This commit is contained in:
korzepadawid 2023-02-13 07:59:35 +01:00
parent 747473f16c
commit 465ddf21ee
11 changed files with 7298 additions and 5 deletions

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# Blender MTL File: 'side_table_01_4k.blend'
# Material Count: 1
newmtl side_table_01
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Bump C:\\Users\\korze\\AppData\\Local\\Temp\\Temp1_side_table_01_4k.blend.zip\\textures\\side_table_01_nor_gl_4k.exr
map_Kd C:\\Users\\korze\\AppData\\Local\\Temp\\Temp1_side_table_01_4k.blend.zip\\textures\\side_table_01_diff_4k.jpg
map_Ns C:\\Users\\korze\\AppData\\Local\\Temp\\Temp1_side_table_01_4k.blend.zip\\textures\\side_table_01_rough_4k.jpg
refl C:\\Users\\korze\\AppData\\Local\\Temp\\Temp1_side_table_01_4k.blend.zip\\textures\\side_table_01_metal_4k.exr

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cw 9/models/side_table.obj Normal file

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#version 430 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BloomColor;
float AMBIENT = 0.03;
float PI = 3.14;
uniform sampler2D depthMap;
uniform sampler2D depthMapShip;
uniform sampler2D colorTexture;
uniform sampler2D normalSampler;
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;
in vec4 sunSpacePos;
in vec4 shipPos;
in vec2 vecTex;
float calculateShadow(vec3 normal, vec3 light, vec4 pos, sampler2D depth) {
vec4 posNormalized = (pos / pos.w) * 0.5 + 0.5;
float closestDepth = texture2D(depth, posNormalized.xy).r;
//float bias = max(0.03 * (1.0 - dot(normal, light)), 0.003);
if (closestDepth + 0.003 > posNormalized.z) return 1.0;
return 0.0;
}
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);
//color = texture2D(colorTexture, vecTex).xyz;
//vec3 normal = normalize((texture2D(normalSampler, vecTex).xyz) * 2 - 1);
//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)*calculateShadow(normal, spotlightDir, shipPos, depthMapShip);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//sun
ilumination=ilumination+PBRLight(sunDir,sunColor*calculateShadow(normal, spotlightDir, sunSpacePos, depthMap),normal,viewDir);
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(test;
}

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#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 lightVP;
uniform mat4 lightShipVP;
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;
out vec4 sunSpacePos;
out vec4 shipPos;
out vec2 vecTex;
void main()
{
sunSpacePos = lightVP * modelMatrix * vec4(vertexPosition, 1);
shipPos = lightShipVP * modelMatrix * vec4(vertexPosition, 1);
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));
vecTex = vertexTexCoord;
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;
}

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@ -50,6 +50,7 @@ namespace models {
Core::RenderContext easelContext; Core::RenderContext easelContext;
Core::RenderContext carContext; Core::RenderContext carContext;
Core::RenderContext vaseContext; Core::RenderContext vaseContext;
Core::RenderContext sideTableContext;
} }
namespace texture { namespace texture {
@ -123,6 +124,9 @@ namespace texture {
GLuint metalNormal; GLuint metalNormal;
GLuint metalARM; GLuint metalARM;
GLuint rust;
GLuint rustNormal;
GLuint rustARM;
} }
Core::RenderContext cubeContext; Core::RenderContext cubeContext;
@ -147,6 +151,7 @@ GLuint bloomTextureFBO;
GLuint program; GLuint program;
GLuint programSun; GLuint programSun;
GLuint programTest; GLuint programTest;
GLuint programNoTex;
GLuint programTex; GLuint programTex;
GLuint programDepth; GLuint programDepth;
GLuint programSkybox; GLuint programSkybox;
@ -348,6 +353,53 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
Core::DrawContext(context); Core::DrawContext(context);
} }
void drawObjectNoPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
glUseProgram(programNoTex);
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(programNoTex, "depthMap"), 0);
glBindTexture(GL_TEXTURE_2D, depthMap);
glUniformMatrix4fv(glGetUniformLocation(programNoTex, "lightVP"), 1, GL_FALSE, (float*)&lightVP);
glActiveTexture(GL_TEXTURE1);
glUniform1i(glGetUniformLocation(programNoTex, "depthMapShip"), 1);
glBindTexture(GL_TEXTURE_2D, depthMapShip);
glUniformMatrix4fv(glGetUniformLocation(programNoTex, "lightShipVP"), 1, GL_FALSE, (float*)&lightShipVP);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(programNoTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(programNoTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform1f(glGetUniformLocation(programNoTex, "exposition"), exposition);
glUniform1f(glGetUniformLocation(programNoTex, "roughness"), roughness);
glUniform1f(glGetUniformLocation(programNoTex, "metallic"), metallic);
glUniform3f(glGetUniformLocation(programNoTex, "color"), color.x, color.y, color.z);
glUniform3f(glGetUniformLocation(programNoTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUniform3f(glGetUniformLocation(programNoTex, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
glUniform3f(glGetUniformLocation(programNoTex, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
if (lightOn)
glUniform3f(glGetUniformLocation(programNoTex, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
else
glUniform3f(glGetUniformLocation(programNoTex, "lightPos"), 1000.f, 1000.f, 1000.f);
glUniform3f(glGetUniformLocation(programNoTex, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
glUniform3f(glGetUniformLocation(programNoTex, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
glUniform3f(glGetUniformLocation(programNoTex, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
glUniform3f(glGetUniformLocation(programNoTex, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
glUniform1f(glGetUniformLocation(programNoTex, "spotlightPhi"), spotlightPhi);
Core::DrawContext(context);
glUseProgram(program);
}
void renderShadowapSun(GLuint depthFBO, glm::mat4 light) { void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
float time = glfwGetTime(); float time = glfwGetTime();
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
@ -379,12 +431,13 @@ void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
drawObjectDepth(models::tvStandContext, light, glm::mat4()); drawObjectDepth(models::tvStandContext, light, glm::mat4());
drawObjectDepth(models::carpetContext, light, glm::mat4()); drawObjectDepth(models::carpetContext, light, glm::mat4());
drawObjectDepth(models::cabinet1Context, light, glm::mat4()); drawObjectDepth(models::cabinet1Context, light, glm::mat4());
drawObjectDepth(models::cabinet2Context, light, glm::mat4()); //drawObjectDepth(models::cabinet2Context, light, glm::mat4());
drawObjectDepth(models::lampContext, light, glm::mat4()); drawObjectDepth(models::lampContext, light, glm::mat4());
drawObjectDepth(models::bookshelfContext, light, glm::mat4()); drawObjectDepth(models::bookshelfContext, light, glm::mat4());
drawObjectDepth(models::easelContext, light, glm::mat4()); drawObjectDepth(models::easelContext, light, glm::mat4());
drawObjectDepth(models::carContext, light, glm::translate(carPosTranform)); drawObjectDepth(models::carContext, light, glm::translate(carPosTranform));
drawObjectDepth(models::vaseContext, light, glm::translate(glm::vec3(1.1f, 1.41f, -2.2f))); drawObjectDepth(models::vaseContext, light, glm::translate(glm::vec3(1.1f, 1.41f, -2.2f)));
drawObjectDepth(models::sideTableContext, light, glm::translate(glm::vec3(0.0f, 0.0f, 1.9f)));
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir)); glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
@ -570,15 +623,18 @@ void renderScene(GLFWwindow* window)
drawObjectPBR(models::tvStandContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM); drawObjectPBR(models::tvStandContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
drawObjectPBR(models::carpetContext, glm::mat4(), texture::carpet, texture::carpetNormal, texture::carpetARM); drawObjectPBR(models::carpetContext, glm::mat4(), texture::carpet, texture::carpetNormal, texture::carpetARM);
drawObjectPBR(models::cabinet1Context, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM); drawObjectPBR(models::cabinet1Context, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
drawObjectPBR(models::cabinet2Context, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM); //drawObjectPBR(models::cabinet2Context, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
drawObjectPBR(models::lampContext, glm::translate(glm::vec3(0.022f, 0.15f, 0.04f)), texture::metal, texture::metalNormal, texture::metalARM); drawObjectPBR(models::lampContext, glm::translate(glm::vec3(0.022f, 0.15f, 0.04f)), texture::metal, texture::metalNormal, texture::metalARM);
drawObjectPBR(models::bookshelfContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM); drawObjectPBR(models::bookshelfContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
drawObjectPBR(models::lightSwitchContext, glm::mat4(), texture::white, texture::whiteNormal, texture::whiteARM); drawObjectPBR(models::lightSwitchContext, glm::mat4(), texture::door, texture::doorNorm, texture::doorArm);
drawObjectPBR(models::easelContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM); drawObjectPBR(models::easelContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
drawObjectPBR(models::carContext, glm::translate(carPosTranform), texture::red, texture::redNormal, texture::redARM); //drawObjectPBR(models::carContext, glm::translate(carPosTranform), texture::brick, texture::brickNormal, texture::brickARM);
drawObjectNoPBR(models::carContext, glm::translate(carPosTranform), glm::vec3(1.0f, 0.0f, 0.0f), 0.0f, 0.2f);
drawObjectPBR(models::vaseContext, glm::translate(glm::vec3(1.1f, 1.41f, -2.2f)), texture::vase, texture::vaseNormal, texture::vaseARM); drawObjectPBR(models::vaseContext, glm::translate(glm::vec3(1.1f, 1.41f, -2.2f)), texture::vase, texture::vaseNormal, texture::vaseARM);
//drawObjectPBR(models::couchContext, glm::eulerAngleY(3.14f), texture::redLeather, texture::redLeatherNormal, texture::redLeatherARM); //drawObjectPBR(models::couchContext, glm::eulerAngleY(3.14f), texture::redLeather, texture::redLeatherNormal, texture::redLeatherARM);
drawObjectPBR(models::couchContext, glm::translate(glm::vec3(2.9f, 0.0f, 1.9f)) * glm::eulerAngleY(3.14f), texture::redLeather, texture::redLeatherNormal, texture::redLeatherARM); drawObjectPBR(models::couchContext, glm::translate(glm::vec3(2.9f, 0.0f, 1.9f)) * glm::eulerAngleY(3.14f), texture::redLeather, texture::redLeatherNormal, texture::redLeatherARM);
drawObjectPBR(models::sideTableContext, glm::translate(glm::vec3(0.0f, 0.0f, 1.9f)), texture::wood, texture::woodNormal, texture::woodARM);
// draw windows // draw windows
drawObjectPBR(models::windowContext, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f)), texture::wood, texture::woodNormal, texture::woodARM); drawObjectPBR(models::windowContext, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f)), texture::wood, texture::woodNormal, texture::woodARM);
@ -654,6 +710,10 @@ void init(GLFWwindow* window)
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"); programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag");
programNoTex = shaderLoader.CreateProgram("shaders/shader_no_pbr.vert", "shaders/shader_no_pbr.frag");
loadCubemap(faces); loadCubemap(faces);
initDepthMap(); initDepthMap();
@ -722,7 +782,9 @@ void init(GLFWwindow* window)
texture::metalNormal = Core::LoadTexture("textures/lamp/metal_norm.jpg"); texture::metalNormal = Core::LoadTexture("textures/lamp/metal_norm.jpg");
texture::metalARM = Core::LoadTexture("textures/lamp/metal_arm.jpg"); texture::metalARM = Core::LoadTexture("textures/lamp/metal_arm.jpg");
texture::rust = Core::LoadTexture("textures/rust/rust.jpg");
texture::rustNormal = Core::LoadTexture("textures/rust/rust_norm.jpg");
texture::rustARM = Core::LoadTexture("textures/rust/rust_arm.jpg");
loadModelToContext("./models/sphere.obj", sphereContext); loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/cube.obj", cubeContext); loadModelToContext("./models/cube.obj", cubeContext);
@ -752,6 +814,7 @@ void init(GLFWwindow* window)
loadModelToContext("./models/easel/easel3.obj", models::easelContext); loadModelToContext("./models/easel/easel3.obj", models::easelContext);
loadModelToContext("./models/car/car.obj", models::carContext); loadModelToContext("./models/car/car.obj", models::carContext);
loadModelToContext("./models/ceramic_vase_02_4k.obj", models::vaseContext); loadModelToContext("./models/ceramic_vase_02_4k.obj", models::vaseContext);
loadModelToContext("./models/side_table.obj", models::sideTableContext);
initDepthMap(); initDepthMap();
initDepthMapShip(); initDepthMapShip();

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