Merge branch 'bloom'

This commit is contained in:
Anna Śmigiel 2023-02-09 22:34:30 +01:00
commit f285c95732
60 changed files with 311 additions and 112 deletions

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@ -1,44 +1,39 @@
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.CppBuild.targets(513,5): warning MSB8028: Katalog pośredni (Debug\) zawiera pliki udostępnione z innego projektu (grk-cw9.vcxproj). Może to spowodować niepoprawne zachowanie podczas oczyszczania i ponownej kompilacji.
C:\software\vs19\MSBuild\Microsoft\VC\v160\Microsoft.CppBuild.targets(513,5): warning MSB8028: The intermediate directory (Debug\) contains files shared from another project (grk-cw9.vcxproj). This can lead to incorrect clean and rebuild behavior.
main.cpp
C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra
D:\UAM\Grafika komputerowa\projekt\GRK_Room\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY”
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(111,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(130,38): warning C4305: "=": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(153,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(172,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(190,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(276,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(287,96): warning C4305: "argument": obcięcie z "double" do "T"
C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: 'APIENTRY': macro redefinition
C:\Users\s464961\Source\Repos\GRK_Room\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : see previous definition of 'APIENTRY'
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(107,30): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(122,38): warning C4305: '=': truncation from 'double' to 'float'
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(145,16): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(166,16): warning C4305: 'initializing': truncation from 'double' to 'float'
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(185,15): warning C4101: 'textureID': unreferenced local variable
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(268,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(279,96): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(291,59): warning C4305: "argument": obcięcie z "double" do "T"
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(283,59): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(388,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(412,109): warning C4305: "argument": obcięcie z "double" do "T"
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(440,29): warning C4018: '<': signed/unsigned mismatch
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(480,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(493,108): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(421,87): warning C4305: "argument": obcięcie z "double" do "T"
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(504,59): warning C4305: 'argument': truncation from 'double' to 'T'
with
[
T=float
]
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(421,223): warning C4305: "argument": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(424,59): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(425,37): warning C4305: "argument": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(462,2): warning C4305: "argument": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(594,21): warning C4305: "-=": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(596,21): warning C4305: "+=": obcięcie z "double" do "float"
Box.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
LINK : warning LNK4098: domyślna biblioteka „MSVCRT” powoduje konflikt z innymi bibliotekami; użyj opcji /NODEFAULTLIB:biblioteka
grk-cw9.vcxproj -> D:\UAM\Grafika komputerowa\projekt\GRK_Room\Debug\room.exe
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(505,37): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(538,2): warning C4305: 'argument': truncation from 'double' to 'float'
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(662,21): warning C4305: '-=': truncation from 'double' to 'float'
C:\Users\s464961\source\repos\GRK_Room\cw 9\src\room.hpp(664,21): warning C4305: '+=': truncation from 'double' to 'float'
Box.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
grk-cw9.vcxproj -> C:\Users\s464961\Source\Repos\GRK_Room\Debug\room.exe

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@ -2,7 +2,7 @@
<Project>
<ProjectOutputs>
<ProjectOutput>
<FullPath>D:\UAM\Grafika komputerowa\projekt\GRK_Room\Debug\room.exe</FullPath>
<FullPath>C:\Users\Genos\Source\Repos\GRK_Room22\Debug\room.exe</FullPath>
</ProjectOutput>
</ProjectOutputs>
<ContentFiles />

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@ -1,2 +1,2 @@
PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0:
Debug|Win32|D:\UAM\Grafika komputerowa\projekt\GRK_Room\|
Debug|Win32|C:\Users\Genos\Source\Repos\GRK_Room22\|

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@ -1,46 +1,35 @@
 main.cpp
C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra
C:\Users\Genos\source\repos\GRK_Room\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY”
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(94,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(109,38): warning C4305: "=": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(132,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(153,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(172,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(252,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(263,96): warning C4305: "argument": obcięcie z "double" do "T"
C:\Users\annas\Desktop\graf\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY”
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(119,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(137,38): warning C4305: "=": 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(200,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie
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(304,96): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(267,59): warning C4305: "argument": obcięcie z "double" do "T"
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(308,59): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(343,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(353,108): warning C4305: "argument": obcięcie z "double" do "T"
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(497,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
C:\Users\annas\Desktop\graf\cw 9\src\room.hpp(514,109): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(361,87): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(361,223): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(364,59): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(365,37): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(393,2): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(501,21): warning C4305: "-=": obcięcie z "double" do "float"
C:\Users\Genos\source\repos\GRK_Room\cw 9\src\room.hpp(503,21): warning C4305: "+=": obcięcie z "double" do "float"
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(709,21): 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
35 of 586 functions ( 6.0%) 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
15 functions had inline decision re-evaluated but remain unchanged
6 functions had inline decision re-evaluated but remain unchanged
Zakończono generowanie kodu
grk-cw9.vcxproj -> C:\Users\Genos\source\repos\GRK_Room\Release\room.exe
grk-cw9.vcxproj -> C:\Users\annas\Desktop\graf\Release\room.exe

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@ -2,7 +2,7 @@
<Project>
<ProjectOutputs>
<ProjectOutput>
<FullPath>C:\Users\Genos\source\repos\GRK_Room\Release\room.exe</FullPath>
<FullPath>C:\Users\annas\Desktop\graf\Release\room.exe</FullPath>
</ProjectOutput>
</ProjectOutputs>
<ContentFiles />

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@ -1,2 +1,2 @@
PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0:
Release|Win32|C:\Users\Genos\source\repos\GRK_Room\|
Release|Win32|C:\Users\annas\Desktop\graf\|

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@ -41,6 +41,8 @@
<None Include="shaders\shader_9_1.vert" />
<None Include="shaders\shader_8_sun.frag" />
<None Include="shaders\shader_8_sun.vert" />
<None Include="shaders\shader_blur.frag" />
<None Include="shaders\shader_blur.vert" />
<None Include="shaders\shader_shadowmapsun.frag" />
<None Include="shaders\shader_shadowmapsun.vert" />
<None Include="shaders\shader_skybox.frag" />

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@ -121,5 +121,11 @@
<None Include="shaders\shader_shadowmapsun.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_blur.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_blur.frag">
<Filter>Shader Files</Filter>
</None>
</ItemGroup>
</Project>

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@ -1,11 +1,20 @@
#version 430 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BloomColor;
uniform vec3 color;
uniform float exposition;
out vec4 outColor;
void main()
{
outColor = vec4(vec3(1.0) - exp(-color*exposition),1);
//outColor = vec4(color, 1.0);
float brightness = dot(FragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 1.0)
BloomColor = vec4(FragColor.rgb, 1.0);
else
BloomColor = vec4(0.0, 0.0, 0.0, 1.0);
BloomColor = vec4(color, 1.0);
}

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@ -4,10 +4,12 @@ layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
//gl_Position = vec4(vertexPosition, 1.0);
}

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@ -1,5 +1,8 @@
#version 430 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BloomColor;
float AMBIENT = 0.03;
float PI = 3.14;
@ -148,11 +151,21 @@ void main()
attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2)*calculateShadow(normal, spotlightDir, shipPos, depthMapShip);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//sun
ilumination=ilumination+PBRLight(sunDir,sunColor*calculateShadow(normal, spotlightDir, sunSpacePos, depthMap),normal,viewDir);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
outColor = vec4(vec3(1.01) - exp(-ilumination*exposition),1);
FragColor = outColor;
// check whether fragment output is higher than threshold, if so output as brightness color
float brightness = dot(FragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 1.0)
BloomColor = vec4(FragColor.rgb, 1.0);
else
BloomColor = vec4(0.0, 0.0, 0.0, 1.0);
//outColor = vec4(roughness,metallic,0,1);
//outColor = vec4(test;
}

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@ -1,12 +1,21 @@
#version 430 core
uniform samplerCube skybox;
uniform float exposition;
in vec3 texCoord;
out vec4 outColor;
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BloomColor;
out vec4 out_color;
void main()
{
out_color = texture(skybox,texCoord);
outColor = vec4(vec3(1.0) - exp(-texture(skybox,texCoord).rgb*exposition),1);
FragColor = outColor;
float brightness = dot(FragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 1.0)
BloomColor = vec4(FragColor.rgb, 1.0);
else
BloomColor = vec4(0.0, 0.0, 0.0, 1.0);
}

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@ -3,17 +3,46 @@ out vec4 FragColor;
in vec2 tc;
uniform sampler2D depthMap;
uniform sampler2D color;
uniform sampler2D highlight;
float rescale_z(float z){
float n = 0.05;
float f = 20.;
return (2*n*f/(z*(n-f)+n+f))/f;
}
float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
vec4 blur()
{
vec2 tex_offset = 1.0 / textureSize(color, 0); // gets size of single texel
vec3 result = texture(highlight, tc).rgb * weight[0]; // current fragment's contribution
bool horizontal = true;
if(horizontal)
{
for(int i = 1; i < 5; ++i)
{
result += texture(highlight, tc + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
result += texture(highlight, tc - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
}
}
else
{
for(int i = 1; i < 5; ++i)
{
result += texture(highlight, tc + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(highlight, tc - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
}
}
return vec4(result, 1.0);
}
void main()
{
float depthValue = texture(depthMap, tc).r;
//float depthValue = texture(depthMap, tc).r;
//FragColor = vec4(vec3(rescale_z(depthValue)+0.5), 1.0);
FragColor = vec4(vec3((depthValue)+0.5), 1.0);
//FragColor = vec4(vec3((depthValue)+0.5), 1.0);
FragColor = vec4(texture(highlight, tc).rgb+texture(color, tc).rgb,1);
//FragColor = vec4( (texture(color, tc)-0.98)*50);
}

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@ -10,5 +10,5 @@ out vec2 tc;
void main()
{
tc = vertexTexCoord;
gl_Position = vec4(vertexPosition*0.5, 1.0);
gl_Position = vec4(vertexPosition, 1.0);
}

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@ -23,7 +23,7 @@ int main(int argc, char** argv)
#endif
// tworzenie okna za pomoca glfw
GLFWwindow* window = glfwCreateWindow(500, 500, "The Best Room", NULL, NULL);
GLFWwindow* window = glfwCreateWindow(800, 800, "The Best Room", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
@ -34,7 +34,7 @@ int main(int argc, char** argv)
// ladowanie OpenGL za pomoca glew
glewInit();
glViewport(0, 0, 500, 500);
glViewport(0, 0, 800, 800);
init(window);

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@ -15,13 +15,13 @@
#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 = 500, HEIGHT = 500;
int WIDTH = 800, HEIGHT = 800;
namespace models {
Core::RenderContext couchContext;
@ -48,7 +48,6 @@ namespace models {
Core::RenderContext lightSwitchContext;
Core::RenderContext easelContext;
Core::RenderContext carContext;
Core::RenderContext flowerContext;
Core::RenderContext vaseContext;
}
@ -66,7 +65,7 @@ std::vector<std::string> faces =
"textures/skybox/left2.jpg",
"textures/skybox/top2.jpg",
"textures/skybox/bottom2.jpg",
"textures/skybox/front2.jpg",
"textures/skybox/front2.jpg",
"textures/skybox/back2.jpg",
};
@ -76,12 +75,15 @@ 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;
@ -97,20 +99,25 @@ 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);
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 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;
@ -119,7 +126,6 @@ float deltaTime = 0.f;
bool lightOn = true;
glm::vec3 carPosTranform = glm::vec3(0, 0, 0);
void updateDeltaTime(float time) {
if (lastTime < 0) {
lastTime = time;
@ -138,7 +144,7 @@ glm::mat4 createCameraMatrix()
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,
-cameraDir.x,-cameraDir.y,-cameraDir.z,0,
0.,0.,0.,1.,
});
cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix);
@ -147,7 +153,7 @@ glm::mat4 createCameraMatrix()
return cameraMatrix;
}
glm::mat4 createPerspectiveMatrix()
glm::mat4 createPerspectiveMatrix() //do shaderow
{
glm::mat4 perspectiveMatrix;
float n = 0.05;
@ -224,10 +230,17 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(programSkybox, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniform1i(glGetUniformLocation(programSkybox, "skybox"), 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 drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(program, "depthMap"), 0);
@ -258,16 +271,17 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
if (lightOn)
glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
else
else
glUniform3f(glGetUniformLocation(program, "lightPos"), 1000.f, 1000.f, 1000.f);
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::DrawContext(context);
}
void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
@ -284,12 +298,32 @@ 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)));
drawObjectDepth(models::couchContext, light, glm::scale(glm::vec3(0.5f)) * glm::translate(glm::vec3(8.4f, 0, -0.4f)) * glm::eulerAngleY(3.15f));
drawObjectDepth(models::coffeeTableContext, light, glm::translate(glm::vec3(2.8f, 0, 0.5f)));
drawObjectDepth(models::doorContext, light, glm::mat4());
drawObjectDepth(models::planeContext, light, glm::mat4());
drawObjectDepth(models::roomContext, light, glm::mat4());
drawObjectDepth(models::deskContext, light,glm::eulerAngleY(3.14f) * glm::translate(glm::vec3(2.8f, 0.0f, 1.9f)));
// 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::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(1.57f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.45f)) * glm::translate(glm::vec3(-0.6f, 0, -0.25f)));
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(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());
@ -300,13 +334,8 @@ void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
drawObjectDepth(models::bookshelfContext, light, glm::mat4());
drawObjectDepth(models::easelContext, light, glm::mat4());
drawObjectDepth(models::carContext, light, glm::translate(carPosTranform));
drawObjectDepth(models::flowerContext, light, glm::mat4());
drawObjectDepth(models::vaseContext, light, glm::translate(glm::vec3(1.1f, 1.41f, -2.2f)));
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::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(1.57f) * glm::scale(glm::vec3(1.0f, 1.0f, 2.45f)) * glm::translate(glm::vec3(-0.6f, 0, -0.25f)));
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({
@ -316,6 +345,8 @@ void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
0.,0.,0.,1.,
});
//drawObjectDepth(shipContext,
drawObjectDepth(models::spaceshipContext,
light,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f))
@ -363,31 +394,110 @@ void initDepthMapShip()
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);
}
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(0.4f, 0.4f, 0.8f, 1.0f);
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));
if (lightOn) {
glUseProgram(programSun);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
@ -398,21 +508,20 @@ void renderScene(GLFWwindow* window)
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::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0);
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::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::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 0.8f, 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(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);
@ -425,19 +534,43 @@ void renderScene(GLFWwindow* window)
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::flowerContext, glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f), 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);
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.,
});
//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
);
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);
}
@ -447,6 +580,9 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
glViewport(0, 0, width, height);
WIDTH = width;
HEIGHT = height;
initBloom();
initPingPong();
}
void loadModelToContext(std::string path, Core::RenderContext& context)
@ -475,6 +611,7 @@ void init(GLFWwindow* window)
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();
@ -489,6 +626,7 @@ void init(GLFWwindow* window)
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);
@ -508,11 +646,14 @@ void init(GLFWwindow* window)
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/flower/flower.obj", models::flowerContext);
loadModelToContext("./models/ceramic_vase_02_4k.obj", models::vaseContext);
initDepthMap();
initDepthMapShip();
initBloom();
initPingPong();
}
void shutdown(GLFWwindow* window)
@ -563,10 +704,10 @@ void processInput(GLFWwindow* window)
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)
@ -575,14 +716,18 @@ void processInput(GLFWwindow* window)
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();
}
}