init
63
.gitattributes
vendored
Normal file
@ -0,0 +1,63 @@
|
||||
###############################################################################
|
||||
# Set default behavior to automatically normalize line endings.
|
||||
###############################################################################
|
||||
* text=auto
|
||||
|
||||
###############################################################################
|
||||
# Set default behavior for command prompt diff.
|
||||
#
|
||||
# This is need for earlier builds of msysgit that does not have it on by
|
||||
# default for csharp files.
|
||||
# Note: This is only used by command line
|
||||
###############################################################################
|
||||
#*.cs diff=csharp
|
||||
|
||||
###############################################################################
|
||||
# Set the merge driver for project and solution files
|
||||
#
|
||||
# Merging from the command prompt will add diff markers to the files if there
|
||||
# are conflicts (Merging from VS is not affected by the settings below, in VS
|
||||
# the diff markers are never inserted). Diff markers may cause the following
|
||||
# file extensions to fail to load in VS. An alternative would be to treat
|
||||
# these files as binary and thus will always conflict and require user
|
||||
# intervention with every merge. To do so, just uncomment the entries below
|
||||
###############################################################################
|
||||
#*.sln merge=binary
|
||||
#*.csproj merge=binary
|
||||
#*.vbproj merge=binary
|
||||
#*.vcxproj merge=binary
|
||||
#*.vcproj merge=binary
|
||||
#*.dbproj merge=binary
|
||||
#*.fsproj merge=binary
|
||||
#*.lsproj merge=binary
|
||||
#*.wixproj merge=binary
|
||||
#*.modelproj merge=binary
|
||||
#*.sqlproj merge=binary
|
||||
#*.wwaproj merge=binary
|
||||
|
||||
###############################################################################
|
||||
# behavior for image files
|
||||
#
|
||||
# image files are treated as binary by default.
|
||||
###############################################################################
|
||||
#*.jpg binary
|
||||
#*.png binary
|
||||
#*.gif binary
|
||||
|
||||
###############################################################################
|
||||
# diff behavior for common document formats
|
||||
#
|
||||
# Convert binary document formats to text before diffing them. This feature
|
||||
# is only available from the command line. Turn it on by uncommenting the
|
||||
# entries below.
|
||||
###############################################################################
|
||||
#*.doc diff=astextplain
|
||||
#*.DOC diff=astextplain
|
||||
#*.docx diff=astextplain
|
||||
#*.DOCX diff=astextplain
|
||||
#*.dot diff=astextplain
|
||||
#*.DOT diff=astextplain
|
||||
#*.pdf diff=astextplain
|
||||
#*.PDF diff=astextplain
|
||||
#*.rtf diff=astextplain
|
||||
#*.RTF diff=astextplain
|
2
.gitignore
vendored
Normal file
@ -0,0 +1,2 @@
|
||||
.vs
|
||||
Debug
|
22
.vscode/settings.json
vendored
Normal file
@ -0,0 +1,22 @@
|
||||
{
|
||||
"workbench.colorCustomizations": {
|
||||
"activityBar.activeBackground": "#cdd629",
|
||||
"activityBar.background": "#cdd629",
|
||||
"activityBar.foreground": "#15202b",
|
||||
"activityBar.inactiveForeground": "#15202b99",
|
||||
"activityBarBadge.background": "#1f9aa0",
|
||||
"activityBarBadge.foreground": "#e7e7e7",
|
||||
"commandCenter.border": "#15202b99",
|
||||
"sash.hoverBorder": "#cdd629",
|
||||
"statusBar.background": "#a4ab21",
|
||||
"statusBar.foreground": "#15202b",
|
||||
"statusBarItem.hoverBackground": "#7b8019",
|
||||
"statusBarItem.remoteBackground": "#a4ab21",
|
||||
"statusBarItem.remoteForeground": "#15202b",
|
||||
"titleBar.activeBackground": "#a4ab21",
|
||||
"titleBar.activeForeground": "#15202b",
|
||||
"titleBar.inactiveBackground": "#a4ab2199",
|
||||
"titleBar.inactiveForeground": "#15202b99"
|
||||
},
|
||||
"peacock.color": "#a4ab21"
|
||||
}
|
BIN
assimp-vc141-mt.dll
Normal file
BIN
assimp-vc141-mtd.dll
Normal file
21
cw 9/CppProperties.json
Normal file
@ -0,0 +1,21 @@
|
||||
{
|
||||
"configurations": [
|
||||
{
|
||||
"inheritEnvironments": [
|
||||
"msvc_x86"
|
||||
],
|
||||
"name": "x86-Debug",
|
||||
"includePath": [
|
||||
"${env.INCLUDE}",
|
||||
"${workspaceRoot}\\**"
|
||||
],
|
||||
"defines": [
|
||||
"WIN32",
|
||||
"_DEBUG",
|
||||
"UNICODE",
|
||||
"_UNICODE"
|
||||
],
|
||||
"intelliSenseMode": "windows-msvc-x86"
|
||||
}
|
||||
]
|
||||
}
|
183
cw 9/Zadania 9.html
Normal file
@ -0,0 +1,183 @@
|
||||
<!DOCTYPE html>
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" lang="" xml:lang="">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="generator" content="pandoc" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" />
|
||||
<title>Zadania 9</title>
|
||||
<style>
|
||||
code{white-space: pre-wrap;}
|
||||
span.smallcaps{font-variant: small-caps;}
|
||||
span.underline{text-decoration: underline;}
|
||||
div.column{display: inline-block; vertical-align: top; width: 50%;}
|
||||
div.hanging-indent{margin-left: 1.5em; text-indent: -1.5em;}
|
||||
ul.task-list{list-style: none;}
|
||||
pre > code.sourceCode { white-space: pre; position: relative; }
|
||||
pre > code.sourceCode > span { display: inline-block; line-height: 1.25; }
|
||||
pre > code.sourceCode > span:empty { height: 1.2em; }
|
||||
code.sourceCode > span { color: inherit; text-decoration: inherit; }
|
||||
div.sourceCode { margin: 1em 0; }
|
||||
pre.sourceCode { margin: 0; }
|
||||
@media screen {
|
||||
div.sourceCode { overflow: auto; }
|
||||
}
|
||||
@media print {
|
||||
pre > code.sourceCode { white-space: pre-wrap; }
|
||||
pre > code.sourceCode > span { text-indent: -5em; padding-left: 5em; }
|
||||
}
|
||||
pre.numberSource code
|
||||
{ counter-reset: source-line 0; }
|
||||
pre.numberSource code > span
|
||||
{ position: relative; left: -4em; counter-increment: source-line; }
|
||||
pre.numberSource code > span > a:first-child::before
|
||||
{ content: counter(source-line);
|
||||
position: relative; left: -1em; text-align: right; vertical-align: baseline;
|
||||
border: none; display: inline-block;
|
||||
-webkit-touch-callout: none; -webkit-user-select: none;
|
||||
-khtml-user-select: none; -moz-user-select: none;
|
||||
-ms-user-select: none; user-select: none;
|
||||
padding: 0 4px; width: 4em;
|
||||
color: #aaaaaa;
|
||||
}
|
||||
pre.numberSource { margin-left: 3em; border-left: 1px solid #aaaaaa; padding-left: 4px; }
|
||||
div.sourceCode
|
||||
{ }
|
||||
@media screen {
|
||||
pre > code.sourceCode > span > a:first-child::before { text-decoration: underline; }
|
||||
}
|
||||
code span.al { color: #ff0000; font-weight: bold; } /* Alert */
|
||||
code span.an { color: #60a0b0; font-weight: bold; font-style: italic; } /* Annotation */
|
||||
code span.at { color: #7d9029; } /* Attribute */
|
||||
code span.bn { color: #40a070; } /* BaseN */
|
||||
code span.bu { } /* BuiltIn */
|
||||
code span.cf { color: #007020; font-weight: bold; } /* ControlFlow */
|
||||
code span.ch { color: #4070a0; } /* Char */
|
||||
code span.cn { color: #880000; } /* Constant */
|
||||
code span.co { color: #60a0b0; font-style: italic; } /* Comment */
|
||||
code span.cv { color: #60a0b0; font-weight: bold; font-style: italic; } /* CommentVar */
|
||||
code span.do { color: #ba2121; font-style: italic; } /* Documentation */
|
||||
code span.dt { color: #902000; } /* DataType */
|
||||
code span.dv { color: #40a070; } /* DecVal */
|
||||
code span.er { color: #ff0000; font-weight: bold; } /* Error */
|
||||
code span.ex { } /* Extension */
|
||||
code span.fl { color: #40a070; } /* Float */
|
||||
code span.fu { color: #06287e; } /* Function */
|
||||
code span.im { } /* Import */
|
||||
code span.in { color: #60a0b0; font-weight: bold; font-style: italic; } /* Information */
|
||||
code span.kw { color: #007020; font-weight: bold; } /* Keyword */
|
||||
code span.op { color: #666666; } /* Operator */
|
||||
code span.ot { color: #007020; } /* Other */
|
||||
code span.pp { color: #bc7a00; } /* Preprocessor */
|
||||
code span.sc { color: #4070a0; } /* SpecialChar */
|
||||
code span.ss { color: #bb6688; } /* SpecialString */
|
||||
code span.st { color: #4070a0; } /* String */
|
||||
code span.va { color: #19177c; } /* Variable */
|
||||
code span.vs { color: #4070a0; } /* VerbatimString */
|
||||
code span.wa { color: #60a0b0; font-weight: bold; font-style: italic; } /* Warning */
|
||||
</style>
|
||||
<link rel="stylesheet" href="style.css" />
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//cdnjs.cloudflare.com/ajax/libs/html5shiv/3.7.3/html5shiv-printshiv.min.js"></script>
|
||||
<![endif]-->
|
||||
</head>
|
||||
<body>
|
||||
<h1 id="shadow-mapping">Shadow mapping</h1>
|
||||
<p>Cienie są ważnym elementem oświetlenie. Dodają realizmu do sceny i dzięki nim łatwiej jest graczowi zorientować się w przestrzennym rozłożeniu obiektów. <img src="./img/shadows1.bmp" /> Na powyższym obrazku możesz zobaczyć, że dużo łatwiej jest okreśłić położenie kostek, gdy rzucają one cienie. Podstawową techniką generowania cieni jest <strong>shadow mapping</strong> i wiele bardziej zaawansowanych technik na niej bazuje.</p>
|
||||
<p>Składa się on z dwóch kroków. W pierwszym obliczamy mapy głębokości z perspektywy źródła światła i zapisaniu do tekstury (tą teksturę nazywamy <em>shadowmap</em>), w drugim przy rysowaniu fragmentu porównujemy jego odległość do źródła światła z odległością zapisaną w teksturze.</p>
|
||||
<p>Celem tych zajęć będzie dodanie cieni do początkowej sceny. W obecnym projekcie są 3 źródła światła: światło słoneczne, reflektor samolociku i lampa planetarna. W trakcie zajęć skupimy się na świetle słonecznym.</p>
|
||||
<h2 id="mapa-głębokości---framebuffers">Mapa głębokości - Framebuffers</h2>
|
||||
<p>Framebuffer to obiekt, do którego rednerowana jest scena w postaci tekstury. Do tej pory korzystaliśmy z domyślnego Famebuffora, który był wyświetlany na ekranie. Teraz potrzebujemy dodatkowy, który będzie przechwytywał mapę głębokości. Tworzymy go w następujący sposób</p>
|
||||
<div class="sourceCode" id="cb1"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a>glGenFramebuffers(<span class="dv">1</span>, &depthMapFBO); </span></code></pre></div>
|
||||
<p>Zmienna <code>depthMapFBO</code> jest jak to typu <code>unsignet int</code> i powinna być dostępna globalnie. Kolejnym krokiem jest stworzenie tekstury głębokości</p>
|
||||
<div class="sourceCode" id="cb2"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb2-1"><a href="#cb2-1" aria-hidden="true" tabindex="-1"></a>glGenTextures(<span class="dv">1</span>, &depthMap);</span>
|
||||
<span id="cb2-2"><a href="#cb2-2" aria-hidden="true" tabindex="-1"></a>glBindTexture(GL_TEXTURE_2D, depthMap);</span>
|
||||
<span id="cb2-3"><a href="#cb2-3" aria-hidden="true" tabindex="-1"></a>glTexImage2D(GL_TEXTURE_2D, <span class="dv">0</span>, GL_DEPTH_COMPONENT, </span>
|
||||
<span id="cb2-4"><a href="#cb2-4" aria-hidden="true" tabindex="-1"></a> SHADOW_WIDTH, SHADOW_HEIGHT, <span class="dv">0</span>, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);</span>
|
||||
<span id="cb2-5"><a href="#cb2-5" aria-hidden="true" tabindex="-1"></a>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);</span>
|
||||
<span id="cb2-6"><a href="#cb2-6" aria-hidden="true" tabindex="-1"></a>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);</span>
|
||||
<span id="cb2-7"><a href="#cb2-7" aria-hidden="true" tabindex="-1"></a>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); </span>
|
||||
<span id="cb2-8"><a href="#cb2-8" aria-hidden="true" tabindex="-1"></a>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); </span></code></pre></div>
|
||||
<p>Również zmienna <code>depthMap</code> jest jak to typu <code>unsignet int</code> i powinna być dostępna globalnie. Tworzymy teksturę, zaznaczamy, że jest to tekstura głębokości nadając jej format <code>GL_DEPTH_COMPONENT</code>. Parametry <code>SHADOW_WIDTH</code>, <code>SHADOW_HEIGHT</code> są ustalone globalnie i oba wynoszą 1024.</p>
|
||||
<p>I w końcu podpinamy teksturę pod FBO.</p>
|
||||
<div class="sourceCode" id="cb3"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a></span>
|
||||
<span id="cb3-2"><a href="#cb3-2" aria-hidden="true" tabindex="-1"></a>glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);</span>
|
||||
<span id="cb3-3"><a href="#cb3-3" aria-hidden="true" tabindex="-1"></a>glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, <span class="dv">0</span>);</span>
|
||||
<span id="cb3-4"><a href="#cb3-4" aria-hidden="true" tabindex="-1"></a>glDrawBuffer(GL_NONE);</span>
|
||||
<span id="cb3-5"><a href="#cb3-5" aria-hidden="true" tabindex="-1"></a>glReadBuffer(GL_NONE);</span>
|
||||
<span id="cb3-6"><a href="#cb3-6" aria-hidden="true" tabindex="-1"></a>glBindFramebuffer(GL_FRAMEBUFFER, <span class="dv">0</span>); </span></code></pre></div>
|
||||
<h3 id="zadanie">Zadanie</h3>
|
||||
<p>Utwórz funkcję <code>initDepthMap</code>, w której zainicjalizujesz mapę głębokości. Wywołaj ją w funkcji <code>init</code>.</p>
|
||||
<h3 id="renderowanie-mapy-głębokości">Renderowanie mapy głębokości</h3>
|
||||
<p>W tej części będziemy uzupełniać funkcję <code>renderShadowapSun</code>. Funkcja ma za zadanie zapisać w FBO mapę głębokości z perspektywy słońca. Pierwsze co musimy mieć, to parę shaderów, która będzie renderować mapę. Ponieważ jedyne co potrzebujemy tylko rozmieścić obiekty w odpowiednich miejscach. Shader wierzchołków ustawia tylko pozycję w oparciu o przesyłanie macierze.</p>
|
||||
<div class="sourceCode" id="cb4"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb4-1"><a href="#cb4-1" aria-hidden="true" tabindex="-1"></a><span class="pp">#</span><span class="er">version 430 core</span></span>
|
||||
<span id="cb4-2"><a href="#cb4-2" aria-hidden="true" tabindex="-1"></a></span>
|
||||
<span id="cb4-3"><a href="#cb4-3" aria-hidden="true" tabindex="-1"></a>layout(location = <span class="dv">0</span>) in vec3 vertexPosition;</span>
|
||||
<span id="cb4-4"><a href="#cb4-4" aria-hidden="true" tabindex="-1"></a>layout(location = <span class="dv">1</span>) in vec3 vertexNormal;</span>
|
||||
<span id="cb4-5"><a href="#cb4-5" aria-hidden="true" tabindex="-1"></a>layout(location = <span class="dv">2</span>) in vec2 vertexTexCoord;</span>
|
||||
<span id="cb4-6"><a href="#cb4-6" aria-hidden="true" tabindex="-1"></a></span>
|
||||
<span id="cb4-7"><a href="#cb4-7" aria-hidden="true" tabindex="-1"></a>uniform mat4 viewProjectionMatrix;</span>
|
||||
<span id="cb4-8"><a href="#cb4-8" aria-hidden="true" tabindex="-1"></a>uniform mat4 modelMatrix;</span>
|
||||
<span id="cb4-9"><a href="#cb4-9" aria-hidden="true" tabindex="-1"></a></span>
|
||||
<span id="cb4-10"><a href="#cb4-10" aria-hidden="true" tabindex="-1"></a><span class="dt">void</span> main()</span>
|
||||
<span id="cb4-11"><a href="#cb4-11" aria-hidden="true" tabindex="-1"></a>{</span>
|
||||
<span id="cb4-12"><a href="#cb4-12" aria-hidden="true" tabindex="-1"></a> gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, <span class="fl">1.0</span>);</span>
|
||||
<span id="cb4-13"><a href="#cb4-13" aria-hidden="true" tabindex="-1"></a>}</span></code></pre></div>
|
||||
<p>Natomiast shader fragmentów jest pusty, ponieważ nic nie wysyłamy a głębokość zapisywana jest automatycznie.</p>
|
||||
<div class="sourceCode" id="cb5"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb5-1"><a href="#cb5-1" aria-hidden="true" tabindex="-1"></a><span class="pp">#</span><span class="er">version 430 core</span></span>
|
||||
<span id="cb5-2"><a href="#cb5-2" aria-hidden="true" tabindex="-1"></a></span>
|
||||
<span id="cb5-3"><a href="#cb5-3" aria-hidden="true" tabindex="-1"></a><span class="dt">void</span> main()</span>
|
||||
<span id="cb5-4"><a href="#cb5-4" aria-hidden="true" tabindex="-1"></a>{ </span>
|
||||
<span id="cb5-5"><a href="#cb5-5" aria-hidden="true" tabindex="-1"></a>} </span></code></pre></div>
|
||||
<h3 id="zadanie-1">Zadanie</h3>
|
||||
<p>Dodaj utwórz parę shaderów jak powyżej, załaduj je do zmiennej globalnej o nazwie <code>programDepth</code> i aktywuj go w funkcji <code>renderShadowapSun</code>. Utwórz funkcję <code>drawObjectDepth</code>. która będzie przyjmować referencję do <code>RenderContext</code>, macierz <code>viewProjection</code> i macierz modelu oraz przesyłać macierze do GPU i rysować <code>RenderContext</code></p>
|
||||
<p>Musimy zdefiniować macierz widoku i rzutowania, które mamy przesłać. Implementujemy cienie dla oświetlenia kierunkowego, gdzie dla każdego punktu kierunek światła jest taki sam. W takim wypadku skorzystamy z rzutowania prostopadłego. <img src="./img/shadow_mapping_projection.png" /></p>
|
||||
<p>Do stworzenia macierzy rzutowania perspektywicznego wykorzystamy funkcję:</p>
|
||||
<div class="sourceCode" id="cb6"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb6-1"><a href="#cb6-1" aria-hidden="true" tabindex="-1"></a>glm::mat4 lightProjection = glm::ortho(</span>
|
||||
<span id="cb6-2"><a href="#cb6-2" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> left,</span>
|
||||
<span id="cb6-3"><a href="#cb6-3" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> right,</span>
|
||||
<span id="cb6-4"><a href="#cb6-4" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> bottom,</span>
|
||||
<span id="cb6-5"><a href="#cb6-5" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> top,</span>
|
||||
<span id="cb6-6"><a href="#cb6-6" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> zNear,</span>
|
||||
<span id="cb6-7"><a href="#cb6-7" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> zFar</span>
|
||||
<span id="cb6-8"><a href="#cb6-8" aria-hidden="true" tabindex="-1"></a>)</span></code></pre></div>
|
||||
<p>Tworzy ona macierz rzutowania prostopadłego dla zadanych wymiarów. Musimy tak je dobrać, żeby rzutowanie zawierało całą interesującą scenę. Za małe wartości spowodują artefakty a za duże pogorszą jakość. Przykładowo możesz wziąć <code>glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f)</code>. Do stworzenia macierzy kamery wykorzystamy funkcję <code>glm::lookAt</code> z poniższymi argumentami argumentami</p>
|
||||
<div class="sourceCode" id="cb7"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb7-1"><a href="#cb7-1" aria-hidden="true" tabindex="-1"></a>glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(<span class="dv">0</span>, <span class="dv">1</span>, <span class="dv">0</span>))</span></code></pre></div>
|
||||
<h3 id="zadanie-2">Zadanie</h3>
|
||||
<p>Uzupełnij funkcję <code>renderShadowapSun</code>. Wywołaj w niej instrukcje</p>
|
||||
<div class="sourceCode" id="cb8"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb8-1"><a href="#cb8-1" aria-hidden="true" tabindex="-1"></a> <span class="co">//ustawianie przestrzeni rysowania </span></span>
|
||||
<span id="cb8-2"><a href="#cb8-2" aria-hidden="true" tabindex="-1"></a> glViewport(<span class="dv">0</span>, <span class="dv">0</span>, SHADOW_WIDTH, SHADOW_HEIGHT);</span>
|
||||
<span id="cb8-3"><a href="#cb8-3" aria-hidden="true" tabindex="-1"></a> <span class="co">//bindowanie FBO</span></span>
|
||||
<span id="cb8-4"><a href="#cb8-4" aria-hidden="true" tabindex="-1"></a> glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);</span>
|
||||
<span id="cb8-5"><a href="#cb8-5" aria-hidden="true" tabindex="-1"></a> <span class="co">//czyszczenie mapy głębokości </span></span>
|
||||
<span id="cb8-6"><a href="#cb8-6" aria-hidden="true" tabindex="-1"></a> glClear(GL_DEPTH_BUFFER_BIT);</span>
|
||||
<span id="cb8-7"><a href="#cb8-7" aria-hidden="true" tabindex="-1"></a> <span class="co">//ustawianie programu</span></span>
|
||||
<span id="cb8-8"><a href="#cb8-8" aria-hidden="true" tabindex="-1"></a> glUseProgram(programDepth);</span></code></pre></div>
|
||||
<p>Stwórz macierz <code>viewProjection</code></p>
|
||||
<div class="sourceCode" id="cb9"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb9-1"><a href="#cb9-1" aria-hidden="true" tabindex="-1"></a> glm::mat4 lightVP = glm::ortho(-<span class="fl">10.</span><span class="bu">f</span>, <span class="fl">10.</span><span class="bu">f</span>, -<span class="fl">10.</span><span class="bu">f</span>, <span class="fl">10.</span><span class="bu">f</span>, <span class="fl">1.0</span><span class="bu">f</span>, <span class="fl">30.0</span><span class="bu">f</span>) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(<span class="dv">0</span>, <span class="dv">1</span>, <span class="dv">0</span>));</span></code></pre></div>
|
||||
<p>następnie wywołaj <code>drawObjectDepth</code> dla każdego obiektu, który rysujemy w naszej scenie. wykorzystaj macierz <code>viewProjection</code> zdefiniowaną wyżej, użyj tej samej macierzy modelu co przy właściwym rysowaniu.</p>
|
||||
<p>Zakończ funkcję linią <code>glBindFramebuffer(GL_FRAMEBUFFER, 0);</code>, która przywraca domyślny FBO.</p>
|
||||
<h3 id="wizualizacja-mapy-głębokości">Wizualizacja mapy głębokości</h3>
|
||||
<p>odkomentuj linie:</p>
|
||||
<div class="sourceCode" id="cb10"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb10-1"><a href="#cb10-1" aria-hidden="true" tabindex="-1"></a> <span class="co">//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);</span></span>
|
||||
<span id="cb10-2"><a href="#cb10-2" aria-hidden="true" tabindex="-1"></a> <span class="co">//glUseProgram(programTest);</span></span>
|
||||
<span id="cb10-3"><a href="#cb10-3" aria-hidden="true" tabindex="-1"></a> <span class="co">//glActiveTexture(GL_TEXTURE0);</span></span>
|
||||
<span id="cb10-4"><a href="#cb10-4" aria-hidden="true" tabindex="-1"></a> <span class="co">//glBindTexture(GL_TEXTURE_2D, depthMap);</span></span>
|
||||
<span id="cb10-5"><a href="#cb10-5" aria-hidden="true" tabindex="-1"></a> <span class="co">//Core::DrawContext(models::testContext);</span></span></code></pre></div>
|
||||
<p>znajdujące się w <code>renderScene</code>. Rysują one prostokąt z mapą głębokości jako teksturą. Jeżeli wszystko zostało wykonane poprawnie, to powinien on zawierać rzutowanie naszego pokoju.</p>
|
||||
<h3 id="zadanie-3">Zadanie</h3>
|
||||
<p>W tej chwili rzutowanie jest nieoptymalne. popraw je na lepsze. Zmodyfikuj wartości w <code>glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f)</code> do takich, żeby pokój wypełniał jak największą część tekstury.</p>
|
||||
<h3 id="rysowanie-cieni">Rysowanie cieni</h3>
|
||||
<p>Na tym etapie powinniśmy mieć poprawnie stworzoną mapę głębokości. Pozostaje wykorzystać ją w oświetleniu. ### Zadanie #### Przesłanie danych W funkcji <code>drawObjectPBR</code> prześlij teksturę za pomocą instrukcji:</p>
|
||||
<div class="sourceCode" id="cb11"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb11-1"><a href="#cb11-1" aria-hidden="true" tabindex="-1"></a> glActiveTexture(GL_TEXTURE0);</span>
|
||||
<span id="cb11-2"><a href="#cb11-2" aria-hidden="true" tabindex="-1"></a> glBindTexture(GL_TEXTURE_2D, depthMap);</span></code></pre></div>
|
||||
<p>oraz macierz <code>LightVP</code>, która musi być taka sama jak w <code>drawObjectDepth</code>.</p>
|
||||
<p>Następnie w shaderze wierzchołków odbierz <code>LightVP</code>.</p>
|
||||
<h4 id="shader-wierzchołków">Shader wierzchołków</h4>
|
||||
<p>Oblicz pozycję wierzchołka z perspektywy słońca <code>sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1)</code>, wynik prześlij do shadera fragmentów #### Shader fragmentów odbierz <code>sunSpacePos</code> i napisz funkcję <code>calculateShadow</code>, która sprawdza czy obiekt jest zacieniony. Aby to zrobić kolejno w funkcji: * ujednorodnij zmienną <code>lightSpacePos</code> dzieląc ją przez współrzędną <strong>w</strong>, * przeskaluj ją, ma wartości od -1 do 1 a potrzebujemy wartości od 0 do 1 (pomnóż przez 0.5 i dodaj 0.5) wynik zapisz do zmiennej <code>lightSpacePosNormalized</code>, * pobierz głębokość z <code>depthMap</code> próbkuj za pomocą współrzędnych <strong>x</strong> i <strong>y</strong>. Pobierz tylko kanał <code>r</code>, zapisz go do zmiennej <code>closestDepth</code>, * porównaj <code>closestDepth</code> ze współrzędną <strong>z</strong> <code>lightSpacePosNormalized</code>. jeżeli <code>closestDepth</code> jest większa zwróć 1.0, w przeciwnym wypadku zwróć 0.0. * wynik funkcji przemnóż z <code>sunColor</code> w trakcie oblicznia.</p>
|
||||
<pre><code> ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);</code></pre>
|
||||
<h4 id="shadow-acne">shadow acne</h4>
|
||||
<p>Powinniśmy dostać cienie , jednak w niezacienionych strefach pojawiły się paski, które znane są jako <em>shadow acne</em> wynikają one z błędu przybliżenia liczb zmiennoprzecinkowych. Można się go pozbyć na dwa sposoby 1. dodać bias. zamiast sprawdzać <code>closestDepth<lightSpacePosNormalized</code> można wziąć <code>closestDepth+bias>lightSpacePosNormalized</code>, gdzie <code>bias</code> to mała wartość (np 0.01). 2. innym rozwiązaniem jest, żeby przy renderowaniu cieni włączyć front face culling. dzięki temu rysowane będą część modelu, które są dalej niż te, które odpytujemy.</p>
|
||||
<h3 id="zadanie-4">Zadanie*</h3>
|
||||
<p>Dodaj rysowane cieni również dla latarki doczepionej do statku. pamiętaj, że musisz wykorzystać tutaj macierz rzutowania perspektywicznego</p>
|
||||
</body>
|
||||
</html>
|
158
cw 9/Zadania 9.md
Normal file
@ -0,0 +1,158 @@
|
||||
# Shadow mapping
|
||||
Cienie są ważnym elementem oświetlenie. Dodają realizmu do sceny i dzięki nim łatwiej jest graczowi zorientować się w przestrzennym rozłożeniu obiektów.
|
||||
![](./img/shadows1.bmp)
|
||||
Na powyższym obrazku możesz zobaczyć, że dużo łatwiej jest okreśłić położenie kostek, gdy rzucają one cienie. Podstawową techniką generowania cieni jest **shadow mapping** i wiele bardziej zaawansowanych technik na niej bazuje.
|
||||
|
||||
Składa się on z dwóch kroków. W pierwszym obliczamy mapy głębokości z perspektywy źródła światła i zapisaniu do tekstury (tą teksturę nazywamy *shadowmap*), w drugim przy rysowaniu fragmentu porównujemy jego odległość do źródła światła z odległością zapisaną w teksturze.
|
||||
|
||||
Celem tych zajęć będzie dodanie cieni do początkowej sceny. W obecnym projekcie są 3 źródła światła: światło słoneczne, reflektor samolociku i lampa planetarna. W trakcie zajęć skupimy się na świetle słonecznym.
|
||||
|
||||
## Mapa głębokości - Framebuffers
|
||||
Framebuffer to obiekt, do którego rednerowana jest scena w postaci tekstury. Do tej pory korzystaliśmy z domyślnego Famebuffora, który był wyświetlany na ekranie. Teraz potrzebujemy dodatkowy, który będzie przechwytywał mapę głębokości. Tworzymy go w następujący sposób
|
||||
|
||||
```C++
|
||||
glGenFramebuffers(1, &depthMapFBO);
|
||||
```
|
||||
Zmienna `depthMapFBO` jest jak to typu `unsignet int` i powinna być dostępna globalnie. Kolejnym krokiem jest stworzenie tekstury głębokości
|
||||
```C++
|
||||
glGenTextures(1, &depthMap);
|
||||
glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
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);
|
||||
```
|
||||
Również zmienna `depthMap` jest jak to typu `unsignet int` i powinna być dostępna globalnie.
|
||||
Tworzymy teksturę, zaznaczamy, że jest to tekstura głębokości nadając jej format `GL_DEPTH_COMPONENT`. Parametry `SHADOW_WIDTH`, `SHADOW_HEIGHT` są ustalone globalnie i oba wynoszą 1024.
|
||||
|
||||
I w końcu podpinamy teksturę pod FBO.
|
||||
```C++
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
```
|
||||
|
||||
### Zadanie
|
||||
Utwórz funkcję `initDepthMap`, w której zainicjalizujesz mapę głębokości. Wywołaj ją w funkcji `init`.
|
||||
|
||||
### Renderowanie mapy głębokości
|
||||
|
||||
W tej części będziemy uzupełniać funkcję `renderShadowapSun`. Funkcja ma za zadanie zapisać w FBO mapę głębokości z perspektywy słońca.
|
||||
Pierwsze co musimy mieć, to parę shaderów, która będzie renderować mapę. Ponieważ jedyne co potrzebujemy tylko rozmieścić obiekty w odpowiednich miejscach.
|
||||
Shader wierzchołków ustawia tylko pozycję w oparciu o przesyłanie macierze.
|
||||
```C++
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition;
|
||||
layout(location = 1) in vec3 vertexNormal;
|
||||
layout(location = 2) in vec2 vertexTexCoord;
|
||||
|
||||
uniform mat4 viewProjectionMatrix;
|
||||
uniform mat4 modelMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, 1.0);
|
||||
}
|
||||
```
|
||||
Natomiast shader fragmentów jest pusty, ponieważ nic nie wysyłamy a głębokość zapisywana jest automatycznie.
|
||||
```C++
|
||||
#version 430 core
|
||||
|
||||
void main()
|
||||
{
|
||||
}
|
||||
```
|
||||
### Zadanie
|
||||
Dodaj utwórz parę shaderów jak powyżej, załaduj je do zmiennej globalnej o nazwie `programDepth` i aktywuj go w funkcji `renderShadowapSun`. Utwórz funkcję `drawObjectDepth`. która będzie przyjmować referencję do `RenderContext`, macierz `viewProjection` i macierz modelu oraz przesyłać macierze do GPU i rysować `RenderContext`
|
||||
|
||||
Musimy zdefiniować macierz widoku i rzutowania, które mamy przesłać. Implementujemy cienie dla oświetlenia kierunkowego, gdzie dla każdego punktu kierunek światła jest taki sam. W takim wypadku skorzystamy z rzutowania prostopadłego.
|
||||
![](./img/shadow_mapping_projection.png)
|
||||
|
||||
Do stworzenia macierzy rzutowania perspektywicznego wykorzystamy funkcję:
|
||||
```C++
|
||||
glm::mat4 lightProjection = glm::ortho(
|
||||
float left,
|
||||
float right,
|
||||
float bottom,
|
||||
float top,
|
||||
float zNear,
|
||||
float zFar
|
||||
)
|
||||
```
|
||||
Tworzy ona macierz rzutowania prostopadłego dla zadanych wymiarów. Musimy tak je dobrać, żeby rzutowanie zawierało całą interesującą scenę. Za małe wartości spowodują artefakty a za duże pogorszą jakość. Przykładowo możesz wziąć `glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f)`.
|
||||
Do stworzenia macierzy kamery wykorzystamy funkcję `glm::lookAt` z poniższymi argumentami argumentami
|
||||
```C++
|
||||
glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0))
|
||||
```
|
||||
### Zadanie
|
||||
Uzupełnij funkcję `renderShadowapSun`. Wywołaj w niej instrukcje
|
||||
```C++
|
||||
//ustawianie przestrzeni rysowania
|
||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||
//bindowanie FBO
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
||||
//czyszczenie mapy głębokości
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//ustawianie programu
|
||||
glUseProgram(programDepth);
|
||||
```
|
||||
Stwórz macierz `viewProjection`
|
||||
```C++
|
||||
glm::mat4 lightVP = glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
|
||||
```
|
||||
następnie wywołaj `drawObjectDepth` dla każdego obiektu, który rysujemy w naszej scenie. wykorzystaj macierz `viewProjection` zdefiniowaną wyżej, użyj tej samej macierzy modelu co przy właściwym rysowaniu.
|
||||
|
||||
Zakończ funkcję linią `glBindFramebuffer(GL_FRAMEBUFFER, 0);`, która przywraca domyślny FBO.
|
||||
|
||||
### Wizualizacja mapy głębokości
|
||||
odkomentuj linie:
|
||||
```C++
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
//glUseProgram(programTest);
|
||||
//glActiveTexture(GL_TEXTURE0);
|
||||
//glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
//Core::DrawContext(models::testContext);
|
||||
```
|
||||
znajdujące się w `renderScene`. Rysują one prostokąt z mapą głębokości jako teksturą. Jeżeli wszystko zostało wykonane poprawnie, to powinien on zawierać rzutowanie naszego pokoju.
|
||||
|
||||
### Zadanie
|
||||
W tej chwili rzutowanie jest nieoptymalne. popraw je na lepsze. Zmodyfikuj wartości w `glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f)` do takich, żeby pokój wypełniał jak największą część tekstury.
|
||||
|
||||
### Rysowanie cieni
|
||||
Na tym etapie powinniśmy mieć poprawnie stworzoną mapę głębokości. Pozostaje wykorzystać ją w oświetleniu.
|
||||
### Zadanie
|
||||
#### Przesłanie danych
|
||||
W funkcji `drawObjectPBR` prześlij teksturę za pomocą instrukcji:
|
||||
```C++
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
```
|
||||
oraz macierz `LightVP`, która musi być taka sama jak w `drawObjectDepth`.
|
||||
|
||||
Następnie w shaderze wierzchołków odbierz `LightVP`.
|
||||
|
||||
#### Shader wierzchołków
|
||||
Oblicz pozycję wierzchołka z perspektywy słońca `sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1)`, wynik prześlij do shadera fragmentów
|
||||
#### Shader fragmentów
|
||||
odbierz `sunSpacePos` i napisz funkcję `calculateShadow`, która sprawdza czy obiekt jest zacieniony. Aby to zrobić kolejno w funkcji:
|
||||
* ujednorodnij zmienną `lightSpacePos` dzieląc ją przez współrzędną **w**,
|
||||
* przeskaluj ją, ma wartości od -1 do 1 a potrzebujemy wartości od 0 do 1 (pomnóż przez 0.5 i dodaj 0.5) wynik zapisz do zmiennej `lightSpacePosNormalized`,
|
||||
* pobierz głębokość z `depthMap` próbkuj za pomocą współrzędnych **x** i **y**. Pobierz tylko kanał `r`, zapisz go do zmiennej `closestDepth`,
|
||||
* porównaj `closestDepth` ze współrzędną **z** `lightSpacePosNormalized`. jeżeli `closestDepth` jest większa zwróć 1.0, w przeciwnym wypadku zwróć 0.0.
|
||||
* wynik funkcji przemnóż z `sunColor` w trakcie oblicznia.
|
||||
```
|
||||
ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
|
||||
```
|
||||
#### shadow acne
|
||||
Powinniśmy dostać cienie , jednak w niezacienionych strefach pojawiły się paski, które znane są jako *shadow acne* wynikają one z błędu przybliżenia liczb zmiennoprzecinkowych. Można się go pozbyć na dwa sposoby
|
||||
1. dodać bias. zamiast sprawdzać `closestDepth<lightSpacePosNormalized` można wziąć `closestDepth+bias>lightSpacePosNormalized`, gdzie `bias` to mała wartość (np 0.01).
|
||||
2. innym rozwiązaniem jest, żeby przy renderowaniu cieni włączyć front face culling. dzięki temu rysowane będą część modelu, które są dalej niż te, które odpytujemy.
|
||||
|
||||
### Zadanie*
|
||||
Dodaj rysowane cieni również dla latarki doczepionej do statku. pamiętaj, że musisz wykorzystać tutaj macierz rzutowania perspektywicznego
|
BIN
cw 9/assimp-vc141-mt.dll
Normal file
BIN
cw 9/assimp-vc141-mtd.dll
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cw 9/freeglut.dll
Normal file
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cw 9/glew32.dll
Normal file
134
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BIN
cw 9/img/2.png
Normal file
After Width: | Height: | Size: 6.7 KiB |
BIN
cw 9/img/3.webp
Normal file
After Width: | Height: | Size: 35 KiB |
BIN
cw 9/img/384px-PerlinNoiseDotProducts.png
Normal file
After Width: | Height: | Size: 62 KiB |
BIN
cw 9/img/384px-PerlinNoiseInterpolated.png
Normal file
After Width: | Height: | Size: 54 KiB |
BIN
cw 9/img/4.png
Normal file
After Width: | Height: | Size: 7.0 KiB |
BIN
cw 9/img/5.webp
Normal file
After Width: | Height: | Size: 35 KiB |
BIN
cw 9/img/6.webp
Normal file
After Width: | Height: | Size: 3.9 KiB |
BIN
cw 9/img/7.webp
Normal file
After Width: | Height: | Size: 2.9 KiB |
BIN
cw 9/img/8.webp
Normal file
After Width: | Height: | Size: 34 KiB |
1254
cw 9/img/Figure_1.eps
Normal file
BIN
cw 9/img/PerlinNoiseDotProducts.png
Normal file
After Width: | Height: | Size: 178 KiB |
BIN
cw 9/img/PerlinNoiseGradientGrid.png
Normal file
After Width: | Height: | Size: 41 KiB |
BIN
cw 9/img/PerlinNoiseInterpolated.png
Normal file
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BIN
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Normal file
After Width: | Height: | Size: 32 KiB |
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Normal file
After Width: | Height: | Size: 17 KiB |
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cw 9/img/capture.webm
Normal file
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cw 9/img/coordinate_systems.jpg
Normal file
After Width: | Height: | Size: 79 KiB |
BIN
cw 9/img/cubemaps_sampling.png
Normal file
After Width: | Height: | Size: 27 KiB |
BIN
cw 9/img/gamma_correction_brightness.png
Normal file
After Width: | Height: | Size: 44 KiB |
BIN
cw 9/img/lighting_result.png
Normal file
After Width: | Height: | Size: 190 KiB |
BIN
cw 9/img/noise_examples.jpg
Normal file
After Width: | Height: | Size: 329 KiB |
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cw 9/img/shadow_mapping_projection.png
Normal file
After Width: | Height: | Size: 9.8 KiB |
BIN
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Normal file
After Width: | Height: | Size: 978 KiB |
BIN
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Normal file
After Width: | Height: | Size: 16 KiB |
BIN
cw 9/img/stride_offest.jpg
Normal file
After Width: | Height: | Size: 34 KiB |
BIN
cw 9/img/stride_offest_2_2.jpg
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
cw 9/img/struktura.jpg
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
cw 9/img/sun.png
Normal file
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cw 9/img/textures.png
Normal file
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BIN
cw 9/img/z_depth_graph.jpg
Normal file
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BIN
cw 9/img/z_depth_graph2.jpg
Normal file
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6937
cw 9/models/barrel_1.obj
Normal file
6983
cw 9/models/barrel_2.obj
Normal file
6983
cw 9/models/barrel_3.obj
Normal file
5983
cw 9/models/bed.obj
Normal file
335
cw 9/models/chair.obj
Normal file
@ -0,0 +1,335 @@
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# Blender v3.2.1 OBJ File: 'untitled.blend'
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# www.blender.org
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mtllib chair.mtl
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160
cw 9/models/chimney.obj
Normal file
@ -0,0 +1,160 @@
|
||||
# Blender 3.4.1
|
||||
# www.blender.org
|
||||
mtllib chimney.mtl
|
||||
o Chimney
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s 0
|
||||
usemtl Material.011
|
||||
f 9/25/1 14/44/1 10/29/1
|
||||
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|
||||
f 15/48/3 12/38/3 11/34/3
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|
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f 5/14/7 9/27/7 1/1/7
|
||||
f 11/35/8 5/15/8 7/19/8
|
||||
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|
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|
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f 17/53/11 14/46/11 13/43/11
|
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4349
cw 9/models/desk.obj
Normal file
769
cw 9/models/door.obj
Normal file
@ -0,0 +1,769 @@
|
||||
# Blender 3.4.1
|
||||
# www.blender.org
|
||||
mtllib door.mtl
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||||
o Door
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|
235
cw 9/models/doorframe.obj
Normal file
@ -0,0 +1,235 @@
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||||
# Blender 3.4.1
|
||||
# www.blender.org
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||||
mtllib doorframe.mtl
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|
||||
f 26/63/3 36/86/3 38/91/3
|
||||
f 30/71/3 40/95/3 35/84/3
|
||||
f 22/52/2 32/76/2 39/93/2
|
||||
f 29/69/2 39/93/2 37/89/2
|
||||
f 23/54/4 33/78/4 36/87/4
|
||||
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|
||||
f 20/48/6 15/37/6 35/85/6
|
||||
f 8/20/7 6/16/7 26/64/7
|
||||
f 1/2/8 21/50/8 22/53/8
|
||||
f 13/31/9 16/40/9 36/88/9
|
||||
f 9/22/5 29/70/5 27/66/5
|
||||
f 9/22/5 2/5/5 22/53/5
|
||||
f 17/42/10 14/34/10 34/82/10
|
||||
f 10/24/7 8/20/7 28/68/7
|
||||
f 3/7/11 4/10/11 24/58/11
|
||||
f 18/44/6 38/92/6 36/88/6
|
||||
f 11/26/13 12/29/13 32/77/13
|
||||
f 1/2/8 5/13/8 25/61/8
|
||||
f 19/46/10 17/42/10 37/90/10
|
||||
f 19/46/10 39/94/10 32/77/10
|
||||
f 10/24/7 30/72/7 25/61/7
|
||||
f 20/48/6 40/96/6 38/92/6
|
||||
f 13/31/9 33/79/9 34/82/9
|
||||
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|
||||
f 11/26/12 31/74/12 35/85/12
|
63044
cw 9/models/fan.obj
Normal file
50246
cw 9/models/fan3.obj
Normal file
56
cw 9/models/floor.obj
Normal file
@ -0,0 +1,56 @@
|
||||
# Blender 3.4.1
|
||||
# www.blender.org
|
||||
mtllib floor.mtl
|
||||
o floor
|
||||
v -0.979014 -0.954197 0.970870
|
||||
v -0.979014 -0.919274 0.970870
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
v 0.974673 -0.954197 -0.995497
|
||||
v 0.974673 -0.919274 -0.995497
|
||||
vn -1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -0.0000 -1.0000
|
||||
vn 1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -0.0000 1.0000
|
||||
vn -0.0000 -1.0000 -0.0000
|
||||
vn -0.0000 1.0000 -0.0000
|
||||
vt 0.304125 0.569126
|
||||
vt 0.564055 0.822669
|
||||
vt 0.822507 0.564513
|
||||
vt 0.308663 0.569130
|
||||
vt 0.568594 0.822672
|
||||
vt 0.568594 0.308954
|
||||
vt 0.934841 0.564525
|
||||
vt 0.822510 0.820061
|
||||
vt 0.304125 0.824558
|
||||
vt 0.308663 0.824561
|
||||
vt 0.939378 0.564513
|
||||
vt 0.568594 0.564513
|
||||
vt 0.564055 0.569126
|
||||
vt 0.939378 0.817001
|
||||
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|
||||
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|
||||
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|
||||
vt 0.822506 0.308951
|
||||
vt 0.939378 0.564513
|
||||
vt 0.934841 0.817028
|
||||
vt 0.568597 0.820061
|
||||
vt 0.822506 0.564511
|
||||
vt 0.939378 0.817015
|
||||
vt 0.943914 0.564536
|
||||
s 0
|
||||
usemtl Material.002
|
||||
f 2/4/1 3/9/1 1/1/1
|
||||
f 4/11/2 7/20/2 3/7/2
|
||||
f 8/24/3 5/14/3 7/19/3
|
||||
f 6/17/4 1/2/4 5/13/4
|
||||
f 7/21/5 1/3/5 3/8/5
|
||||
f 4/12/6 6/18/6 8/22/6
|
||||
f 2/4/1 4/10/1 3/9/1
|
||||
f 4/11/2 8/23/2 7/20/2
|
||||
f 8/24/3 6/16/3 5/14/3
|
||||
f 6/17/4 2/5/4 1/2/4
|
||||
f 7/21/5 5/15/5 1/3/5
|
||||
f 4/12/6 2/6/6 6/18/6
|
5589
cw 9/models/handle.obj
Normal file
5587
cw 9/models/house.obj
Normal file
14673
cw 9/models/lamp.obj
Normal file
1007065
cw 9/models/leaves1.obj
Normal file
630215
cw 9/models/leaves2.obj
Normal file
827614
cw 9/models/leaves3.obj
Normal file
17
cw 9/models/plane.obj
Normal file
@ -0,0 +1,17 @@
|
||||
# Blender 3.4.1
|
||||
# www.blender.org
|
||||
mtllib plane.mtl
|
||||
o Plane
|
||||
v -7.821141 -0.975457 7.821141
|
||||
v 7.821141 -0.975457 7.821141
|
||||
v -7.821141 -0.975457 -7.821141
|
||||
v 7.821141 -0.975457 -7.821141
|
||||
vn -0.0000 1.0000 -0.0000
|
||||
vt 0.000000 0.000000
|
||||
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|
||||
vt 0.000000 1.000000
|
||||
vt 1.000000 1.000000
|
||||
s 0
|
||||
usemtl Material.004
|
||||
f 2/2/1 3/3/1 1/1/1
|
||||
f 2/2/1 4/4/1 3/3/1
|
176526
cw 9/models/plant.obj
Normal file
31643
cw 9/models/plantleaves.obj
Normal file
64
cw 9/models/roof.obj
Normal file
@ -0,0 +1,64 @@
|
||||
# Blender 3.4.1
|
||||
# www.blender.org
|
||||
mtllib roof.mtl
|
||||
o Roof
|
||||
v 1.187476 0.013965 -1.187476
|
||||
v 1.187476 0.013965 1.187476
|
||||
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|
||||
v 0.000000 0.626859 -1.187476
|
||||
v 0.000000 0.626859 1.187476
|
||||
v -1.187476 0.013965 1.187476
|
||||
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|
||||
v -1.187476 0.097868 -1.187476
|
||||
v 0.000000 0.710762 -1.187476
|
||||
v 0.000000 0.710762 1.187476
|
||||
v 1.187476 0.097868 1.187476
|
||||
v 1.187476 0.097868 -1.187476
|
||||
vn -0.4586 -0.8886 -0.0000
|
||||
vn 0.4586 -0.8886 -0.0000
|
||||
vn 0.4586 0.8886 -0.0000
|
||||
vn -0.4586 0.8886 -0.0000
|
||||
vn -0.0000 -0.0000 -1.0000
|
||||
vn -0.0000 -0.0000 1.0000
|
||||
vt 0.913041 0.564513
|
||||
vt 0.308663 0.000815
|
||||
vt 0.308663 0.309462
|
||||
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|
||||
vt 0.000000 0.000811
|
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|
||||
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|
||||
vt 0.833411 0.718200
|
||||
vt 0.154434 0.308647
|
||||
vt 0.222467 0.723460
|
||||
vt 0.302118 0.569401
|
||||
vt 0.000000 0.309458
|
||||
vt 0.308663 0.000003
|
||||
vt 0.291214 0.569394
|
||||
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|
||||
vt 0.902140 0.871491
|
||||
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|
||||
vt 0.822510 0.718229
|
||||
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|
||||
vt 0.211564 0.723454
|
||||
vt 0.617325 0.000000
|
||||
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|
||||
vt 0.617325 0.308661
|
||||
vt 0.902140 0.564542
|
||||
s 0
|
||||
usemtl Material.016
|
||||
f 1/2/1 5/9/1 4/7/1
|
||||
f 4/7/2 6/12/2 3/5/2
|
||||
f 9/17/3 11/21/3 12/23/3
|
||||
f 8/15/4 10/19/4 9/17/4
|
||||
f 4/8/5 12/24/5 1/1/5
|
||||
f 5/10/6 7/14/6 6/11/6
|
||||
f 4/8/5 8/16/5 9/18/5
|
||||
f 5/10/6 11/22/6 10/20/6
|
||||
f 1/2/1 2/3/1 5/9/1
|
||||
f 4/7/2 5/9/2 6/12/2
|
||||
f 9/17/3 10/19/3 11/21/3
|
||||
f 8/15/4 7/13/4 10/19/4
|
||||
f 4/8/5 9/18/5 12/24/5
|
||||
f 5/10/6 10/20/6 7/14/6
|
||||
f 4/8/5 3/6/5 8/16/5
|
||||
f 5/10/6 2/4/6 11/22/6
|
22810
cw 9/models/sofa.obj
Normal file
2500
cw 9/models/sphere.obj
Normal file
672
cw 9/models/table.obj
Normal file
@ -0,0 +1,672 @@
|
||||
# Blender 3.4.1
|
||||
# www.blender.org
|
||||
mtllib table.mtl
|
||||
o Table
|
||||
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||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
s 1
|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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17
cw 9/models/terrain.obj
Normal file
@ -0,0 +1,17 @@
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# Blender 3.4.1
|
||||
# www.blender.org
|
||||
mtllib terrain.mtl
|
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o Plane
|
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v -7.821141 -0.975457 7.821141
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v 7.821141 -0.975457 7.821141
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v 7.821141 -0.975457 -7.821141
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vt 1.000000 0.000000
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vt 1.000000 1.000000
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s 0
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usemtl Material.004
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f 2/2/1 3/3/1 1/1/1
|
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f 2/2/1 4/4/1 3/3/1
|
401584
cw 9/models/tree1.obj
Normal file
438550
cw 9/models/tree2.obj
Normal file
294980
cw 9/models/tree3.obj
Normal file
178
cw 9/models/window.obj
Normal file
@ -0,0 +1,178 @@
|
||||
# Blender v3.2.1 OBJ File: 'untitled.blend'
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# www.blender.org
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mtllib window.mtl
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o window_Cube.007
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vn -0.9995 0.0000 0.0319
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vn -0.7969 0.0000 0.6041
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usemtl Material.005
|
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|
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f 30/2/8 7/7/8 15/29/8 32/28/8
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|
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|
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f 22/10/12 24/17/12 13/16/12 6/13/12
|
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|
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|
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|
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f 8/3/12 16/43/12 24/17/12 22/10/12
|
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|
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|
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f 10/40/3 19/38/3 39/42/3 38/52/3 35/20/3
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|
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f 35/20/3 38/52/3 37/51/3 20/35/3 14/21/3
|
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f 38/52/15 39/42/15 43/44/15 42/19/15
|
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f 39/42/16 40/41/16 44/45/16 43/44/16
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|
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|
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|
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f 45/23/20 49/27/20 50/26/20 46/24/20
|
197
cw 9/models/window1.obj
Normal file
@ -0,0 +1,197 @@
|
||||
# Blender 3.4.1
|
||||
# www.blender.org
|
||||
mtllib window1.mtl
|
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o Window1
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v 0.312093 -0.145891 1.031836
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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||||
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|
||||
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100
cw 9/models/window1_1.obj
Normal file
@ -0,0 +1,100 @@
|
||||
# Blender 3.4.1
|
||||
# www.blender.org
|
||||
mtllib window1_1.mtl
|
||||
o Window1_1
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
224
cw 9/models/window2.obj
Normal file
@ -0,0 +1,224 @@
|
||||
# Blender 3.4.1
|
||||
# www.blender.org
|
||||
mtllib window2.mtl
|
||||
o Window2
|
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|
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|
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|
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|
||||
vt 0.951963 0.308951
|
||||
vt 0.822506 0.462842
|
||||
vt 0.985244 0.439211
|
||||
vt 0.984607 0.145430
|
||||
vt 0.970149 0.304550
|
||||
vt 0.985244 0.519516
|
||||
vt 0.984607 0.225696
|
||||
vt 0.563853 0.913567
|
||||
vt 0.984607 0.145410
|
||||
vt 0.970149 0.308519
|
||||
vt 0.981281 0.439213
|
||||
vt 0.981281 0.519518
|
||||
vt 0.984607 0.225694
|
||||
vt 0.563853 0.909598
|
||||
vt 0.988528 0.145410
|
||||
vt 0.988046 0.778020
|
||||
vt 0.966181 0.304550
|
||||
vt 0.988046 0.697736
|
||||
vt 0.988528 0.225676
|
||||
vt 0.559884 0.913567
|
||||
vt 0.984099 0.778009
|
||||
vt 0.980640 0.145413
|
||||
vt 0.966181 0.308519
|
||||
vt 0.559884 0.909598
|
||||
vt 0.980640 0.225697
|
||||
vt 0.984099 0.697725
|
||||
vt 0.982605 0.338985
|
||||
vt 0.984650 0.033108
|
||||
vt 0.982605 0.270832
|
||||
vt 0.984650 0.100442
|
||||
vt 0.129103 0.969205
|
||||
vt 0.983029 0.421421
|
||||
vt 0.986572 0.338985
|
||||
vt 0.986572 0.270832
|
||||
vt 0.983029 0.353303
|
||||
vt 0.125159 0.969194
|
||||
vt 0.988614 0.033129
|
||||
vt 0.982620 0.576470
|
||||
vt 0.982620 0.644619
|
||||
vt 0.988614 0.100462
|
||||
vt 0.129103 0.973170
|
||||
vt 0.986586 0.576470
|
||||
vt 0.986994 0.421425
|
||||
vt 0.125159 0.973159
|
||||
vt 0.986994 0.353307
|
||||
vt 0.986586 0.644619
|
||||
vt 0.971393 0.560492
|
||||
vt 0.983029 0.433373
|
||||
vt 0.986572 0.350942
|
||||
vt 0.984650 0.021294
|
||||
vt 0.967432 0.560492
|
||||
vt 0.982605 0.350942
|
||||
vt 0.971390 0.564458
|
||||
vt 0.986994 0.433376
|
||||
vt 0.986586 0.564513
|
||||
vt 0.988614 0.021315
|
||||
vt 0.967430 0.564458
|
||||
vt 0.982620 0.564513
|
||||
s 0
|
||||
usemtl Material.017
|
||||
f 6/16/1 4/11/1 2/4/1
|
||||
f 5/13/2 2/5/2 1/1/2
|
||||
f 7/19/3 1/2/3 3/7/3
|
||||
f 8/23/4 3/8/4 4/10/4
|
||||
f 12/35/3 14/40/3 10/28/3
|
||||
f 10/29/4 13/37/4 9/25/4
|
||||
f 9/26/1 15/43/1 11/31/1
|
||||
f 11/32/2 16/47/2 12/34/2
|
||||
f 1/3/5 10/30/5 9/27/5
|
||||
f 1/3/6 11/33/6 3/9/6
|
||||
f 8/24/7 15/45/7 7/21/7
|
||||
f 6/18/8 16/48/8 8/24/8
|
||||
f 4/12/9 11/33/9 12/36/9
|
||||
f 4/12/10 10/30/10 2/6/10
|
||||
f 6/18/11 13/39/11 14/42/11
|
||||
f 7/21/12 13/39/12 5/15/12
|
||||
f 18/52/4 19/57/4 17/49/4
|
||||
f 20/59/13 23/68/13 19/55/13
|
||||
f 24/72/2 21/62/2 23/67/2
|
||||
f 22/65/14 17/50/14 21/61/14
|
||||
f 23/69/1 17/51/1 19/56/1
|
||||
f 20/60/3 22/66/3 24/70/3
|
||||
f 26/75/3 27/79/3 25/73/3
|
||||
f 28/81/13 31/89/13 27/78/13
|
||||
f 32/92/1 29/84/1 31/88/1
|
||||
f 30/86/14 25/74/14 29/83/14
|
||||
f 25/74/14 36/102/14 29/83/14
|
||||
f 28/82/2 30/87/2 32/90/2
|
||||
f 35/99/4 34/97/4 33/93/4
|
||||
f 31/89/13 33/94/13 27/78/13
|
||||
f 27/79/3 34/98/3 25/73/3
|
||||
f 29/84/1 35/101/1 31/88/1
|
||||
f 6/16/1 8/22/1 4/11/1
|
||||
f 5/13/2 6/17/2 2/5/2
|
||||
f 7/19/3 5/14/3 1/2/3
|
||||
f 8/23/4 7/20/4 3/8/4
|
||||
f 12/35/3 16/46/3 14/40/3
|
||||
f 10/29/4 14/41/4 13/37/4
|
||||
f 9/26/1 13/38/1 15/43/1
|
||||
f 11/32/2 15/44/2 16/47/2
|
||||
f 1/3/5 2/6/5 10/30/5
|
||||
f 1/3/6 9/27/6 11/33/6
|
||||
f 8/24/7 16/48/7 15/45/7
|
||||
f 6/18/8 14/42/8 16/48/8
|
||||
f 4/12/9 3/9/9 11/33/9
|
||||
f 4/12/10 12/36/10 10/30/10
|
||||
f 6/18/11 5/15/11 13/39/11
|
||||
f 7/21/12 15/45/12 13/39/12
|
||||
f 18/52/4 20/58/4 19/57/4
|
||||
f 20/59/13 24/71/13 23/68/13
|
||||
f 24/72/2 22/64/2 21/62/2
|
||||
f 22/65/14 18/53/14 17/50/14
|
||||
f 23/69/1 21/63/1 17/51/1
|
||||
f 20/60/3 18/54/3 22/66/3
|
||||
f 26/75/3 28/80/3 27/79/3
|
||||
f 28/81/13 32/91/13 31/89/13
|
||||
f 32/92/1 30/85/1 29/84/1
|
||||
f 30/86/14 26/76/14 25/74/14
|
||||
f 25/74/14 34/96/14 36/102/14
|
||||
f 28/82/2 26/77/2 30/87/2
|
||||
f 35/99/4 36/103/4 34/97/4
|
||||
f 31/89/13 35/100/13 33/94/13
|
||||
f 27/79/3 33/95/3 34/98/3
|
||||
f 29/84/1 36/104/1 35/101/1
|
108
cw 9/models/windowframe.obj
Normal file
@ -0,0 +1,108 @@
|
||||
# Blender 3.4.1
|
||||
# www.blender.org
|
||||
mtllib windowframe.mtl
|
||||
o Window1
|
||||
v 0.312093 -0.145891 1.031836
|
||||
v 0.905633 -0.145891 1.031836
|
||||
v 0.312093 -0.728980 1.031836
|
||||
v 0.905633 -0.728980 1.031836
|
||||
v 0.312093 -0.145891 0.958051
|
||||
v 0.905633 -0.145891 0.958051
|
||||
v 0.312093 -0.728980 0.958051
|
||||
v 0.905633 -0.728980 0.958051
|
||||
v 0.360588 -0.193532 1.031836
|
||||
v 0.857138 -0.193532 1.031836
|
||||
v 0.360588 -0.681339 1.031836
|
||||
v 0.857138 -0.681339 1.031836
|
||||
v 0.360588 -0.193532 0.958051
|
||||
v 0.857138 -0.193532 0.958051
|
||||
v 0.360588 -0.681339 0.958051
|
||||
v 0.857138 -0.681339 0.958051
|
||||
vn -0.0000 1.0000 -0.0000
|
||||
vn -1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -1.0000 -0.0000
|
||||
vn 1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -0.0000 -1.0000
|
||||
vn -0.0000 -0.0000 1.0000
|
||||
vt 0.953315 0.516351
|
||||
vt 0.957672 0.873036
|
||||
vt 0.177259 0.905341
|
||||
vt 0.953315 0.439211
|
||||
vt 0.967811 0.145410
|
||||
vt 0.177259 0.828313
|
||||
vt 0.955085 0.705065
|
||||
vt 0.957672 0.948794
|
||||
vt 0.101482 0.905296
|
||||
vt 0.967811 0.221151
|
||||
vt 0.955085 0.782205
|
||||
vt 0.101482 0.828268
|
||||
vt 0.962904 0.516351
|
||||
vt 0.967256 0.873028
|
||||
vt 0.384420 0.828765
|
||||
vt 0.962904 0.439211
|
||||
vt 0.958337 0.145458
|
||||
vt 0.384420 0.905476
|
||||
vt 0.967256 0.948786
|
||||
vt 0.964674 0.705065
|
||||
vt 0.308663 0.828967
|
||||
vt 0.964674 0.782205
|
||||
vt 0.958337 0.221199
|
||||
vt 0.308663 0.905679
|
||||
vt 0.974594 0.063386
|
||||
vt 0.519745 0.974405
|
||||
vt 0.171068 0.899044
|
||||
vt 0.519745 0.909870
|
||||
vt 0.965120 0.000008
|
||||
vt 0.171068 0.834603
|
||||
vt 0.974264 0.705065
|
||||
vt 0.974594 0.126751
|
||||
vt 0.107674 0.899006
|
||||
vt 0.965120 0.063386
|
||||
vt 0.974264 0.769600
|
||||
vt 0.107674 0.834566
|
||||
vt 0.510156 0.974405
|
||||
vt 0.965120 0.063435
|
||||
vt 0.378230 0.835049
|
||||
vt 0.510156 0.909870
|
||||
vt 0.974705 0.000000
|
||||
vt 0.378230 0.899225
|
||||
vt 0.965120 0.126799
|
||||
vt 0.964674 0.705065
|
||||
vt 0.314853 0.835218
|
||||
vt 0.964674 0.769600
|
||||
vt 0.974705 0.063379
|
||||
vt 0.314853 0.899395
|
||||
s 0
|
||||
usemtl Material.016
|
||||
f 2/4/1 5/13/1 1/1/1
|
||||
f 5/14/2 3/8/2 1/2/2
|
||||
f 7/20/3 4/11/3 3/7/3
|
||||
f 8/23/4 2/5/4 4/10/4
|
||||
f 9/26/3 14/40/3 10/28/3
|
||||
f 11/32/4 13/38/4 9/25/4
|
||||
f 12/35/1 15/44/1 11/31/1
|
||||
f 10/29/2 16/47/2 12/34/2
|
||||
f 7/21/5 13/39/5 15/45/5
|
||||
f 1/3/6 10/30/6 2/6/6
|
||||
f 3/9/6 9/27/6 1/3/6
|
||||
f 7/21/5 16/48/5 8/24/5
|
||||
f 8/24/5 14/42/5 6/18/5
|
||||
f 4/12/6 11/33/6 3/9/6
|
||||
f 2/6/6 12/36/6 4/12/6
|
||||
f 6/18/5 13/39/5 5/15/5
|
||||
f 2/4/1 6/16/1 5/13/1
|
||||
f 5/14/2 7/19/2 3/8/2
|
||||
f 7/20/3 8/22/3 4/11/3
|
||||
f 8/23/4 6/17/4 2/5/4
|
||||
f 9/26/3 13/37/3 14/40/3
|
||||
f 11/32/4 15/43/4 13/38/4
|
||||
f 12/35/1 16/46/1 15/44/1
|
||||
f 10/29/2 14/41/2 16/47/2
|
||||
f 7/21/5 5/15/5 13/39/5
|
||||
f 1/3/6 9/27/6 10/30/6
|
||||
f 3/9/6 11/33/6 9/27/6
|
||||
f 7/21/5 15/45/5 16/48/5
|
||||
f 8/24/5 16/48/5 14/42/5
|
||||
f 4/12/6 12/36/6 11/33/6
|
||||
f 2/6/6 10/30/6 12/36/6
|
||||
f 6/18/5 14/42/5 13/39/5
|
7
cw 9/render.py
Normal file
@ -0,0 +1,7 @@
|
||||
|
||||
import os
|
||||
rootdir = './'
|
||||
for filename in os.listdir(rootdir):
|
||||
if filename.endswith(".md"):
|
||||
name = filename[:-3]
|
||||
os.system(f'pandoc -s -o "{name}.html" "{name}.md" --mathjax --css style.css')
|
18
cw 9/shaders/shader_5_1.frag
Normal file
@ -0,0 +1,18 @@
|
||||
#version 430 core
|
||||
|
||||
float AMBIENT = 0.1;
|
||||
|
||||
uniform vec3 color;
|
||||
uniform vec3 lightPos;
|
||||
|
||||
in vec3 vecNormal;
|
||||
in vec3 worldPos;
|
||||
|
||||
out vec4 outColor;
|
||||
void main()
|
||||
{
|
||||
vec3 lightDir = normalize(lightPos-worldPos);
|
||||
vec3 normal = normalize(vecNormal);
|
||||
float diffuse=max(0,dot(normal,lightDir));
|
||||
outColor = vec4(color*min(1,AMBIENT+diffuse), 1.0);
|
||||
}
|
18
cw 9/shaders/shader_5_1.vert
Normal file
@ -0,0 +1,18 @@
|
||||
#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 mat4 modelMatrix;
|
||||
|
||||
out vec3 vecNormal;
|
||||
out vec3 worldPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
|
||||
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
|
||||
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||||
}
|
24
cw 9/shaders/shader_5_1_earth.frag
Normal file
@ -0,0 +1,24 @@
|
||||
#version 430 core
|
||||
|
||||
float AMBIENT = 0.1;
|
||||
|
||||
uniform vec3 color;
|
||||
uniform vec3 lightPos;
|
||||
uniform sampler2D colorTexture;
|
||||
uniform sampler2D clouds;
|
||||
|
||||
in vec3 vecNormal;
|
||||
in vec3 worldPos;
|
||||
in vec2 vertTexCoord;
|
||||
|
||||
out vec4 outColor;
|
||||
void main()
|
||||
{
|
||||
vec4 cloudsColor = texture2D(clouds, vec2(vertTexCoord.x, -vertTexCoord.y));
|
||||
vec4 textureColor = texture2D(colorTexture, vec2(vertTexCoord.x, -vertTexCoord.y));
|
||||
|
||||
vec3 lightDir = normalize(lightPos-worldPos);
|
||||
vec3 normal = normalize(vecNormal);
|
||||
float diffuse=max(0,dot(normal,lightDir));
|
||||
outColor = vec4(mix(textureColor.xyz, vec3(1.0, 1.0, 1.0), cloudsColor.r)*min(1,AMBIENT+diffuse), 1.0);
|
||||
}
|
20
cw 9/shaders/shader_5_1_earth.vert
Normal file
@ -0,0 +1,20 @@
|
||||
#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 mat4 modelMatrix;
|
||||
|
||||
out vec3 vecNormal;
|
||||
out vec3 worldPos;
|
||||
out vec2 vertTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertTexCoord = vertexTexCoord;
|
||||
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
|
||||
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
|
||||
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||||
}
|
30
cw 9/shaders/shader_5_1_ship.frag
Normal file
@ -0,0 +1,30 @@
|
||||
#version 430 core
|
||||
|
||||
float AMBIENT = 0.1;
|
||||
|
||||
uniform vec3 color;
|
||||
uniform vec3 lightPos;
|
||||
uniform sampler2D colorTexture;
|
||||
uniform sampler2D rust;
|
||||
uniform sampler2D scratches;
|
||||
|
||||
in vec3 vecNormal;
|
||||
in vec3 worldPos;
|
||||
in vec2 vertTexCoord;
|
||||
|
||||
out vec4 outColor;
|
||||
void main()
|
||||
{
|
||||
vec4 scratchesColor = texture2D(scratches, vec2(vertTexCoord.x, -vertTexCoord.y));
|
||||
vec4 rustColor = texture2D(rust, vec2(vertTexCoord.x, -vertTexCoord.y));
|
||||
vec4 textureColor = texture2D(colorTexture, vec2(vertTexCoord.x, -vertTexCoord.y));
|
||||
|
||||
vec3 lightDir = normalize(lightPos-worldPos);
|
||||
vec3 normal = normalize(vecNormal);
|
||||
float diffuse=max(0,dot(normal,lightDir));
|
||||
|
||||
textureColor = mix(textureColor, rustColor, 0.7);
|
||||
textureColor = mix(textureColor, scratchesColor, 0.5);
|
||||
|
||||
outColor = vec4(textureColor.xyz*min(1,AMBIENT+diffuse), 1.0);
|
||||
}
|
20
cw 9/shaders/shader_5_1_ship.vert
Normal file
@ -0,0 +1,20 @@
|
||||
#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 mat4 modelMatrix;
|
||||
|
||||
out vec3 vecNormal;
|
||||
out vec3 worldPos;
|
||||
out vec2 vertTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertTexCoord = vertexTexCoord;
|
||||
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
|
||||
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
|
||||
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||||
}
|
31
cw 9/shaders/shader_5_1_tex.frag
Normal file
@ -0,0 +1,31 @@
|
||||
#version 430 core
|
||||
|
||||
float AMBIENT = 0.1;
|
||||
|
||||
uniform vec3 color;
|
||||
uniform vec3 lightPos;
|
||||
uniform sampler2D colorTexture;
|
||||
|
||||
in vec3 vecNormal;
|
||||
in vec3 worldPos;
|
||||
in vec2 vertTexCoord;
|
||||
|
||||
out vec4 outColor;
|
||||
void main()
|
||||
{
|
||||
vec4 textureColor = texture2D(colorTexture, vec2(vertTexCoord.x, -vertTexCoord.y));
|
||||
|
||||
vec3 lightDir = normalize(lightPos-worldPos);
|
||||
vec3 normal = normalize(vecNormal);
|
||||
float diffuse=max(0,dot(normal,lightDir));
|
||||
|
||||
//fog
|
||||
float n = 0.05;
|
||||
float f = 20.0;
|
||||
vec4 bgColor = {0.0, 0.3, 0.3, 1.0};
|
||||
float z = (-2 * n * f) / (gl_FragCoord.z * (n - f) + n + f);
|
||||
|
||||
outColor = vec4(textureColor.xyz*min(1,AMBIENT+diffuse), 1.0);
|
||||
|
||||
outColor = mix(outColor, bgColor, z/f * -1);
|
||||
}
|
20
cw 9/shaders/shader_5_1_tex.vert
Normal file
@ -0,0 +1,20 @@
|
||||
#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 mat4 modelMatrix;
|
||||
|
||||
out vec3 vecNormal;
|
||||
out vec3 worldPos;
|
||||
out vec2 vertTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertTexCoord = vertexTexCoord;
|
||||
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
|
||||
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
|
||||
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||||
}
|
10
cw 9/shaders/shader_5_sun.frag
Normal file
@ -0,0 +1,10 @@
|
||||
#version 430 core
|
||||
|
||||
uniform vec3 objectColor;
|
||||
|
||||
in vec3 interpNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = vec4(objectColor, 1.0);
|
||||
}
|
15
cw 9/shaders/shader_5_sun.vert
Normal file
@ -0,0 +1,15 @@
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition;
|
||||
layout(location = 1) in vec2 vertexTexCoord;
|
||||
layout(location = 2) in vec3 vertexNormal;
|
||||
|
||||
uniform mat4 transformation;
|
||||
|
||||
out vec3 interpNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||||
interpNormal = vertexNormal;
|
||||
}
|
11
cw 9/shaders/shader_8_sun.frag
Normal file
@ -0,0 +1,11 @@
|
||||
#version 430 core
|
||||
|
||||
uniform vec3 color;
|
||||
uniform float exposition;
|
||||
|
||||
|
||||
out vec4 outColor;
|
||||
void main()
|
||||
{
|
||||
outColor = vec4(vec3(1.0) - exp(-color*exposition),1);
|
||||
}
|
13
cw 9/shaders/shader_8_sun.vert
Normal file
@ -0,0 +1,13 @@
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition;
|
||||
layout(location = 1) in vec3 vertexNormal;
|
||||
layout(location = 2) in vec2 vertexTexCoord;
|
||||
|
||||
uniform mat4 transformation;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||||
//gl_Position = vec4(vertexPosition, 1.0);
|
||||
}
|
135
cw 9/shaders/shader_9_1.frag
Normal file
@ -0,0 +1,135 @@
|
||||
#version 430 core
|
||||
|
||||
float AMBIENT = 0.03;
|
||||
float PI = 3.14;
|
||||
|
||||
uniform sampler2D depthMap;
|
||||
|
||||
uniform vec3 cameraPos;
|
||||
|
||||
uniform vec3 color;
|
||||
|
||||
uniform vec3 sunDir;
|
||||
uniform vec3 sunColor;
|
||||
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 lightColor;
|
||||
|
||||
uniform vec3 spotlightPos;
|
||||
uniform vec3 spotlightColor;
|
||||
uniform vec3 spotlightConeDir;
|
||||
uniform vec3 spotlightPhi;
|
||||
|
||||
uniform float metallic;
|
||||
uniform float roughness;
|
||||
|
||||
uniform float exposition;
|
||||
|
||||
in vec3 vecNormal;
|
||||
in vec3 worldPos;
|
||||
|
||||
out vec4 outColor;
|
||||
|
||||
|
||||
in vec3 viewDirTS;
|
||||
in vec3 lightDirTS;
|
||||
in vec3 spotlightDirTS;
|
||||
in vec3 sunDirTS;
|
||||
|
||||
in vec3 test;
|
||||
|
||||
float DistributionGGX(vec3 normal, vec3 H, float roughness){
|
||||
float a = roughness*roughness;
|
||||
float a2 = a*a;
|
||||
float NdotH = max(dot(normal, H), 0.0);
|
||||
float NdotH2 = NdotH*NdotH;
|
||||
|
||||
float num = a2;
|
||||
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
||||
denom = PI * denom * denom;
|
||||
|
||||
return num / denom;
|
||||
}
|
||||
float GeometrySchlickGGX(float NdotV, float roughness){
|
||||
float r = (roughness + 1.0);
|
||||
float k = (r*r) / 8.0;
|
||||
|
||||
float num = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
|
||||
return num / denom;
|
||||
}
|
||||
float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
|
||||
float NdotV = max(dot(normal, V), 0.0);
|
||||
float NdotL = max(dot(normal, lightDir), 0.0);
|
||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
vec3 fresnelSchlick(float cosTheta, vec3 F0){
|
||||
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||
}
|
||||
|
||||
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
|
||||
float diffuse=max(0,dot(normal,lightDir));
|
||||
|
||||
//vec3 V = normalize(cameraPos-worldPos);
|
||||
vec3 F0 = vec3(0.04);
|
||||
F0 = mix(F0, color, metallic);
|
||||
|
||||
vec3 H = normalize(V + lightDir);
|
||||
|
||||
// cook-torrance brdf
|
||||
float NDF = DistributionGGX(normal, H, roughness);
|
||||
float G = GeometrySmith(normal, V, lightDir, roughness);
|
||||
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
|
||||
|
||||
vec3 kS = F;
|
||||
vec3 kD = vec3(1.0) - kS;
|
||||
kD *= 1.0 - metallic;
|
||||
|
||||
vec3 numerator = NDF * G * F;
|
||||
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
|
||||
vec3 specular = numerator / denominator;
|
||||
|
||||
// add to outgoing radiance Lo
|
||||
float NdotL = max(dot(normal, lightDir), 0.0);
|
||||
return (kD * color / PI + specular) * radiance * NdotL;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
//vec3 normal = vec3(0,0,1);
|
||||
vec3 normal = normalize(vecNormal);
|
||||
|
||||
//vec3 viewDir = normalize(viewDirTS);
|
||||
vec3 viewDir = normalize(cameraPos-worldPos);
|
||||
|
||||
//vec3 lightDir = normalize(lightDirTS);
|
||||
vec3 lightDir = normalize(lightPos-worldPos);
|
||||
|
||||
|
||||
vec3 ambient = AMBIENT*color;
|
||||
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
|
||||
vec3 ilumination;
|
||||
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
|
||||
|
||||
//flashlight
|
||||
//vec3 spotlightDir= normalize(spotlightDirTS);
|
||||
vec3 spotlightDir= normalize(spotlightPos-worldPos);
|
||||
|
||||
|
||||
float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
|
||||
attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
|
||||
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
|
||||
|
||||
//sun
|
||||
ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
|
||||
|
||||
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
|
||||
|
||||
//outColor = vec4(roughness,metallic,0,1);
|
||||
//outColor = vec4(test;
|
||||
}
|
43
cw 9/shaders/shader_9_1.vert
Normal file
@ -0,0 +1,43 @@
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition;
|
||||
layout(location = 1) in vec3 vertexNormal;
|
||||
layout(location = 2) in vec2 vertexTexCoord;
|
||||
layout(location = 3) in vec3 vertexTangent;
|
||||
layout(location = 4) in vec3 vertexBitangent;
|
||||
|
||||
uniform mat4 transformation;
|
||||
uniform mat4 modelMatrix;
|
||||
|
||||
out vec3 vecNormal;
|
||||
out vec3 worldPos;
|
||||
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 spotlightPos;
|
||||
uniform vec3 cameraPos;
|
||||
uniform vec3 sunDir;
|
||||
|
||||
out vec3 viewDirTS;
|
||||
out vec3 lightDirTS;
|
||||
out vec3 spotlightDirTS;
|
||||
out vec3 sunDirTS;
|
||||
|
||||
void main()
|
||||
{
|
||||
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
|
||||
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
|
||||
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||||
|
||||
vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
|
||||
vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
|
||||
mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
|
||||
|
||||
vec3 V = normalize(cameraPos-worldPos);
|
||||
viewDirTS = TBN*V;
|
||||
vec3 L = normalize(lightPos-worldPos);
|
||||
lightDirTS = TBN*L;
|
||||
vec3 SL = normalize(spotlightPos-worldPos);
|
||||
spotlightDirTS = TBN*SL;
|
||||
sunDirTS = TBN*sunDir;
|
||||
|
||||
}
|
31
cw 9/shaders/shader_explosion.frag
Normal file
@ -0,0 +1,31 @@
|
||||
#version 430 core
|
||||
|
||||
float AMBIENT = 0.1;
|
||||
|
||||
uniform vec3 color;
|
||||
uniform vec3 lightPos;
|
||||
uniform sampler2D colorTexture;
|
||||
|
||||
in vec3 f_vecNormal;
|
||||
in vec3 f_worldPos;
|
||||
in vec2 f_vertTexCoord;
|
||||
|
||||
out vec4 outColor;
|
||||
void main()
|
||||
{
|
||||
vec4 textureColor = texture2D(colorTexture, vec2(f_vertTexCoord.x, -f_vertTexCoord.y));
|
||||
|
||||
vec3 lightDir = normalize(lightPos-f_worldPos);
|
||||
vec3 normal = normalize(f_vecNormal);
|
||||
float diffuse=max(0,dot(normal,lightDir));
|
||||
|
||||
//fog
|
||||
float n = 0.05;
|
||||
float f = 20.0;
|
||||
vec4 bgColor = {0.0, 0.3, 0.3, 1.0};
|
||||
float z = (-2 * n * f) / (gl_FragCoord.z * (n - f) + n + f);
|
||||
|
||||
outColor = vec4(textureColor.xyz*min(1,AMBIENT+diffuse), 1.0);
|
||||
|
||||
outColor = mix(outColor, bgColor, z/f * -1);
|
||||
}
|
48
cw 9/shaders/shader_explosion.geo
Normal file
@ -0,0 +1,48 @@
|
||||
#version 330 core
|
||||
layout(triangles) in;
|
||||
layout(triangle_strip, max_vertices = 3) out;
|
||||
|
||||
out vec3 f_vecNormal;
|
||||
out vec3 f_worldPos;
|
||||
out vec2 f_vertTexCoord;
|
||||
|
||||
uniform float time;
|
||||
uniform float boomTime;
|
||||
|
||||
in VS_OUT {
|
||||
vec3 vecNormal;
|
||||
vec3 worldPos;
|
||||
vec2 vertTexCoord;
|
||||
} gs_in[];
|
||||
|
||||
vec3 getNormal() {
|
||||
vec3 a = vec3(gl_in[0].gl_Position) - vec3(gl_in[1].gl_Position);
|
||||
vec3 b = vec3(gl_in[2].gl_Position) - vec3(gl_in[1].gl_Position);
|
||||
return normalize(cross(a, b));
|
||||
}
|
||||
|
||||
vec4 explode(vec4 position, vec3 normal) {
|
||||
float magnitude = 2.0;
|
||||
vec3 direction = normal * (((time - boomTime) / 2.0) / 2.0) * magnitude;
|
||||
return position + vec4(direction, 0.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 normal = getNormal();
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
f_vecNormal = gs_in[i].vecNormal;
|
||||
f_worldPos = gs_in[i].worldPos;
|
||||
f_vertTexCoord = gs_in[i].vertTexCoord;
|
||||
|
||||
if (boomTime != -1) {
|
||||
gl_Position = explode(gl_in[i].gl_Position, normal);
|
||||
}
|
||||
else {
|
||||
gl_Position = gl_in[i].gl_Position;
|
||||
}
|
||||
EmitVertex();
|
||||
}
|
||||
|
||||
EndPrimitive();
|
||||
}
|
22
cw 9/shaders/shader_explosion.vert
Normal file
@ -0,0 +1,22 @@
|
||||
#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 mat4 modelMatrix;
|
||||
|
||||
out VS_OUT {
|
||||
vec3 vecNormal;
|
||||
vec3 worldPos;
|
||||
vec2 vertTexCoord;
|
||||
} vs_out;
|
||||
|
||||
void main()
|
||||
{
|
||||
vs_out.vertTexCoord = vertexTexCoord;
|
||||
vs_out.worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
|
||||
vs_out.vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
|
||||
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||||
}
|
11
cw 9/shaders/shader_skybox.frag
Normal file
@ -0,0 +1,11 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 TexCoords;
|
||||
|
||||
uniform samplerCube skybox;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(skybox, TexCoords);
|
||||
}
|
15
cw 9/shaders/shader_skybox.vert
Normal file
@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
out vec3 TexCoords;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoords = aPos;
|
||||
vec3 cameraPos = mat3(view) *aPos;
|
||||
vec4 pos = projection * vec4(cameraPos, 1.0);
|
||||
gl_Position = pos.xyww;
|
||||
}
|