initial bloom

This commit is contained in:
Wiktoria Grzesik 2024-01-23 11:10:48 +01:00
parent 6e4a9fbc06
commit 8c0be0a3fc
12 changed files with 332 additions and 30 deletions

View File

@ -45,6 +45,10 @@
<None Include="shaders\shader_5_sun.vert" /> <None Include="shaders\shader_5_sun.vert" />
<None Include="shaders\shader_5_tex.frag" /> <None Include="shaders\shader_5_tex.frag" />
<None Include="shaders\shader_5_tex.vert" /> <None Include="shaders\shader_5_tex.vert" />
<None Include="shaders\shader_bloom.frag" />
<None Include="shaders\shader_bloom.vert" />
<None Include="shaders\shader_quad.frag" />
<None Include="shaders\shader_quad.vert" />
<None Include="shaders\shader_skybox.frag" /> <None Include="shaders\shader_skybox.frag" />
<None Include="shaders\shader_skybox.vert" /> <None Include="shaders\shader_skybox.vert" />
</ItemGroup> </ItemGroup>

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@ -121,5 +121,17 @@
<None Include="shaders\shader_5_tex.frag"> <None Include="shaders\shader_5_tex.frag">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_bloom.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_quad.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_quad.frag">
<Filter>Shader Files</Filter>
</None>
</ItemGroup> </ItemGroup>
</Project> </Project>

16
cw 7/models/test.obj Normal file
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@ -0,0 +1,16 @@
# Blender v3.2.1 OBJ File: 'untitled.blend'
# www.blender.org
mtllib plane.mtl
o Plane.001
v -1.000000 -1.000000 -0.000000
v 1.000000 -1.000000 -0.000000
v -1.000000 1.000000 0.000000
v 1.000000 1.000000 0.000000
vt 0.000000 0.000000
vt 1.000000 0.000000
vt 1.000000 1.000000
vt 0.000000 1.000000
vn 0.0000 -0.0000 1.0000
usemtl None
s off
f 1/1/1 2/2/1 4/3/1 3/4/1

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@ -1,5 +1,8 @@
#version 430 core #version 430 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BloomColor;
float AMBIENT = 0.1; float AMBIENT = 0.1;
uniform vec3 color; uniform vec3 color;
@ -12,20 +15,25 @@ in vec2 vecTex;
in vec3 viewDirTS; in vec3 viewDirTS;
in vec3 lightDirTS; in vec3 lightDirTS;
out vec4 outColor;
void main() void main()
{ {
vec3 normal = vec3(0,0,1);
vec3 lightDir = normalize(lightDirTS); vec3 lightDir = normalize(lightDirTS);
vec3 textureColor = texture2D(colorTexture, vecTex).xyz; vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
vec3 N = texture2D(normalSampler, vecTex).xyz; vec3 N = texture2D(normalSampler, vecTex).xyz;
N = 2.0 * N - 1.0; N = 2.0 * N - 1.0;
N = normalize(N); N = normalize(N);
//float diffuse=max(0,dot(normal,lightDir));
float diffuse=max(0, dot(N, lightDir)); float diffuse=max(0, dot(N, lightDir));
outColor = vec4(textureColor*min(1,AMBIENT+diffuse), 1.0); FragColor = vec4(textureColor * min(1, AMBIENT + diffuse), 1.0);
float brightness = dot(FragColor.rgb, vec3(0.2126f, 0.7152f, 0.0722f));
if(brightness > 0.15f)
BloomColor = vec4(FragColor.rgb, 1.0f);
else
BloomColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
} }

View File

@ -6,6 +6,7 @@ layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent; layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent; layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation; uniform mat4 transformation;
uniform mat4 modelMatrix; uniform mat4 modelMatrix;

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@ -0,0 +1,22 @@
#version 430 core
out vec4 FragColor;
in vec2 texCoords;
uniform sampler2D screenTexture;
uniform sampler2D bloomTexture;
uniform float gamma;
void main()
{
vec3 fragment = texture(screenTexture, texCoords).rgb;
vec3 bloom = texture(bloomTexture, texCoords).rgb;
vec3 color = fragment + bloom;
float exposure = 0.8f;
vec3 toneMapped = vec3(1.0f) - exp(-color * exposure);
FragColor.rgb = pow(toneMapped, vec3(1.0f / gamma));
}

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@ -0,0 +1,16 @@
#version 430 core
layout (location = 0) in vec2 inPos;
layout (location = 1) in vec2 inTexCoords;
out vec2 texCoords;
void main()
{
gl_Position = vec4(inPos.x, inPos.y, 0.0, 1.0);
texCoords = inTexCoords;
}

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@ -0,0 +1,15 @@
#version 430 core
uniform sampler2D colorTexture;
uniform sampler2D highlightTexture;
in vec2 vecTex;
out vec4 outColor;
void main()
{
vec3 color = texture(colorTexture,vecTex).rgb;
vec3 color2 = texture(highlightTexture,vecTex).rgb;
outColor = vec4(color+color2, 1.0);
}

View File

@ -0,0 +1,13 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
out vec2 vecTex;
void main()
{
//worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecTex = vertexPosition.xy*0.5+0.5;
gl_Position = vec4(vertexPosition, 1.0);
}

View File

@ -4,9 +4,15 @@ uniform samplerCube skybox;
in vec3 texCoord; in vec3 texCoord;
out vec4 out_color; layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BloomColor;
void main() void main()
{ {
out_color = texture(skybox,texCoord); FragColor = texture(skybox,texCoord);
float brightness = dot(FragColor.rgb, vec3(0.2126f, 0.7152f, 0.0722f));
if(brightness > 0.15f)
BloomColor = vec4(FragColor.rgb, 1.0f);
else
BloomColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
} }

View File

@ -24,6 +24,8 @@ namespace texture {
GLuint ship; GLuint ship;
GLuint rust; GLuint rust;
GLuint sun;
GLuint mars; GLuint mars;
GLuint mercury; GLuint mercury;
GLuint venus; GLuint venus;
@ -47,11 +49,15 @@ GLuint programTex;
GLuint programEarth; GLuint programEarth;
GLuint programProcTex; GLuint programProcTex;
GLuint programSkyBox; GLuint programSkyBox;
GLuint programBloom;
GLuint programQuad;
Core::Shader_Loader shaderLoader; Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext; Core::RenderContext shipContext;
Core::RenderContext sphereContext; Core::RenderContext sphereContext;
Core::RenderContext cubeContext; Core::RenderContext cubeContext;
Core::RenderContext test;
glm::vec3 cameraPos = glm::vec3(-4.f, 0, 0); glm::vec3 cameraPos = glm::vec3(-4.f, 0, 0);
glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f); glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f);
@ -80,6 +86,20 @@ float aspectRatio = 1.f;
unsigned int textureID; unsigned int textureID;
unsigned int hdrFBO;
GLuint testMap;
unsigned int colorBuffers[2];
int WIDTH = 800;
int HEIGHT = 800;
unsigned int rectVAO, rectVBO;
glm::mat4 createCameraMatrix() glm::mat4 createCameraMatrix()
{ {
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f))); glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f)));
@ -131,6 +151,7 @@ void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::v
} }
void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint normalMapId) { void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint normalMapId) {
//glEnable(GL_DEPTH_TEST);
glUseProgram(programTex); glUseProgram(programTex);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix; glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
@ -139,10 +160,21 @@ void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLui
glUniform3f(glGetUniformLocation(programTex, "lightPos"), 0, 0, 0); glUniform3f(glGetUniformLocation(programTex, "lightPos"), 0, 0, 0);
Core::SetActiveTexture(normalMapId, "normalSampler", programTex, 1); Core::SetActiveTexture(normalMapId, "normalSampler", programTex, 1);
Core::SetActiveTexture(textureID, "colorTexture", programTex, 0); Core::SetActiveTexture(textureID, "colorTexture", programTex, 0);
glUseProgram(programBloom);
glUniform1i(glGetUniformLocation(programBloom, "screenTexture"), 0);
glUniform1i(glGetUniformLocation(programBloom, "bloomTexture"), 1);
glUniform1f(glGetUniformLocation(programBloom, "gamma"), 2.2f);
glEnable(GL_DEPTH_TEST);
Core::DrawContext(context); Core::DrawContext(context);
//Core::SetActiveTexture(colorBuffers[0], "colorTexture", programQuad, 0);
} }
void drawObjectSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) { void drawObjectSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glUseProgram(programSkyBox); glUseProgram(programSkyBox);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
@ -150,13 +182,36 @@ void drawObjectSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
glUniformMatrix4fv(glGetUniformLocation(programSkyBox, "transformation"), 1, GL_FALSE, (float*)&transformation); glUniformMatrix4fv(glGetUniformLocation(programSkyBox, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(programSkyBox, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix); glUniformMatrix4fv(glGetUniformLocation(programSkyBox, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform3f(glGetUniformLocation(programSkyBox, "lightPos"), 0, 0, 0); glUniform3f(glGetUniformLocation(programSkyBox, "lightPos"), 0, 0, 0);
//Core::SetActiveTexture(textureID, "colorTexture", programSkyBox, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID); glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
Core::DrawContext(context); Core::DrawContext(context);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
} }
//void drawObjectBloom(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint normalMapId) {
//
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 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);
// glUniform3f(glGetUniformLocation(programTex, "lightPos"), 0, 0, 0);
// Core::SetActiveTexture(normalMapId, "normalSampler", programTex, 2);
// Core::SetActiveTexture(textureID, "colorTexture", programTex, 1);
// Core::DrawContext(context);
//
// glUseProgram(programBloom);
// glUniform1i(glGetUniformLocation(programBloom, "screenTexture"), 0);
// glUniform1i(glGetUniformLocation(programBloom, "bloomTexture"), 1);
// glUniform1f(glGetUniformLocation(programBloom, "gamma"), 2.2f);
//
// //Core::DrawContext(context);
//
//
//}
void generateAsteroids(glm::vec3 asteroid_Pos, glm::vec3 distance, double step) { void generateAsteroids(glm::vec3 asteroid_Pos, glm::vec3 distance, double step) {
glm::vec3 normalizedDir = glm::normalize(distance); glm::vec3 normalizedDir = glm::normalize(distance);
asteroid_Pos = asteroid_Pos - normalizedDir *step; asteroid_Pos = asteroid_Pos - normalizedDir *step;
@ -189,16 +244,52 @@ glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
0.,0.,0.,1., 0.,0.,0.,1.,
}); });
unsigned int quadVAO = 0;
unsigned int quadVBO;
void renderQuad()
{
if (quadVAO == 0)
{
float quadVertices[] = {
// positions // texture coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
// setup plane VAO
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
void renderScene(GLFWwindow* window) void renderScene(GLFWwindow* window)
{ {
glClearColor(0.0f, 0.3f, 0.3f, 1.0f); glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
glClearColor(0.0f, 0.f, 0.f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glm::mat4 transformation; glm::mat4 transformation;
float time = glfwGetTime(); float time = glfwGetTime();
drawObjectSkyBox(cubeContext, glm::translate(cameraPos)); drawObjectSkyBox(cubeContext, glm::translate(cameraPos));
//drawObjectTexture(sphereContext, glm::scale(glm::mat4(), glm::vec3(2.0f, 2.0f, 2.0f)), texture::rust, texture::rustNormal);
drawObjectTexture(sphereContext, glm::scale(glm::mat4(), glm::vec3(2.0f, 2.0f, 2.0f)), texture::sun, texture::rustNormal);
drawObjectTexture(sphereContext, glm::scale(glm::mat4(), glm::vec3(2.0f, 2.0f, 2.0f)), texture::rust, texture::rustNormal);
drawObjectTexture(sphereContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(8.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.3f)), texture::earth, texture::earthNormal); drawObjectTexture(sphereContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(8.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.3f)), texture::earth, texture::earthNormal);
drawObjectTexture(sphereContext, drawObjectTexture(sphereContext,
@ -213,11 +304,6 @@ void renderScene(GLFWwindow* window)
drawObjectTexture(sphereContext, glm::eulerAngleY(time / 8) * glm::translate(glm::vec3(23.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.6f)), texture::neptune, texture::rustNormal); drawObjectTexture(sphereContext, glm::eulerAngleY(time / 8) * glm::translate(glm::vec3(23.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.6f)), texture::neptune, texture::rustNormal);
//drawObjectColor(shipContext,
// glm::translate(cameraPos + 1.5 * cameraDir + cameraUp * -0.5f) * inveseCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),
// glm::vec3(0.3, 0.3, 0.5)
// );
spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir)); spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
specshipCameraRotrationMatrix = glm::mat4({ specshipCameraRotrationMatrix = glm::mat4({
@ -258,14 +344,60 @@ void renderScene(GLFWwindow* window)
//steps = 0; //steps = 0;
} }
glUseProgram(0); glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programQuad);
//Core::SetActiveTexture(colorBuffers[0], "colorTexture", programQuad, 0);
//Core::SetActiveTexture(colorBuffers[1], "highlightTexture", programQuad, 1);
glUniform1i(glGetUniformLocation(programQuad, "originalTexture"), 0);
glUniform1i(glGetUniformLocation(programQuad, "bloomTexture"), 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, colorBuffers[1]);
renderQuad();
//Core::DrawContext(test);
//glBindTexture(GL_TEXTURE_2D, 0);
//glUseProgram(0);
glfwSwapBuffers(window); glfwSwapBuffers(window);
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
//// Draw the framebuffer rectangle
//glUseProgram(programQuad);
////glBindVertexArray(rectVAO);
////Core::DrawContext(test);
//renderQuad();
//glDisable(GL_DEPTH_TEST); // prevents framebuffer rectangle from being discarded
////glActiveTexture(GL_TEXTURE0);
////glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
////glActiveTexture(GL_TEXTURE1);
////glBindTexture(GL_TEXTURE_2D, colorBuffers[1]);
////glDrawArrays(GL_TRIANGLES, 0, 6);
//Core::SetActiveTexture(colorBuffers[0], "colorTexture", programQuad, 0);
//Core::SetActiveTexture(colorBuffers[1], "highlightTexture", programQuad, 1);
//glUseProgram(0);
//glfwSwapBuffers(window);
} }
void framebuffer_size_callback(GLFWwindow* window, int width, int height) void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{ {
aspectRatio = static_cast<float>(width) / static_cast<float>(height); //aspectRatio = static_cast<float>(width) / static_cast<float>(height);
//glViewport(0, 0, width, height);
aspectRatio = width / float(height);
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
WIDTH = 800;
HEIGHT = 800;
} }
void loadModelToContext(std::string path, Core::RenderContext& context) void loadModelToContext(std::string path, Core::RenderContext& context)
{ {
@ -283,20 +415,19 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
void init(GLFWwindow* window) void init(GLFWwindow* window)
{ {
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
program = shaderLoader.CreateProgram("shaders/shader_5_1.vert", "shaders/shader_5_1.frag"); program = shaderLoader.CreateProgram("shaders/shader_5_1.vert", "shaders/shader_5_1.frag");
//programTex = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.frag");
//programEarth = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.frag");
//programProcTex = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.frag");
programTex = shaderLoader.CreateProgram("shaders/shader_5_tex.vert", "shaders/shader_5_tex.frag"); programTex = shaderLoader.CreateProgram("shaders/shader_5_tex.vert", "shaders/shader_5_tex.frag");
programEarth = shaderLoader.CreateProgram("shaders/shader_5_tex.vert", "shaders/shader_5_tex.frag"); programEarth = shaderLoader.CreateProgram("shaders/shader_5_tex.vert", "shaders/shader_5_tex.frag");
programProcTex = shaderLoader.CreateProgram("shaders/shader_5_tex.vert", "shaders/shader_5_tex.frag"); programProcTex = shaderLoader.CreateProgram("shaders/shader_5_tex.vert", "shaders/shader_5_tex.frag");
programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag"); programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
programQuad = shaderLoader.CreateProgram("shaders/shader_quad.vert", "shaders/shader_quad.frag");
programBloom = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.frag");
loadModelToContext("./models/sphere.obj", sphereContext); loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/spaceship.obj", shipContext); loadModelToContext("./models/spaceship.obj", shipContext);
loadModelToContext("./models/cube.obj", cubeContext); loadModelToContext("./models/cube.obj", cubeContext);
@ -306,6 +437,8 @@ void init(GLFWwindow* window)
texture::moon = Core::LoadTexture("textures/moon.jpg"); texture::moon = Core::LoadTexture("textures/moon.jpg");
texture::rust = Core::LoadTexture("textures/rust.jpg"); texture::rust = Core::LoadTexture("textures/rust.jpg");
texture::sun = Core::LoadTexture("textures/2k_sun.jpg");
texture::mars = Core::LoadTexture("textures/2k_mars.jpg"); texture::mars = Core::LoadTexture("textures/2k_mars.jpg");
texture::mercury = Core::LoadTexture("textures/2k_mercury.jpg"); texture::mercury = Core::LoadTexture("textures/2k_mercury.jpg");
texture::venus = Core::LoadTexture("textures/2k_venus_surface.jpg"); texture::venus = Core::LoadTexture("textures/2k_venus_surface.jpg");
@ -314,17 +447,69 @@ void init(GLFWwindow* window)
texture::uranus = Core::LoadTexture("textures/2k_uranus.jpg"); texture::uranus = Core::LoadTexture("textures/2k_uranus.jpg");
texture::neptune = Core::LoadTexture("textures/2k_neptune.jpg"); texture::neptune = Core::LoadTexture("textures/2k_neptune.jpg");
texture::earthNormal = Core::LoadTexture("textures/earth_normalmap.png"); texture::earthNormal = Core::LoadTexture("textures/earth_normalmap.png");
texture::shipNormal = Core::LoadTexture("textures/spaceship_normal.jpg"); texture::shipNormal = Core::LoadTexture("textures/spaceship_normal.jpg");
texture::rustNormal = Core::LoadTexture("textures/rust_normal.jpg"); texture::rustNormal = Core::LoadTexture("textures/rust_normal.jpg");
texture::moonNormal = Core::LoadTexture("textures/moon_normal.jpg"); texture::moonNormal = Core::LoadTexture("textures/moon_normal.jpg");
loadModelToContext("./models/test.obj", test);
glGenTextures(1, &textureID); glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID); glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
//const GLFWvidmode* mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
glGenFramebuffers(1, &hdrFBO);
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
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);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, colorBuffers[i], 0
);
}
unsigned int attachments[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
glDrawBuffers(2, attachments);
float rectangleVertices[] =
{
// Coords // texCoords
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f
};
glGenVertexArrays(1, &rectVAO);
glGenBuffers(1, &rectVBO);
glBindVertexArray(rectVAO);
glBindBuffer(GL_ARRAY_BUFFER, rectVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(rectangleVertices), &rectangleVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
std::uniform_real_distribution<float> angleDistribution(0.0f, 2.0f * glm::pi<float>()); std::uniform_real_distribution<float> angleDistribution(0.0f, 2.0f * glm::pi<float>());
std::uniform_real_distribution<float> radiusDistribution(10.f, 17.f); std::uniform_real_distribution<float> radiusDistribution(10.f, 17.f);
@ -365,6 +550,7 @@ void init(GLFWwindow* window)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
} }
void shutdown(GLFWwindow* window) void shutdown(GLFWwindow* window)
@ -399,6 +585,7 @@ void processInput(GLFWwindow* window)
{ {
spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
spaceshipUp = glm::vec3(0.f, 1.f, 0.f); spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
float angleSpeed = 0.01f; float angleSpeed = 0.01f;
float moveSpeed = 0.01f; float moveSpeed = 0.01f;
@ -426,9 +613,11 @@ void processInput(GLFWwindow* window)
if (glfwGetKey(window, GLFW_KEY_G) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_G) == GLFW_PRESS)
START_AS = true; START_AS = true;
glfwSetCursorPosCallback(window, mouseCallback); //glfwSetCursorPosCallback(window, mouseCallback);
cameraPos = spaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 2, 0) * 0.1f; //cameraPos = spaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 2, 0) * 0.1f;
//cameraDir = spaceshipDir;
cameraPos = spaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
cameraDir = spaceshipDir; cameraDir = spaceshipDir;
//cameraDir = glm::normalize(-cameraPos); //cameraDir = glm::normalize(-cameraPos);

View File

@ -23,8 +23,8 @@ int main(int argc, char** argv)
#endif #endif
// tworzenie okna za pomoca glfw // tworzenie okna za pomoca glfw
const GLFWvidmode* mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); //const GLFWvidmode* mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
GLFWwindow* window = glfwCreateWindow(mode->width, mode->height, "FirstWindow", NULL, NULL); GLFWwindow* window = glfwCreateWindow(800, 800, "FirstWindow", NULL, NULL);
if (window == NULL) if (window == NULL)
{ {
std::cout << "Failed to create GLFW window" << std::endl; std::cout << "Failed to create GLFW window" << std::endl;
@ -35,7 +35,7 @@ int main(int argc, char** argv)
// ladowanie OpenGL za pomoca glew // ladowanie OpenGL za pomoca glew
glewInit(); glewInit();
glViewport(0, 0, mode->width, mode->width); glViewport(0, 0, 800, 800);
init(window); init(window);