clean up the branch
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265a83cef4
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c387a67792
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@ -6,27 +6,27 @@ C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(137,38): warning C4305: "=": obci
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(160,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(181,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(200,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(306,13): 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(317,96): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(293,13): 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(304,96): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(321,59): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(308,59): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(493,29): warning C4018: "<": niezgodność typu ze znakiem/bez znaku
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(536,13): 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(570,109): warning C4305: "argument": obcięcie z "double" do "T"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(472,29): warning C4018: "<": niezgodność typu ze znakiem/bez znaku
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(497,13): 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(514,109): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(633,2): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(775,21): warning C4305: "-=": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(777,21): warning C4305: "+=": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(570,2): warning C4305: "argument": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(709,21): warning C4305: "-=": obcięcie z "double" do "float"
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C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(711,21): warning C4305: "+=": obcięcie z "double" do "float"
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Trwa generowanie kodu
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2 of 608 functions ( 0.3%) were compiled, the rest were copied from previous compilation.
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0 functions were new in current compilation
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@ -235,7 +235,6 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 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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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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if (lightOn)
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glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
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@ -245,22 +244,7 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
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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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// 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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glActiveTexture(GL_TEXTURE0);
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@ -290,16 +274,19 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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glUniform3f(glGetUniformLocation(program, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
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glUniform3f(glGetUniformLocation(program, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
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glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
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if (lightOn)
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glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
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else
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glUniform3f(glGetUniformLocation(program, "lightPos"), 1000.f, 1000.f, 1000.f);
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glUniform3f(glGetUniformLocation(program, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
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glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
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glUniform3f(glGetUniformLocation(program, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
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glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
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glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
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//Core::SetActiveTexture(texture::earth, "colorTexture", program, 2);
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//Core::SetActiveTexture(texture::earthNormal, "normalSampler", program, 3);
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Core::DrawContext(context);
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}
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void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
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@ -321,33 +308,32 @@ void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
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glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)));
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drawObjectDepth(models::couchContext, light, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f));
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//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);
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drawObjectDepth(models::coffeeTableContext, light, glm::translate(glm::vec3(2.8f, 0, 0.5f)));
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//drawObjectPBR(models::coffeeTableContext, glm::translate(glm::vec3(2.8f, 0, 0.5f)), glm::vec3(1.f, 1.f, 1.f), 0.4f, 0.0f);
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drawObjectDepth(models::doorContext, light, glm::mat4());
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//drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
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drawObjectDepth(models::planeContext, light, glm::mat4());
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//drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
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drawObjectDepth(models::roomContext, light, glm::mat4());
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//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);
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// draw windows
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drawObjectDepth(models::windowContext, light, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f)));
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//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);
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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)));
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//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);
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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)));
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//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);
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//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)));
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drawObjectDepth(models::deskContext, light, glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.9f)));
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drawObjectDepth(models::displayScreenContext, light, glm::scale(glm::vec3(0.1, 0.1, 0.1)) * glm::translate(glm::vec3(-28.5f, 9.0f, -20.0f)));
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//drawObjectDepth(models::chairContext, light, glm::scale(glm::vec3(0.03, 0.03, 0.03)) * glm::translate(glm::vec3(-100.5f, 0.0f, -35.0f)));
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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)));
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drawObjectDepth(models::ps5Context, light, glm::mat4());
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drawObjectDepth(models::tvStandContext, light, glm::mat4());
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@ -369,16 +355,9 @@ void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
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0.,0.,0.,1.,
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});
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/*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)));
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drawObjectDepth(models::displayScreenContext,light, glm::scale(glm::vec3(0.1,0.1,0.1)) * glm::translate(glm::vec3(-28.5f,9.0f, -20.0f)));
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drawObjectDepth(models::chairContext, light, glm::scale(glm::vec3(0.03,0.03,0.03)) * glm::translate(glm::vec3(-100.5f,0.0f, -35.0f)));*/
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//drawObjectColor(shipContext,
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// glm::translate(cameraPos + 1.5 * cameraDir + cameraUp * -0.5f) * inveseCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),
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// glm::vec3(0.3, 0.3, 0.5)
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// );
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drawObjectDepth(shipContext,
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//drawObjectDepth(shipContext,
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drawObjectDepth(models::spaceshipContext,
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light,
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glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f))
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);
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@ -505,25 +484,7 @@ void pingPongBluring()
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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/**for (unsigned int i = 0; i < amount; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
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glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
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if (first_iteration)
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{
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glBindTexture(GL_TEXTURE_2D, bloomTextureFBO);
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first_iteration = false;
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, pingpongBuffer[!horizontal]);
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}
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//Tu powinnismy rysować obiekt? wywołac funkcje drawObjectPBR?
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Core::DrawContext(models::couchContext);
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horizontal = !horizontal;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);**/
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}
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void renderScene(GLFWwindow* window)
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@ -535,17 +496,7 @@ void renderScene(GLFWwindow* window)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float time = glfwGetTime();
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updateDeltaTime(time);
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// glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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//glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
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//glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
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// spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
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// spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
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// -spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0,
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// 0.,0.,0.,1.,
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// });
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//spotlightPos = spaceshipPos + 0.4 * spaceshipDir;
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//spotlightConeDir = spaceshipDir;
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renderShadowapSun(depthMapFBO, lightVP);
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renderShadowapSun(depthMapShipFBO, lightShipVP);
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@ -555,14 +506,7 @@ void renderScene(GLFWwindow* window)
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drawSkyBox(cubeContext, glm::translate(cameraPos));
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//space lamp
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/*glUseProgram(programSun);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1));
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glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniform3f(glGetUniformLocation(programSun, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2);
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glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
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Core::DrawContext(sphereContext);*/
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if (lightOn) {
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glUseProgram(programSun);
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@ -578,21 +522,16 @@ void renderScene(GLFWwindow* window)
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glUseProgram(program);
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/*drawObjectPBR(sphereContext,
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glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
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glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0);*/
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//drawObjectPBR(models::drawerContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
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//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);
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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);
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drawObjectPBR(models::coffeeTableContext, glm::translate(glm::vec3(2.8f, 0, 0.5f)), glm::vec3(1.f, 1.f, 1.f), 0.4f, 0.0f);
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drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
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drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
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//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);
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drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.8f, 0.0f);
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//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);
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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);
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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(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);
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drawObjectPBR(models::tvContext, glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f);
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drawObjectPBR(models::ps5Context, glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f), 0.0f, 0.2f);
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@ -622,19 +561,14 @@ void renderScene(GLFWwindow* window)
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});
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||||
//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,
|
||||
|
||||
//drawObjectPBR(shipContext,
|
||||
drawObjectPBR(models::spaceshipContext,
|
||||
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);
|
||||
|
@ -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();
|
||||
}
|
||||
}
|
||||
//}
|
Loading…
Reference in New Issue
Block a user