bloom bez g blura
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@ -2,8 +2,9 @@
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"ExpandedNodes": [
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"",
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"\\cw 9",
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"\\cw 9\\shaders",
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"\\cw 9\\src"
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],
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"SelectedNode": "\\cw 9\\src\\room.hpp",
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"SelectedNode": "\\cw 9\\src\\main.cpp",
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"PreviewInSolutionExplorer": false
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}
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.vs/slnx.sqlite
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Debug/room.exe
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Debug/room.exe
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Debug/room.pdb
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Debug/room.pdb
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@ -1,44 +1,39 @@
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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.
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main.cpp
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C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra
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C:\Users\Genos\source\repos\GRK_Room2\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY”
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(97,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(112,38): warning C4305: "=": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(135,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(156,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(175,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie
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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
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(269,96): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\annas\Desktop\graf\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY”
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(107,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(122,38): warning C4305: "=": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(145,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(166,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(185,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(268,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(279,96): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(273,59): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(283,59): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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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
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(378,108): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(440,29): warning C4018: "<": niezgodność typu ze znakiem/bez znaku
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(480,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(493,108): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(386,87): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(504,59): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(386,223): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(389,59): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(390,37): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(423,2): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(534,21): warning C4305: "-=": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room2\cw 9\src\room.hpp(536,21): warning C4305: "+=": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(505,37): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(538,2): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(662,21): warning C4305: "-=": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(664,21): warning C4305: "+=": obcięcie z "double" do "float"
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Box.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
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LINK : warning LNK4098: domyślna biblioteka „MSVCRT” powoduje konflikt z innymi bibliotekami; użyj opcji /NODEFAULTLIB:biblioteka
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grk-cw9.vcxproj -> C:\Users\Genos\source\repos\GRK_Room2\Debug\room.exe
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grk-cw9.vcxproj -> C:\Users\annas\Desktop\graf\Debug\room.exe
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<Project>
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<ProjectOutputs>
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<ProjectOutput>
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<FullPath>C:\Users\Genos\source\repos\GRK_Room2\Debug\room.exe</FullPath>
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<FullPath>C:\Users\annas\Desktop\graf\Debug\room.exe</FullPath>
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</ProjectOutput>
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</ProjectOutputs>
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<ContentFiles />
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PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0:
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Debug|Win32|C:\Users\Genos\source\repos\GRK_Room2\|
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Debug|Win32|C:\Users\annas\Desktop\graf\|
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<None Include="shaders\shader_9_1.vert" />
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<None Include="shaders\shader_8_sun.frag" />
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<None Include="shaders\shader_8_sun.vert" />
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<None Include="shaders\shader_blur.frag" />
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<None Include="shaders\shader_blur.vert" />
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<None Include="shaders\shader_shadowmapsun.frag" />
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<None Include="shaders\shader_shadowmapsun.vert" />
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<None Include="shaders\shader_skybox.frag" />
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<None Include="shaders\shader_shadowmapsun.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_blur.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_blur.frag">
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<Filter>Shader Files</Filter>
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</None>
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</ItemGroup>
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</Project>
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#version 430 core
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layout (location = 0) out vec4 FragColor;
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layout (location = 1) out vec4 BloomColor;
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uniform vec3 color;
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uniform float exposition;
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@ -7,5 +9,6 @@ uniform float exposition;
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out vec4 outColor;
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void main()
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{
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outColor = vec4(vec3(1.0) - exp(-color*exposition),1);
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//outColor = vec4(vec3(1.0) - exp(-color*exposition),1);
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outColor = vec4(color, 1.0);
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}
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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uniform mat4 transformation;
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void main()
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{
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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//gl_Position = vec4(vertexPosition, 1.0);
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}
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#version 430 core
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layout (location = 0) out vec4 FragColor;
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layout (location = 1) out vec4 BloomColor;
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float AMBIENT = 0.03;
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float PI = 3.14;
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@ -148,11 +151,21 @@ void main()
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attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2)*calculateShadow(normal, spotlightDir, shipPos, depthMapShip);
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ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
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//sun
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ilumination=ilumination+PBRLight(sunDir,sunColor*calculateShadow(normal, spotlightDir, sunSpacePos, depthMap),normal,viewDir);
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outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
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outColor = vec4(vec3(1.01) - exp(-ilumination*exposition),1);
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FragColor = outColor;
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// check whether fragment output is higher than threshold, if so output as brightness color
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float brightness = dot(FragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
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if(brightness > 1.0)
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BloomColor = vec4(FragColor.rgb, 1.0);
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else
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BloomColor = vec4(0.0, 0.0, 0.0, 1.0);
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//outColor = vec4(roughness,metallic,0,1);
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//outColor = vec4(test;
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}
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cw 9/shaders/shader_blur.frag
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cw 9/shaders/shader_blur.frag
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D image;
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uniform bool horizontal;
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uniform float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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void main()
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{
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vec2 tex_offset = 1.0 / textureSize(image, 0); // gets size of single texel
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vec3 result = texture(image, TexCoords).rgb * weight[0]; // current fragment's contribution
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if(horizontal)
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{
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for(int i = 1; i < 5; ++i)
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{
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result += texture(image, TexCoords + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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result += texture(image, TexCoords - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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}
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}
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else
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{
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for(int i = 1; i < 5; ++i)
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{
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result += texture(image, TexCoords + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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result += texture(image, TexCoords - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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}
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}
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FragColor = vec4(result, 1.0);
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}
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cw 9/shaders/shader_blur.vert
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cw 9/shaders/shader_blur.vert
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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out vec2 TexCoords;
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void main()
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{
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//gl_Position = vec4(vertexPosition*0.5, 1.0);
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TexCoords = vertexTexCoord;
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}
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in vec2 tc;
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uniform sampler2D depthMap;
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uniform sampler2D color;
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uniform sampler2D highlight;
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float rescale_z(float z){
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float n = 0.05;
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@ -13,7 +14,8 @@ float rescale_z(float z){
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void main()
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{
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float depthValue = texture(depthMap, tc).r;
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//float depthValue = texture(depthMap, tc).r;
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//FragColor = vec4(vec3(rescale_z(depthValue)+0.5), 1.0);
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FragColor = vec4(vec3((depthValue)+0.5), 1.0);
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//FragColor = vec4(vec3((depthValue)+0.5), 1.0);
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FragColor = vec4( texture(highlight, tc));
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}
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void main()
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{
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tc = vertexTexCoord;
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gl_Position = vec4(vertexPosition*0.5, 1.0);
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gl_Position = vec4(vertexPosition, 1.0);
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}
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GLuint depthMapShipFBO;
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GLuint depthMapShip;
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GLuint bloomTextureFBO;
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GLuint program;
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GLuint programSun;
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GLuint programTest;
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GLuint programTex;
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GLuint programDepth;
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GLuint programSkybox;
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GLuint programBlur;
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Core::Shader_Loader shaderLoader;
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@ -84,6 +87,11 @@ glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
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glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
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glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
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unsigned int colorBuffers[2];
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unsigned int pingpongFBO[2];
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unsigned int pingpongBuffer[2];
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GLuint VAO,VBO;
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float aspectRatio = 1.f;
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@ -91,14 +99,14 @@ float aspectRatio = 1.f;
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float exposition = 1.f;
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glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
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glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6);
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glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6); //cienie z latarki
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glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
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glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
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glm::vec3 spotlightColor = glm::vec3(1.0, 1.0, 1.0)*10;
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float spotlightPhi = 3.14 / 4;
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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));
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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)); //
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glm::mat4 lightShipVP;
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float lastTime = -1.f;
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@ -130,7 +138,7 @@ glm::mat4 createCameraMatrix()
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return cameraMatrix;
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}
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glm::mat4 createPerspectiveMatrix()
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glm::mat4 createPerspectiveMatrix() //do shaderow
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{
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glm::mat4 perspectiveMatrix;
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@ -365,15 +373,117 @@ void initDepthMapShip()
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void initBloom()
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{
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// set up floating point framebuffer to render scene to
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glGenFramebuffers(1, &bloomTextureFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, bloomTextureFBO);
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glGenTextures(2, colorBuffers);
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for (unsigned int i = 0; i < 2; i++)
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{
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glBindTexture(GL_TEXTURE_2D, colorBuffers[i]);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// attach texture to framebuffer
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, colorBuffers[i], 0
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);
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unsigned int rboDepth;
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glGenRenderbuffers(1, &rboDepth);
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glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT);
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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)
|
||||
{
|
||||
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);
|
||||
float time = glfwGetTime();
|
||||
updateDeltaTime(time);
|
||||
renderShadowapSun(depthMapFBO, lightVP);
|
||||
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));
|
||||
|
||||
@ -386,16 +496,16 @@ void renderScene(GLFWwindow* window)
|
||||
glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
|
||||
Core::DrawContext(sphereContext);
|
||||
|
||||
//pingPongBluring(time);
|
||||
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,
|
||||
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);
|
||||
|
||||
//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::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);
|
||||
@ -435,13 +545,15 @@ void renderScene(GLFWwindow* window)
|
||||
spotlightConeDir = spaceshipDir;
|
||||
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
//test depth buffer
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
//glUseProgram(programTest);
|
||||
//glActiveTexture(GL_TEXTURE0);
|
||||
//glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
//Core::DrawContext(models::testContext);
|
||||
glUseProgram(programTest);
|
||||
Core::SetActiveTexture(colorBuffers[0], "color", programTest, 0);
|
||||
Core::SetActiveTexture(colorBuffers[1], "highlight", programTest, 1);
|
||||
//Core::SetActiveTexture(colorBuffers[0],prog)
|
||||
Core::DrawContext(models::testContext);
|
||||
|
||||
glUseProgram(0);
|
||||
glfwSwapBuffers(window);
|
||||
@ -477,6 +589,7 @@ void init(GLFWwindow* window)
|
||||
programDepth = shaderLoader.CreateProgram("shaders/shader_shadowmapsun.vert", "shaders/shader_shadowmapsun.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);
|
||||
initDepthMap();
|
||||
|
||||
@ -505,6 +618,9 @@ void init(GLFWwindow* window)
|
||||
initDepthMap();
|
||||
initDepthMapShip();
|
||||
|
||||
initBloom();
|
||||
initPingPong();
|
||||
|
||||
}
|
||||
|
||||
void shutdown(GLFWwindow* window)
|
||||
|
Loading…
Reference in New Issue
Block a user