diff --git a/Release/room.exe b/Release/room.exe new file mode 100644 index 0000000..3c86649 Binary files /dev/null and b/Release/room.exe differ diff --git a/Release/room.pdb b/Release/room.pdb new file mode 100644 index 0000000..b281d92 Binary files /dev/null and b/Release/room.pdb differ diff --git a/cw 9/Release/Box.obj b/cw 9/Release/Box.obj new file mode 100644 index 0000000..90a08df Binary files /dev/null and b/cw 9/Release/Box.obj differ diff --git a/cw 9/Release/Camera.obj b/cw 9/Release/Camera.obj new file mode 100644 index 0000000..b5b637e Binary files /dev/null and b/cw 9/Release/Camera.obj differ diff --git a/cw 9/Release/Render_Utils.obj b/cw 9/Release/Render_Utils.obj new file mode 100644 index 0000000..8fdd0c2 Binary files /dev/null and b/cw 9/Release/Render_Utils.obj differ diff --git a/cw 9/Release/SOIL.obj b/cw 9/Release/SOIL.obj new file mode 100644 index 0000000..29c6cf5 Binary files /dev/null and b/cw 9/Release/SOIL.obj differ diff --git a/cw 9/Release/Shader_Loader.obj b/cw 9/Release/Shader_Loader.obj new file mode 100644 index 0000000..ab38bdd Binary files /dev/null and b/cw 9/Release/Shader_Loader.obj differ diff --git a/cw 9/Release/Texture.obj b/cw 9/Release/Texture.obj new file mode 100644 index 0000000..529bb2b Binary files /dev/null and b/cw 9/Release/Texture.obj differ diff --git a/cw 9/Release/grk-cw9.log b/cw 9/Release/grk-cw9.log new file mode 100644 index 0000000..4b2c6aa --- /dev/null +++ b/cw 9/Release/grk-cw9.log @@ -0,0 +1,46 @@ + 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:\Users\Genos\source\repos\GRK_Room\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY” +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(94,30): warning C4305: "inicjowanie": obcięcie z "double" do "float" +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(109,38): warning C4305: "=": obcięcie z "double" do "float" +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(132,16): warning C4305: "inicjowanie": obcięcie z "double" do "float" +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(153,16): warning C4305: "inicjowanie": obcięcie z "double" do "float" +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(172,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie +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 +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(263,96): warning C4305: "argument": obcięcie z "double" do "T" + with + [ + T=float + ] +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(267,59): warning C4305: "argument": obcięcie z "double" do "T" + with + [ + T=float + ] +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 +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(353,108): warning C4305: "argument": obcięcie z "double" do "T" + with + [ + T=float + ] +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(361,87): warning C4305: "argument": obcięcie z "double" do "T" + with + [ + T=float + ] +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(361,223): warning C4305: "argument": obcięcie z "double" do "float" +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(364,59): warning C4305: "argument": obcięcie z "double" do "T" + with + [ + T=float + ] +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(365,37): warning C4305: "argument": obcięcie z "double" do "float" +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(393,2): warning C4305: "argument": obcięcie z "double" do "float" +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(501,21): warning C4305: "-=": obcięcie z "double" do "float" +C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(503,21): warning C4305: "+=": obcięcie z "double" do "float" + Trwa generowanie kodu + 35 of 586 functions ( 6.0%) were compiled, the rest were copied from previous compilation. + 0 functions were new in current compilation + 15 functions had inline decision re-evaluated but remain unchanged + Zakończono generowanie kodu + grk-cw9.vcxproj -> C:\Users\Genos\source\repos\GRK_Room\Release\room.exe diff --git a/cw 9/Release/image_DXT.obj b/cw 9/Release/image_DXT.obj new file mode 100644 index 0000000..f494786 Binary files /dev/null and b/cw 9/Release/image_DXT.obj differ diff --git a/cw 9/Release/image_helper.obj b/cw 9/Release/image_helper.obj new file mode 100644 index 0000000..d28c710 Binary files /dev/null and b/cw 9/Release/image_helper.obj differ diff --git a/cw 9/Release/main.obj b/cw 9/Release/main.obj new file mode 100644 index 0000000..436a9ec Binary files /dev/null and b/cw 9/Release/main.obj differ diff --git a/cw 9/Release/room.exe.recipe b/cw 9/Release/room.exe.recipe new file mode 100644 index 0000000..9f9c666 --- /dev/null +++ b/cw 9/Release/room.exe.recipe @@ -0,0 +1,11 @@ + + + + + C:\Users\Genos\source\repos\GRK_Room\Release\room.exe + + + + + + \ No newline at end of file diff --git a/cw 9/Release/room.iobj b/cw 9/Release/room.iobj new file mode 100644 index 0000000..e127328 Binary files /dev/null and b/cw 9/Release/room.iobj differ diff --git a/cw 9/Release/room.ipdb b/cw 9/Release/room.ipdb new file mode 100644 index 0000000..b6eb01e Binary files /dev/null and b/cw 9/Release/room.ipdb differ diff --git a/cw 9/Release/room.tlog/CL.command.1.tlog b/cw 9/Release/room.tlog/CL.command.1.tlog new file mode 100644 index 0000000..46e41cc Binary files /dev/null and b/cw 9/Release/room.tlog/CL.command.1.tlog differ diff --git a/cw 9/Release/room.tlog/CL.read.1.tlog b/cw 9/Release/room.tlog/CL.read.1.tlog new file mode 100644 index 0000000..7161280 Binary files /dev/null and b/cw 9/Release/room.tlog/CL.read.1.tlog differ diff --git a/cw 9/Release/room.tlog/CL.write.1.tlog b/cw 9/Release/room.tlog/CL.write.1.tlog new file mode 100644 index 0000000..477c34d Binary files /dev/null and b/cw 9/Release/room.tlog/CL.write.1.tlog differ diff --git a/cw 9/Release/room.tlog/link.command.1.tlog b/cw 9/Release/room.tlog/link.command.1.tlog new file mode 100644 index 0000000..4cfa9ec Binary files /dev/null and b/cw 9/Release/room.tlog/link.command.1.tlog differ diff --git a/cw 9/Release/room.tlog/link.read.1.tlog b/cw 9/Release/room.tlog/link.read.1.tlog new file mode 100644 index 0000000..d4b9406 Binary files /dev/null and b/cw 9/Release/room.tlog/link.read.1.tlog differ diff --git a/cw 9/Release/room.tlog/link.write.1.tlog b/cw 9/Release/room.tlog/link.write.1.tlog new file mode 100644 index 0000000..c4240e1 Binary files /dev/null and b/cw 9/Release/room.tlog/link.write.1.tlog differ diff --git a/cw 9/Release/room.tlog/room.lastbuildstate b/cw 9/Release/room.tlog/room.lastbuildstate new file mode 100644 index 0000000..c94b67f --- /dev/null +++ b/cw 9/Release/room.tlog/room.lastbuildstate @@ -0,0 +1,2 @@ +PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0: +Release|Win32|C:\Users\Genos\source\repos\GRK_Room\| diff --git a/cw 9/Release/stb_image_aug.obj b/cw 9/Release/stb_image_aug.obj new file mode 100644 index 0000000..fc65a5e Binary files /dev/null and b/cw 9/Release/stb_image_aug.obj differ diff --git a/cw 9/Release/vc142.pdb b/cw 9/Release/vc142.pdb new file mode 100644 index 0000000..1673833 Binary files /dev/null and b/cw 9/Release/vc142.pdb differ diff --git a/cw 9/shaders/shader_9_1.frag b/cw 9/shaders/shader_9_1.frag index b7f08bd..abf864b 100644 --- a/cw 9/shaders/shader_9_1.frag +++ b/cw 9/shaders/shader_9_1.frag @@ -4,6 +4,7 @@ float AMBIENT = 0.03; float PI = 3.14; uniform sampler2D depthMap; +uniform sampler2D depthMapShip; uniform vec3 cameraPos; @@ -38,6 +39,20 @@ in vec3 sunDirTS; in vec3 test; +in vec4 sunSpacePos; +in vec4 shipPos; + +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; @@ -122,11 +137,11 @@ void main() float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1); - attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2); + 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,normal,viewDir); + ilumination=ilumination+PBRLight(sunDir,sunColor*calculateShadow(normal, spotlightDir, sunSpacePos, depthMap),normal,viewDir); outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1); diff --git a/cw 9/shaders/shader_9_1.vert b/cw 9/shaders/shader_9_1.vert index fce7bb9..ffac9c6 100644 --- a/cw 9/shaders/shader_9_1.vert +++ b/cw 9/shaders/shader_9_1.vert @@ -6,6 +6,8 @@ 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; @@ -22,8 +24,14 @@ out vec3 lightDirTS; out vec3 spotlightDirTS; out vec3 sunDirTS; +out vec4 sunSpacePos; +out vec4 shipPos; + 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); @@ -39,5 +47,4 @@ void main() vec3 SL = normalize(spotlightPos-worldPos); spotlightDirTS = TBN*SL; sunDirTS = TBN*sunDir; - } diff --git a/cw 9/shaders/test.frag b/cw 9/shaders/test.frag index 065fd71..86ad462 100644 --- a/cw 9/shaders/test.frag +++ b/cw 9/shaders/test.frag @@ -5,8 +5,14 @@ in vec2 tc; uniform sampler2D depthMap; +float rescale_z(float z){ + float n = 0.05; + float f = 20.; + return (2*n*f/(z*(n-f)+n+f))/f; +} + void main() { float depthValue = texture(depthMap, tc).r; - FragColor = vec4(vec3(depthValue+0.5), 1.0); + FragColor = vec4(vec3(rescale_z(depthValue)+0.5), 1.0); } \ No newline at end of file diff --git a/cw 9/shaders/test.vert b/cw 9/shaders/test.vert index 4184eb4..f1a6f7e 100644 --- a/cw 9/shaders/test.vert +++ b/cw 9/shaders/test.vert @@ -10,5 +10,5 @@ out vec2 tc; void main() { tc = vertexTexCoord; - gl_Position = vec4(vertexPosition*0.9, 1.0); + gl_Position = vec4(vertexPosition*0.5, 1.0); } diff --git a/cw 9/src/room.hpp b/cw 9/src/room.hpp index 194c374..8214f84 100644 --- a/cw 9/src/room.hpp +++ b/cw 9/src/room.hpp @@ -54,6 +54,9 @@ std::vector faces = GLuint depthMapFBO; GLuint depthMap; +GLuint depthMapShipFBO; +GLuint depthMapShip; + GLuint program; GLuint programSun; GLuint programTest; @@ -90,7 +93,8 @@ glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0); glm::vec3 spotlightColor = glm::vec3(1.0, 1.0, 1.0)*10; float spotlightPhi = 3.14 / 4; -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)); +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)); +glm::mat4 lightShipVP; float lastTime = -1.f; float deltaTime = 0.f; @@ -142,6 +146,27 @@ glm::mat4 createPerspectiveMatrix() return perspectiveMatrix; } +glm::mat4 createPerspectiveMatrix(float scale) +{ + + glm::mat4 perspectiveMatrix; + float n = 0.05; + float f = 20.; + float a1 = glm::min(aspectRatio, 1.f); + float a2 = glm::min(1 / aspectRatio, 1.f); + perspectiveMatrix = glm::mat4({ + 1 * scale,0,0.,0., + 0.,1 * scale,0.,0., + 0.,0.,(f + n) / (n - f),2 * f * n / (n - f), + 0.,0.,-1.,0., + }); + + + perspectiveMatrix = glm::transpose(perspectiveMatrix); + + return perspectiveMatrix; +} + void loadCubemap(std::vector faces) { unsigned int textureID; @@ -187,6 +212,15 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) { } void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) { + glActiveTexture(GL_TEXTURE0); + glUniform1i(glGetUniformLocation(program, "depthMap"), 0); + glBindTexture(GL_TEXTURE_2D, depthMap); + glUniformMatrix4fv(glGetUniformLocation(program, "lightVP"), 1, GL_FALSE, (float*)&lightVP); + + glActiveTexture(GL_TEXTURE1); + glUniform1i(glGetUniformLocation(program, "depthMapShip"), 1); + glBindTexture(GL_TEXTURE_2D, depthMapShip); + glUniformMatrix4fv(glGetUniformLocation(program, "lightShipVP"), 1, GL_FALSE, (float*)&lightShipVP); glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); glm::mat4 transformation = viewProjectionMatrix * modelMatrix; @@ -214,8 +248,57 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi); Core::DrawContext(context); } +void renderShadowapSun(GLuint depthFBO, glm::mat4 light) { + float time = glfwGetTime(); + //uzupelnij o renderowanie glebokosci do tekstury + //ustawianie przestrzeni rysowania + glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); + //bindowanie FBO + glBindFramebuffer(GL_FRAMEBUFFER, depthFBO); + //czyszczenie mapy głębokości + glClear(GL_DEPTH_BUFFER_BIT); + //ustawianie programu + glUseProgram(programDepth); -void initDepthMap() { + 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))); + + 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::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f))); + + + drawObjectDepth(models::couchContext, light, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f)); + drawObjectDepth(models::coffeeTableContext, light, glm::translate(glm::vec3(2.8f, 0, 0.5f))); + drawObjectDepth(models::doorContext, light, glm::mat4()); + drawObjectDepth(models::planeContext, light, glm::mat4()); + drawObjectDepth(models::roomContext, light, glm::mat4()); + drawObjectDepth(models::windowContext, light, glm::translate(glm::vec3(-3.35f, 0, 0))); + + 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::mat4 specshipCameraRotrationMatrix = glm::mat4({ + spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0, + spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0, + -spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0, + 0.,0.,0.,1., + }); + + + //drawObjectColor(shipContext, + // glm::translate(cameraPos + 1.5 * cameraDir + cameraUp * -0.5f) * inveseCameraRotrationMatrix * glm::eulerAngleY(glm::pi()), + // glm::vec3(0.3, 0.3, 0.5) + // ); + drawObjectDepth(shipContext, + light, + glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi()) * glm::scale(glm::vec3(0.03f)) + ); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glViewport(0, 0, WIDTH, HEIGHT); +} + +void initDepthMap() +{ glGenFramebuffers(1, &depthMapFBO); glGenTextures(1, &depthMap); glBindTexture(GL_TEXTURE_2D, depthMap); @@ -233,33 +316,34 @@ void initDepthMap() { glBindFramebuffer(GL_FRAMEBUFFER, 0); } +void initDepthMapShip() +{ + glGenFramebuffers(1, &depthMapShipFBO); + glGenTextures(1, &depthMapShip); + glBindTexture(GL_TEXTURE_2D, depthMapShip); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, + SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - -void renderShadowapSun() { - float time = glfwGetTime(); - glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); - //uzupelnij o renderowanie glebokosci do tekstury - - //ustawianie przestrzeni rysowania - glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); - //bindowanie FBO - glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); - //czyszczenie mapy głębokości - glClear(GL_DEPTH_BUFFER_BIT); - //ustawianie programu - glUseProgram(programDepth); - + 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)