fix shadow of spaceship
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158c48f703
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947d3971c2
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Release/room.exe
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@ -18,24 +18,24 @@ C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(302,59): warning C4305: "argument"
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T=float
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T=float
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]
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]
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(460,29): warning C4018: "<": niezgodność typu ze znakiem/bez znaku
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(460,29): warning C4018: "<": niezgodność typu ze znakiem/bez znaku
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(501,13): 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(503,13): 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(514,108): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(516,108): warning C4305: "argument": obcięcie z "double" do "T"
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with
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with
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[
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[
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T=float
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T=float
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]
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]
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(525,59): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(527,59): warning C4305: "argument": obcięcie z "double" do "T"
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with
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with
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[
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[
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T=float
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T=float
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]
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]
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(526,37): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(528,37): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(559,2): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(561,2): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(687,21): warning C4305: "-=": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(689,21): warning C4305: "-=": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(689,21): warning C4305: "+=": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(691,21): warning C4305: "+=": obcięcie z "double" do "float"
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Trwa generowanie kodu
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Trwa generowanie kodu
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2 of 595 functions ( 0.3%) were compiled, the rest were copied from previous compilation.
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1 of 595 functions ( 0.2%) were compiled, the rest were copied from previous compilation.
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0 functions were new in current compilation
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0 functions were new in current compilation
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6 functions had inline decision re-evaluated but remain unchanged
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7 functions had inline decision re-evaluated but remain unchanged
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Zakończono generowanie kodu
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Zakończono generowanie kodu
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grk-cw9.vcxproj -> C:\Users\annas\Desktop\graf\Release\room.exe
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grk-cw9.vcxproj -> C:\Users\annas\Desktop\graf\Release\room.exe
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@ -213,36 +213,36 @@ void drawObjectDepth(Core::RenderContext& context, glm::mat4 viewProjection, glm
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}
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}
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//void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
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// glDisable(GL_DEPTH_TEST);
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// glUseProgram(programSkybox);
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// glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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// glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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// glUniformMatrix4fv(glGetUniformLocation(programSkybox, "transformation"), 1, GL_FALSE, (float*)&transformation);
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// glUniform1i(glGetUniformLocation(programSkybox, "skybox"), 10);
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// Core::SetActiveTexture(texture::cubemapTexture, "skybox", programSkybox, 0);
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// glUniform1f(glGetUniformLocation(programSkybox, "exposition"), exposition);
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// Core::DrawContext(context);
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// glEnable(GL_DEPTH_TEST);
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//}
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void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
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void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glUseProgram(programSkybox);
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glUseProgram(programSkybox);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programSkybox, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programSkybox, "transformation"), 1, GL_FALSE, (float*)&transformation);
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Core::SetActiveTexture(texture::cubemapTexture, "skybox", programSkybox, 0);
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glUniform1i(glGetUniformLocation(programSkybox, "skybox"), 0);
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//Core::SetActiveTexture(texture::cubemapTexture, "skybox", programSkybox, 0);
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glUniform1f(glGetUniformLocation(programSkybox, "exposition"), exposition);
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glUniform1f(glGetUniformLocation(programSkybox, "exposition"), exposition);
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Core::DrawContext(context);
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Core::DrawContext(context);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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}
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}
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//void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
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// glDisable(GL_DEPTH_TEST);
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//
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// glUseProgram(programSkybox);
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//
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// glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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// glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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//
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// glUniformMatrix4fv(glGetUniformLocation(programSkybox, "transformation"), 1, GL_FALSE, (float*)&transformation);
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// Core::SetActiveTexture(texture::cubemapTexture, "skybox", programSkybox, 0);
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// glUniform1f(glGetUniformLocation(programSkybox, "exposition"), exposition);
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//
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// Core::DrawContext(context);
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//
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// glEnable(GL_DEPTH_TEST);
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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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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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glActiveTexture(GL_TEXTURE0);
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glUniform1i(glGetUniformLocation(program, "depthMap"), 0);
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glUniform1i(glGetUniformLocation(program, "depthMap"), 0);
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@ -495,6 +495,8 @@ void pingPongBluring()
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void renderScene(GLFWwindow* window)
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void renderScene(GLFWwindow* window)
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{
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{
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spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
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spotlightConeDir = spaceshipDir;
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lightShipVP = createPerspectiveMatrix(0.5) * glm::lookAt(spotlightPos, spotlightPos + spotlightConeDir, glm::vec3(0, 1, 0));
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lightShipVP = createPerspectiveMatrix(0.5) * glm::lookAt(spotlightPos, spotlightPos + spotlightConeDir, glm::vec3(0, 1, 0));
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glClearColor(1.f, 1, 1, 1.0f);
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glClearColor(1.f, 1, 1, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -562,9 +564,6 @@ void renderScene(GLFWwindow* window)
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drawObjectPBR(models::displayScreenContext, glm::scale(glm::vec3(0.1,0.1,0.1)) * glm::translate(glm::vec3(-28.5f,9.0f, -20.0f)), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.3f);
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drawObjectPBR(models::displayScreenContext, glm::scale(glm::vec3(0.1,0.1,0.1)) * glm::translate(glm::vec3(-28.5f,9.0f, -20.0f)), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.3f);
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drawObjectPBR(models::chairContext, glm::scale(glm::vec3(0.03,0.03,0.03)) * glm::translate(glm::vec3(-100.5f,0.0f, -35.0f)), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f);
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drawObjectPBR(models::chairContext, glm::scale(glm::vec3(0.03,0.03,0.03)) * glm::translate(glm::vec3(-100.5f,0.0f, -35.0f)), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f);
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spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
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spotlightConeDir = spaceshipDir;
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pingPongBluring();
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pingPongBluring();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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