diff --git a/grk/cw 6/grk-cw6.vcxproj b/grk/cw 6/grk-cw6.vcxproj
index b72c008..0143a47 100644
--- a/grk/cw 6/grk-cw6.vcxproj
+++ b/grk/cw 6/grk-cw6.vcxproj
@@ -40,14 +40,10 @@
-
-
-
-
{3952C396-B1C6-44CD-96DD-C1AC15D32978}
diff --git a/grk/cw 6/models/test.obj b/grk/cw 6/models/test.obj
deleted file mode 100644
index 79d5676..0000000
--- a/grk/cw 6/models/test.obj
+++ /dev/null
@@ -1,16 +0,0 @@
-# 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
diff --git a/grk/cw 6/shaders/shader_noise.frag b/grk/cw 6/shaders/shader_noise.frag
deleted file mode 100644
index 8ec9a97..0000000
--- a/grk/cw 6/shaders/shader_noise.frag
+++ /dev/null
@@ -1,80 +0,0 @@
-#version 430 core
-
-float PI = 3.14159f;
-
-uniform sampler2D colorTexture;
-
-uniform float exposition;
-
-in vec3 vecNormal;
-in vec3 worldPos;
-in vec2 vtc;
-
-out vec4 outColor;
-
-in vec3 viewDirTS;
-in vec3 lightDirTS;
-in vec3 sunDirTS;
-
-uniform float u_time;
-float pi = 3.14159;
-// 2D Random
-float random (in vec2 st) {
- return fract(sin(dot(st.xy,
- vec2(12.9898,78.233)))
- * 43758.5453123);
-}
-
-// 2D Noise based on Morgan McGuire @morgan3d
-// https://www.shadertoy.com/view/4dS3Wd
-float noise (in vec2 st) {
- vec2 i = floor(st);
- vec2 f = fract(st);
-
- // Four corners in 2D of a tile
- float a = random(i);
- float b = random(i + vec2(1.0, 0.0));
- float c = random(i + vec2(0.0, 1.0));
- float d = random(i + vec2(1.0, 1.0));
-
- vec2 randA = vec2(a *2.0 *pi);
- vec2 randB = vec2(b *2.0 *pi);
- vec2 randC = vec2(c *2.0 *pi);
- vec2 randD = vec2(d *2.0 *pi);
-
- vec2 offsetA = a-st;
- vec2 offsetB = b-st;
- vec2 offsetC = c-st;
- vec2 offsetD = d-st;
-
- offsetA = offsetA*randA;
- offsetB = offsetB*randB;
- offsetC = offsetC*randC;
- offsetD = offsetD*randD;
-
- float resA = smoothstep(offsetA.x,offsetA.y, f.y);
- float resB = smoothstep(offsetB.x,offsetB.y, f.y);
- float resC = smoothstep(offsetC.x,offsetC.y, f.y);
- float resD = smoothstep(offsetD.x,offsetD.y, f.y);
-
- vec2 u = smoothstep(0.,1.,f);
-
-
- float ab= mix(a, b, u.x);
- float cd = mix(c, d, u.x);
- return mix(ab,cd,u.y);
-
-}
-
-void main()
-{
-
- vec2 st = vtc;
- vec2 pos = vec2(st*3.776);
-
- // Use the noise function
- float n = 1.836 * 0.676*noise(pos*2.576);
- n = smoothstep(-0.096, 1.176, n);
-
- outColor = vec4(vec3(n), 1);
-}
diff --git a/grk/cw 6/shaders/shader_pbr.frag b/grk/cw 6/shaders/shader_pbr.frag
index 01d6ff1..58e4168 100644
--- a/grk/cw 6/shaders/shader_pbr.frag
+++ b/grk/cw 6/shaders/shader_pbr.frag
@@ -1,24 +1,23 @@
#version 430 core
-float AMBIENT = 0.25f;
-float PI = 3.14159f;
-
-uniform sampler2D depthMap;
-
-uniform vec3 cameraPos;
+float AMBIENT = 0.05;
+float PI = 3.14159;
uniform sampler2D colorTexture;
+uniform float exposition;
+uniform float metallic;
+uniform float roughness;
+
+uniform vec3 cameraPos;
+
uniform vec3 sunDir;
uniform vec3 sunColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
-uniform float metallic;
-uniform float roughness;
-
-uniform float exposition;
+uniform bool atmosphereCheck;
in vec3 vecNormal;
in vec3 worldPos;
@@ -99,7 +98,7 @@ vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V, vec3 color)
vec3 toneMapping(vec3 color)
{
- float exposure = 0.03;
+ float exposure = 0.06;
vec3 mapped = 1 - exp(-color * exposure);
return mapped;
}
@@ -107,18 +106,21 @@ vec3 toneMapping(vec3 color)
void main()
{
vec3 normal = normalize(vecNormal);
-
vec3 viewDir = normalize(cameraPos - worldPos);
-
vec3 lightDir = normalize(lightPos - worldPos);
vec4 textureColor = texture2D(colorTexture, vtc);
- float diffuse = max(0, dot(normal, lightDir));
- vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 300;
- vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance);
+ float atmosphereDot = dot(normal, viewDir);
+ vec3 atmosphereColor = vec3(0.04, 0.2, 1.0);
+
+ if (atmosphereCheck)
+ textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.1);
+
+ vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10;
+ vec3 toneMappedColor = toneMapping(vec3(textureColor) * distance);
//gamma correction
- //toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
+ toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
vec3 ambient = AMBIENT * toneMappedColor;
vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
@@ -128,5 +130,7 @@ void main()
//sun
illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
- outColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1);
+ vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition);
+
+ outColor = vec4(pbrColor, 1);
}
diff --git a/grk/cw 6/shaders/shader_skybox.frag b/grk/cw 6/shaders/shader_skybox.frag
index 96ba1a7..9dc902e 100644
--- a/grk/cw 6/shaders/shader_skybox.frag
+++ b/grk/cw 6/shaders/shader_skybox.frag
@@ -10,5 +10,5 @@ out vec4 out_color;
void main()
{
vec4 textureColor = texture(skybox, texCoord);
- out_color = vec4(vec3(textureColor) * lightColor * 0.3f, 1.0f);
+ out_color = vec4(vec3(textureColor) * lightColor * 0.35f, 1.0f);
}
\ No newline at end of file
diff --git a/grk/cw 6/shaders/shader_smap.vert b/grk/cw 6/shaders/shader_smap.vert
deleted file mode 100644
index c018240..0000000
--- a/grk/cw 6/shaders/shader_smap.vert
+++ /dev/null
@@ -1,13 +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 viewProjectionMatrix;
-uniform mat4 modelMatrix;
-
-void main()
-{
- gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, 1.0);
-}
\ No newline at end of file
diff --git a/grk/cw 6/shaders/shader_sun.frag b/grk/cw 6/shaders/shader_sun.frag
index 3b63a78..238525b 100644
--- a/grk/cw 6/shaders/shader_sun.frag
+++ b/grk/cw 6/shaders/shader_sun.frag
@@ -1,10 +1,12 @@
#version 430 core
-float AMBIENT = 0.1;
-
uniform vec3 lightPos;
uniform vec3 lightColor;
+uniform vec3 cameraPos;
+
+uniform bool atmosphereCheck;
+
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vtc;
@@ -13,8 +15,30 @@ out vec4 outColor;
uniform sampler2D colorTexture;
+vec3 toneMapping(vec3 color)
+{
+ float exposure = 0.06;
+ vec3 mapped = 1 - exp(-color * exposure);
+ return mapped;
+}
+
void main()
{
+ vec3 normal = normalize(vecNormal);
+ vec3 viewDir = normalize(cameraPos - worldPos);
+
vec4 textureColor = texture2D(colorTexture, vtc);
- outColor = vec4(vec3(textureColor) * lightColor * 0.15f, 1.0);
+
+ float atmosphereDot = dot(normal, viewDir);
+ vec3 atmosphereColor = vec3(1.0, 0.04, 0.01);
+
+ if (atmosphereCheck)
+ textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.25);
+
+ vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 25;
+ vec3 toneMappedColor = toneMapping(vec3(textureColor) * distance);
+ //gamma correction
+ toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
+
+ outColor = vec4(toneMappedColor * lightColor * 0.2f, 1.0);
}
\ No newline at end of file
diff --git a/grk/cw 6/shaders/shader_sun.vert b/grk/cw 6/shaders/shader_sun.vert
index b9539ff..da2afbf 100644
--- a/grk/cw 6/shaders/shader_sun.vert
+++ b/grk/cw 6/shaders/shader_sun.vert
@@ -13,6 +13,9 @@ out vec2 vtc;
void main()
{
+ worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
+ vecNormal = (modelMatrix * vec4(vertexNormal, 0)).xyz;
gl_Position = transformation * vec4(vertexPosition, 1.0);
+
vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
}
diff --git a/grk/cw 6/shaders/shader_tex.frag b/grk/cw 6/shaders/shader_tex.frag
index f20795a..594700f 100644
--- a/grk/cw 6/shaders/shader_tex.frag
+++ b/grk/cw 6/shaders/shader_tex.frag
@@ -1,19 +1,22 @@
#version 430 core
-float AMBIENT = 0.1;
+float AMBIENT = 0.05;
+
+uniform sampler2D colorTexture;
uniform vec3 color;
uniform vec3 lightPos;
uniform vec3 lightColor;
+uniform vec3 cameraPos;
+
+uniform bool atmosphereCheck;
+
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vtc;
-vec4 textureColor;
-out vec4 outColor;
-vec3 outputColor;
-uniform sampler2D colorTexture;
+out vec4 outColor;
vec3 toneMapping(vec3 color)
{
@@ -24,17 +27,24 @@ vec3 toneMapping(vec3 color)
void main()
{
- vec3 lightDir = normalize(lightPos - worldPos);
vec3 normal = normalize(vecNormal);
+ vec3 viewDir = normalize(cameraPos - worldPos);
+ vec3 lightDir = normalize(lightPos - worldPos);
+
float diffuse = max(0, dot(normal, lightDir));
- textureColor = texture2D(colorTexture, vtc);
- vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 200;
- outputColor = vec3(textureColor) * min(1, AMBIENT + diffuse) * distance;
+ vec4 textureColor = texture2D(colorTexture, vtc);
- //gamma correction
- //outputColor = pow(outputColor, vec3(1.0/2.2));
+ float atmosphereDot = dot(normal, viewDir);
+ vec3 atmosphereColor = vec3(0.04, 0.2, 1.0);
- outputColor = toneMapping(outputColor);
- outColor = vec4(outputColor , 1.0);
+ if (atmosphereCheck)
+ textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.05);
+
+ vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10000;
+ vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance);
+ //gamma correction
+ //toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
+
+ outColor = vec4(toneMappedColor, 1);
}
\ No newline at end of file
diff --git a/grk/cw 6/shaders/test.frag b/grk/cw 6/shaders/test.frag
deleted file mode 100644
index 404c2c6..0000000
--- a/grk/cw 6/shaders/test.frag
+++ /dev/null
@@ -1,12 +0,0 @@
-#version 330 core
-out vec4 FragColor;
-
-in vec2 tc;
-
-uniform sampler2D depthMap;
-
-void main()
-{
- float depthValue = texture(depthMap, tc).r;
- FragColor = vec4(vec3(depthValue+0.5), 1.0);
-}
\ No newline at end of file
diff --git a/grk/cw 6/shaders/test.vert b/grk/cw 6/shaders/test.vert
deleted file mode 100644
index f65f59d..0000000
--- a/grk/cw 6/shaders/test.vert
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 430 core
-
-layout(location = 0) in vec3 vertexPosition;
-layout(location = 1) in vec3 vertexNormal;
-layout(location = 2) in vec2 vertexTexCoord;
-
-
-out vec2 tc;
-
-void main()
-{
- tc = vertexTexCoord;
- gl_Position = vec4(vertexPosition*0.9, 1.0);
-}
diff --git a/grk/cw 6/src/Planet.hpp b/grk/cw 6/src/Planet.hpp
index ed7ed58..8355291 100644
--- a/grk/cw 6/src/Planet.hpp
+++ b/grk/cw 6/src/Planet.hpp
@@ -14,55 +14,10 @@
#include
#include
-/*
-namespace texturePlanets {
- GLuint blank;
- GLuint earth;
- GLuint planet;
- GLuint mercury;
- GLuint venus;
- GLuint mars;
- GLuint alpine;
- GLuint ceres;
- GLuint eris;
- GLuint haumea;
- GLuint icy;
- GLuint jupiter;
- GLuint makemake;
- GLuint martian;
- GLuint neptune;
- GLuint saturn;
- GLuint savannah;
- GLuint swamp;
- GLuint tropical;
- GLuint uranus;
- GLuint venusian;
- GLuint volcanic;
-}
-
-namespace textureSuns {
- GLuint sun1;
- GLuint sun2;
- GLuint sun3;
- GLuint sun4;
-}
-
-namespace textureMoons {
- GLuint moon1;
- GLuint moon2;
- GLuint moon3;
-}
-
-namespace textureMaterials {
- GLuint clouds;
-}
-*/
-GLuint programDepth;
GLuint programTex;
GLuint programPbr;
GLuint programSun;
GLuint programSkyBox;
-GLuint programNoise;
Core::Shader_Loader shaderLoader;
@@ -91,6 +46,9 @@ glm::vec3 sunPos = glm::vec3(20.f, 0.f, 20.f);
glm::vec3 sunDir = glm::vec3(1.f, 0.f, 1.f);
float sunSize = 0.05f;
+bool atmosphereCheck = false;
+bool lightingCheck = false;
+
const char* skyBoxPaths[] = { "./textures/skybox/space_rt.png", "./textures/skybox/space_lf.png", "./textures/skybox/space_up.png", "./textures/skybox/space_dn.png",
"./textures/skybox/space_bk.png", "./textures/skybox/space_ft.png" };
GLuint skyBoxTex;
@@ -113,7 +71,7 @@ unsigned int depthMapFBO;
int HDR_WIDTH = 1024;
int HDR_HEIGHT = 1024;
-float lightPower = 10.f;
+float lightPower = 8.f;
glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower);
glm::mat4 createCameraMatrix() {
@@ -194,15 +152,47 @@ void initDepthMap() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
-void drawPlanet(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
+void drawPlanetTex(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
glUseProgram(programTex);
Core::SetActiveTexture(texture, "colorTexture", programTex, 0);
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"), sunPos.x, sunPos.y, sunPos.z);
glUniform3f(glGetUniformLocation(programTex, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
+
+ glUniform3f(glGetUniformLocation(programPbr, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
+
+ glUniform1i(glGetUniformLocation(programPbr, "atmosphereCheck"), atmosphereCheck);
+
+ Core::DrawContext(context);
+ glUseProgram(0);
+}
+
+void drawPlanetPbr(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
+ glUseProgram(programPbr);
+ Core::SetActiveTexture(texture, "colorTexture", programPbr, 0);
+ glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
+ glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
+ glUniformMatrix4fv(glGetUniformLocation(programPbr, "transformation"), 1, GL_FALSE, (float*)&transformation);
+ glUniformMatrix4fv(glGetUniformLocation(programPbr, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
+
+ glUniform1f(glGetUniformLocation(programPbr, "exposition"), lightPower);
+ glUniform1f(glGetUniformLocation(programPbr, "roughness"), planetRough);
+ glUniform1f(glGetUniformLocation(programPbr, "metallic"), planetMetal);
+
+ glUniform3f(glGetUniformLocation(programPbr, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
+
+ glUniform3f(glGetUniformLocation(programPbr, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
+ glUniform3f(glGetUniformLocation(programPbr, "sunColor"), lightColor.x, lightColor.y, lightColor.z);
+
+ glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
+ glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
+
+ glUniform1i(glGetUniformLocation(programPbr, "atmosphereCheck"), atmosphereCheck);
+
Core::DrawContext(context);
glUseProgram(0);
}
@@ -214,8 +204,14 @@ void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(programSun, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
+
glUniform3f(glGetUniformLocation(programSun, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
glUniform3f(glGetUniformLocation(programSun, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
+
+ glUniform3f(glGetUniformLocation(programPbr, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
+
+ glUniform1i(glGetUniformLocation(programPbr, "atmosphereCheck"), atmosphereCheck);
+
Core::DrawContext(context);
glUseProgram(0);
}
@@ -227,50 +223,15 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(programSkyBox, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(programSkyBox, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
+
glUniform3f(glGetUniformLocation(programSkyBox, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
- Core::DrawContext(context);
- glUseProgram(0);
-}
-
-void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic) {
- glUseProgram(programPbr);
- Core::SetActiveTexture(texture, "colorTexture", programPbr, 0);
- glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
- glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
- glUniformMatrix4fv(glGetUniformLocation(programPbr, "transformation"), 1, GL_FALSE, (float*)&transformation);
- glUniformMatrix4fv(glGetUniformLocation(programPbr, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
-
- glUniform1f(glGetUniformLocation(programPbr, "exposition"), lightPower);
-
- glUniform1f(glGetUniformLocation(programPbr, "roughness"), roughness);
- glUniform1f(glGetUniformLocation(programPbr, "metallic"), metallic);
-
- glUniform3f(glGetUniformLocation(programPbr, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
-
- glUniform3f(glGetUniformLocation(programPbr, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
- glUniform3f(glGetUniformLocation(programPbr, "sunColor"), lightColor.x, lightColor.y, lightColor.z);
-
- glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
- glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
Core::DrawContext(context);
glUseProgram(0);
}
-void drawObjectNoise(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic) {
- glUseProgram(programNoise);
- glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
- glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
- glUniformMatrix4fv(glGetUniformLocation(programNoise, "transformation"), 1, GL_FALSE, (float*)&transformation);
- glUniformMatrix4fv(glGetUniformLocation(programNoise, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
-
- Core::DrawContext(context);
- glUseProgram(0);
-}
-
-
void renderScene(GLFWwindow* window) {
- glClearColor(0.5f, 0.0f, 0.25f, 1.0f);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float time = glfwGetTime();
@@ -279,9 +240,10 @@ void renderScene(GLFWwindow* window) {
glm::mat4 planetRotate = glm::rotate(time * planetRot, glm::vec3(0, 1, 0));
glm::mat4 planetTranslate = glm::translate(planetPos);
- //drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
- drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal);
- drawObjectNoise(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal);
+ if (lightingCheck)
+ drawPlanetPbr(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
+ else
+ drawPlanetTex(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
//rysowanie słońca
glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
@@ -316,37 +278,27 @@ void loadModelToContext(std::string path, Core::RenderContext& context) {
context.initFromAssimpMesh(scene->mMeshes[0]);
}
-void init(GLFWwindow* window) {
- glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
+void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ //tekstura planety
+ if (key == GLFW_KEY_T && action == GLFW_PRESS)
+ planetTex = Core::LoadTexture(planetTexPaths[std::abs(++planetTexIndex % 20)]);
+ if (key == GLFW_KEY_Y && action == GLFW_PRESS && planetTexIndex > 0)
+ planetTex = Core::LoadTexture(planetTexPaths[std::abs(--planetTexIndex % 20)]);
- glEnable(GL_DEPTH_TEST);
- //glDisable(GL_DEPTH_TEST);
+ //tekstura słońca
+ if (key == GLFW_KEY_U && action == GLFW_PRESS)
+ sunTex = Core::LoadTexture(sunTexPaths[std::abs(++sunTexIndex % 5)]);
+ if (key == GLFW_KEY_I && action == GLFW_PRESS && sunTexIndex > 0)
+ sunTex = Core::LoadTexture(sunTexPaths[std::abs(--sunTexIndex % 5)]);
- //initDepthMap();
- initHDR();
-
- //programDepth = shaderLoader.CreateProgram("shaders/shader_smap.vert", "shaders/shader_smap.frag");
- programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
- programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
- programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
- programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
- programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag");
+ //atmosfera
+ if (key == GLFW_KEY_O && action == GLFW_PRESS)
+ atmosphereCheck = !atmosphereCheck;
- loadModelToContext("./models/sphere.obj", sphereContext);
- loadModelToContext("./models/cube.obj", cubeContext);
-
- planetTex = Core::LoadTexture(planetTexPaths[std::abs(planetTexIndex % 20)]);
- sunTex = Core::LoadTexture(sunTexPaths[std::abs(sunTexIndex % 5)]);
-
- skyBoxTex = Core::LoadSkyBox(skyBoxPaths);
-}
-
-void shutdown(GLFWwindow* window) {
- shaderLoader.DeleteProgram(programDepth);
- shaderLoader.DeleteProgram(programTex);
- shaderLoader.DeleteProgram(programPbr);
- shaderLoader.DeleteProgram(programSun);
- shaderLoader.DeleteProgram(programSkyBox);
+ //typ światła
+ if (key == GLFW_KEY_P && action == GLFW_PRESS)
+ lightingCheck = !lightingCheck;
}
//obsluga wejscia
@@ -356,7 +308,7 @@ void processInput(GLFWwindow* window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
- //ruch kamerą
+ //ruch kamery
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
float cameraSpeed = 0.02f;
@@ -387,32 +339,12 @@ void processInput(GLFWwindow* window)
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS && planetRot > -1.f)
planetRot -= rotationSpeed;
- //zmiana tekstury planety
- if (glfwGetKey(window, GLFW_KEY_T) == GLFW_PRESS) {
- planetTex = Core::LoadTexture(planetTexPaths[std::abs(++planetTexIndex % 20)]);
- Sleep(200);
- }
- if (glfwGetKey(window, GLFW_KEY_Y) == GLFW_PRESS && planetTexIndex > 0) {
- planetTex = Core::LoadTexture(planetTexPaths[std::abs(--planetTexIndex % 20)]);
- Sleep(200);
- }
-
- //zmiana tekstury słońca
- if (glfwGetKey(window, GLFW_KEY_U) == GLFW_PRESS) {
- sunTex = Core::LoadTexture(sunTexPaths[std::abs(++sunTexIndex % 5)]);
- Sleep(200);
- }
- if (glfwGetKey(window, GLFW_KEY_I) == GLFW_PRESS && sunTexIndex > 0) {
- sunTex = Core::LoadTexture(sunTexPaths[std::abs(--sunTexIndex % 5)]);
- Sleep(200);
- }
-
//jasność
float powerSpeed = 0.05f;
- if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS && lightPower < 25.f)
+ if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS && lightPower < 16.f)
lightPower += powerSpeed;
- if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS && lightPower > 2.5f)
+ if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS && lightPower > 2.f)
lightPower -= powerSpeed;
lightColor = glm::vec3(lightPower, lightPower, lightPower);
@@ -434,6 +366,38 @@ void processInput(GLFWwindow* window)
planetMetal -= metalSpeed;
}
+void init(GLFWwindow* window) {
+ glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
+
+ glEnable(GL_DEPTH_TEST);
+ //glDisable(GL_DEPTH_TEST);
+
+ //initDepthMap();
+ //initHDR();
+
+ glfwSetKeyCallback(window, key_callback);
+
+ programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
+ programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
+ programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
+ programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
+
+ loadModelToContext("./models/sphere.obj", sphereContext);
+ loadModelToContext("./models/cube.obj", cubeContext);
+
+ planetTex = Core::LoadTexture(planetTexPaths[std::abs(planetTexIndex % 20)]);
+ sunTex = Core::LoadTexture(sunTexPaths[std::abs(sunTexIndex % 5)]);
+
+ skyBoxTex = Core::LoadSkyBox(skyBoxPaths);
+}
+
+void shutdown(GLFWwindow* window) {
+ shaderLoader.DeleteProgram(programTex);
+ shaderLoader.DeleteProgram(programPbr);
+ shaderLoader.DeleteProgram(programSun);
+ shaderLoader.DeleteProgram(programSkyBox);
+}
+
// funkcja jest glowna petla
void renderLoop(GLFWwindow* window) {
while (!glfwWindowShouldClose(window))