color hint
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129
cw_8/shaders/install.frag
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129
cw_8/shaders/install.frag
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@ -0,0 +1,129 @@
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#version 430 core
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out vec4 FragColor;
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in vec2 TexCoords;
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in vec3 worldPos;
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in vec3 Normal;
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uniform vec3 cameraPos;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform sampler2D albedoMap;
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uniform sampler2D normalMap;
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uniform sampler2D metallicMap;
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uniform sampler2D roughnessMap;
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uniform sampler2D aoMap;
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const float PI = 3.14159265359;
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vec3 getNormalFromMap()
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{
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vec3 tangentNormal = texture(normalMap, TexCoords).xyz * 2.0 - 1.0;
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vec3 Q1 = dFdx(worldPos);
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vec3 Q2 = dFdy(worldPos);
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vec2 st1 = dFdx(TexCoords);
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vec2 st2 = dFdy(TexCoords);
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vec3 N = normalize(Normal);
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vec3 T = normalize(Q1*st2.t - Q2*st1.t);
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vec3 B = -normalize(cross(N, T));
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mat3 TBN = mat3(T, B, N);
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return normalize(TBN * tangentNormal);
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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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float DistributionGGX(vec3 N, vec3 H, float roughness)
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{
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(N, 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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{
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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 N, vec3 V, vec3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 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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void main()
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{
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vec3 albedo = pow(texture(albedoMap, TexCoords).rgb, vec3(2.2));
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float metallic = texture(metallicMap, TexCoords).r;
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float roughness = texture(roughnessMap, TexCoords).r;
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float ao = texture(aoMap, TexCoords).r;
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vec3 N = getNormalFromMap();
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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, albedo, metallic);
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vec3 Lo = vec3(0.0);
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vec3 L = normalize(lightPos - worldPos);
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vec3 H = normalize(V + L);
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float distance = length(lightPos - worldPos);
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float attenuation = 1.0 / (distance * distance);
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vec3 radiance = lightColor * attenuation;
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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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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float NdotL = max(dot(N, L), 0.0);
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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vec3 ambient = vec3(0.03) * albedo * ao;
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vec3 color = ambient + Lo;
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color = color / (color + vec3(1.0));
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color = pow(color, vec3(1.0/2.2));
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FragColor = vec4(color, 1.0)*vec4(0.0, 0.8, 0.95, 1.0);
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}
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24
cw_8/shaders/install.vert
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24
cw_8/shaders/install.vert
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@ -0,0 +1,24 @@
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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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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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uniform vec3 cameraPos;
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out vec3 Normal;
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out vec3 worldPos;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = vertexTexCoord;
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worldPos = vec3(modelMatrix * vec4(vertexPosition,1));
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Normal = normalize((modelMatrix * vec4(vertexNormal,0)).xyz);
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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}
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@ -16,6 +16,7 @@ GLuint program;
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GLuint programSun;
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GLuint programParticle;
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GLuint programSkybox;
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GLuint programInstall;
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Core::Shader_Loader shaderLoader;
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@ -129,7 +130,7 @@ void processInput(GLFWwindow* window)
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}
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if (engineIs == 2)
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cameraSpeed = cameraSpeed * 3;//1.5;
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cameraSpeed = cameraSpeed * 1.8;//1.5;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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@ -281,6 +282,31 @@ void isTouching(glm::vec3 objectPos) {
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void drawObjectToInstall(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint albedo, GLuint normal, GLuint ao, GLuint roughness, GLuint metallic) {
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//dodaj shader
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//zmien 'program'
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glUseProgram(programInstall);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programInstall, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programInstall, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniform3f(glGetUniformLocation(programInstall, "lightPos"), 0, 0, 0);
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glUniform3f(glGetUniformLocation(programInstall, "lightColor"), 300, 300, 300);
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Core::SetActiveTexture(albedo, "albedoMap", programInstall, 0);
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Core::SetActiveTexture(normal, "normalMap", programInstall, 1);
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Core::SetActiveTexture(ao, "aoMap", programInstall, 2);
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Core::SetActiveTexture(roughness, "roughnessMap", programInstall, 3);
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Core::SetActiveTexture(metallic, "metallicMap", programInstall, 4);
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//dodaæ warstwe koloru
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Core::DrawContext(context);
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glUseProgram(0);
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}
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void renderScene(GLFWwindow* window) {
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glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
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@ -305,14 +331,53 @@ void renderScene(GLFWwindow* window) {
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0.,0.,0.,1.,
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});
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drawObjectPBR(shipContext,
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glm::translate(spaceshipPos)
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* spaceshipRotationMatrix
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* glm::translate(glm::vec3(0.f, -0.1f, 0.1f))
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* glm::eulerAngleX(glm::radians(80.f))
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* glm::eulerAngleY(glm::radians(180.f))
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* glm::scale(glm::vec3(0.005f)),
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texture::ship_albedo, texture::ship_normal, texture::ship_ao, texture::ship_roughness, texture::ship_metallic);
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if (engineIs == 1)
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{
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drawObjectToInstall(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.048f)) * glm::eulerAngleY(time / 4), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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//drawObjectPBR(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.05f)) * glm::eulerAngleY(0.5f) * glm::eulerAngleX(time/2), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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drawObjectToInstall(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.05f)) * glm::eulerAngleY(0.5f) * glm::eulerAngleYZ(time / 3.f, time * 3.f), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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drawObjectToInstall(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.052f)) * glm::eulerAngleXYZ(time / 2, time / 2, time / 2), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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drawObjectToInstall(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.054f)) * glm::eulerAngleX(0.5f) * glm::eulerAngleXZ(time, time), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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if (spaceshipPos.x > -0.7 && 0.3 > spaceshipPos.x && spaceshipPos.z > 3.7 && 4.3 > spaceshipPos.z)
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{
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drawObjectToInstall(shipContext,
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glm::translate(spaceshipPos)
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* spaceshipRotationMatrix
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* glm::translate(glm::vec3(0.f, -0.1f, 0.1f))
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* glm::eulerAngleX(glm::radians(80.f))
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* glm::eulerAngleY(glm::radians(180.f))
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* glm::scale(glm::vec3(0.005f)),
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texture::ship_albedo, texture::ship_normal, texture::ship_ao, texture::ship_roughness, texture::ship_metallic);
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}
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else
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{
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drawObjectPBR(shipContext,
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glm::translate(spaceshipPos)
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* spaceshipRotationMatrix
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* glm::translate(glm::vec3(0.f, -0.1f, 0.1f))
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* glm::eulerAngleX(glm::radians(80.f))
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* glm::eulerAngleY(glm::radians(180.f))
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* glm::scale(glm::vec3(0.005f)),
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texture::ship_albedo, texture::ship_normal, texture::ship_ao, texture::ship_roughness, texture::ship_metallic);
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}
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}
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else{
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drawObjectPBR(shipContext,
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glm::translate(spaceshipPos)
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* spaceshipRotationMatrix
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* glm::translate(glm::vec3(0.f, -0.1f, 0.1f))
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* glm::eulerAngleX(glm::radians(80.f))
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* glm::eulerAngleY(glm::radians(180.f))
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* glm::scale(glm::vec3(0.005f)),
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texture::ship_albedo, texture::ship_normal, texture::ship_ao, texture::ship_roughness, texture::ship_metallic);
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drawObjectPBR(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.048f)) * glm::eulerAngleY(time / 4), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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//drawObjectPBR(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.05f)) * glm::eulerAngleY(0.5f) * glm::eulerAngleX(time/2), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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drawObjectPBR(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.05f)) * glm::eulerAngleY(0.5f) * glm::eulerAngleYZ(time / 3.f, time * 3.f), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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drawObjectPBR(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.052f)) * glm::eulerAngleXYZ(time / 2, time / 2, time / 2), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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drawObjectPBR(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.054f)) * glm::eulerAngleX(0.5f) * glm::eulerAngleXZ(time, time), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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}
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isTouching(glm::vec3(4, -0.2f, -3));
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@ -327,12 +392,7 @@ void renderScene(GLFWwindow* window) {
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drawObjectPBR(planetContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(0, 0, -3.f)) * glm::eulerAngleY(-1.5f * time) * glm::scale(glm::vec3(0.1f)), texture::earth_albedo, texture::earth_normal, texture::earth_ao, texture::earth_roughness, texture::earth_metallic);
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drawObjectPBR(planetContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(0, 0, -3.f)) * glm::eulerAngleY( 2.f * time) * glm::translate(glm::vec3(0.4f, 0, 0.4f)) * glm::eulerAngleY(-0.5f * time) * glm::scale(glm::vec3(0.04f)), texture::moon_albedo, texture::moon_normal, texture::moon_ao, texture::moon_roughness, texture::moon_metallic);
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drawObjectPBR(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.048f)) * glm::eulerAngleY(time/4), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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//drawObjectPBR(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.05f)) * glm::eulerAngleY(0.5f) * glm::eulerAngleX(time/2), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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drawObjectPBR(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.05f)) * glm::eulerAngleY(0.5f) * glm::eulerAngleYZ(time/3.f,time*3.f), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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drawObjectPBR(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.052f)) * glm::eulerAngleXYZ(time/2,time/2,time/2), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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drawObjectPBR(stationContext, glm::translate(glm::vec3(0.f, 0.4f, 4.f)) * glm::scale(glm::vec3(0.054f)) * glm::eulerAngleX(0.5f) * glm::eulerAngleXZ(time,time), texture::station_albedo, texture::station_normal, texture::station_ao, texture::station_roughness, texture::station_metallic);
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//desired objects end here
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glUseProgram(0);
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glfwSwapBuffers(window);
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@ -354,6 +414,8 @@ void init(GLFWwindow* window)
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program = shaderLoader.CreateProgram("shaders/pbr.vert", "shaders/pbr.frag");
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programSun = shaderLoader.CreateProgram("shaders/sun.vert", "shaders/sun.frag");
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programInstall = shaderLoader.CreateProgram("shaders/install.vert", "shaders/install.frag");
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//programParticle = shaderLoader.CreateProgram("shaders/part.vert", "shaders/part.frag");
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//load models here
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