dodanie nowych skyboxów
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@ -3,14 +3,14 @@ Pos=60,60
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Size=400,400
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Size=400,400
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[Window][Planet]
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[Window][Planet]
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Pos=1,217
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Pos=1,257
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Size=327,227
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Size=327,229
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[Window][Sun]
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[Window][Sun]
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Pos=1,445
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Pos=1,487
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Size=327,118
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Size=327,120
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[Window][General]
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[Window][General]
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Pos=1,0
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Pos=1,0
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Size=327,216
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Size=327,256
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@ -75,14 +75,16 @@ bool lightingCheck = false;
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bool skyBoxCheck = false;
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bool skyBoxCheck = false;
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bool toneMappingCheck = false;
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bool toneMappingCheck = false;
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const char* skyBoxPaths[] = { "./textures/skybox/bkg2_left2.png", "./textures/skybox/bkg2_right1.png", "./textures/skybox/bkg2_top3.png", "./textures/skybox/bkg2_bottom4.png",
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const char* skyBoxPaths0[] = { "./textures/skybox/bkg1_left.png", "./textures/skybox/bkg1_right.png", "./textures/skybox/bkg1_top.png", "./textures/skybox/bkg1_bot.png",
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"./textures/skybox/bkg1_back.png", "./textures/skybox/bkg1_front.png" };
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const char* skyBoxPaths1[] = { "./textures/skybox/left.png", "./textures/skybox/right.png", "./textures/skybox/top.png", "./textures/skybox/bot.png",
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"./textures/skybox/back.png", "./textures/skybox/front.png" };
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const char* skyBoxPaths2[] = { "./textures/skybox/bkg2_left2.png", "./textures/skybox/bkg2_right1.png", "./textures/skybox/bkg2_top3.png", "./textures/skybox/bkg2_bottom4.png",
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"./textures/skybox/bkg2_back6.png", "./textures/skybox/bkg2_front5.png" };
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"./textures/skybox/bkg2_back6.png", "./textures/skybox/bkg2_front5.png" };
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//const char* skyBoxPaths[] = { "./textures/skybox/left.png", "./textures/skybox/right.png", "./textures/skybox/top.png", "./textures/skybox/bot.png",
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const char* skyBoxPaths3[] = { "./textures/skybox/space_rt.png", "./textures/skybox/space_lf.png", "./textures/skybox/space_up.png", "./textures/skybox/space_dn.png",
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// "./textures/skybox/back.png", "./textures/skybox/front.png" };
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"./textures/skybox/space_bk.png", "./textures/skybox/space_ft.png" };
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//const char* skyBoxPaths[] = { "./textures/skybox/bkg1_left.png", "./textures/skybox/bkg1_right.png", "./textures/skybox/bkg1_top.png", "./textures/skybox/bkg1_bot.png",
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const char** skyBoxArrays[] = { skyBoxPaths0, skyBoxPaths1, skyBoxPaths2, skyBoxPaths3 };
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// "./textures/skybox/bkg1_back.png", "./textures/skybox/bkg1_front.png" };
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int skyBoxIndex = 0;
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//const char* skyBoxPaths[] = { "./textures/skybox/space_rt.png", "./textures/skybox/space_lf.png", "./textures/skybox/space_up.png", "./textures/skybox/space_dn.png",
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// "./textures/skybox/space_bk.png", "./textures/skybox/space_ft.png" };
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GLuint skyBoxTex;
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GLuint skyBoxTex;
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glm::vec3 skyBoxPos = glm::vec3(0.f, 0.f, 0.f);
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glm::vec3 skyBoxPos = glm::vec3(0.f, 0.f, 0.f);
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@ -195,8 +197,28 @@ void showGUI() {
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{
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{
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ImGui::Checkbox("Sky Box", &skyBoxCheck);
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ImGui::Checkbox("Sky Box", &skyBoxCheck);
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if (skyBoxCheck)
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if (skyBoxCheck) {
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ImGui::Text("Texture");
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if (ImGui::Button("Prev", ImVec2(60, 20))) {
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--skyBoxIndex;
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if (skyBoxIndex < 0)
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skyBoxIndex = sizeof(skyBoxArrays) / sizeof(skyBoxArrays[0]) - 1;
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skyBoxTex = Core::LoadSkyBox(skyBoxArrays[skyBoxIndex]);
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}
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ImGui::SameLine();
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if (ImGui::Button("Next", ImVec2(60, 20))) {
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++skyBoxIndex;
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if (skyBoxIndex > sizeof(skyBoxArrays) / sizeof(skyBoxArrays[0]) - 1)
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skyBoxIndex = 0;
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skyBoxTex = Core::LoadSkyBox(skyBoxArrays[skyBoxIndex]);
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}
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ImGui::SliderFloat("Rotation", &skyBoxRot, 0.0f, 360.0f, "%.3f", ImGuiSliderFlags_AlwaysClamp);
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ImGui::SliderFloat("Rotation", &skyBoxRot, 0.0f, 360.0f, "%.3f", ImGuiSliderFlags_AlwaysClamp);
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}
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ImGui::Checkbox("Tone Mapping", &toneMappingCheck);
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ImGui::Checkbox("Tone Mapping", &toneMappingCheck);
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ImGui::SliderInt("Bloom Level", &blur_count, 1, 5, "%d", ImGuiSliderFlags_AlwaysClamp);
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ImGui::SliderInt("Bloom Level", &blur_count, 1, 5, "%d", ImGuiSliderFlags_AlwaysClamp);
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@ -489,8 +511,6 @@ void renderScene(GLFWwindow* window) {
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else
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else
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drawPlanetTex(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, normalTex);
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drawPlanetTex(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, normalTex);
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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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glm::mat4 sunRotate = glm::rotate(PI, glm::vec3(0, 1, 0));
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glm::mat4 sunRotate = glm::rotate(PI, glm::vec3(0, 1, 0));
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@ -577,6 +597,24 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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sunTex = Core::LoadTexture(sunTexPaths[sunTexIndex]);
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sunTex = Core::LoadTexture(sunTexPaths[sunTexIndex]);
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}
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}
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//tekstura skyboxa
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if (key == GLFW_KEY_G && action == GLFW_PRESS) {
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++skyBoxIndex;
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if (skyBoxIndex > sizeof(skyBoxArrays) / sizeof(skyBoxArrays[0]) - 1)
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skyBoxIndex = 0;
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skyBoxTex = Core::LoadSkyBox(skyBoxArrays[skyBoxIndex]);
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}
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else if (key == GLFW_KEY_H && action == GLFW_PRESS) {
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--skyBoxIndex;
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if (skyBoxIndex < 0)
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skyBoxIndex = sizeof(skyBoxArrays) / sizeof(skyBoxArrays[0]) - 1;
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skyBoxTex = Core::LoadSkyBox(skyBoxArrays[skyBoxIndex]);
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}
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//atmosfera
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//atmosfera
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if (key == GLFW_KEY_O && action == GLFW_PRESS)
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if (key == GLFW_KEY_O && action == GLFW_PRESS)
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atmosphereCheck = !atmosphereCheck;
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atmosphereCheck = !atmosphereCheck;
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@ -738,7 +776,7 @@ void init(GLFWwindow* window) {
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normalTex = Core::LoadTexture(normalTexPaths[planetTexIndex]);
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normalTex = Core::LoadTexture(normalTexPaths[planetTexIndex]);
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sunTex = Core::LoadTexture(sunTexPaths[sunTexIndex]);
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sunTex = Core::LoadTexture(sunTexPaths[sunTexIndex]);
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skyBoxTex = Core::LoadSkyBox(skyBoxPaths);
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skyBoxTex = Core::LoadSkyBox(skyBoxArrays[skyBoxIndex]);
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blurPingPong(window);
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blurPingPong(window);
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