clean up the branch

This commit is contained in:
Anna Śmigiel 2023-02-09 22:07:19 +01:00
parent 265a83cef4
commit c387a67792
11 changed files with 37 additions and 913 deletions

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@ -6,27 +6,27 @@ C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(137,38): warning C4305: "=": obci
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(160,16): warning C4305: "inicjowanie": obcięcie z "double" do "float" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(160,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(181,16): warning C4305: "inicjowanie": obcięcie z "double" do "float" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(181,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(200,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(200,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(306,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(293,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(317,96): warning C4305: "argument": obcięcie z "double" do "T" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(304,96): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(321,59): warning C4305: "argument": obcięcie z "double" do "T" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(308,59): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(493,29): warning C4018: "<": niezgodność typu ze znakiem/bez znaku C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(472,29): warning C4018: "<": niezgodność typu ze znakiem/bez znaku
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(536,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(497,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(570,109): warning C4305: "argument": obcięcie z "double" do "T" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(514,109): warning C4305: "argument": obcięcie z "double" do "T"
with with
[ [
T=float T=float
] ]
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(633,2): warning C4305: "argument": obcięcie z "double" do "float" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(570,2): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(775,21): warning C4305: "-=": obcięcie z "double" do "float" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(709,21): warning C4305: "-=": obcięcie z "double" do "float"
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(777,21): warning C4305: "+=": obcięcie z "double" do "float" C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(711,21): warning C4305: "+=": obcięcie z "double" do "float"
Trwa generowanie kodu Trwa generowanie kodu
2 of 608 functions ( 0.3%) were compiled, the rest were copied from previous compilation. 2 of 608 functions ( 0.3%) were compiled, the rest were copied from previous compilation.
0 functions were new in current compilation 0 functions were new in current compilation

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@ -235,7 +235,6 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
glm::mat4 transformation = viewProjectionMatrix * modelMatrix; glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(programSkybox, "transformation"), 1, GL_FALSE, (float*)&transformation); glUniformMatrix4fv(glGetUniformLocation(programSkybox, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniform1i(glGetUniformLocation(programSkybox, "skybox"), 0); glUniform1i(glGetUniformLocation(programSkybox, "skybox"), 0);
//Core::SetActiveTexture(texture::cubemapTexture, "skybox", programSkybox, 0);
glUniform1f(glGetUniformLocation(programSkybox, "exposition"), exposition); glUniform1f(glGetUniformLocation(programSkybox, "exposition"), exposition);
if (lightOn) if (lightOn)
glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z); glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
@ -245,22 +244,7 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
} }
//void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
// glDisable(GL_DEPTH_TEST);
//
// glUseProgram(programSkybox);
//
// glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
// glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
//
// glUniformMatrix4fv(glGetUniformLocation(programSkybox, "transformation"), 1, GL_FALSE, (float*)&transformation);
// Core::SetActiveTexture(texture::cubemapTexture, "skybox", programSkybox, 0);
// glUniform1f(glGetUniformLocation(programSkybox, "exposition"), exposition);
//
// Core::DrawContext(context);
//
// glEnable(GL_DEPTH_TEST);
//}
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) { void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
@ -290,16 +274,19 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
glUniform3f(glGetUniformLocation(program, "sunDir"), sunDir.x, sunDir.y, sunDir.z); glUniform3f(glGetUniformLocation(program, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
glUniform3f(glGetUniformLocation(program, "sunColor"), sunColor.x, sunColor.y, sunColor.z); glUniform3f(glGetUniformLocation(program, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
if (lightOn)
glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z); glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
else
glUniform3f(glGetUniformLocation(program, "lightPos"), 1000.f, 1000.f, 1000.f);
glUniform3f(glGetUniformLocation(program, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z); glUniform3f(glGetUniformLocation(program, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z); glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
glUniform3f(glGetUniformLocation(program, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z); glUniform3f(glGetUniformLocation(program, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z); glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi); glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
//Core::SetActiveTexture(texture::earth, "colorTexture", program, 2);
//Core::SetActiveTexture(texture::earthNormal, "normalSampler", program, 3);
Core::DrawContext(context); Core::DrawContext(context);
} }
void renderShadowapSun(GLuint depthFBO, glm::mat4 light) { void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
@ -321,33 +308,32 @@ void renderShadowapSun(GLuint depthFBO, glm::mat4 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))); 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::couchContext, light, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f));
//drawObjectPBR(models::couchContext, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f);
drawObjectDepth(models::coffeeTableContext, light, glm::translate(glm::vec3(2.8f, 0, 0.5f))); drawObjectDepth(models::coffeeTableContext, light, glm::translate(glm::vec3(2.8f, 0, 0.5f)));
//drawObjectPBR(models::coffeeTableContext, glm::translate(glm::vec3(2.8f, 0, 0.5f)), glm::vec3(1.f, 1.f, 1.f), 0.4f, 0.0f);
drawObjectDepth(models::doorContext, light, glm::mat4()); drawObjectDepth(models::doorContext, light, glm::mat4());
//drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectDepth(models::planeContext, light, glm::mat4()); drawObjectDepth(models::planeContext, light, glm::mat4());
//drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectDepth(models::roomContext, light, glm::mat4()); drawObjectDepth(models::roomContext, light, glm::mat4());
//drawObjectPBR(models::roomContext, glm::scale(glm::vec3(2.5f, 1.0f, 1.f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.8f, 0.0f);
// draw windows // draw windows
drawObjectDepth(models::windowContext, light, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f))); drawObjectDepth(models::windowContext, light, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f)));
//drawObjectPBR(models::windowContext, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectDepth(models::windowContext, light, glm::eulerAngleY(3.14f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.3f))); drawObjectDepth(models::windowContext, light, glm::eulerAngleY(3.14f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.3f)));
//drawObjectPBR(models::windowContext, glm::eulerAngleY(3.14f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.3f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectDepth(models::windowContext, light, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.45f)) * glm::translate(glm::vec3(-0.6f, 0, -0.25f))); drawObjectDepth(models::windowContext, light, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.45f)) * glm::translate(glm::vec3(-0.6f, 0, -0.25f)));
//drawObjectPBR(models::windowContext, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.45f)) * glm::translate(glm::vec3(-0.6f, 0, -0.25f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
//drawObjectDepth(models::deskContext, light, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(0.2, 0.2, 0.2)) * glm::translate(glm::vec3(7.5f, 0.0f, -15.0f)));
drawObjectDepth(models::deskContext, light, glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.9f))); drawObjectDepth(models::deskContext, light, glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.9f)));
drawObjectDepth(models::displayScreenContext, light, glm::scale(glm::vec3(0.1, 0.1, 0.1)) * glm::translate(glm::vec3(-28.5f, 9.0f, -20.0f))); drawObjectDepth(models::displayScreenContext, light, glm::scale(glm::vec3(0.1, 0.1, 0.1)) * glm::translate(glm::vec3(-28.5f, 9.0f, -20.0f)));
//drawObjectDepth(models::chairContext, light, glm::scale(glm::vec3(0.03, 0.03, 0.03)) * glm::translate(glm::vec3(-100.5f, 0.0f, -35.0f)));
drawObjectDepth(models::chairContext, light, glm::scale(glm::vec3(1.0f, 1.2f, 1.0f)) * glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.5f))); drawObjectDepth(models::chairContext, light, glm::scale(glm::vec3(1.0f, 1.2f, 1.0f)) * glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.5f)));
drawObjectDepth(models::ps5Context, light, glm::mat4()); drawObjectDepth(models::ps5Context, light, glm::mat4());
drawObjectDepth(models::tvStandContext, light, glm::mat4()); drawObjectDepth(models::tvStandContext, light, glm::mat4());
@ -369,16 +355,9 @@ void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
0.,0.,0.,1., 0.,0.,0.,1.,
}); });
/*drawObjectDepth(models::deskContext,light, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(0.2,0.2,0.2)) * glm::translate(glm::vec3(7.5f,0.0f, -15.0f)));
drawObjectDepth(models::displayScreenContext,light, glm::scale(glm::vec3(0.1,0.1,0.1)) * glm::translate(glm::vec3(-28.5f,9.0f, -20.0f)));
drawObjectDepth(models::chairContext, light, glm::scale(glm::vec3(0.03,0.03,0.03)) * glm::translate(glm::vec3(-100.5f,0.0f, -35.0f)));*/
//drawObjectDepth(shipContext,
//drawObjectColor(shipContext, drawObjectDepth(models::spaceshipContext,
// 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, light,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)) glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f))
); );
@ -505,25 +484,7 @@ void pingPongBluring()
} }
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
/**for (unsigned int i = 0; i < amount; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
if (first_iteration)
{
glBindTexture(GL_TEXTURE_2D, bloomTextureFBO);
first_iteration = false;
}
else
{
glBindTexture(GL_TEXTURE_2D, pingpongBuffer[!horizontal]);
}
//Tu powinnismy rysować obiekt? wywołac funkcje drawObjectPBR?
Core::DrawContext(models::couchContext);
horizontal = !horizontal;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);**/
} }
void renderScene(GLFWwindow* window) void renderScene(GLFWwindow* window)
@ -535,17 +496,7 @@ void renderScene(GLFWwindow* window)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float time = glfwGetTime(); float time = glfwGetTime();
updateDeltaTime(time); updateDeltaTime(time);
// 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.,
// });
//spotlightPos = spaceshipPos + 0.4 * spaceshipDir;
//spotlightConeDir = spaceshipDir;
renderShadowapSun(depthMapFBO, lightVP); renderShadowapSun(depthMapFBO, lightVP);
renderShadowapSun(depthMapShipFBO, lightShipVP); renderShadowapSun(depthMapShipFBO, lightShipVP);
@ -555,14 +506,7 @@ void renderScene(GLFWwindow* window)
drawSkyBox(cubeContext, glm::translate(cameraPos)); drawSkyBox(cubeContext, glm::translate(cameraPos));
//space lamp
/*glUseProgram(programSun);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1));
glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniform3f(glGetUniformLocation(programSun, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2);
glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
Core::DrawContext(sphereContext);*/
if (lightOn) { if (lightOn) {
glUseProgram(programSun); glUseProgram(programSun);
@ -578,21 +522,16 @@ void renderScene(GLFWwindow* window)
glUseProgram(program); glUseProgram(program);
/*drawObjectPBR(sphereContext,
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)),
glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0);*/
//drawObjectPBR(models::drawerContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f); drawObjectPBR(models::couchContext, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f);
//drawObjectPBR(models::couchContext, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f);
drawObjectPBR(models::coffeeTableContext, glm::translate(glm::vec3(2.8f, 0, 0.5f)), glm::vec3(1.f, 1.f, 1.f), 0.4f, 0.0f); drawObjectPBR(models::coffeeTableContext, glm::translate(glm::vec3(2.8f, 0, 0.5f)), glm::vec3(1.f, 1.f, 1.f), 0.4f, 0.0f);
drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
//drawObjectPBR(models::roomContext, glm::scale(glm::vec3(2.5f, 1.0f, 1.f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.8f, 0.0f);
drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.8f, 0.0f); drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.8f, 0.0f);
//drawObjectPBR(models::deskContext, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(0.2, 0.2, 0.2)) * glm::translate(glm::vec3(7.5f, 0.0f, -15.0f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.0f);
drawObjectPBR(models::deskContext, glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.9f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.0f); drawObjectPBR(models::deskContext, glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.9f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.0f);
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); 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);
//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);
drawObjectPBR(models::chairContext, glm::scale(glm::vec3(1.0f, 1.2f, 1.0f)) * glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.5f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.0f, 0.2f); drawObjectPBR(models::chairContext, glm::scale(glm::vec3(1.0f, 1.2f, 1.0f)) * glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.5f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.0f, 0.2f);
drawObjectPBR(models::tvContext, glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f); drawObjectPBR(models::tvContext, glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f);
drawObjectPBR(models::ps5Context, glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f); drawObjectPBR(models::ps5Context, glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f);
@ -622,19 +561,14 @@ void renderScene(GLFWwindow* window)
}); });
//drawObjectColor(shipContext,
// glm::translate(cameraPos + 1.5 * cameraDir + cameraUp * -0.5f) * inveseCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()), //drawObjectPBR(shipContext,
// glm::vec3(0.3, 0.3, 0.5) drawObjectPBR(models::spaceshipContext,
// );
drawObjectPBR(shipContext,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)), glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
glm::vec3(0.3, 0.3, 0.5), glm::vec3(0.3, 0.3, 0.5),
0.2,1.0 0.2,1.0
); );
/*drawObjectPBR(models::deskContext, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(0.2,0.2,0.2)) * glm::translate(glm::vec3(7.5f,0.0f, -15.0f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.0f);
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);
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);*/
pingPongBluring(); pingPongBluring();
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);

View File

@ -1,810 +0,0 @@
#include "glew.h"
#include <GLFW/glfw3.h>
#include "glm.hpp"
#include "ext.hpp"
#include <iostream>
#include <cmath>
#include "Shader_Loader.h"
#include "Render_Utils.h"
#include "Texture.h"
#include "Box.cpp"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
#include<array>
#include "SOIL/SOIL.h"
#include "SOIL/stb_image_aug.h"
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
int WIDTH = 800, HEIGHT = 800;
namespace models {
Core::RenderContext couchContext;
Core::RenderContext coffeeTableContext;
Core::RenderContext doorContext;
Core::RenderContext drawerContext;
Core::RenderContext planeContext;
Core::RenderContext roomContext;
Core::RenderContext deskContext;
Core::RenderContext spaceshipContext;
Core::RenderContext sphereContext;
Core::RenderContext windowContext;
Core::RenderContext testContext;
Core::RenderContext chairContext;
Core::RenderContext displayScreenContext;
Core::RenderContext tvContext;
Core::RenderContext ps5Context;
Core::RenderContext tvStandContext;
Core::RenderContext carpetContext;
Core::RenderContext cabinet1Context;
Core::RenderContext cabinet2Context;
Core::RenderContext lampContext;
Core::RenderContext bookshelfContext;
Core::RenderContext lightSwitchContext;
Core::RenderContext easelContext;
Core::RenderContext carContext;
Core::RenderContext vaseContext;
}
namespace texture {
GLuint cubemapTexture;
GLuint earth;
GLuint earthNormal;
}
Core::RenderContext cubeContext;;
std::vector<std::string> faces =
{
"textures/skybox/right2.jpg",
"textures/skybox/left2.jpg",
"textures/skybox/top2.jpg",
"textures/skybox/bottom2.jpg",
"textures/skybox/front2.jpg",
"textures/skybox/back2.jpg",
};
GLuint depthMapFBO;
GLuint depthMap;
GLuint depthMapShipFBO;
GLuint depthMapShip;
GLuint bloomTextureFBO;
GLuint program;
GLuint programSun;
GLuint programTest;
GLuint programTex;
GLuint programDepth;
GLuint programSkybox;
GLuint programBlur;
Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext;
Core::RenderContext sphereContext;
glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, 0.369280f);
glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106, 0.003226f);
glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f)*5;
glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
unsigned int colorBuffers[2];
unsigned int pingpongFBO[2];
unsigned int pingpongBuffer[2];
GLuint VAO,VBO;
float aspectRatio = 1.f;
float exposition = 1.f;
glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6); //cienie z latarki
glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
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(-4.f, 3.f, -2.5f, 5.f, -10.0f, 20.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0)); //
glm::mat4 lightShipVP;
float lastTime = -1.f;
float deltaTime = 0.f;
bool lightOn = true;
glm::vec3 carPosTranform = glm::vec3(0, 0, 0);
void updateDeltaTime(float time) {
if (lastTime < 0) {
lastTime = time;
return;
}
deltaTime = time - lastTime;
if (deltaTime > 0.1) deltaTime = 0.1;
lastTime = time;
}
glm::mat4 createCameraMatrix()
{
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f)));
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide,cameraDir));
glm::mat4 cameraRotrationMatrix = glm::mat4({
cameraSide.x,cameraSide.y,cameraSide.z,0,
cameraUp.x,cameraUp.y,cameraUp.z ,0,
-cameraDir.x,-cameraDir.y,-cameraDir.z,0,
0.,0.,0.,1.,
});
cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix);
glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPos);
return cameraMatrix;
}
glm::mat4 createPerspectiveMatrix() //do shaderow
{
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({
1,0.,0.,0.,
0.,aspectRatio,0.,0.,
0.,0.,(f + n) / (n - f),2 * f * n / (n - f),
0.,0.,-1.,0.,
});
perspectiveMatrix = glm::transpose(perspectiveMatrix);
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;
glGenTextures(1, &texture::cubemapTexture);
glBindTexture(GL_TEXTURE_CUBE_MAP, texture::cubemapTexture);
int w, h;
unsigned char* data;
for (unsigned int i = 0; i < 6; i++)
{
data = SOIL_load_image(faces[i].c_str(), &w, &h, 0, SOIL_LOAD_RGBA);
glTexImage2D(
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data
);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
void drawObjectDepth(Core::RenderContext& context, glm::mat4 viewProjection, glm::mat4 modelMatrix)
{
glUseProgram(programDepth);
glUniformMatrix4fv(glGetUniformLocation(programDepth, "viewProjectionMatrix"), 1, GL_FALSE, (float*)&viewProjection);
glUniformMatrix4fv(glGetUniformLocation(programDepth, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
Core::DrawContext(context);
}
void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
glDisable(GL_DEPTH_TEST);
glUseProgram(programSkybox);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(programSkybox, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniform1i(glGetUniformLocation(programSkybox, "skybox"), 0);
//Core::SetActiveTexture(texture::cubemapTexture, "skybox", programSkybox, 0);
glUniform1f(glGetUniformLocation(programSkybox, "exposition"), exposition);
if (lightOn)
glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
else
glUniform3f(glGetUniformLocation(program, "lightPos"), 1000.f, 1000.f, 1000.f);
Core::DrawContext(context);
glEnable(GL_DEPTH_TEST);
}
//void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
// glDisable(GL_DEPTH_TEST);
//
// glUseProgram(programSkybox);
//
// glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
// glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
//
// glUniformMatrix4fv(glGetUniformLocation(programSkybox, "transformation"), 1, GL_FALSE, (float*)&transformation);
// Core::SetActiveTexture(texture::cubemapTexture, "skybox", programSkybox, 0);
// glUniform1f(glGetUniformLocation(programSkybox, "exposition"), exposition);
//
// Core::DrawContext(context);
//
// glEnable(GL_DEPTH_TEST);
//}
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;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform1f(glGetUniformLocation(program, "exposition"), exposition);
glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUniform3f(glGetUniformLocation(program, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
glUniform3f(glGetUniformLocation(program, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
glUniform3f(glGetUniformLocation(program, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
glUniform3f(glGetUniformLocation(program, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
//Core::SetActiveTexture(texture::earth, "colorTexture", program, 2);
//Core::SetActiveTexture(texture::earthNormal, "normalSampler", program, 3);
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);
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));
//drawObjectPBR(models::couchContext, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f);
drawObjectDepth(models::coffeeTableContext, light, glm::translate(glm::vec3(2.8f, 0, 0.5f)));
//drawObjectPBR(models::coffeeTableContext, glm::translate(glm::vec3(2.8f, 0, 0.5f)), glm::vec3(1.f, 1.f, 1.f), 0.4f, 0.0f);
drawObjectDepth(models::doorContext, light, glm::mat4());
//drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectDepth(models::planeContext, light, glm::mat4());
//drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectDepth(models::roomContext, light, glm::mat4());
//drawObjectPBR(models::roomContext, glm::scale(glm::vec3(2.5f, 1.0f, 1.f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.8f, 0.0f);
// draw windows
drawObjectDepth(models::windowContext, light, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f)));
//drawObjectPBR(models::windowContext, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectDepth(models::windowContext, light, glm::eulerAngleY(3.14f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.3f)));
//drawObjectPBR(models::windowContext, glm::eulerAngleY(3.14f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.3f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectDepth(models::windowContext, light, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.45f)) * glm::translate(glm::vec3(-0.6f, 0, -0.25f)));
//drawObjectPBR(models::windowContext, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.45f)) * glm::translate(glm::vec3(-0.6f, 0, -0.25f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
//drawObjectDepth(models::deskContext, light, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(0.2, 0.2, 0.2)) * glm::translate(glm::vec3(7.5f, 0.0f, -15.0f)));
drawObjectDepth(models::deskContext, light, glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.9f)));
drawObjectDepth(models::displayScreenContext, light, glm::scale(glm::vec3(0.1, 0.1, 0.1)) * glm::translate(glm::vec3(-28.5f, 9.0f, -20.0f)));
//drawObjectDepth(models::chairContext, light, glm::scale(glm::vec3(0.03, 0.03, 0.03)) * glm::translate(glm::vec3(-100.5f, 0.0f, -35.0f)));
drawObjectDepth(models::chairContext, light, glm::scale(glm::vec3(1.0f, 1.2f, 1.0f)) * glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.5f)));
drawObjectDepth(models::ps5Context, light, glm::mat4());
drawObjectDepth(models::tvStandContext, light, glm::mat4());
drawObjectDepth(models::carpetContext, light, glm::mat4());
drawObjectDepth(models::cabinet1Context, light, glm::mat4());
drawObjectDepth(models::cabinet2Context, light, glm::mat4());
drawObjectDepth(models::lampContext, light, glm::mat4());
drawObjectDepth(models::bookshelfContext, light, glm::mat4());
drawObjectDepth(models::easelContext, light, glm::mat4());
drawObjectDepth(models::carContext, light, glm::translate(carPosTranform));
drawObjectDepth(models::vaseContext, light, glm::translate(glm::vec3(1.1f, 1.41f, -2.2f)));
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.,
});
/*drawObjectDepth(models::deskContext,light, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(0.2,0.2,0.2)) * glm::translate(glm::vec3(7.5f,0.0f, -15.0f)));
drawObjectDepth(models::displayScreenContext,light, glm::scale(glm::vec3(0.1,0.1,0.1)) * glm::translate(glm::vec3(-28.5f,9.0f, -20.0f)));
drawObjectDepth(models::chairContext, light, glm::scale(glm::vec3(0.03,0.03,0.03)) * glm::translate(glm::vec3(-100.5f,0.0f, -35.0f)));*/
//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);
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);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
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);
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);
}
void initBloom()
{
// set up floating point framebuffer to render scene to
glGenFramebuffers(1, &bloomTextureFBO);
glBindFramebuffer(GL_FRAMEBUFFER, bloomTextureFBO);
glGenTextures(2, colorBuffers);
for (unsigned int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, colorBuffers[i]);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// attach texture to framebuffer
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, colorBuffers[i], 0
);
unsigned int rboDepth;
glGenRenderbuffers(1, &rboDepth);
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
unsigned int attachments[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
glDrawBuffers(2, attachments);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "Framebuffer not complete!" << std::endl;
}
}
void initPingPong()
{
glGenFramebuffers(2, pingpongFBO);
glGenTextures(2, pingpongBuffer);
for (unsigned int i = 0; i < 2; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]);
glBindTexture(GL_TEXTURE_2D, pingpongBuffer[i]);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpongBuffer[i], 0
);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
void pingPongBluring()
{
bool horizontal = true, first_iteration = true;
int amount = 50;
glUseProgram(programBlur);
for (unsigned int i = 0; i < amount; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
glBindTexture(
GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongBuffer[!horizontal]
);
Core::SetActiveTexture(first_iteration ? colorBuffers[1] : pingpongBuffer[!horizontal], "image",programBlur, 0);
Core::DrawContext(models::testContext);
horizontal = !horizontal;
if (first_iteration)
first_iteration = false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
/**for (unsigned int i = 0; i < amount; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
if (first_iteration)
{
glBindTexture(GL_TEXTURE_2D, bloomTextureFBO);
first_iteration = false;
}
else
{
glBindTexture(GL_TEXTURE_2D, pingpongBuffer[!horizontal]);
}
//Tu powinnismy rysować obiekt? wywołac funkcje drawObjectPBR?
Core::DrawContext(models::couchContext);
horizontal = !horizontal;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);**/
}
void renderScene(GLFWwindow* window)
{
spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
spotlightConeDir = spaceshipDir;
lightShipVP = createPerspectiveMatrix(0.5) * glm::lookAt(spotlightPos, spotlightPos + spotlightConeDir, glm::vec3(0, 1, 0));
glClearColor(1.f, 1, 1, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float time = glfwGetTime();
updateDeltaTime(time);
// 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.,
// });
//spotlightPos = spaceshipPos + 0.4 * spaceshipDir;
//spotlightConeDir = spaceshipDir;
renderShadowapSun(depthMapFBO, lightVP);
renderShadowapSun(depthMapShipFBO, lightShipVP);
glBindFramebuffer(GL_FRAMEBUFFER, bloomTextureFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0,0,WIDTH, HEIGHT);
drawSkyBox(cubeContext, glm::translate(cameraPos));
//space lamp
/*glUseProgram(programSun);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1));
glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniform3f(glGetUniformLocation(programSun, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2);
glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
Core::DrawContext(sphereContext);*/
if (lightOn) {
glUseProgram(programSun);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1));
glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniform3f(glGetUniformLocation(programSun, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2);
glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
Core::DrawContext(sphereContext);
}
//pingPongBluring(time);
glUseProgram(program);
/*drawObjectPBR(sphereContext,
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)),
glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0);*/
//drawObjectPBR(models::drawerContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
//drawObjectPBR(models::couchContext, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f);
drawObjectPBR(models::coffeeTableContext, glm::translate(glm::vec3(2.8f, 0, 0.5f)), glm::vec3(1.f, 1.f, 1.f), 0.4f, 0.0f);
drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
//drawObjectPBR(models::roomContext, glm::scale(glm::vec3(2.5f, 1.0f, 1.f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.8f, 0.0f);
drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.8f, 0.0f);
//drawObjectPBR(models::deskContext, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(0.2, 0.2, 0.2)) * glm::translate(glm::vec3(7.5f, 0.0f, -15.0f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.0f);
drawObjectPBR(models::deskContext, glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.9f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.0f);
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);
//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);
drawObjectPBR(models::chairContext, glm::scale(glm::vec3(1.0f, 1.2f, 1.0f)) * glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.5f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.0f, 0.2f);
drawObjectPBR(models::tvContext, glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f);
drawObjectPBR(models::ps5Context, glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f);
drawObjectPBR(models::tvStandContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f);
drawObjectPBR(models::carpetContext, glm::mat4(), glm::vec3(0.6745098039215686f, 0.6352941176470588f, 0.6235294117647059f), 0.0f, 0.2f);
drawObjectPBR(models::cabinet1Context, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f);
drawObjectPBR(models::cabinet2Context, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f);
drawObjectPBR(models::lampContext, glm::translate(glm::vec3(0.023f, 0.15f, 0.0f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f);
drawObjectPBR(models::bookshelfContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f);
drawObjectPBR(models::lightSwitchContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.2f);
drawObjectPBR(models::easelContext, glm::mat4(), glm::vec3(0.6745098039215686f, 0.6352941176470588f, 0.6235294117647059f), 0.0f, 0.2f);
drawObjectPBR(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)), glm::vec3(244.0f / 255.0f, 245.0f / 255.0f, 220.0f / 255.0f), 0.0f, 0.2f);
// draw windows
drawObjectPBR(models::windowContext, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectPBR(models::windowContext, glm::eulerAngleY(3.14f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.3f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectPBR(models::windowContext, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.45f)) * glm::translate(glm::vec3(-0.6f, 0, -0.25f)), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
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)
// );
drawObjectPBR(shipContext,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
glm::vec3(0.3, 0.3, 0.5),
0.2,1.0
);
/*drawObjectPBR(models::deskContext, glm::eulerAngleY(1.57f) * glm::scale(glm::vec3(0.2,0.2,0.2)) * glm::translate(glm::vec3(7.5f,0.0f, -15.0f)), glm::vec3(1.0f, 1.0f, 1.0f), 0.0f, 0.0f);
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);
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);*/
pingPongBluring();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//test depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programTest);
Core::SetActiveTexture(colorBuffers[0], "color", programTest, 0);
Core::SetActiveTexture(pingpongBuffer[1], "highlight", programTest, 1);
//Core::SetActiveTexture(colorBuffers[0],prog)
Core::DrawContext(models::testContext);
glUseProgram(0);
glfwSwapBuffers(window);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
aspectRatio = width / float(height);
glViewport(0, 0, width, height);
WIDTH = width;
HEIGHT = height;
initBloom();
initPingPong();
}
void loadModelToContext(std::string path, Core::RenderContext& context)
{
Assimp::Importer import;
const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl;
return;
}
context.initFromAssimpMesh(scene->mMeshes[0]);
}
void init(GLFWwindow* window)
{
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glEnable(GL_DEPTH_TEST);
program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
programDepth = shaderLoader.CreateProgram("shaders/shader_shadowmapsun.vert", "shaders/shader_shadowmapsun.frag");
programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag");
loadCubemap(faces);
initDepthMap();
texture::earth = Core::LoadTexture("textures/room/earth.png");
texture::earthNormal = Core::LoadTexture("textures/room/earth_normalmap.png");
loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/spaceship.obj", shipContext);
loadModelToContext("./models/cube.obj", cubeContext);
loadModelToContext("./models/couch.obj", models::couchContext);
loadModelToContext("./models/coffeeTable.obj", models::coffeeTableContext);
loadModelToContext("./models/door.obj", models::doorContext);
loadModelToContext("./models/drawer.obj", models::drawerContext);
loadModelToContext("./models/plane.obj", models::planeContext);
//loadModelToContext("./models/room_2.obj", models::roomContext);
loadModelToContext("./models/room/room3.obj", models::roomContext);
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
loadModelToContext("./models/sphere.obj", models::sphereContext);
loadModelToContext("./models/window.obj", models::windowContext);
loadModelToContext("./models/test.obj", models::testContext);
loadModelToContext("./models/desk.obj", models::deskContext);
loadModelToContext("./models/monitor.obj", models::displayScreenContext);
loadModelToContext("./models/chair.obj", models::chairContext);
loadModelToContext("./models/tv/tv.obj", models::tvContext);
loadModelToContext("./models/tv_stand/tv_stand.obj", models::tvStandContext);
loadModelToContext("./models/ps5/ps5.obj", models::ps5Context);
loadModelToContext("./models/carpet/carpet.obj", models::carpetContext);
loadModelToContext("./models/cabinet_1/cabinet.obj", models::cabinet1Context);
loadModelToContext("./models/cabinet_2/cabinet.obj", models::cabinet2Context);
loadModelToContext("./models/lamp/lamp.obj", models::lampContext);
loadModelToContext("./models/bookshelf/bookshelf.obj", models::bookshelfContext);
loadModelToContext("./models/light_switch/light_switch.obj", models::lightSwitchContext);
loadModelToContext("./models/easel/easel3.obj", models::easelContext);
loadModelToContext("./models/car/car.obj", models::carContext);
loadModelToContext("./models/ceramic_vase_02_4k.obj", models::vaseContext);
initDepthMap();
initDepthMapShip();
initBloom();
initPingPong();
}
void shutdown(GLFWwindow* window)
{
shaderLoader.DeleteProgram(program);
}
//obsluga wejscia
void processInput(GLFWwindow* window)
{
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f,1.f,0.f)));
glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
glm::vec3 carSide = glm::vec3(0.f, 0.f, 1.f);
glm::vec3 carUp = glm::vec3(1.f, 0.f, 0.f);
float angleSpeed = 0.05f * deltaTime * 60;
float moveSpeed = 0.05f * deltaTime * 60;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
spaceshipPos += spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
spaceshipPos -= spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
spaceshipPos += spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
spaceshipPos -= spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
spaceshipPos += spaceshipUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
spaceshipPos -= spaceshipUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
cameraPos = spaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
cameraDir = spaceshipDir;
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
exposition -= 0.05;
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
exposition += 0.05;
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS) {
printf("spaceshipPos = glm::vec3(%ff, %ff, %ff);\n", spaceshipPos.x, spaceshipPos.y, spaceshipPos.z);
printf("spaceshipDir = glm::vec3(%ff, %ff, %ff);\n", spaceshipDir.x, spaceshipDir.y, spaceshipDir.z);
}
if (glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS)
lightOn = !lightOn;
// if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS)
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
carPosTranform += carUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
carPosTranform -= carUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS)
carPosTranform -= carSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS)
carPosTranform += carSide * moveSpeed;
//cameraDir = glm::normalize(-cameraPos);
}
// funkcja jest glowna petla
void renderLoop(GLFWwindow* window) {
while (!glfwWindowShouldClose(window))
{
processInput(window);
renderScene(window);
//glfwSwapBuffers(window);
glfwPollEvents();
}
}
//}