połączenie pbr z tonemappingiem i dodanie możliwości zmiany chropowatości i metaliczności
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@ -1,14 +1,12 @@
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#version 430 core
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#version 430 core
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//float AMBIENT = 0.03f;
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float AMBIENT = 0.25f;
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float AMBIENT = 0.1f;
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float PI = 3.14159f;
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float PI = 3.14159f;
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uniform sampler2D depthMap;
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uniform sampler2D depthMap;
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uniform vec3 cameraPos;
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uniform vec3 cameraPos;
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//uniform vec3 color;
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uniform sampler2D colorTexture;
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uniform sampler2D colorTexture;
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uniform vec3 sunDir;
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uniform vec3 sunDir;
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@ -17,11 +15,6 @@ uniform vec3 sunColor;
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uniform vec3 lightPos;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 lightColor;
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//uniform vec3 spotlightPos;
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//uniform vec3 spotlightColor;
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//uniform vec3 spotlightConeDir;
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//uniform vec3 spotlightPhi;
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uniform float metallic;
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uniform float metallic;
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uniform float roughness;
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uniform float roughness;
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@ -35,11 +28,8 @@ out vec4 outColor;
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in vec3 viewDirTS;
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in vec3 viewDirTS;
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in vec3 lightDirTS;
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in vec3 lightDirTS;
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//in vec3 spotlightDirTS;
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in vec3 sunDirTS;
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in vec3 sunDirTS;
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//in vec3 test;
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float DistributionGGX(vec3 normal, vec3 H, float roughness)
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float DistributionGGX(vec3 normal, vec3 H, float roughness)
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{
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{
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float a = roughness * roughness;
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float a = roughness * roughness;
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@ -84,7 +74,6 @@ vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V, vec3 color)
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{
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{
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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 V = normalize(cameraPos - worldPos);
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vec3 F0 = vec3(0.04);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, color, metallic);
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F0 = mix(F0, color, metallic);
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@ -108,37 +97,36 @@ vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V, vec3 color)
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return (kD * color / PI + specular) * radiance * NdotL;
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return (kD * color / PI + specular) * radiance * NdotL;
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}
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}
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vec3 toneMapping(vec3 color)
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{
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float exposure = 0.03;
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vec3 mapped = 1 - exp(-color * exposure);
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return mapped;
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}
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void main()
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void main()
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{
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{
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//vec3 normal = vec3(0,0,1);
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vec3 normal = normalize(vecNormal);
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vec3 normal = normalize(vecNormal);
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//vec3 viewDir = normalize(viewDirTS);
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vec3 viewDir = normalize(cameraPos - worldPos);
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vec3 viewDir = normalize(cameraPos - worldPos);
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//vec3 lightDir = normalize(lightDirTS);
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vec3 lightDir = normalize(lightPos - worldPos);
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vec3 lightDir = normalize(lightPos - worldPos);
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vec4 textureColor = texture2D(colorTexture, vtc);
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vec4 textureColor = texture2D(colorTexture, vtc);
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vec3 ambient = AMBIENT * vec3(textureColor);
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float diffuse = max(0, dot(normal, lightDir));
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 300;
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vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance);
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//gamma correction
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//toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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vec3 ambient = AMBIENT * toneMappedColor;
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vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
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vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
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vec3 illumination;
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vec3 illumination;
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illumination = ambient + PBRLight(lightDir, attenuatedLightColor, normal, viewDir, vec3(textureColor));
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illumination = ambient + PBRLight(lightDir, attenuatedLightColor, normal, viewDir, toneMappedColor);
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//flashlight
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//vec3 spotlightDir = normalize(spotlightDirTS);
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//vec3 spotlightDir = normalize(spotlightPos -worldPos);
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//float angleAttenuation = clamp((dot(-normalize(spotlightPos - worldPos), spotlightConeDir) - 0.5) * 3, 0, 1);
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//attenuatedLightColor = angleAttenuation * spotlightColor / pow(length(spotlightPos - worldPos), 2);
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//illumination = illumination + PBRLight(spotlightDir, attenuatedLightColor, normal, viewDir, vec3(textureColor));
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//sun
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//sun
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illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, vec3(textureColor));
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illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
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outColor = vec4(vec3(1.0) - exp(-illumination * exposition * 0.01f), 1);
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outColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1);
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//outColor = vec4(roughness, metallic, 0, 1);
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//outColor = vec4(test);
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}
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}
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@ -14,13 +14,11 @@ 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 lightPos;
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//uniform vec3 spotlightPos;
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uniform vec3 cameraPos;
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uniform vec3 cameraPos;
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uniform vec3 sunDir;
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uniform vec3 sunDir;
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out vec3 viewDirTS;
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out vec3 viewDirTS;
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out vec3 lightDirTS;
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out vec3 lightDirTS;
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//out vec3 spotlightDirTS;
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out vec3 sunDirTS;
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out vec3 sunDirTS;
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void main()
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void main()
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@ -39,7 +37,5 @@ void main()
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viewDirTS = TBN * V;
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viewDirTS = TBN * V;
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vec3 L = normalize(lightPos - worldPos);
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vec3 L = normalize(lightPos - worldPos);
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lightDirTS = TBN * L;
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lightDirTS = TBN * L;
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//vec3 SL = normalize(spotlightPos - worldPos);
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//spotlightDirTS = TBN * SL;
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sunDirTS = TBN * sunDir;
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sunDirTS = TBN * sunDir;
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}
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}
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@ -10,5 +10,5 @@ out vec4 out_color;
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void main()
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void main()
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{
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{
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vec4 textureColor = texture(skybox, texCoord);
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vec4 textureColor = texture(skybox, texCoord);
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out_color = vec4(vec3(textureColor) * lightColor * 0.03f, 1.0f);
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out_color = vec4(vec3(textureColor) * lightColor * 0.3f, 1.0f);
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}
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}
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@ -16,5 +16,5 @@ uniform sampler2D colorTexture;
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void main()
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void main()
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{
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{
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vec4 textureColor = texture2D(colorTexture, vtc);
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vec4 textureColor = texture2D(colorTexture, vtc);
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outColor = vec4(vec3(textureColor) * lightColor * 0.015f, 1.0);
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outColor = vec4(vec3(textureColor) * lightColor * 0.15f, 1.0);
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}
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}
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@ -15,7 +15,8 @@ out vec4 outColor;
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vec3 outputColor;
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vec3 outputColor;
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uniform sampler2D colorTexture;
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uniform sampler2D colorTexture;
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vec3 toneMapping(vec3 color) {
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vec3 toneMapping(vec3 color)
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{
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float exposure = 0.06;
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float exposure = 0.06;
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vec3 mapped = 1 - exp(-color * exposure);
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vec3 mapped = 1 - exp(-color * exposure);
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return mapped;
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return mapped;
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@ -27,6 +28,7 @@ void main()
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vec3 normal = normalize(vecNormal);
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vec3 normal = normalize(vecNormal);
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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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textureColor = texture2D(colorTexture, vtc);
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textureColor = texture2D(colorTexture, vtc);
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 200;
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 200;
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outputColor = vec3(textureColor) * min(1, AMBIENT + diffuse) * distance;
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outputColor = vec3(textureColor) * min(1, AMBIENT + diffuse) * distance;
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@ -79,8 +79,8 @@ GLuint planetTex;
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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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float planetRot = 0.f;
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float planetRot = 0.f;
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float planetRough = 0.4f;
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float planetRough = 0.5f;
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float planetMetal = 0.4f;
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float planetMetal = 0.5f;
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const char* const sunTexPaths[] = { "./textures/suns/sol.jpg", "./textures/suns/orange.jpg", "./textures/suns/lava.png", "./textures/suns/star.png", "./textures/suns/sun.jpg" };
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const char* const sunTexPaths[] = { "./textures/suns/sol.jpg", "./textures/suns/orange.jpg", "./textures/suns/lava.png", "./textures/suns/star.png", "./textures/suns/sun.jpg" };
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int sunTexIndex = 20;
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int sunTexIndex = 20;
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@ -112,7 +112,7 @@ unsigned int depthMapFBO;
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int HDR_WIDTH = 1024;
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int HDR_WIDTH = 1024;
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int HDR_HEIGHT = 1024;
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int HDR_HEIGHT = 1024;
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float lightPower = 100.f;
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float lightPower = 10.f;
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glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower);
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glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower);
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glm::mat4 createCameraMatrix() {
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glm::mat4 createCameraMatrix() {
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@ -193,7 +193,6 @@ void initDepthMap() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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}
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void drawPlanet(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
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void drawPlanet(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
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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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@ -245,8 +244,6 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
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glUniform1f(glGetUniformLocation(programPbr, "roughness"), roughness);
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glUniform1f(glGetUniformLocation(programPbr, "roughness"), roughness);
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glUniform1f(glGetUniformLocation(programPbr, "metallic"), metallic);
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glUniform1f(glGetUniformLocation(programPbr, "metallic"), metallic);
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//glUniform3f(glGetUniformLocation(programPbr, "color"), color.x, color.y, color.z);
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glUniform3f(glGetUniformLocation(programPbr, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glUniform3f(glGetUniformLocation(programPbr, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glUniform3f(glGetUniformLocation(programPbr, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
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glUniform3f(glGetUniformLocation(programPbr, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
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glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
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glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
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glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
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glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
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//glUniform3f(glGetUniformLocation(programPbr, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
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//glUniform3f(glGetUniformLocation(programPbr, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
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//glUniform3f(glGetUniformLocation(programPbr, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
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//glUniform1f(glGetUniformLocation(programPbr, "spotlightPhi"), spotlightPhi);
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Core::DrawContext(context);
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Core::DrawContext(context);
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glUseProgram(0);
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glUseProgram(0);
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}
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}
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@ -399,15 +392,31 @@ void processInput(GLFWwindow* window)
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Sleep(200);
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Sleep(200);
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}
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}
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//siła światła
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//jasność
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float powerSpeed = 1.f;
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float powerSpeed = 0.05f;
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if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS && lightPower < 300.f)
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if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS && lightPower < 25.f)
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lightPower += powerSpeed;
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lightPower += powerSpeed;
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if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS && lightPower > 10.f)
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if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS && lightPower > 2.5f)
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lightPower -= powerSpeed;
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lightPower -= powerSpeed;
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lightColor = glm::vec3(lightPower, lightPower, lightPower);
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lightColor = glm::vec3(lightPower, lightPower, lightPower);
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//chropowatość
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float roughSpeed = 0.002f;
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if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS && planetRough < 1.f)
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planetRough += roughSpeed;
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if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS && planetRough > 0.f)
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planetRough -= roughSpeed;
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//metaliczność
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float metalSpeed = 0.002f;
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if (glfwGetKey(window, GLFW_KEY_5) == GLFW_PRESS && planetMetal < 1.f)
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planetMetal += metalSpeed;
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if (glfwGetKey(window, GLFW_KEY_6) == GLFW_PRESS && planetMetal > 0.f)
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planetMetal -= metalSpeed;
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}
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}
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// funkcja jest glowna petla
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// funkcja jest glowna petla
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6
konspekt
6
konspekt
@ -28,6 +28,6 @@ UP/DOWN - wielkość planety
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LEFT/RIGHT - obrót planety
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LEFT/RIGHT - obrót planety
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T/Y - tekstura planety
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T/Y - tekstura planety
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U/I - tekstura słońca
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U/I - tekstura słońca
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O/P - siła światła
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1/2 - jasność
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3/4 - chropowatość
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5/6 - metaliczność
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17
to-do.txt
17
to-do.txt
@ -1,15 +1,8 @@
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na 22.01.2024
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na 29.01.2024
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https://andkok.faculty.wmi.amu.edu.pl/grk/
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https://andkok.faculty.wmi.amu.edu.pl/grk/
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Oliwia:
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Do zrobienia:
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- znaleźć tekstury (done)
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- pbr (done)
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- perlin noise - poczytać i spróbować coś zrobić
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- bloom
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- perlin noise
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Kacper:
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- skybox
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- przyciski funkcyjne (done)
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Natalia:
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- Bloom
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- jak zostanie skończone, to perlin noise
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