shadery normalnych + nowe tekstury normalnych
@ -7,6 +7,7 @@ float AMBIENT = 0.05;
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float PI = 3.14159;
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float PI = 3.14159;
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uniform sampler2D colorTexture;
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uniform sampler2D colorTexture;
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uniform sampler2D textureNormal;
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uniform float exposition;
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uniform float exposition;
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uniform float metallic;
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uniform float metallic;
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@ -183,6 +184,11 @@ void main()
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vec3 lightDir = normalize(lightPos - worldPos);
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vec3 lightDir = normalize(lightPos - worldPos);
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vec3 textureColor = texture2D(colorTexture, vtc).rgb;
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vec3 textureColor = texture2D(colorTexture, vtc).rgb;
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vec3 N = texture2D(textureNormal, vtc).rgb;
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vec3 normalTexture = normalize((N * 2.0 - 1.0));
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float diffuseNormal = max(0, dot(normalTexture, lightDir));
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if (atmosphereCheck)
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if (atmosphereCheck)
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{
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{
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@ -191,8 +197,10 @@ void main()
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textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
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textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
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}
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}
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vec3 diffuseColor = textureColor * min(1, AMBIENT + diffuseNormal);
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10;
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10;
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vec3 toneMappedColor = toneMapping(textureColor * distance);
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vec3 toneMappedColor = toneMapping(diffuseColor * distance);
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//gamma correction
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//gamma correction
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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@ -7,6 +7,7 @@ float AMBIENT = 0.05;
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float PI = 3.14159;
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float PI = 3.14159;
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uniform sampler2D colorTexture;
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uniform sampler2D colorTexture;
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uniform sampler2D textureNormal;
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uniform vec3 color;
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uniform vec3 color;
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uniform vec3 lightPos;
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uniform vec3 lightPos;
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@ -26,6 +27,10 @@ in vec3 vecNormal;
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in vec3 worldPos;
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in vec3 worldPos;
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in vec2 vtc;
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in vec2 vtc;
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in vec3 viewDirTS;
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in vec3 lightDirTS;
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in vec3 sunDirTS;
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//out vec4 outColor;
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//out vec4 outColor;
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vec3 toneMapping(vec3 color)
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vec3 toneMapping(vec3 color)
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@ -104,6 +109,11 @@ void main()
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float diffuse = max(0, dot(normal, lightDir));
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float diffuse = max(0, dot(normal, lightDir));
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vec3 textureColor = texture2D(colorTexture, vtc).rgb;
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vec3 textureColor = texture2D(colorTexture, vtc).rgb;
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vec3 N = texture2D(textureNormal, vtc).rgb;
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vec3 normalTexture = normalize((N * 2.0 - 1.0));
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float diffuseNormal = max(0, dot(normalTexture, lightDir));
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if (atmosphereCheck)
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if (atmosphereCheck)
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{
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{
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@ -112,8 +122,8 @@ void main()
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textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
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textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
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}
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}
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vec3 diffuseColor = textureColor * min(1, AMBIENT + diffuse);
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vec3 diffuseColor = textureColor * min(1, AMBIENT + diffuse) * min(1, AMBIENT + diffuseNormal);
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 1000;
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 1000;
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vec3 toneMappedColor = toneMapping(diffuseColor * distance);
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vec3 toneMappedColor = toneMapping(diffuseColor * distance);
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//gamma correction
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//gamma correction
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@ -136,4 +146,5 @@ void main()
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outColor = vec4(finalColor, 1.0);
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outColor = vec4(finalColor, 1.0);
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}
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}
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@ -3,6 +3,8 @@
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layout(location = 0) in vec3 vertexPosition;
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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 = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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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 transformation;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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uniform mat4 modelMatrix;
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@ -11,11 +13,30 @@ out vec3 vecNormal;
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out vec3 worldPos;
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out vec3 worldPos;
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out vec2 vtc;
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out vec2 vtc;
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uniform vec3 lightPos;
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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 sunDirTS;
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void main()
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void main()
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{
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{
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worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
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worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
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vecNormal = (modelMatrix * vec4(vertexNormal, 0)).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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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
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vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
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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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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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sunDirTS = TBN * sunDir;
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}
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}
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@ -35,7 +35,13 @@ const char* const planetTexPaths[] = { "./textures/planets/rocky.jpg", "./textur
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"./textures/planets/makemake.jpg" };
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"./textures/planets/makemake.jpg" };
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int planetTexIndex = 80;
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int planetTexIndex = 80;
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GLuint planetTex;
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GLuint planetTex;
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GLuint planetRock;
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const char* const normalTexPaths[] = { "./textures/planets/normalne/rocky.png", "./textures/planets/normalne/beach.png", "./textures/planets/normalne/circles.png", "./textures/planets/normalne/denim.png",
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"./textures/planets/normalne/dirty.png", "./textures/planets/normalne/kora.png", "./textures/planets/normalne/leather.png", "./textures/planets/normalne/mchowa.png", "./textures/planets/normalne/red_stone.png",
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"./textures/planets/normalne/rocks.png", "./textures/planets/normalne/rust.png", "./textures/planets/normalne/snow-foot.png", "./textures/planets/normalne/swamp.png", "./textures/planets/normalne/toxic.png",
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"./textures/planets/normalne/tropical.png", "./textures/planets/normalne/volcanic.png", "./textures/planets/normalne/watermelon.png", "./textures/planets/normalne/wood.png" };
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int normalTexIndex = 80;
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GLuint normalTex;
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glm::vec3 planetPos = glm::vec3(0.f, 0.f, 0.f);
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glm::vec3 planetPos = glm::vec3(0.f, 0.f, 0.f);
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float planetSize = 0.005f;
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float planetSize = 0.005f;
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@ -222,9 +228,11 @@ void shaderBloomConfig() {
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glUniform1i(glGetUniformLocation(programBloomFinal, "bloomBlur"), 1);
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glUniform1i(glGetUniformLocation(programBloomFinal, "bloomBlur"), 1);
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}
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}
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void drawPlanetTex(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
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void drawPlanetTex(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, GLuint textureNormal) {
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glUseProgram(programTex);
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glUseProgram(programTex);
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Core::SetActiveTexture(texture, "colorTexture", programTex, 0);
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Core::SetActiveTexture(texture, "colorTexture", programTex, 0);
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Core::SetActiveTexture(textureNormal, "textureNormal", programTex, 1);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
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@ -247,9 +255,10 @@ void drawPlanetTex(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
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glUseProgram(0);
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glUseProgram(0);
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}
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}
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void drawPlanetPbr(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
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void drawPlanetPbr(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, GLuint textureNormal) {
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glUseProgram(programPbr);
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glUseProgram(programPbr);
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Core::SetActiveTexture(texture, "colorTexture", programPbr, 0);
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Core::SetActiveTexture(texture, "colorTexture", programPbr, 0);
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Core::SetActiveTexture(textureNormal, "textureNormal", programPbr, 1);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programPbr, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programPbr, "transformation"), 1, GL_FALSE, (float*)&transformation);
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@ -354,12 +363,12 @@ void renderScene(GLFWwindow* window) {
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glm::mat4 planetRotate = glm::rotate(time * planetRot, glm::vec3(0, 1, 0));
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glm::mat4 planetRotate = glm::rotate(time * planetRot, glm::vec3(0, 1, 0));
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glm::mat4 planetTranslate = glm::translate(planetPos);
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glm::mat4 planetTranslate = glm::translate(planetPos);
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/*if (lightingCheck)
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if (lightingCheck)
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drawPlanetPbr(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
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drawPlanetPbr(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, normalTex);
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else
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else
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drawPlanetTex(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);*/
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drawPlanetTex(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, normalTex);
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drawPlanetTex(sphereContext, planetTranslate * planetRotate * planetScale, planetRock);
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//drawPlanetTex(sphereContext, planetTranslate * planetRotate * planetScale, planetRock, rockNormal);
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//rysowanie słońca
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//rysowanie słońca
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glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
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glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
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@ -544,8 +553,7 @@ void init(GLFWwindow* window) {
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planetTex = Core::LoadTexture(planetTexPaths[std::abs(planetTexIndex % 21)]);
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planetTex = Core::LoadTexture(planetTexPaths[std::abs(planetTexIndex % 21)]);
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sunTex = Core::LoadTexture(sunTexPaths[std::abs(sunTexIndex % 5)]);
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sunTex = Core::LoadTexture(sunTexPaths[std::abs(sunTexIndex % 5)]);
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normalTex = Core::LoadTexture(normalTexPaths[std::abs(normalTexIndex % 23)]);
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planetRock = Core::LoadTexture("textures/planets/rocky.jpg");
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skyBoxTex = Core::LoadSkyBox(skyBoxPaths);
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skyBoxTex = Core::LoadSkyBox(skyBoxPaths);
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BIN
grk/cw 6/textures/planets/denim.png
Normal file
After Width: | Height: | Size: 9.5 MiB |
BIN
grk/cw 6/textures/planets/dirty.png
Normal file
After Width: | Height: | Size: 9.1 MiB |
BIN
grk/cw 6/textures/planets/kora.png
Normal file
After Width: | Height: | Size: 8.1 MiB |
BIN
grk/cw 6/textures/planets/leather.png
Normal file
After Width: | Height: | Size: 8.9 MiB |
BIN
grk/cw 6/textures/planets/mchowa.png
Normal file
After Width: | Height: | Size: 6.0 MiB |
BIN
grk/cw 6/textures/planets/normalne/beach.png
Normal file
After Width: | Height: | Size: 6.4 MiB |
BIN
grk/cw 6/textures/planets/normalne/circles.png
Normal file
After Width: | Height: | Size: 349 KiB |
BIN
grk/cw 6/textures/planets/normalne/denim.png
Normal file
After Width: | Height: | Size: 23 MiB |
BIN
grk/cw 6/textures/planets/normalne/dirty.png
Normal file
After Width: | Height: | Size: 6.6 MiB |
BIN
grk/cw 6/textures/planets/normalne/kora.png
Normal file
After Width: | Height: | Size: 8.9 MiB |
BIN
grk/cw 6/textures/planets/normalne/leather.png
Normal file
After Width: | Height: | Size: 8.1 MiB |
BIN
grk/cw 6/textures/planets/normalne/mchowa.png
Normal file
After Width: | Height: | Size: 8.9 MiB |
BIN
grk/cw 6/textures/planets/normalne/normalna-proba.jpg
Normal file
After Width: | Height: | Size: 128 KiB |
BIN
grk/cw 6/textures/planets/normalne/red_stone.png
Normal file
After Width: | Height: | Size: 27 MiB |
BIN
grk/cw 6/textures/planets/normalne/rocks.png
Normal file
After Width: | Height: | Size: 6.8 MiB |
BIN
grk/cw 6/textures/planets/normalne/rocky.png
Normal file
After Width: | Height: | Size: 22 MiB |
BIN
grk/cw 6/textures/planets/normalne/rust.png
Normal file
After Width: | Height: | Size: 3.7 MiB |
BIN
grk/cw 6/textures/planets/normalne/snow-foot.png
Normal file
After Width: | Height: | Size: 9.1 MiB |
BIN
grk/cw 6/textures/planets/normalne/swamp.png
Normal file
After Width: | Height: | Size: 4.9 MiB |
BIN
grk/cw 6/textures/planets/normalne/toxic.png
Normal file
After Width: | Height: | Size: 2.1 MiB |
BIN
grk/cw 6/textures/planets/normalne/tropical.png
Normal file
After Width: | Height: | Size: 3.3 MiB |
BIN
grk/cw 6/textures/planets/normalne/volcanic.png
Normal file
After Width: | Height: | Size: 4.2 MiB |
BIN
grk/cw 6/textures/planets/normalne/watermelon.png
Normal file
After Width: | Height: | Size: 2.3 MiB |
BIN
grk/cw 6/textures/planets/normalne/wood.png
Normal file
After Width: | Height: | Size: 4.7 MiB |
BIN
grk/cw 6/textures/planets/rocks.png
Normal file
After Width: | Height: | Size: 8.4 MiB |
Before Width: | Height: | Size: 175 KiB |
BIN
grk/cw 6/textures/planets/rocky.png
Normal file
After Width: | Height: | Size: 22 MiB |
BIN
grk/cw 6/textures/planets/rust.png
Normal file
After Width: | Height: | Size: 6.0 MiB |
BIN
grk/cw 6/textures/planets/snow-foot.png
Normal file
After Width: | Height: | Size: 5.4 MiB |
BIN
grk/cw 6/textures/planets/watermelon.png
Normal file
After Width: | Height: | Size: 5.2 MiB |
BIN
grk/cw 6/textures/planets/wood.png
Normal file
After Width: | Height: | Size: 7.0 MiB |