fixed lamp and turning off/on lights; #14

Merged
s464965 merged 2 commits from textures into master 2023-02-11 16:39:51 +01:00
16 changed files with 295 additions and 57 deletions
Showing only changes of commit 79281ef178 - Show all commits

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@ -1,34 +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
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(118,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(136,38): warning C4305: "=": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(159,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(178,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(196,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(288,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(294,96): warning C4305: "argument": obcięcie z "double" do "T"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(120,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(138,38): warning C4305: "=": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(161,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(180,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(198,15): warning C4101: "textureID": lokalna zmienna, do której nie istnieje odwołanie
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(338,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(344,96): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(297,59): warning C4305: "argument": obcięcie z "double" do "T"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(347,59): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(445,29): warning C4018: "<": niezgodność typu ze znakiem/bez znaku
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(470,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(487,109): warning C4305: "argument": obcięcie z "double" do "T"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(495,29): warning C4018: "<": niezgodność typu ze znakiem/bez znaku
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(520,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(534,109): warning C4305: "argument": obcięcie z "double" do "T"
with
[
T=float
]
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(539,2): warning C4305: "argument": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(678,21): warning C4305: "-=": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(680,21): warning C4305: "+=": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(587,2): warning C4305: "argument": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(727,21): warning C4305: "-=": obcięcie z "double" do "float"
D:\UAM\Grafika komputerowa\projekt\GRK_Room\cw 9\src\room.hpp(729,21): warning C4305: "+=": obcięcie z "double" do "float"
Trwa generowanie kodu
Previous IPDB and IOBJ mismatch, fall back to full compilation.
All 607 functions were compiled because no usable IPDB/IOBJ from previous compilation was found.
47 of 607 functions ( 7.7%) were compiled, the rest were copied from previous compilation.
0 functions were new in current compilation
9 functions had inline decision re-evaluated but remain unchanged
Zakończono generowanie kodu
grk-cw9.vcxproj -> D:\UAM\Grafika komputerowa\projekt\GRK_Room\Release\room.exe

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@ -1,4 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup />
<PropertyGroup>
<ShowAllFiles>true</ShowAllFiles>
</PropertyGroup>
</Project>

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@ -1,18 +0,0 @@
#version 430 core
float AMBIENT = 0.1;
uniform vec3 color;
uniform vec3 lightPos;
in vec3 vecNormal;
in vec3 worldPos;
out vec4 outColor;
void main()
{
vec3 lightDir = normalize(lightPos-worldPos);
vec3 normal = normalize(vecNormal);
float diffuse=max(0,dot(normal,lightDir));
outColor = vec4(color*min(1,AMBIENT+diffuse), 1.0);
}

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@ -1,18 +0,0 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation;
uniform mat4 modelMatrix;
out vec3 vecNormal;
out vec3 worldPos;
void main()
{
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
gl_Position = transformation * vec4(vertexPosition, 1.0);
}

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@ -0,0 +1,150 @@
#version 430 core
float AMBIENT = 0.03;
float PI = 3.14;
uniform sampler2D depthMapSun;
uniform vec3 cameraPos;
uniform vec3 color;
uniform vec3 sunDir;
uniform vec3 sunColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform sampler2D colorTexture;
in vec2 vecTex;
uniform vec3 spotlightPos;
uniform vec3 spotlightColor;
uniform vec3 spotlightConeDir;
uniform vec3 spotlightPhi;
uniform float metallic;
uniform float roughness;
uniform float exposition;
in vec3 vecNormal;
in vec3 worldPos;
out vec4 outColor;
in vec3 viewDirTS;
in vec3 lightDirTS;
in vec3 spotlightDirTS;
in vec3 sunDirTS;
in vec4 sunSpacePos;
in vec3 test;
uniform float time;
float DistributionGGX(vec3 normal, vec3 H, float roughness){
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(normal, H), 0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness){
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
float NdotV = max(dot(normal, V), 0.0);
float NdotL = max(dot(normal, lightDir), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0){
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
float diffuse=max(0,dot(normal,lightDir));
//vec3 V = normalize(cameraPos-worldPos);
vec3 F0 = vec3(0.04);
F0 = mix(F0, color, metallic);
vec3 H = normalize(V + lightDir);
// cook-torrance brdf
float NDF = DistributionGGX(normal, H, roughness);
float G = GeometrySmith(normal, V, lightDir, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
// add to outgoing radiance Lo
float NdotL = max(dot(normal, lightDir), 0.0);
return (kD * color / PI + specular) * radiance * NdotL;
}
float calculateShadow() {
vec4 sunSpacePosNormalized = (0.5 * sunSpacePos / (sunSpacePos.w)) + 0.5;
float closestDepth = texture2D(depthMapSun, sunSpacePosNormalized.xy).x;//r?
float diff = (0.001+closestDepth) - sunSpacePosNormalized.z;//sunSpacePosNormalized.z;
return (0.5*(diff)/abs(diff))+0.5;
}
void main()
{
vec3 lightDir = normalize(lightPos-worldPos);
vec3 normal = normalize(vecNormal);
vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
float diffuse=max(0,dot(normal,lightDir));
vec3 viewDir = normalize(cameraPos-worldPos);
vec3 ambient = AMBIENT*color;
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
vec3 ilumination;
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
//flashlight
//vec3 spotlightDir= normalize(spotlightDirTS);
vec3 spotlightDir= normalize(spotlightPos-worldPos);
float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//sun
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir);
//outColor = vec4(textureColor*min(1,AMBIENT+diffuse), 1.0);
//outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
outColor = vec4(textureColor*min(1,AMBIENT+diffuse) - 1*exp(-ilumination*exposition),1);
}

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@ -0,0 +1,72 @@
#version 430 core
//layout(location = 0) in vec3 vertexPosition;
//layout(location = 1) in vec3 vertexNormal;
//layout(location = 2) in vec2 vertexTexCoord;
//
//uniform mat4 transformation;
//uniform mat4 modelMatrix;
//
//out vec3 vecNormal;
//out vec3 worldPos;
//out vec2 vecTex;
//
//void main()
//{
// worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
// vecNormal = (modelMatrix * vec4(vertexNormal, 0)).xyz;
// vecTex = vertexTexCoord;
// vecTex.y = 1.0 - vecTex.y;
// gl_Position = transformation * vec4(vertexPosition, 1.0);
//}
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
uniform mat4 LightVPSun;
out vec3 vecNormal;
out vec3 worldPos;
out vec2 vecTex;
uniform vec3 lightPos;
uniform vec3 spotlightPos;
uniform vec3 cameraPos;
uniform vec3 sunDir;
out vec3 viewDirTS;
out vec3 lightDirTS;
out vec3 spotlightDirTS;
out vec3 sunDirTS;
out vec4 sunSpacePos;
void main()
{
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
vecTex = vertexTexCoord;
vecTex.y = 1.0 - vecTex.y;
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
vec3 V = normalize(cameraPos-worldPos);
viewDirTS = TBN*V;
vec3 L = normalize(lightPos-worldPos);
lightDirTS = TBN*L;
vec3 SL = normalize(spotlightPos-worldPos);
spotlightDirTS = TBN*SL;
sunDirTS = TBN*sunDir;
sunSpacePos=LightVPSun*modelMatrix*vec4(vertexPosition,1);
}

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@ -56,6 +56,8 @@ namespace texture {
GLuint earth;
GLuint earthNormal;
GLuint floor;
}
Core::RenderContext cubeContext;
@ -284,6 +286,54 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
Core::DrawContext(context);
}
void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, glm::vec3 color, float roughness, float metallic) {
glUseProgram(programTex);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(programTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform1f(glGetUniformLocation(programTex, "exposition"), exposition);
glUniform1f(glGetUniformLocation(programTex, "roughness"), roughness);
glUniform1f(glGetUniformLocation(programTex, "metallic"), metallic);
glUniform3f(glGetUniformLocation(programTex, "color"), color.x, color.y, color.z);
glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUniform3f(glGetUniformLocation(programTex, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
glUniform3f(glGetUniformLocation(programTex, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
if (lightOn > 0.0f)
glUniform3f(glGetUniformLocation(programTex, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
else
glUniform3f(glGetUniformLocation(programTex, "lightPos"), 1000.f, 1000.f, 1000.f);
glUniform3f(glGetUniformLocation(programTex, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
glUniform3f(glGetUniformLocation(programTex, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
glUniform3f(glGetUniformLocation(programTex, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
glUniform3f(glGetUniformLocation(programTex, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(programTex, "depthMapSun"), 0);
glBindTexture(GL_TEXTURE_2D, depthMap);
glUniformMatrix4fv(glGetUniformLocation(programTex, "LightVPSun"), 1, GL_FALSE, (float*)&lightVP);
glActiveTexture(GL_TEXTURE1);
glUniform1i(glGetUniformLocation(programTex, "depthMapShip"), 1);
glBindTexture(GL_TEXTURE_2D, depthMapShip);
glUniformMatrix4fv(glGetUniformLocation(programTex, "lightShipVP"), 1, GL_FALSE, (float*)&lightShipVP);
Core::SetActiveTexture(textureID, "colorTexture", programTex, 0);
Core::DrawContext(context);
glUseProgram(0);
}
void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
float time = glfwGetTime();
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
@ -469,7 +519,6 @@ void renderScene(GLFWwindow* window)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float time = glfwGetTime();
updateDeltaTime(time);
renderShadowapSun(depthMapFBO, lightVP);
renderShadowapSun(depthMapShipFBO, lightShipVP);
@ -479,8 +528,6 @@ void renderScene(GLFWwindow* window)
drawSkyBox(cubeContext, glm::translate(cameraPos));
if (lightOn > 0.0f) {
glUseProgram(programSun);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
@ -520,6 +567,7 @@ void renderScene(GLFWwindow* window)
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);
//drawObjectTexture(models::planeContext, glm::mat4(), texture::floor, 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));
@ -594,8 +642,10 @@ void init(GLFWwindow* window)
loadCubemap(faces);
initDepthMap();
programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
texture::earth = Core::LoadTexture("textures/room/earth.png");
texture::earthNormal = Core::LoadTexture("textures/room/earth_normalmap.png");
texture::floor = Core::LoadTexture("textures/floor/floor_wood.jpg");
loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/cube.obj", cubeContext);
@ -632,7 +682,6 @@ void init(GLFWwindow* window)
initBloom();
initPingPong();
}
void shutdown(GLFWwindow* window)

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