessTexture;
@ -15,6 +16,7 @@ uniform sampler2D aoTexture;
uniform sampler2D normalSampler; uniform sampler2D normalSampler;
uniform vec3 sunDir; uniform vec3 sunDir;
uniform vec3 sunDir2;
uniform vec3 sunColor; uniform vec3 sunColor;
uniform vec3 lightPos; uniform vec3 lightPos;
@ -46,6 +48,7 @@ float metallic;
float roughness; float roughness;
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){
@ -119,6 +122,17 @@ 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()
{ {
@ -157,6 +171,9 @@ 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);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1); outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
} }

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@ -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()
{ {
@ -45,5 +48,6 @@ 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);
} }

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@ -8,11 +8,13 @@ float PI = 3.14;
uniform vec3 cameraPos; uniform vec3 cameraPos;
uniform sampler2D depthMap; uniform sampler2D depthMap;
uniform sampler2D depthMap2;
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 sunColor; uniform vec3 sunColor;
uniform vec3 lightPos; uniform vec3 lightPos;
@ -44,6 +46,7 @@ float metallic;
float roughness; float roughness;
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){
@ -118,6 +121,17 @@ 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()
{ {
color = texture2D(colorTexture, vecTex).xyz; color = texture2D(colorTexture, vecTex).xyz;
@ -155,6 +169,9 @@ 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);
//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);
} }

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@ -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 +25,7 @@ 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()
{ {
@ -45,5 +47,6 @@ 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);
} }

BIN
cw 9/sound/ocean.wav Normal file

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@ -20,7 +20,7 @@
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024; const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
int WIDTH = 500, HEIGHT = 500; int WIDTH = 1000, HEIGHT = 1000;
CollisionSystem collisionSystem; CollisionSystem collisionSystem;
@ -70,8 +70,14 @@ namespace models {
Core::RenderContext couchContext; Core::RenderContext couchContext;
Core::RenderContext vaseContext; Core::RenderContext vaseContext;
Core::RenderContext laptopContext;
Core::RenderContext screenContext;
Core::RenderContext mugContext;
Core::RenderContext carContext;
Core::RenderContext books1Context;
Core::RenderContext books2Context;
Core::RenderContext cactusContext;
} }
std::vector<std::string> faces = { std::vector<std::string> faces = {
@ -178,10 +184,43 @@ namespace texture {
GLuint vase_albedo; GLuint vase_albedo;
GLuint vase_arm; GLuint vase_arm;
GLuint vase_normal; GLuint vase_normal;
GLuint laptop_albedo;
GLuint laptop_metallic;
GLuint laptop_roughness;
GLuint laptop_ao;
GLuint laptop_normal;
GLuint mug_albedo;
GLuint mug_metallic;
GLuint mug_roughness;
GLuint mug_ao;
GLuint mug_normal;
GLuint car_albedo;
GLuint car_metallic;
GLuint car_roughness;
GLuint car_ao;
GLuint car_normal;
GLuint books_albedo;
GLuint books_metallic;
GLuint books_roughness;
GLuint books_ao;
GLuint books_normal;
GLuint cactus_albedo;
GLuint cactus_metallic;
GLuint cactus_roughness;
GLuint cactus_ao;
GLuint cactus_normal;
} }
GLuint depthMapFBO; GLuint depthMapFBO;
GLuint depthMap; GLuint depthMap;
GLuint depthMapFBO2;
GLuint depthMap2;
GLuint program; GLuint program;
GLuint programSun; GLuint programSun;
@ -201,15 +240,17 @@ Core::RenderContext shipContext;
Core::RenderContext sphereContext; Core::RenderContext sphereContext;
TriangleSoup water; TriangleSoup water;
glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, 0.369280f); glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, -0.069280f);
glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106, 0.003226f); glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106, 0.003226f);
glm::vec3 sunPos2 = glm::vec3(4.040971f, 2.149999f, -0.739280f);
glm::vec3 sunDir2 = glm::vec3(0.93633f, 0.351106, -0.003226f);
glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f) * 5; glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f) * 5;
glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f); glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f); glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f); glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, -1.189549f);
glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f); glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
GLuint VAO, VBO; GLuint VAO, VBO;
@ -217,6 +258,9 @@ float aspectRatio = 1.f;
float exposition = 1.f; float exposition = 1.f;
glm::mat4 lightVP = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
glm::mat4 lightVP2 = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos2, sunPos2 - sunDir2, glm::vec3(0, 1, 0));
glm::vec3 pointlightPos = glm::vec3(0, 2, 0); glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6); glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6);
@ -325,6 +369,7 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z); glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUniform3f(glGetUniformLocation(program, "sunDir"), sunDir.x, sunDir.y, sunDir.z); glUniform3f(glGetUniformLocation(program, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
glUniform3f(glGetUniformLocation(program, "sunDir2"), sunDir2.x, sunDir2.y, sunDir2.z);
glUniform3f(glGetUniformLocation(program, "sunColor"), sunColor.x, sunColor.y, sunColor.z); glUniform3f(glGetUniformLocation(program, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z); glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
@ -335,9 +380,11 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z); glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi); glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
glm::mat4 lightVP = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
glUniformMatrix4fv(glGetUniformLocation(program, "LightVP"), 1, GL_FALSE, (float*)&lightVP); glUniformMatrix4fv(glGetUniformLocation(program, "LightVP"), 1, GL_FALSE, (float*)&lightVP);
Core::SetActiveTexture(depthMap, "depthMap", program, 0); Core::SetActiveTexture(depthMap, "depthMap", program, 0);
glUniformMatrix4fv(glGetUniformLocation(program, "LightVP2"), 1, GL_FALSE, (float*)&lightVP2);
Core::SetActiveTexture(depthMap2, "depthMap2", program, 1);
Core::DrawContext(context); Core::DrawContext(context);
} }
@ -359,6 +406,7 @@ void drawObjectTex(Core::RenderContext& context, glm::mat4 modelMatrix, float ro
glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z); glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUniform3f(glGetUniformLocation(programTex, "sunDir"), sunDir.x, sunDir.y, sunDir.z); glUniform3f(glGetUniformLocation(programTex, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
glUniform3f(glGetUniformLocation(programTex, "sunDir2"), sunDir2.x, sunDir2.y, sunDir2.z);
glUniform3f(glGetUniformLocation(programTex, "sunColor"), sunColor.x, sunColor.y, sunColor.z); glUniform3f(glGetUniformLocation(programTex, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
glUniform3f(glGetUniformLocation(programTex, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z); glUniform3f(glGetUniformLocation(programTex, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
@ -372,9 +420,11 @@ void drawObjectTex(Core::RenderContext& context, glm::mat4 modelMatrix, float ro
//Core::DrawContext(context); //Core::DrawContext(context);
glm::mat4 lightVP = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
glUniformMatrix4fv(glGetUniformLocation(programTex, "LightVP"), 1, GL_FALSE, (float*)&lightVP); glUniformMatrix4fv(glGetUniformLocation(programTex, "LightVP"), 1, GL_FALSE, (float*)&lightVP);
Core::SetActiveTexture(depthMap, "depthMap", programTex, 1); Core::SetActiveTexture(depthMap, "depthMap", programTex, 1);
glUniformMatrix4fv(glGetUniformLocation(programTex, "LightVP2"), 1, GL_FALSE, (float*)&lightVP2);
Core::SetActiveTexture(depthMap2, "depthMap2", programTex, 2);
Core::DrawContext(context); Core::DrawContext(context);
} }
@ -396,6 +446,7 @@ void drawObjectTexPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuin
glUniform3f(glGetUniformLocation(programTexPBR, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z); glUniform3f(glGetUniformLocation(programTexPBR, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUniform3f(glGetUniformLocation(programTexPBR, "sunDir"), sunDir.x, sunDir.y, sunDir.z); glUniform3f(glGetUniformLocation(programTexPBR, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
glUniform3f(glGetUniformLocation(programTexPBR, "sunDir2"), sunDir2.x, sunDir2.y, sunDir2.z);
glUniform3f(glGetUniformLocation(programTexPBR, "sunColor"), sunColor.x, sunColor.y, sunColor.z); glUniform3f(glGetUniformLocation(programTexPBR, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
glUniform3f(glGetUniformLocation(programTexPBR, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z); glUniform3f(glGetUniformLocation(programTexPBR, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
@ -413,9 +464,11 @@ void drawObjectTexPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuin
//Core::DrawContext(context); //Core::DrawContext(context);
glm::mat4 lightVP = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
glUniformMatrix4fv(glGetUniformLocation(programTexPBR, "LightVP"), 1, GL_FALSE, (float*)&lightVP); glUniformMatrix4fv(glGetUniformLocation(programTexPBR, "LightVP"), 1, GL_FALSE, (float*)&lightVP);
Core::SetActiveTexture(depthMap, "depthMap", programTexPBR, 0); Core::SetActiveTexture(depthMap, "depthMap", programTexPBR, 0);
glUniformMatrix4fv(glGetUniformLocation(programTexPBR, "LightVP2"), 1, GL_FALSE, (float*)&lightVP2);
Core::SetActiveTexture(depthMap2, "depthMap2", programTexPBR, 6);
Core::DrawContext(context); Core::DrawContext(context);
} }
@ -437,6 +490,7 @@ void drawObjectTexPBR_ARM(Core::RenderContext& context, glm::mat4 modelMatrix, G
glUniform3f(glGetUniformLocation(programTexPBR_ARM, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z); glUniform3f(glGetUniformLocation(programTexPBR_ARM, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUniform3f(glGetUniformLocation(programTexPBR_ARM, "sunDir"), sunDir.x, sunDir.y, sunDir.z); glUniform3f(glGetUniformLocation(programTexPBR_ARM, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
glUniform3f(glGetUniformLocation(programTexPBR_ARM, "sunDir2"), sunDir2.x, sunDir2.y, sunDir2.z);
glUniform3f(glGetUniformLocation(programTexPBR_ARM, "sunColor"), sunColor.x, sunColor.y, sunColor.z); glUniform3f(glGetUniformLocation(programTexPBR_ARM, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
glUniform3f(glGetUniformLocation(programTexPBR_ARM, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z); glUniform3f(glGetUniformLocation(programTexPBR_ARM, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
@ -452,9 +506,11 @@ void drawObjectTexPBR_ARM(Core::RenderContext& context, glm::mat4 modelMatrix, G
//Core::DrawContext(context); //Core::DrawContext(context);
glm::mat4 lightVP = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
glUniformMatrix4fv(glGetUniformLocation(programTexPBR_ARM, "LightVP"), 1, GL_FALSE, (float*)&lightVP); glUniformMatrix4fv(glGetUniformLocation(programTexPBR_ARM, "LightVP"), 1, GL_FALSE, (float*)&lightVP);
Core::SetActiveTexture(depthMap, "depthMap", programTexPBR_ARM, 0); Core::SetActiveTexture(depthMap, "depthMap", programTexPBR_ARM, 0);
glUniformMatrix4fv(glGetUniformLocation(programTexPBR_ARM, "LightVP2"), 1, GL_FALSE, (float*)&lightVP2);
Core::SetActiveTexture(depthMap2, "depthMap2", programTexPBR_ARM, 4);
Core::DrawContext(context); Core::DrawContext(context);
} }
@ -482,29 +538,85 @@ void renderShadowapSun() {
//ustawianie programu //ustawianie programu
glUseProgram(programDepth); glUseProgram(programDepth);
glm::mat4 lightVP = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
drawObjectDepth(sphereContext, lightVP, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f))); drawObjectDepth(sphereContext, lightVP, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)));
drawObjectDepth(sphereContext, drawObjectDepth(sphereContext,
lightVP, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f))); lightVP, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)));
drawObjectDepth(models::bedContext, lightVP, glm::mat4()); drawObjectDepth(models::bedContext, lightVP, glm::mat4());
drawObjectDepth(models::chairContext, lightVP, glm::mat4()); drawObjectDepth(models::mattressContext, lightVP, glm::mat4());
drawObjectDepth(models::deskContext, lightVP, glm::mat4()); drawObjectDepth(models::bed_pillowContext, lightVP, glm::mat4());
drawObjectDepth(models::floorContext, lightVP, glm::mat4());
drawObjectDepth(models::desk_topContext, lightVP, glm::mat4());
drawObjectDepth(models::desk_bottomContext, lightVP, glm::mat4());
drawObjectDepth(models::framesContext, lightVP, glm::mat4());
drawObjectDepth(models::wallContext, lightVP, glm::mat4());
drawObjectDepth(models::foldingContext, lightVP, glm::mat4());
drawObjectDepth(models::couchContext, lightVP, glm::mat4());
drawObjectDepth(models::laptopContext, lightVP, glm::mat4());
drawObjectDepth(models::doorContext, lightVP, glm::mat4()); drawObjectDepth(models::doorContext, lightVP, glm::mat4());
drawObjectDepth(models::chairContext, lightVP, glm::mat4());
drawObjectDepth(models::roofContext, lightVP, glm::mat4());
drawObjectDepth(models::blanketContext, lightVP, glm::mat4());
drawObjectDepth(models::drawerContext, lightVP, glm::mat4()); drawObjectDepth(models::drawerContext, lightVP, glm::mat4());
drawObjectDepth(models::marbleBustContext, lightVP, glm::translate(glm::mat4(), glm::vec3(0, 0, -0.2))); drawObjectDepth(models::clockContext, lightVP, glm::mat4());
drawObjectDepth(models::marbleBustContext, lightVP, glm::translate(glm::mat4(), glm::vec3(0, 0, 0.2))); drawObjectDepth(models::plantContext, lightVP, glm::mat4());
drawObjectDepth(models::materaceContext, lightVP, glm::mat4()); drawObjectDepth(models::c_tableContext, lightVP, glm::mat4());
drawObjectDepth(models::pencilsContext, lightVP, glm::mat4()); drawObjectDepth(models::foldingContext, lightVP, glm::mat4());
drawObjectDepth(models::planeContext, lightVP, glm::mat4()); drawObjectDepth(models::mugContext, lightVP, glm::mat4());
drawObjectDepth(models::roomContext, lightVP, glm::mat4()); drawObjectDepth(models::carContext, lightVP, glm::mat4());
drawObjectDepth(models::windowContext, lightVP, glm::mat4()); drawObjectDepth(models::books1Context, lightVP, glm::mat4());
drawObjectDepth(models::books2Context, lightVP, glm::mat4());
drawObjectDepth(models::cactusContext, lightVP, glm::mat4());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, WIDTH, HEIGHT);
}
void renderShadowapSun2() {
float time = glfwGetTime();
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
//uzupelnij o renderowanie glebokosci do tekstury
glUseProgram(programDepth);
//ustawianie przestrzeni rysowania
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
//bindowanie FBO
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO2);
//czyszczenie mapy głębokości
glClear(GL_DEPTH_BUFFER_BIT);
//ustawianie programu
glUseProgram(programDepth);
drawObjectDepth(sphereContext, lightVP2, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)));
drawObjectDepth(sphereContext,
lightVP2, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)));
drawObjectDepth(models::bedContext, lightVP2, glm::mat4());
drawObjectDepth(models::mattressContext, lightVP2, glm::mat4());
drawObjectDepth(models::bed_pillowContext, lightVP2, glm::mat4());
drawObjectDepth(models::floorContext, lightVP2, glm::mat4());
drawObjectDepth(models::desk_topContext, lightVP2, glm::mat4());
drawObjectDepth(models::desk_bottomContext, lightVP2, glm::mat4());
drawObjectDepth(models::framesContext, lightVP2, glm::mat4());
drawObjectDepth(models::wallContext, lightVP2, glm::mat4());
drawObjectDepth(models::foldingContext, lightVP2, glm::mat4());
drawObjectDepth(models::couchContext, lightVP2, glm::mat4());
drawObjectDepth(models::laptopContext, lightVP2, glm::mat4());
drawObjectDepth(models::doorContext, lightVP2, glm::mat4());
drawObjectDepth(models::chairContext, lightVP2, glm::mat4());
drawObjectDepth(models::roofContext, lightVP2, glm::mat4());
drawObjectDepth(models::blanketContext, lightVP2, glm::mat4());
drawObjectDepth(models::drawerContext, lightVP2, glm::mat4());
drawObjectDepth(models::clockContext, lightVP2, glm::mat4());
drawObjectDepth(models::plantContext, lightVP2, glm::mat4());
drawObjectDepth(models::c_tableContext, lightVP2, glm::mat4());
drawObjectDepth(models::foldingContext, lightVP2, glm::mat4());
drawObjectDepth(models::mugContext, lightVP2, glm::mat4());
drawObjectDepth(models::carContext, lightVP2, glm::mat4());
drawObjectDepth(models::books1Context, lightVP2, glm::mat4());
drawObjectDepth(models::books2Context, lightVP2, glm::mat4());
drawObjectDepth(models::cactusContext, lightVP2, glm::mat4());
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, WIDTH, HEIGHT); glViewport(0, 0, WIDTH, HEIGHT);
} }
@ -529,6 +641,26 @@ void initDepthMap()
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
} }
void initDepthMap2()
{
glGenFramebuffers(1, &depthMapFBO2);
glGenTextures(1, &depthMap2);
glBindTexture(GL_TEXTURE_2D, depthMap2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap2, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void drawObjectColorWater(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float time, GLuint textureID) { void drawObjectColorWater(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float time, GLuint textureID) {
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * glm::mat4(glm::mat3(createCameraMatrix())); glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * glm::mat4(glm::mat3(createCameraMatrix()));
@ -554,6 +686,7 @@ void renderScene(GLFWwindow* window)
updateDeltaTime(time); updateDeltaTime(time);
renderShadowapSun(); renderShadowapSun();
renderShadowapSun2();
//space lamp //space lamp
glUseProgram(programSun); glUseProgram(programSun);
@ -572,18 +705,6 @@ void renderScene(GLFWwindow* window)
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)), glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0); glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0);
//drawObjectPBR(models::bedContext, glm::mat4(), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f);
//drawObjectPBR(models::chairContext, glm::mat4(), glm::vec3(0.195239f, 0.37728f, 0.8f), 0.4f, 0.0f);
//drawObjectPBR(models::deskContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
//drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
//drawObjectPBR(models::drawerContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
//drawObjectPBR(models::marbleBustContext, glm::mat4(), glm::vec3(1.f, 1.f, 1.f), 0.5f, 1.0f);
//drawObjectPBR(models::materaceContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f);
//drawObjectPBR(models::pencilsContext, glm::mat4(), glm::vec3(0.10039f, 0.018356f, 0.001935f), 0.1f, 0.0f);
//drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
//drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f);
//drawObjectPBR(models::windowContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir)); glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
glm::mat4 specshipCameraRotrationMatrix = glm::mat4({ glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
@ -611,6 +732,7 @@ void renderScene(GLFWwindow* window)
//drawObjectTex(models::marbleBustContext, glm::translate(glm::mat4(), glm::vec3(0, 0, -0.2)), 0.2, 0, texture::rust); //drawObjectTex(models::marbleBustContext, glm::translate(glm::mat4(), glm::vec3(0, 0, -0.2)), 0.2, 0, texture::rust);
//drawObjectTex(models::marbleBustContext, glm::translate(glm::mat4(), glm::vec3(0, 0, 0.2)), 0, 0.2, texture::rust); //drawObjectTex(models::marbleBustContext, glm::translate(glm::mat4(), glm::vec3(0, 0, 0.2)), 0, 0.2, texture::rust);
//drawObjectTex(models::doorContext, glm::mat4(), 0, 0, texture::screen); //drawObjectTex(models::doorContext, glm::mat4(), 0, 0, texture::screen);
drawObjectTex(models::screenContext, glm::mat4(), 0, 0, texture::screen);
glUseProgram(programTexPBR); glUseProgram(programTexPBR);
//drawObjectTexPBR(models::deskContext, glm::mat4(), texture::table_roughness, texture::table_metallic, texture::table_albedo, texture::table_normal, texture::table_ao); //drawObjectTexPBR(models::deskContext, glm::mat4(), texture::table_roughness, texture::table_metallic, texture::table_albedo, texture::table_normal, texture::table_ao);
@ -627,7 +749,12 @@ void renderScene(GLFWwindow* window)
drawObjectTexPBR(models::couchContext, glm::mat4(), texture::couch_roughness, texture::couch_metallic, texture::couch_albedo, texture::couch_normal, texture::couch_ao); drawObjectTexPBR(models::couchContext, glm::mat4(), texture::couch_roughness, texture::couch_metallic, texture::couch_albedo, texture::couch_normal, texture::couch_ao);
drawObjectTexPBR(models::doorContext, glm::mat4(), texture::wood_roughness, texture::wood_metallic, texture::wood_albedo, texture::wood_normal, texture::wood_ao); drawObjectTexPBR(models::doorContext, glm::mat4(), texture::wood_roughness, texture::wood_metallic, texture::wood_albedo, texture::wood_normal, texture::wood_ao);
drawObjectTexPBR(models::chairContext, glm::mat4(), texture::wood_roughness, texture::wood_metallic, texture::wood_albedo, texture::wood_normal, texture::wood_ao); drawObjectTexPBR(models::chairContext, glm::mat4(), texture::wood_roughness, texture::wood_metallic, texture::wood_albedo, texture::wood_normal, texture::wood_ao);
drawObjectTexPBR(models::laptopContext, glm::mat4(), texture::laptop_roughness, texture::laptop_metallic, texture::laptop_albedo, texture::laptop_normal, texture::laptop_ao);
drawObjectTexPBR(models::mugContext, glm::mat4(), texture::mug_roughness, texture::mug_metallic, texture::mug_albedo, texture::mug_normal, texture::mug_ao);
drawObjectTexPBR(models::carContext, glm::mat4(), texture::car_roughness, texture::car_metallic, texture::car_albedo, texture::car_normal, texture::car_ao);
drawObjectTexPBR(models::cactusContext, glm::mat4(), texture::cactus_roughness, texture::cactus_metallic, texture::cactus_albedo, texture::cactus_normal, texture::cactus_ao);
drawObjectTexPBR(models::books1Context, glm::mat4(), texture::books_roughness, texture::books_metallic, texture::books_albedo, texture::books_normal, texture::books_ao);
drawObjectTexPBR(models::books2Context, glm::mat4(), texture::books_roughness, texture::books_metallic, texture::books_albedo, texture::books_normal, texture::books_ao);
@ -647,18 +774,6 @@ void renderScene(GLFWwindow* window)
drawObjectTexPBR_ARM(models::vaseContext, glm::mat4(), texture::vase_albedo, texture::vase_normal, texture::vase_arm); drawObjectTexPBR_ARM(models::vaseContext, glm::mat4(), texture::vase_albedo, texture::vase_normal, texture::vase_arm);
glUseProgram(programWater); glUseProgram(programWater);
//drawObjectColorWater(waterContext, glm::translate(glm::mat4(1.0), glm::vec3(0.0, -1.0, 0.0)) * glm::scale(glm::vec3(30.0)), glm::vec3(0.1, 0.1, 0.95), time, texture::water); //drawObjectColorWater(waterContext, glm::translate(glm::mat4(1.0), glm::vec3(0.0, -1.0, 0.0)) * glm::scale(glm::vec3(30.0)), glm::vec3(0.1, 0.1, 0.95), time, texture::water);
drawObjectColorWater(waterContext, glm::translate(glm::mat4(1.0), glm::vec3(0.0f, -1.7f, 0.0f)), glm::vec4(0.1, 0.1, 0.95, 0.5), time, texture::water); drawObjectColorWater(waterContext, glm::translate(glm::mat4(1.0), glm::vec3(0.0f, -1.7f, 0.0f)), glm::vec4(0.1, 0.1, 0.95, 0.5), time, texture::water);
@ -710,6 +825,8 @@ void init(GLFWwindow* window)
glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)); glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1));
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
initDepthMap(); initDepthMap();
initDepthMap2();
PlaySound(TEXT("sound/ocean.wav"), NULL, SND_ASYNC|SND_LOOP);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag"); program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag"); programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
@ -820,7 +937,36 @@ void init(GLFWwindow* window)
texture::vase_arm = Core::LoadTexture("textures/vase/arm.png"); texture::vase_arm = Core::LoadTexture("textures/vase/arm.png");
texture::vase_normal = Core::LoadTexture("textures/vase/normal.png"); texture::vase_normal = Core::LoadTexture("textures/vase/normal.png");
texture::laptop_albedo = Core::LoadTexture("textures/laptop/albedo.png");
texture::laptop_metallic = Core::LoadTexture("textures/laptop/metallic.png");
texture::laptop_roughness = Core::LoadTexture("textures/laptop/roughness.png");
texture::laptop_ao = Core::LoadTexture("textures/laptop/ao.png");
texture::laptop_normal = Core::LoadTexture("textures/laptop/normal.png");
texture::screen = Core::LoadTexture("textures/visual.png");
texture::mug_albedo = Core::LoadTexture("textures/mug/albedo.png");
texture::mug_metallic = Core::LoadTexture("textures/mug/metallic.png");
texture::mug_roughness = Core::LoadTexture("textures/mug/roughness.png");
texture::mug_ao = Core::LoadTexture("textures/mug/ao.png");
texture::mug_normal = Core::LoadTexture("textures/mug/normal.png");
texture::car_albedo = Core::LoadTexture("textures/car/albedo.jpg");
texture::car_metallic = Core::LoadTexture("textures/car/metallic.jpg");
texture::car_roughness = Core::LoadTexture("textures/car/roughness.jpg");
texture::car_ao = Core::LoadTexture("textures/car/ao.jpg");
texture::car_normal = Core::LoadTexture("textures/car/normal.jpg");
texture::books_albedo = Core::LoadTexture("textures/books/albedo.png");
texture::books_metallic = Core::LoadTexture("textures/books/metallic.png");
texture::books_roughness = Core::LoadTexture("textures/books/roughness.png");
texture::books_ao = Core::LoadTexture("textures/books/ao.png");
texture::books_normal = Core::LoadTexture("textures/books/normal.png");
texture::cactus_albedo = Core::LoadTexture("textures/cactus/albedo.png");
texture::cactus_metallic = Core::LoadTexture("textures/cactus/metallic.png");
texture::cactus_roughness = Core::LoadTexture("textures/cactus/roughness.png");
texture::cactus_ao = Core::LoadTexture("textures/cactus/ao.png");
texture::cactus_normal = Core::LoadTexture("textures/cactus/normal.png");
loadModelToContext("./models/sphere.obj", sphereContext, false); loadModelToContext("./models/sphere.obj", sphereContext, false);
loadModelToContext("./models/spaceship.obj", shipContext, false); loadModelToContext("./models/spaceship.obj", shipContext, false);
@ -840,32 +986,40 @@ void init(GLFWwindow* window)
loadModelToContext("./models/test.obj", models::testContext, false); loadModelToContext("./models/test.obj", models::testContext, false);
loadModelToContext("./models/cube.obj", models::cubeContext, false); loadModelToContext("./models/cube.obj", models::cubeContext, false);
//loadModelToContext("./models/table.obj", models::tableContext, false); //loadModelToContext("./models/table.obj", models::tableContext, false);
loadModelToContext("./models/wall.obj", models::wallContext, true); loadModelToContext("./models/wall.obj", models::wallContext, false);
loadModelToContext("./models/roof.obj", models::roofContext, true); loadModelToContext("./models/roof.obj", models::roofContext, false);
loadModelToContext("./models/window.obj", models::windowContext, true); loadModelToContext("./models/window.obj", models::windowContext, true);
loadModelToContext("./models/ground.obj", models::floorContext, false); loadModelToContext("./models/ground.obj", models::floorContext, false);
loadModelToContext("./models/ground_001.obj", models::ceilingContext, false); loadModelToContext("./models/ground_001.obj", models::ceilingContext, false);
loadModelToContext("./models/bed_frame.obj", models::bedContext, false); loadModelToContext("./models/bed_frame.obj", models::bedContext, true);
loadModelToContext("./models/bed_mattress.obj", models::mattressContext, false); loadModelToContext("./models/bed_mattress.obj", models::mattressContext, true);
loadModelToContext("./models/bed_pillow.obj", models::bed_pillowContext, false); loadModelToContext("./models/bed_pillow.obj", models::bed_pillowContext, false);
loadModelToContext("./models/paplan.obj", models::blanketContext, true); loadModelToContext("./models/paplan.obj", models::blanketContext, false);
loadModelToContext("./models/PC_desk_bake_003.obj", models::desk_topContext, false); loadModelToContext("./models/PC_desk_bake_003.obj", models::desk_topContext, true);
loadModelToContext("./models/PC_desk_bake_004.obj", models::desk_bottomContext, false); loadModelToContext("./models/PC_desk_bake_004.obj", models::desk_bottomContext, false);
loadModelToContext("./models/Cube_002.obj", models::paper_stack2Context, false); loadModelToContext("./models/Cube_002.obj", models::paper_stack2Context, false);
loadModelToContext("./models/Cube_009.obj", models::paper_stack3Context, false); loadModelToContext("./models/Cube_009.obj", models::paper_stack3Context, false);
loadModelToContext("./models/windows_v.obj", models::framesContext, false); loadModelToContext("./models/windows_v.obj", models::framesContext, false);
loadModelToContext("./models/Cylinder.obj", models::trashcanContext, true); loadModelToContext("./models/Cylinder.obj", models::trashcanContext, false);
loadModelToContext("./models/drawer_cabinet.obj", models::drawerContext, true); loadModelToContext("./models/drawer_cabinet.obj", models::drawerContext, true);
loadModelToContext("./models/alarm_clock_01.obj", models::clockContext, true); loadModelToContext("./models/alarm_clock_01.obj", models::clockContext, false);
loadModelToContext("./models/potted_plant_04.obj", models::plantContext, true); loadModelToContext("./models/potted_plant_04.obj", models::plantContext, false);
loadModelToContext("./models/modern_coffee_table_01.obj", models::c_tableContext, true); loadModelToContext("./models/modern_coffee_table_01.obj", models::c_tableContext, false);
loadModelToContext("./models/20848_Folding_Screen_v3.obj", models::foldingContext, false); loadModelToContext("./models/20848_Folding_Screen_v3.obj", models::foldingContext, true);
loadModelToContext("./models/Foot_Rest_001.obj", models::couchContext, false); loadModelToContext("./models/Foot_Rest_001.obj", models::couchContext, false);
loadModelToContext("./models/dor.obj", models::doorContext, false); loadModelToContext("./models/dor.obj", models::doorContext, false);
loadModelToContext("./models/uploads_files_1938755_KAUSTBY.obj", models::chairContext, false); loadModelToContext("./models/uploads_files_1938755_KAUSTBY.obj", models::chairContext, false);
loadModelToContext("./models/ceramic_vase_01.obj", models::vaseContext, true); loadModelToContext("./models/ceramic_vase_01.obj", models::vaseContext, false);
//collisionSystem.calculateSceneBounding(); loadModelToContext("./models/laptop.obj", models::laptopContext, false);
loadModelToContext("./models/screen.obj", models::screenContext, false);
loadModelToContext("./models/mug.obj", models::mugContext, false);
loadModelToContext("./models/car.obj", models::carContext, false);
loadModelToContext("./models/cactus.obj", models::cactusContext, false);
loadModelToContext("./models/books1.obj", models::books1Context, false);
loadModelToContext("./models/books2.obj", models::books2Context, false);
collisionSystem.calculateSceneBounding();
skyboxTexture = loadSkybox(faces); skyboxTexture = loadSkybox(faces);
//drawSkybox(models::cubeContext, transformation, skyboxTexture); //drawSkybox(models::cubeContext, transformation, skyboxTexture);
@ -911,8 +1065,16 @@ void processInput(GLFWwindow* window)
PlaySound(TEXT("sound/main.wav"), NULL, SND_ASYNC); PlaySound(TEXT("sound/main.wav"), NULL, SND_ASYNC);
} }
if (glfwGetKey(window, GLFW_KEY_J) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_J) == GLFW_PRESS) {
texture::screen = Core::LoadTexture("textures/heroes.jpg");
PlaySound(TEXT("sound/grass.wav"), NULL, SND_ASYNC);
}
if (glfwGetKey(window, GLFW_KEY_K) == GLFW_PRESS) {
texture::screen = Core::LoadTexture("textures/necro.png");
PlaySound(TEXT("sound/necro.wav"), NULL, SND_ASYNC);
}
if (glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS) {
texture::screen = Core::LoadTexture("textures/visual.png"); texture::screen = Core::LoadTexture("textures/visual.png");
PlaySound(nullptr, nullptr, 0); PlaySound(TEXT("sound/ocean.wav"), NULL, SND_ASYNC|SND_LOOP);
} }
cameraDir = spaceshipDir; cameraDir = spaceshipDir;

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@ -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);

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@ -0,0 +1 @@
https://drive.google.com/drive/folders/1H9mCPv32GYCW7wTFX0St0C-mWTQPUpZ-?usp=sharing