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@ -1,16 +0,0 @@
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# Blender MTL File: 'side_table_01_4k.blend'
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# Material Count: 1
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newmtl side_table_01
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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map_Bump C:\\Users\\korze\\AppData\\Local\\Temp\\Temp1_side_table_01_4k.blend.zip\\textures\\side_table_01_nor_gl_4k.exr
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map_Kd C:\\Users\\korze\\AppData\\Local\\Temp\\Temp1_side_table_01_4k.blend.zip\\textures\\side_table_01_diff_4k.jpg
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map_Ns C:\\Users\\korze\\AppData\\Local\\Temp\\Temp1_side_table_01_4k.blend.zip\\textures\\side_table_01_rough_4k.jpg
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refl C:\\Users\\korze\\AppData\\Local\\Temp\\Temp1_side_table_01_4k.blend.zip\\textures\\side_table_01_metal_4k.exr
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File diff suppressed because it is too large
Load Diff
@ -1,171 +0,0 @@
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#version 430 core
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layout (location = 0) out vec4 FragColor;
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layout (location = 1) out vec4 BloomColor;
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float AMBIENT = 0.03;
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float PI = 3.14;
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uniform sampler2D depthMap;
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uniform sampler2D depthMapShip;
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uniform sampler2D colorTexture;
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uniform sampler2D normalSampler;
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uniform vec3 cameraPos;
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uniform vec3 color;
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uniform vec3 sunDir;
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uniform vec3 sunColor;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 spotlightPos;
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uniform vec3 spotlightColor;
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uniform vec3 spotlightConeDir;
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uniform vec3 spotlightPhi;
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uniform float metallic;
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uniform float roughness;
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uniform float exposition;
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in vec3 vecNormal;
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in vec3 worldPos;
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out vec4 outColor;
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in vec3 viewDirTS;
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in vec3 lightDirTS;
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in vec3 spotlightDirTS;
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in vec3 sunDirTS;
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in vec3 test;
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in vec4 sunSpacePos;
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in vec4 shipPos;
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in vec2 vecTex;
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float calculateShadow(vec3 normal, vec3 light, vec4 pos, sampler2D depth) {
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vec4 posNormalized = (pos / pos.w) * 0.5 + 0.5;
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float closestDepth = texture2D(depth, posNormalized.xy).r;
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//float bias = max(0.03 * (1.0 - dot(normal, light)), 0.003);
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if (closestDepth + 0.003 > posNormalized.z) return 1.0;
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return 0.0;
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}
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float DistributionGGX(vec3 normal, vec3 H, float roughness){
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(normal, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float num = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return num / denom;
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}
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float GeometrySchlickGGX(float NdotV, float roughness){
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
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float NdotV = max(dot(normal, V), 0.0);
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float NdotL = max(dot(normal, lightDir), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0){
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
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float diffuse=max(0,dot(normal,lightDir));
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//vec3 V = normalize(cameraPos-worldPos);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, color, metallic);
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vec3 H = normalize(V + lightDir);
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// cook-torrance brdf
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float NDF = DistributionGGX(normal, H, roughness);
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float G = GeometrySmith(normal, V, lightDir, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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// add to outgoing radiance Lo
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float NdotL = max(dot(normal, lightDir), 0.0);
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return (kD * color / PI + specular) * radiance * NdotL;
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}
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void main()
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{
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//vec3 normal = vec3(0,0,1);
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vec3 normal = normalize(vecNormal);
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//color = texture2D(colorTexture, vecTex).xyz;
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//vec3 normal = normalize((texture2D(normalSampler, vecTex).xyz) * 2 - 1);
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//vec3 viewDir = normalize(viewDirTS);
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vec3 viewDir = normalize(cameraPos-worldPos);
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//vec3 lightDir = normalize(lightDirTS);
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vec3 lightDir = normalize(lightPos-worldPos);
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vec3 ambient = AMBIENT*color;
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vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
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vec3 ilumination;
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ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
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//flashlight
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//vec3 spotlightDir= normalize(spotlightDirTS);
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vec3 spotlightDir= normalize(spotlightPos-worldPos);
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float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
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attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2)*calculateShadow(normal, spotlightDir, shipPos, depthMapShip);
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ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
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//sun
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ilumination=ilumination+PBRLight(sunDir,sunColor*calculateShadow(normal, spotlightDir, sunSpacePos, depthMap),normal,viewDir);
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outColor = vec4(vec3(1.01) - exp(-ilumination*exposition),1);
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FragColor = outColor;
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// check whether fragment output is higher than threshold, if so output as brightness color
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float brightness = dot(FragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
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if(brightness > 1.0)
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BloomColor = vec4(FragColor.rgb, 1.0);
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else
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BloomColor = vec4(0.0, 0.0, 0.0, 1.0);
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//outColor = vec4(roughness,metallic,0,1);
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//outColor = vec4(test;
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}
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@ -1,53 +0,0 @@
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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layout(location = 3) in vec3 vertexTangent;
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layout(location = 4) in vec3 vertexBitangent;
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uniform mat4 lightVP;
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uniform mat4 lightShipVP;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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out vec3 vecNormal;
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out vec3 worldPos;
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uniform vec3 lightPos;
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uniform vec3 spotlightPos;
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uniform vec3 cameraPos;
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uniform vec3 sunDir;
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out vec3 viewDirTS;
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out vec3 lightDirTS;
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out vec3 spotlightDirTS;
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out vec3 sunDirTS;
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out vec4 sunSpacePos;
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out vec4 shipPos;
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out vec2 vecTex;
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void main()
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{
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sunSpacePos = lightVP * modelMatrix * vec4(vertexPosition, 1);
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shipPos = lightShipVP * modelMatrix * vec4(vertexPosition, 1);
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worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
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vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
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vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
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mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
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vecTex = vertexTexCoord;
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vec3 V = normalize(cameraPos-worldPos);
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viewDirTS = TBN*V;
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vec3 L = normalize(lightPos-worldPos);
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lightDirTS = TBN*L;
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vec3 SL = normalize(spotlightPos-worldPos);
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spotlightDirTS = TBN*SL;
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sunDirTS = TBN*sunDir;
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}
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@ -50,7 +50,6 @@ namespace models {
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Core::RenderContext easelContext;
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Core::RenderContext easelContext;
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Core::RenderContext carContext;
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Core::RenderContext carContext;
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Core::RenderContext vaseContext;
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Core::RenderContext vaseContext;
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Core::RenderContext sideTableContext;
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}
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}
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namespace texture {
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namespace texture {
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@ -124,9 +123,6 @@ namespace texture {
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GLuint metalNormal;
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GLuint metalNormal;
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GLuint metalARM;
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GLuint metalARM;
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GLuint rust;
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GLuint rustNormal;
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GLuint rustARM;
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}
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}
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Core::RenderContext cubeContext;
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Core::RenderContext cubeContext;
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@ -151,7 +147,6 @@ GLuint bloomTextureFBO;
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GLuint program;
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GLuint program;
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GLuint programSun;
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GLuint programSun;
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GLuint programTest;
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GLuint programTest;
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GLuint programNoTex;
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GLuint programTex;
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GLuint programTex;
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GLuint programDepth;
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GLuint programDepth;
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GLuint programSkybox;
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GLuint programSkybox;
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@ -353,53 +348,6 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
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Core::DrawContext(context);
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Core::DrawContext(context);
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}
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}
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void drawObjectNoPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
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glUseProgram(programNoTex);
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(glGetUniformLocation(programNoTex, "depthMap"), 0);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glUniformMatrix4fv(glGetUniformLocation(programNoTex, "lightVP"), 1, GL_FALSE, (float*)&lightVP);
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glActiveTexture(GL_TEXTURE1);
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glUniform1i(glGetUniformLocation(programNoTex, "depthMapShip"), 1);
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glBindTexture(GL_TEXTURE_2D, depthMapShip);
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glUniformMatrix4fv(glGetUniformLocation(programNoTex, "lightShipVP"), 1, GL_FALSE, (float*)&lightShipVP);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programNoTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programNoTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniform1f(glGetUniformLocation(programNoTex, "exposition"), exposition);
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glUniform1f(glGetUniformLocation(programNoTex, "roughness"), roughness);
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glUniform1f(glGetUniformLocation(programNoTex, "metallic"), metallic);
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glUniform3f(glGetUniformLocation(programNoTex, "color"), color.x, color.y, color.z);
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glUniform3f(glGetUniformLocation(programNoTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glUniform3f(glGetUniformLocation(programNoTex, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
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glUniform3f(glGetUniformLocation(programNoTex, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
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if (lightOn)
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glUniform3f(glGetUniformLocation(programNoTex, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
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else
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glUniform3f(glGetUniformLocation(programNoTex, "lightPos"), 1000.f, 1000.f, 1000.f);
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glUniform3f(glGetUniformLocation(programNoTex, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
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glUniform3f(glGetUniformLocation(programNoTex, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
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glUniform3f(glGetUniformLocation(programNoTex, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
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glUniform3f(glGetUniformLocation(programNoTex, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
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glUniform1f(glGetUniformLocation(programNoTex, "spotlightPhi"), spotlightPhi);
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Core::DrawContext(context);
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glUseProgram(program);
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}
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void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
|
void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
|
||||||
float time = glfwGetTime();
|
float time = glfwGetTime();
|
||||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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@ -431,13 +379,12 @@ void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
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|||||||
drawObjectDepth(models::tvStandContext, light, glm::mat4());
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drawObjectDepth(models::tvStandContext, light, glm::mat4());
|
||||||
drawObjectDepth(models::carpetContext, light, glm::mat4());
|
drawObjectDepth(models::carpetContext, light, glm::mat4());
|
||||||
drawObjectDepth(models::cabinet1Context, light, glm::mat4());
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drawObjectDepth(models::cabinet1Context, light, glm::mat4());
|
||||||
//drawObjectDepth(models::cabinet2Context, light, glm::mat4());
|
drawObjectDepth(models::cabinet2Context, light, glm::mat4());
|
||||||
drawObjectDepth(models::lampContext, light, glm::mat4());
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drawObjectDepth(models::lampContext, light, glm::mat4());
|
||||||
drawObjectDepth(models::bookshelfContext, light, glm::mat4());
|
drawObjectDepth(models::bookshelfContext, light, glm::mat4());
|
||||||
drawObjectDepth(models::easelContext, light, glm::mat4());
|
drawObjectDepth(models::easelContext, light, glm::mat4());
|
||||||
drawObjectDepth(models::carContext, light, glm::translate(carPosTranform));
|
drawObjectDepth(models::carContext, light, glm::translate(carPosTranform));
|
||||||
drawObjectDepth(models::vaseContext, light, glm::translate(glm::vec3(1.1f, 1.41f, -2.2f)));
|
drawObjectDepth(models::vaseContext, light, glm::translate(glm::vec3(1.1f, 1.41f, -2.2f)));
|
||||||
drawObjectDepth(models::sideTableContext, light, glm::translate(glm::vec3(0.0f, 0.0f, 1.9f)));
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|
||||||
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|
||||||
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
|
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::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
|
||||||
@ -623,18 +570,15 @@ void renderScene(GLFWwindow* window)
|
|||||||
drawObjectPBR(models::tvStandContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
|
drawObjectPBR(models::tvStandContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
|
||||||
drawObjectPBR(models::carpetContext, glm::mat4(), texture::carpet, texture::carpetNormal, texture::carpetARM);
|
drawObjectPBR(models::carpetContext, glm::mat4(), texture::carpet, texture::carpetNormal, texture::carpetARM);
|
||||||
drawObjectPBR(models::cabinet1Context, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
|
drawObjectPBR(models::cabinet1Context, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
|
||||||
//drawObjectPBR(models::cabinet2Context, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
|
drawObjectPBR(models::cabinet2Context, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
|
||||||
drawObjectPBR(models::lampContext, glm::translate(glm::vec3(0.022f, 0.15f, 0.04f)), texture::metal, texture::metalNormal, texture::metalARM);
|
drawObjectPBR(models::lampContext, glm::translate(glm::vec3(0.022f, 0.15f, 0.04f)), texture::metal, texture::metalNormal, texture::metalARM);
|
||||||
drawObjectPBR(models::bookshelfContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
|
drawObjectPBR(models::bookshelfContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
|
||||||
drawObjectPBR(models::lightSwitchContext, glm::mat4(), texture::door, texture::doorNorm, texture::doorArm);
|
drawObjectPBR(models::lightSwitchContext, glm::mat4(), texture::white, texture::whiteNormal, texture::whiteARM);
|
||||||
drawObjectPBR(models::easelContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
|
drawObjectPBR(models::easelContext, glm::mat4(), texture::wood, texture::woodNormal, texture::woodARM);
|
||||||
//drawObjectPBR(models::carContext, glm::translate(carPosTranform), texture::brick, texture::brickNormal, texture::brickARM);
|
drawObjectPBR(models::carContext, glm::translate(carPosTranform), texture::red, texture::redNormal, texture::redARM);
|
||||||
drawObjectNoPBR(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)), texture::vase, texture::vaseNormal, texture::vaseARM);
|
drawObjectPBR(models::vaseContext, glm::translate(glm::vec3(1.1f, 1.41f, -2.2f)), texture::vase, texture::vaseNormal, texture::vaseARM);
|
||||||
//drawObjectPBR(models::couchContext, glm::eulerAngleY(3.14f), texture::redLeather, texture::redLeatherNormal, texture::redLeatherARM);
|
//drawObjectPBR(models::couchContext, glm::eulerAngleY(3.14f), texture::redLeather, texture::redLeatherNormal, texture::redLeatherARM);
|
||||||
drawObjectPBR(models::couchContext, glm::translate(glm::vec3(2.9f, 0.0f, 1.9f)) * glm::eulerAngleY(3.14f), texture::redLeather, texture::redLeatherNormal, texture::redLeatherARM);
|
drawObjectPBR(models::couchContext, glm::translate(glm::vec3(2.9f, 0.0f, 1.9f)) * glm::eulerAngleY(3.14f), texture::redLeather, texture::redLeatherNormal, texture::redLeatherARM);
|
||||||
drawObjectPBR(models::sideTableContext, glm::translate(glm::vec3(0.0f, 0.0f, 1.9f)), texture::wood, texture::woodNormal, texture::woodARM);
|
|
||||||
|
|
||||||
// draw windows
|
// draw windows
|
||||||
drawObjectPBR(models::windowContext, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f)), texture::wood, texture::woodNormal, texture::woodARM);
|
drawObjectPBR(models::windowContext, glm::scale(glm::vec3(1.0f, 1.0f, 2.3f)) * glm::translate(glm::vec3(-2.9f, 0, -0.2f)), texture::wood, texture::woodNormal, texture::woodARM);
|
||||||
@ -710,10 +654,6 @@ void init(GLFWwindow* window)
|
|||||||
|
|
||||||
programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
||||||
programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag");
|
programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag");
|
||||||
|
|
||||||
programNoTex = shaderLoader.CreateProgram("shaders/shader_no_pbr.vert", "shaders/shader_no_pbr.frag");
|
|
||||||
|
|
||||||
|
|
||||||
loadCubemap(faces);
|
loadCubemap(faces);
|
||||||
initDepthMap();
|
initDepthMap();
|
||||||
|
|
||||||
@ -782,9 +722,7 @@ void init(GLFWwindow* window)
|
|||||||
texture::metalNormal = Core::LoadTexture("textures/lamp/metal_norm.jpg");
|
texture::metalNormal = Core::LoadTexture("textures/lamp/metal_norm.jpg");
|
||||||
texture::metalARM = Core::LoadTexture("textures/lamp/metal_arm.jpg");
|
texture::metalARM = Core::LoadTexture("textures/lamp/metal_arm.jpg");
|
||||||
|
|
||||||
texture::rust = Core::LoadTexture("textures/rust/rust.jpg");
|
|
||||||
texture::rustNormal = Core::LoadTexture("textures/rust/rust_norm.jpg");
|
|
||||||
texture::rustARM = Core::LoadTexture("textures/rust/rust_arm.jpg");
|
|
||||||
|
|
||||||
loadModelToContext("./models/sphere.obj", sphereContext);
|
loadModelToContext("./models/sphere.obj", sphereContext);
|
||||||
loadModelToContext("./models/cube.obj", cubeContext);
|
loadModelToContext("./models/cube.obj", cubeContext);
|
||||||
@ -814,7 +752,6 @@ void init(GLFWwindow* window)
|
|||||||
loadModelToContext("./models/easel/easel3.obj", models::easelContext);
|
loadModelToContext("./models/easel/easel3.obj", models::easelContext);
|
||||||
loadModelToContext("./models/car/car.obj", models::carContext);
|
loadModelToContext("./models/car/car.obj", models::carContext);
|
||||||
loadModelToContext("./models/ceramic_vase_02_4k.obj", models::vaseContext);
|
loadModelToContext("./models/ceramic_vase_02_4k.obj", models::vaseContext);
|
||||||
loadModelToContext("./models/side_table.obj", models::sideTableContext);
|
|
||||||
|
|
||||||
initDepthMap();
|
initDepthMap();
|
||||||
initDepthMapShip();
|
initDepthMapShip();
|
||||||
|
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Loading…
Reference in New Issue
Block a user