Merge pull request 'dodanie cieni z latarki drona' (#8) from room_cube into master

Reviewed-on: #8
This commit is contained in:
Angelika Iskra 2023-01-23 11:34:46 +01:00
commit 74e481c747
29 changed files with 198 additions and 24 deletions

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@ -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

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@ -0,0 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<Project>
<ProjectOutputs>
<ProjectOutput>
<FullPath>C:\Users\Genos\source\repos\GRK_Room\Release\room.exe</FullPath>
</ProjectOutput>
</ProjectOutputs>
<ContentFiles />
<SatelliteDlls />
<NonRecipeFileRefs />
</Project>

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@ -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\|

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@ -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);

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@ -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;
}

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@ -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);
}

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@ -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);
}

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@ -54,6 +54,9 @@ std::vector<std::string> 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<std::string> 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<float>()),
// glm::vec3(0.3, 0.3, 0.5)
// );
drawObjectDepth(shipContext,
light,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * 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)