bloom bez g blura

This commit is contained in:
Anna Śmigiel 2023-01-30 12:10:43 +01:00
parent 8dfd5b1c9b
commit 1f50ab3921
37 changed files with 229 additions and 43 deletions

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@ -2,8 +2,9 @@
"ExpandedNodes": [ "ExpandedNodes": [
"", "",
"\\cw 9", "\\cw 9",
"\\cw 9\\shaders",
"\\cw 9\\src" "\\cw 9\\src"
], ],
"SelectedNode": "\\cw 9\\src\\room.hpp", "SelectedNode": "\\cw 9\\src\\main.cpp",
"PreviewInSolutionExplorer": false "PreviewInSolutionExplorer": false
} }

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@ -1,44 +1,39 @@
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.CppBuild.targets(513,5): warning MSB8028: Katalog pośredni (Debug\) zawiera pliki udostępnione z innego projektu (grk-cw9.vcxproj). Może to spowodować niepoprawne zachowanie podczas oczyszczania i ponownej kompilacji. C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.CppBuild.targets(513,5): warning MSB8028: Katalog pośredni (Debug\) zawiera pliki udostępnione z innego projektu (grk-cw9.vcxproj). Może to spowodować niepoprawne zachowanie podczas oczyszczania i ponownej kompilacji.
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\Genos\source\repos\GRK_Room2\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY” C:\Users\annas\Desktop\graf\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY”
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(97,30): warning C4305: "inicjowanie": obcięcie z "double" do "float" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(107,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(112,38): warning C4305: "=": obcięcie z "double" do "float" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(122,38): warning C4305: "=": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(135,16): warning C4305: "inicjowanie": obcięcie z "double" do "float" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(145,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(156,16): warning C4305: "inicjowanie": obcięcie z "double" do "float" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(166,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(175,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(185,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(258,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(268,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(269,96): warning C4305: "argument": obcięcie z "double" do "T" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(279,96): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(273,59): warning C4305: "argument": obcięcie z "double" do "T" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(283,59): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(368,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(440,29): warning C4018: "<": niezgodność typu ze znakiem/bez znaku
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(378,108): warning C4305: "argument": obcięcie z "double" do "T" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(480,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(493,108): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(386,87): warning C4305: "argument": obcięcie z "double" do "T" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(504,59): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(386,223): warning C4305: "argument": obcięcie z "double" do "float" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(505,37): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(389,59): warning C4305: "argument": obcięcie z "double" do "T" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(538,2): warning C4305: "argument": obcięcie z "double" do "float"
with C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(662,21): warning C4305: "-=": obcięcie z "double" do "float"
[ C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(664,21): warning C4305: "+=": obcięcie z "double" do "float"
T=float
]
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(390,37): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(423,2): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(534,21): warning C4305: "-=": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(536,21): warning C4305: "+=": obcięcie z "double" do "float"
Box.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO” Box.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
LINK : warning LNK4098: domyślna biblioteka „MSVCRT” powoduje konflikt z innymi bibliotekami; użyj opcji /NODEFAULTLIB:biblioteka LINK : warning LNK4098: domyślna biblioteka „MSVCRT” powoduje konflikt z innymi bibliotekami; użyj opcji /NODEFAULTLIB:biblioteka
grk-cw9.vcxproj -> C:\Users\Genos\source\repos\GRK_Room2\Debug\room.exe grk-cw9.vcxproj -> C:\Users\annas\Desktop\graf\Debug\room.exe

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@ -2,7 +2,7 @@
<Project> <Project>
<ProjectOutputs> <ProjectOutputs>
<ProjectOutput> <ProjectOutput>
<FullPath>C:\Users\Genos\source\repos\GRK_Room2\Debug\room.exe</FullPath> <FullPath>C:\Users\annas\Desktop\graf\Debug\room.exe</FullPath>
</ProjectOutput> </ProjectOutput>
</ProjectOutputs> </ProjectOutputs>
<ContentFiles /> <ContentFiles />

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@ -1,2 +1,2 @@
PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0: PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0:
Debug|Win32|C:\Users\Genos\source\repos\GRK_Room2\| Debug|Win32|C:\Users\annas\Desktop\graf\|

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@ -41,6 +41,8 @@
<None Include="shaders\shader_9_1.vert" /> <None Include="shaders\shader_9_1.vert" />
<None Include="shaders\shader_8_sun.frag" /> <None Include="shaders\shader_8_sun.frag" />
<None Include="shaders\shader_8_sun.vert" /> <None Include="shaders\shader_8_sun.vert" />
<None Include="shaders\shader_blur.frag" />
<None Include="shaders\shader_blur.vert" />
<None Include="shaders\shader_shadowmapsun.frag" /> <None Include="shaders\shader_shadowmapsun.frag" />
<None Include="shaders\shader_shadowmapsun.vert" /> <None Include="shaders\shader_shadowmapsun.vert" />
<None Include="shaders\shader_skybox.frag" /> <None Include="shaders\shader_skybox.frag" />

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@ -121,5 +121,11 @@
<None Include="shaders\shader_shadowmapsun.frag"> <None Include="shaders\shader_shadowmapsun.frag">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_blur.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_blur.frag">
<Filter>Shader Files</Filter>
</None>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -1,4 +1,6 @@
#version 430 core #version 430 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BloomColor;
uniform vec3 color; uniform vec3 color;
uniform float exposition; uniform float exposition;
@ -7,5 +9,6 @@ uniform float exposition;
out vec4 outColor; out vec4 outColor;
void main() void main()
{ {
outColor = vec4(vec3(1.0) - exp(-color*exposition),1); //outColor = vec4(vec3(1.0) - exp(-color*exposition),1);
outColor = vec4(color, 1.0);
} }

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@ -4,10 +4,12 @@ layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal; layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord; layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation; uniform mat4 transformation;
void main() void main()
{ {
gl_Position = transformation * vec4(vertexPosition, 1.0); gl_Position = transformation * vec4(vertexPosition, 1.0);
//gl_Position = vec4(vertexPosition, 1.0); //gl_Position = vec4(vertexPosition, 1.0);
} }

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@ -1,5 +1,8 @@
#version 430 core #version 430 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BloomColor;
float AMBIENT = 0.03; float AMBIENT = 0.03;
float PI = 3.14; float PI = 3.14;
@ -148,11 +151,21 @@ void main()
attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2)*calculateShadow(normal, spotlightDir, shipPos, depthMapShip); attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2)*calculateShadow(normal, spotlightDir, shipPos, depthMapShip);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir); ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//sun //sun
ilumination=ilumination+PBRLight(sunDir,sunColor*calculateShadow(normal, spotlightDir, sunSpacePos, depthMap),normal,viewDir); ilumination=ilumination+PBRLight(sunDir,sunColor*calculateShadow(normal, spotlightDir, sunSpacePos, depthMap),normal,viewDir);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
outColor = vec4(vec3(1.01) - exp(-ilumination*exposition),1);
FragColor = outColor;
// check whether fragment output is higher than threshold, if so output as brightness color
float brightness = dot(FragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 1.0)
BloomColor = vec4(FragColor.rgb, 1.0);
else
BloomColor = vec4(0.0, 0.0, 0.0, 1.0);
//outColor = vec4(roughness,metallic,0,1); //outColor = vec4(roughness,metallic,0,1);
//outColor = vec4(test; //outColor = vec4(test;
} }

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@ -0,0 +1,32 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D image;
uniform bool horizontal;
uniform float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
void main()
{
vec2 tex_offset = 1.0 / textureSize(image, 0); // gets size of single texel
vec3 result = texture(image, TexCoords).rgb * weight[0]; // current fragment's contribution
if(horizontal)
{
for(int i = 1; i < 5; ++i)
{
result += texture(image, TexCoords + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
result += texture(image, TexCoords - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
}
}
else
{
for(int i = 1; i < 5; ++i)
{
result += texture(image, TexCoords + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(image, TexCoords - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
}
}
FragColor = vec4(result, 1.0);
}

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@ -0,0 +1,14 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
out vec2 TexCoords;
void main()
{
//gl_Position = vec4(vertexPosition*0.5, 1.0);
TexCoords = vertexTexCoord;
}

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@ -3,7 +3,8 @@ out vec4 FragColor;
in vec2 tc; in vec2 tc;
uniform sampler2D depthMap; uniform sampler2D color;
uniform sampler2D highlight;
float rescale_z(float z){ float rescale_z(float z){
float n = 0.05; float n = 0.05;
@ -13,7 +14,8 @@ float rescale_z(float z){
void main() void main()
{ {
float depthValue = texture(depthMap, tc).r; //float depthValue = texture(depthMap, tc).r;
//FragColor = vec4(vec3(rescale_z(depthValue)+0.5), 1.0); //FragColor = vec4(vec3(rescale_z(depthValue)+0.5), 1.0);
FragColor = vec4(vec3((depthValue)+0.5), 1.0); //FragColor = vec4(vec3((depthValue)+0.5), 1.0);
FragColor = vec4( texture(highlight, tc));
} }

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@ -10,5 +10,5 @@ out vec2 tc;
void main() void main()
{ {
tc = vertexTexCoord; tc = vertexTexCoord;
gl_Position = vec4(vertexPosition*0.5, 1.0); gl_Position = vec4(vertexPosition, 1.0);
} }

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@ -62,12 +62,15 @@ GLuint depthMap;
GLuint depthMapShipFBO; GLuint depthMapShipFBO;
GLuint depthMapShip; GLuint depthMapShip;
GLuint bloomTextureFBO;
GLuint program; GLuint program;
GLuint programSun; GLuint programSun;
GLuint programTest; GLuint programTest;
GLuint programTex; GLuint programTex;
GLuint programDepth; GLuint programDepth;
GLuint programSkybox; GLuint programSkybox;
GLuint programBlur;
Core::Shader_Loader shaderLoader; Core::Shader_Loader shaderLoader;
@ -84,6 +87,11 @@ 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, -2.189549f);
glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f); glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
unsigned int colorBuffers[2];
unsigned int pingpongFBO[2];
unsigned int pingpongBuffer[2];
GLuint VAO,VBO; GLuint VAO,VBO;
float aspectRatio = 1.f; float aspectRatio = 1.f;
@ -91,14 +99,14 @@ float aspectRatio = 1.f;
float exposition = 1.f; float exposition = 1.f;
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); //cienie z latarki
glm::vec3 spotlightPos = glm::vec3(0, 0, 0); glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0); glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
glm::vec3 spotlightColor = glm::vec3(1.0, 1.0, 1.0)*10; glm::vec3 spotlightColor = glm::vec3(1.0, 1.0, 1.0)*10;
float spotlightPhi = 3.14 / 4; float spotlightPhi = 3.14 / 4;
glm::mat4 lightVP = glm::ortho(-4.f, 3.f, -2.5f, 5.f, -10.0f, 20.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0)); glm::mat4 lightVP = glm::ortho(-4.f, 3.f, -2.5f, 5.f, -10.0f, 20.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0)); //
glm::mat4 lightShipVP; glm::mat4 lightShipVP;
float lastTime = -1.f; float lastTime = -1.f;
@ -130,7 +138,7 @@ glm::mat4 createCameraMatrix()
return cameraMatrix; return cameraMatrix;
} }
glm::mat4 createPerspectiveMatrix() glm::mat4 createPerspectiveMatrix() //do shaderow
{ {
glm::mat4 perspectiveMatrix; glm::mat4 perspectiveMatrix;
@ -365,15 +373,117 @@ void initDepthMapShip()
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
} }
void initBloom()
{
// set up floating point framebuffer to render scene to
glGenFramebuffers(1, &bloomTextureFBO);
glBindFramebuffer(GL_FRAMEBUFFER, bloomTextureFBO);
glGenTextures(2, colorBuffers);
for (unsigned int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, colorBuffers[i]);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// attach texture to framebuffer
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, colorBuffers[i], 0
);
unsigned int rboDepth;
glGenRenderbuffers(1, &rboDepth);
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
unsigned int attachments[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
glDrawBuffers(2, attachments);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "Framebuffer not complete!" << std::endl;
}
}
void initPingPong()
{
glGenFramebuffers(2, pingpongFBO);
glGenTextures(2, pingpongBuffer);
for (unsigned int i = 0; i < 2; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]);
glBindTexture(GL_TEXTURE_2D, pingpongBuffer[i]);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpongBuffer[i], 0
);
}
}
void pingPongBluring(float time)
{
bool horizontal = true, first_iteration = true;
int amount = 10;
glUseProgram(programBlur);
for (unsigned int i = 0; i < amount; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
glBindTexture(
GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongBuffer[!horizontal]
);
Core::DrawContext(models::couchContext);
horizontal = !horizontal;
if (first_iteration)
first_iteration = false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
/**for (unsigned int i = 0; i < amount; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
if (first_iteration)
{
glBindTexture(GL_TEXTURE_2D, bloomTextureFBO);
first_iteration = false;
}
else
{
glBindTexture(GL_TEXTURE_2D, pingpongBuffer[!horizontal]);
}
//Tu powinnismy rysować obiekt? wywołac funkcje drawObjectPBR?
Core::DrawContext(models::couchContext);
horizontal = !horizontal;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);**/
}
void renderScene(GLFWwindow* window) void renderScene(GLFWwindow* window)
{ {
lightShipVP = createPerspectiveMatrix(0.5) * glm::lookAt(spotlightPos, spotlightPos + spotlightConeDir, glm::vec3(0, 1, 0)); lightShipVP = createPerspectiveMatrix(0.5) * glm::lookAt(spotlightPos, spotlightPos + spotlightConeDir, glm::vec3(0, 1, 0));
glClearColor(0.4f, 0.4f, 0.8f, 1.0f); glClearColor(1.f, 1, 1, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float time = glfwGetTime(); float time = glfwGetTime();
updateDeltaTime(time); updateDeltaTime(time);
renderShadowapSun(depthMapFBO, lightVP); renderShadowapSun(depthMapFBO, lightVP);
renderShadowapSun(depthMapShipFBO, lightShipVP); renderShadowapSun(depthMapShipFBO, lightShipVP);
glBindFramebuffer(GL_FRAMEBUFFER, bloomTextureFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0,0,WIDTH, HEIGHT);
drawSkyBox(cubeContext, glm::translate(cameraPos)); drawSkyBox(cubeContext, glm::translate(cameraPos));
@ -386,16 +496,16 @@ void renderScene(GLFWwindow* window)
glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition); glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
Core::DrawContext(sphereContext); Core::DrawContext(sphereContext);
//pingPongBluring(time);
glUseProgram(program); glUseProgram(program);
drawObjectPBR(sphereContext, 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)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0);
drawObjectPBR(sphereContext, drawObjectPBR(sphereContext,
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::drawerContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f); //drawObjectPBR(models::drawerContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
drawObjectPBR(models::couchContext, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f); //drawObjectPBR(models::couchContext, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f);
drawObjectPBR(models::coffeeTableContext, glm::translate(glm::vec3(2.8f, 0, 0.5f)), glm::vec3(1.f, 1.f, 1.f), 0.4f, 0.0f); drawObjectPBR(models::coffeeTableContext, glm::translate(glm::vec3(2.8f, 0, 0.5f)), glm::vec3(1.f, 1.f, 1.f), 0.4f, 0.0f);
drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
@ -435,13 +545,15 @@ void renderScene(GLFWwindow* window)
spotlightConeDir = spaceshipDir; spotlightConeDir = spaceshipDir;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//test depth buffer //test depth buffer
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glUseProgram(programTest); glUseProgram(programTest);
//glActiveTexture(GL_TEXTURE0); Core::SetActiveTexture(colorBuffers[0], "color", programTest, 0);
//glBindTexture(GL_TEXTURE_2D, depthMap); Core::SetActiveTexture(colorBuffers[1], "highlight", programTest, 1);
//Core::DrawContext(models::testContext); //Core::SetActiveTexture(colorBuffers[0],prog)
Core::DrawContext(models::testContext);
glUseProgram(0); glUseProgram(0);
glfwSwapBuffers(window); glfwSwapBuffers(window);
@ -477,6 +589,7 @@ void init(GLFWwindow* window)
programDepth = shaderLoader.CreateProgram("shaders/shader_shadowmapsun.vert", "shaders/shader_shadowmapsun.frag"); programDepth = shaderLoader.CreateProgram("shaders/shader_shadowmapsun.vert", "shaders/shader_shadowmapsun.frag");
programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag"); programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag");
loadCubemap(faces); loadCubemap(faces);
initDepthMap(); initDepthMap();
@ -505,6 +618,9 @@ void init(GLFWwindow* window)
initDepthMap(); initDepthMap();
initDepthMapShip(); initDepthMapShip();
initBloom();
initPingPong();
} }
void shutdown(GLFWwindow* window) void shutdown(GLFWwindow* window)