dodanie cieni z latarki drona
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02aa3da621
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Release/room.exe
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Release/room.exe
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Release/room.pdb
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Release/room.pdb
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cw 9/Release/Box.obj
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cw 9/Release/Box.obj
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cw 9/Release/Camera.obj
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cw 9/Release/Camera.obj
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cw 9/Release/Render_Utils.obj
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cw 9/Release/Render_Utils.obj
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cw 9/Release/SOIL.obj
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cw 9/Release/SOIL.obj
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cw 9/Release/Shader_Loader.obj
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cw 9/Release/Texture.obj
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cw 9/Release/Texture.obj
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cw 9/Release/grk-cw9.log
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cw 9/Release/grk-cw9.log
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@ -0,0 +1,46 @@
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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_Room\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_Room\cw 9\src\room.hpp(94,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(109,38): warning C4305: "=": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(132,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(153,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(172,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie
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C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(252,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(263,96): 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_Room\cw 9\src\room.hpp(267,59): 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_Room\cw 9\src\room.hpp(343,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(353,108): 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_Room\cw 9\src\room.hpp(361,87): 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_Room\cw 9\src\room.hpp(361,223): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(364,59): 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_Room\cw 9\src\room.hpp(365,37): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(393,2): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(501,21): warning C4305: "-=": obcięcie z "double" do "float"
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C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(503,21): warning C4305: "+=": obcięcie z "double" do "float"
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Trwa generowanie kodu
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35 of 586 functions ( 6.0%) were compiled, the rest were copied from previous compilation.
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0 functions were new in current compilation
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15 functions had inline decision re-evaluated but remain unchanged
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Zakończono generowanie kodu
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grk-cw9.vcxproj -> C:\Users\Genos\source\repos\GRK_Room\Release\room.exe
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cw 9/Release/image_DXT.obj
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cw 9/Release/image_helper.obj
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cw 9/Release/main.obj
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cw 9/Release/room.exe.recipe
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cw 9/Release/room.exe.recipe
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<?xml version="1.0" encoding="utf-8"?>
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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_Room\Release\room.exe</FullPath>
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</ProjectOutput>
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</ProjectOutputs>
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<ContentFiles />
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<SatelliteDlls />
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<NonRecipeFileRefs />
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</Project>
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cw 9/Release/room.iobj
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cw 9/Release/room.iobj
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cw 9/Release/room.ipdb
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cw 9/Release/room.tlog/CL.command.1.tlog
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cw 9/Release/room.tlog/CL.write.1.tlog
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cw 9/Release/room.tlog/link.command.1.tlog
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cw 9/Release/room.tlog/room.lastbuildstate
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PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0:
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Release|Win32|C:\Users\Genos\source\repos\GRK_Room\|
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cw 9/Release/stb_image_aug.obj
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cw 9/Release/vc142.pdb
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@ -4,6 +4,7 @@ float AMBIENT = 0.03;
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float PI = 3.14;
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uniform sampler2D depthMap;
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uniform sampler2D depthMapShip;
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uniform vec3 cameraPos;
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@ -38,6 +39,20 @@ in vec3 sunDirTS;
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in vec3 test;
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in vec4 sunSpacePos;
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in vec4 shipPos;
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float calculateShadow(vec3 normal, vec3 light, vec4 pos, sampler2D depth) {
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vec4 posNormalized = (pos / pos.w) * 0.5 + 0.5;
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float closestDepth = texture2D(depth, posNormalized.xy).r;
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//float bias = max(0.03 * (1.0 - dot(normal, light)), 0.003);
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if (closestDepth + 0.003 > posNormalized.z) return 1.0;
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return 0.0;
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}
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float DistributionGGX(vec3 normal, vec3 H, float roughness){
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float a = roughness*roughness;
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float a2 = a*a;
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@ -122,11 +137,11 @@ void main()
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float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
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attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
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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,normal,viewDir);
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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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@ -6,6 +6,8 @@ layout(location = 2) in vec2 vertexTexCoord;
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layout(location = 3) in vec3 vertexTangent;
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layout(location = 4) in vec3 vertexBitangent;
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uniform mat4 lightVP;
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uniform mat4 lightShipVP;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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@ -22,8 +24,14 @@ out vec3 lightDirTS;
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out vec3 spotlightDirTS;
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out vec3 sunDirTS;
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out vec4 sunSpacePos;
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out vec4 shipPos;
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void main()
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{
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sunSpacePos = lightVP * modelMatrix * vec4(vertexPosition, 1);
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shipPos = lightShipVP * modelMatrix * vec4(vertexPosition, 1);
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worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
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vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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@ -39,5 +47,4 @@ void main()
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vec3 SL = normalize(spotlightPos-worldPos);
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spotlightDirTS = TBN*SL;
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sunDirTS = TBN*sunDir;
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}
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@ -5,8 +5,14 @@ in vec2 tc;
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uniform sampler2D depthMap;
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float rescale_z(float z){
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float n = 0.05;
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float f = 20.;
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return (2*n*f/(z*(n-f)+n+f))/f;
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}
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void main()
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{
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float depthValue = texture(depthMap, tc).r;
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FragColor = vec4(vec3(depthValue+0.5), 1.0);
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FragColor = vec4(vec3(rescale_z(depthValue)+0.5), 1.0);
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}
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@ -10,5 +10,5 @@ out vec2 tc;
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void main()
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{
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tc = vertexTexCoord;
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gl_Position = vec4(vertexPosition*0.9, 1.0);
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gl_Position = vec4(vertexPosition*0.5, 1.0);
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}
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@ -54,6 +54,9 @@ std::vector<std::string> faces =
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GLuint depthMapFBO;
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GLuint depthMap;
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GLuint depthMapShipFBO;
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GLuint depthMapShip;
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GLuint program;
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GLuint programSun;
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GLuint programTest;
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@ -90,7 +93,8 @@ 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(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
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glm::mat4 lightVP = glm::ortho(-3.f, 3.f, -3.f, 3.f, 1.0f, 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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float deltaTime = 0.f;
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@ -142,6 +146,27 @@ glm::mat4 createPerspectiveMatrix()
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return perspectiveMatrix;
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}
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glm::mat4 createPerspectiveMatrix(float scale)
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{
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glm::mat4 perspectiveMatrix;
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float n = 0.05;
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float f = 20.;
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float a1 = glm::min(aspectRatio, 1.f);
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float a2 = glm::min(1 / aspectRatio, 1.f);
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perspectiveMatrix = glm::mat4({
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1 * scale,0,0.,0.,
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0.,1 * scale,0.,0.,
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0.,0.,(f + n) / (n - f),2 * f * n / (n - f),
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0.,0.,-1.,0.,
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});
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perspectiveMatrix = glm::transpose(perspectiveMatrix);
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return perspectiveMatrix;
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}
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void loadCubemap(std::vector<std::string> faces)
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{
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unsigned int textureID;
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@ -187,6 +212,15 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
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}
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(glGetUniformLocation(program, "depthMap"), 0);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glUniformMatrix4fv(glGetUniformLocation(program, "lightVP"), 1, GL_FALSE, (float*)&lightVP);
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glActiveTexture(GL_TEXTURE1);
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glUniform1i(glGetUniformLocation(program, "depthMapShip"), 1);
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glBindTexture(GL_TEXTURE_2D, depthMapShip);
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glUniformMatrix4fv(glGetUniformLocation(program, "lightShipVP"), 1, GL_FALSE, (float*)&lightShipVP);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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@ -214,8 +248,57 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
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Core::DrawContext(context);
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}
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void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
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float time = glfwGetTime();
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//uzupelnij o renderowanie glebokosci do tekstury
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//ustawianie przestrzeni rysowania
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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//bindowanie FBO
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glBindFramebuffer(GL_FRAMEBUFFER, depthFBO);
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//czyszczenie mapy głębokości
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glClear(GL_DEPTH_BUFFER_BIT);
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//ustawianie programu
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glUseProgram(programDepth);
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void initDepthMap() {
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drawObjectDepth(sphereContext, light, 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)));
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drawObjectDepth(sphereContext,
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light,
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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)));
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drawObjectDepth(models::couchContext, light, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f));
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drawObjectDepth(models::coffeeTableContext, light, glm::translate(glm::vec3(2.8f, 0, 0.5f)));
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drawObjectDepth(models::doorContext, light, glm::mat4());
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drawObjectDepth(models::planeContext, light, glm::mat4());
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drawObjectDepth(models::roomContext, light, glm::mat4());
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drawObjectDepth(models::windowContext, light, glm::translate(glm::vec3(-3.35f, 0, 0)));
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
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glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
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spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
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spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
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-spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0,
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0.,0.,0.,1.,
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});
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//drawObjectColor(shipContext,
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// glm::translate(cameraPos + 1.5 * cameraDir + cameraUp * -0.5f) * inveseCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),
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// glm::vec3(0.3, 0.3, 0.5)
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// );
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drawObjectDepth(shipContext,
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light,
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glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f))
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);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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}
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void initDepthMap()
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{
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glGenFramebuffers(1, &depthMapFBO);
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glGenTextures(1, &depthMap);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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@ -233,33 +316,34 @@ void initDepthMap() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void initDepthMapShip()
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{
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glGenFramebuffers(1, &depthMapShipFBO);
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glGenTextures(1, &depthMapShip);
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glBindTexture(GL_TEXTURE_2D, depthMapShip);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
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SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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void renderShadowapSun() {
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float time = glfwGetTime();
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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//uzupelnij o renderowanie glebokosci do tekstury
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//ustawianie przestrzeni rysowania
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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//bindowanie FBO
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
||||
//czyszczenie mapy głębokości
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//ustawianie programu
|
||||
glUseProgram(programDepth);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, depthMapShipFBO);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMapShip, 0);
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, WIDTH, HEIGHT);
|
||||
}
|
||||
|
||||
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);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
float time = glfwGetTime();
|
||||
updateDeltaTime(time);
|
||||
renderShadowapSun();
|
||||
renderShadowapSun(depthMapFBO, lightVP);
|
||||
renderShadowapSun(depthMapShipFBO, lightShipVP);
|
||||
|
||||
drawSkyBox(cubeContext, glm::translate(cameraPos));
|
||||
|
||||
@ -373,6 +457,9 @@ void init(GLFWwindow* window)
|
||||
loadModelToContext("./models/window.obj", models::windowContext);
|
||||
loadModelToContext("./models/test.obj", models::testContext);
|
||||
|
||||
initDepthMap();
|
||||
initDepthMapShip();
|
||||
|
||||
}
|
||||
|
||||
void shutdown(GLFWwindow* window)
|
||||
|
Loading…
Reference in New Issue
Block a user