dodanie nowych okienek i kilku nowych parametrów, poprawienie kilku elementów

This commit is contained in:
K4RP4T 2024-02-08 01:52:02 +01:00
parent 19067e20c1
commit 1fcde042d9
10 changed files with 200 additions and 85 deletions

View File

@ -52,6 +52,10 @@
<ClInclude Include="src\Texture.h" /> <ClInclude Include="src\Texture.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="shaders\shaderBlur.frag" />
<None Include="shaders\shaderBlur.vert" />
<None Include="shaders\shader_bloom_final.frag" />
<None Include="shaders\shader_bloom_final.vert" />
<None Include="shaders\shader_pbr.frag" /> <None Include="shaders\shader_pbr.frag" />
<None Include="shaders\shader_pbr.vert" /> <None Include="shaders\shader_pbr.vert" />
<None Include="shaders\shader_skybox.frag" /> <None Include="shaders\shader_skybox.frag" />

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@ -166,5 +166,17 @@
<None Include="shaders\shader_pbr.vert"> <None Include="shaders\shader_pbr.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_bloom_final.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom_final.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shaderBlur.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shaderBlur.vert">
<Filter>Shader Files</Filter>
</None>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -2,6 +2,15 @@
Pos=60,60 Pos=60,60
Size=400,400 Size=400,400
[Window][Menu] [Window][Planet]
Pos=27,35 Pos=1,170
Size=380,347 Size=327,229
[Window][Sun]
Pos=1,400
Size=327,121
[Window][General]
Pos=1,0
Size=327,169

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@ -1,4 +1,4 @@
#version 330 core #version 430 core
out vec4 FragColor; out vec4 FragColor;
in vec2 TexCoords; in vec2 TexCoords;
@ -23,7 +23,7 @@ void main()
} }
else else
{ {
for(int i = 1; i < 5; ++i) for(int i = 1; i < count; ++i)
{ {
result += texture(image, TexCoords + vec2(0.0, tex_offset.y * i)).rgb * weight[i]; result += texture(image, TexCoords + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(image, TexCoords - vec2(0.0, tex_offset.y * i)).rgb * weight[i]; result += texture(image, TexCoords - vec2(0.0, tex_offset.y * i)).rgb * weight[i];

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@ -1,4 +1,4 @@
#version 330 core #version 430 core
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords; layout (location = 1) in vec2 aTexCoords;

View File

@ -1,4 +1,4 @@
#version 330 core #version 430 core
out vec4 FragColor; out vec4 FragColor;
in vec2 TexCoords; in vec2 TexCoords;

View File

@ -1,4 +1,4 @@
#version 330 core #version 430 core
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords; layout (location = 1) in vec2 aTexCoords;

View File

@ -203,21 +203,20 @@ void main()
//sun //sun
illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor); illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition); vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition);
vec3 finalColor = pbrColor; vec3 finalColor;
if (atmosphereCheck) if (atmosphereCheck)
{ {
vec3 noiseColor = noiseColor() * min(1, 20.0 * max(0.02, dot(normal, lightDir))) * lightColor * cloudBrightness; vec3 noiseColor = noiseColor() * min(1, 20.0 * max(0.02, dot(normal, lightDir))) * lightColor * cloudBrightness;
finalColor = mix(pbrColor, noiseColor, noiseColor.r); finalColor = mix(pbrColor, noiseColor, noiseColor.r);
} }
else
finalColor = pbrColor;
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 0.2) if(brightness > 0.2)
BrightColor = vec4(finalColor, 1.0); BrightColor = vec4(finalColor, 1.0);
else else

View File

@ -7,7 +7,7 @@ uniform vec3 lightColor;
uniform vec3 cameraPos; uniform vec3 cameraPos;
uniform bool atmosphereCheck; uniform bool glowCheck;
uniform float time; uniform float time;
@ -19,8 +19,6 @@ in vec2 vtc;
uniform sampler2D colorTexture; uniform sampler2D colorTexture;
vec4 noiseColor;
vec3 toneMapping(vec3 color) vec3 toneMapping(vec3 color)
{ {
float exposure = 0.06; float exposure = 0.06;
@ -67,7 +65,7 @@ float fbm ( in vec2 _st) {
return v; return v;
} }
vec4 noiseTexture(float time) { vec3 noiseColor() {
vec2 st = vtc.xy * 9.; vec2 st = vtc.xy * 9.;
vec3 color = vec3(0.0); vec3 color = vec3(0.0);
@ -93,7 +91,7 @@ vec4 noiseTexture(float time) {
vec3(1.000,0.306,0.143), vec3(1.000,0.306,0.143),
clamp(length(r.x),0.0,1.0)); clamp(length(r.x),0.0,1.0));
noiseColor = vec4((f*f*f+1.384*f*f+1.044*f)*color,1.); vec3 noiseColor = vec3((f*f*f+1.384*f*f+1.044*f)*color);
return noiseColor; return noiseColor;
} }
@ -105,22 +103,28 @@ void main()
vec3 textureColor = texture2D(colorTexture, vtc).rgb; vec3 textureColor = texture2D(colorTexture, vtc).rgb;
if (atmosphereCheck) if (glowCheck)
{ {
float atmosphereDot = dot(normal, viewDir); float glowDot = dot(normal, viewDir);
vec3 atmosphereColor = vec3(1.0, 0.08, 0.02); vec3 glowColor = vec3(1.0, 0.08, 0.02);
textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 2)); textureColor = mix(textureColor, glowColor, pow(1 - glowDot, 2));
} }
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 15; vec3 mixedColor;
vec4 textureNoise = noiseTexture(time); if (glowCheck)
vec3 mixedTexture = mix(textureColor, textureNoise.rgb, 0.45f); {
vec3 noiseColor = noiseColor();
mixedColor = mix(textureColor, noiseColor, 0.35);
}
else
mixedColor = textureColor * lightColor * 0.2f;
vec3 toneMappedColor = toneMapping(mixedTexture * distance); vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 100;
vec3 toneMappedColor = toneMapping(mixedColor * distance);
//gamma correction //gamma correction
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2)); toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
vec3 finalColor = toneMappedColor * lightColor * 0.2f; vec3 finalColor = toneMappedColor;
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722)); float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));

View File

@ -31,8 +31,8 @@ GLuint programTex;
GLuint programPbr; GLuint programPbr;
GLuint programSun; GLuint programSun;
GLuint programSkyBox; GLuint programSkyBox;
GLuint programBloomFinal;
GLuint programBlur; GLuint programBlur;
GLuint programBloomFinal;
Core::Shader_Loader shaderLoader; Core::Shader_Loader shaderLoader;
@ -44,7 +44,7 @@ const char* const planetTexPaths[] = { "./textures/planets/mercury.png", "./text
"./textures/planets/volcanic.png", "./textures/planets/desert.png", "./textures/planets/tropical.png", "./textures/planets/toxic.jpg", "./textures/planets/swamp.png", "./textures/planets/volcanic.png", "./textures/planets/desert.png", "./textures/planets/tropical.png", "./textures/planets/toxic.jpg", "./textures/planets/swamp.png",
"./textures/planets/savannah.png", "./textures/planets/alpine.png", "./textures/planets/ceres.jpg", "./textures/planets/eris.jpg", "./textures/planets/haumea.jpg", "./textures/planets/savannah.png", "./textures/planets/alpine.png", "./textures/planets/ceres.jpg", "./textures/planets/eris.jpg", "./textures/planets/haumea.jpg",
"./textures/planets/makemake.jpg" }; "./textures/planets/makemake.jpg" };
int planetTexIndex = 80; int planetTexIndex = 0;
GLuint planetTex; GLuint planetTex;
glm::vec3 planetPos = glm::vec3(0.f, 0.f, 0.f); glm::vec3 planetPos = glm::vec3(0.f, 0.f, 0.f);
@ -54,15 +54,17 @@ float planetRough = 0.5f;
float planetMetal = 0.5f; float planetMetal = 0.5f;
const char* const sunTexPaths[] = { "./textures/suns/lava.png", "./textures/suns/sol.jpg", "./textures/suns/orange.jpg", "./textures/suns/star.png", "./textures/suns/sun.jpg" }; const char* const sunTexPaths[] = { "./textures/suns/lava.png", "./textures/suns/sol.jpg", "./textures/suns/orange.jpg", "./textures/suns/star.png", "./textures/suns/sun.jpg" };
int sunTexIndex = 20; int sunTexIndex = 0;
GLuint sunTex; GLuint sunTex;
glm::vec3 sunPos = glm::vec3(20.f, 0.f, 20.f); glm::vec3 sunPos = glm::vec3(20.f, 0.f, 20.f);
glm::vec3 sunDir = glm::vec3(1.f, 0.f, 1.f); glm::vec3 sunDir = glm::vec3(1.f, 0.f, 1.f);
float sunSize = 0.05f; float sunSize = 0.05f;
bool glowCheck = false;
bool atmosphereCheck = false; bool atmosphereCheck = false;
bool lightingCheck = false; bool lightingCheck = false;
bool skyBoxCheck = false;
const char* skyBoxPaths[] = { "./textures/skybox/space_rt.png", "./textures/skybox/space_lf.png", "./textures/skybox/space_up.png", "./textures/skybox/space_dn.png", 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" }; "./textures/skybox/space_bk.png", "./textures/skybox/space_ft.png" };
@ -83,7 +85,6 @@ unsigned int colorBuffers[2];
unsigned int rboDepth; unsigned int rboDepth;
unsigned int pingpongFBO[2]; unsigned int pingpongFBO[2];
unsigned int pingpongColorbuffers[2]; unsigned int pingpongColorbuffers[2];
@ -101,6 +102,8 @@ float cloudIntensity = 15.f;
float cloudMotion = 0.f; float cloudMotion = 0.f;
float cloudBrightness = 0.08f; float cloudBrightness = 0.08f;
float PI = 3.14159f;
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)));
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir)); glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir));
@ -124,7 +127,6 @@ glm::mat4 createPerspectiveMatrix() {
float n = 0.01f; float n = 0.01f;
float f = 200.f; float f = 200.f;
float fov = 105.f; float fov = 105.f;
float PI = 3.14159f;
float S = 1 / (tan((fov / 2) * (PI / 180))); float S = 1 / (tan((fov / 2) * (PI / 180)));
perspectiveMatrix = glm::mat4({ perspectiveMatrix = glm::mat4({
@ -168,36 +170,90 @@ void renderQuad()
glBindVertexArray(0); glBindVertexArray(0);
} }
void showGUI() { void showGUI() {
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame(); ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame(); ImGui::NewFrame();
ImGui::Begin("Menu");
ImGui::SliderFloat("Size", &planetSize, 0.001f, 0.01f);
ImGui::SliderFloat("Rotation", &planetRot, -1.5f, 1.5f);
ImGui::SliderFloat("Light Power", &lightPower, 0.01f, 20.0f);
ImGui::SliderInt("Bloom", &blur_count, 0, 6);
if (ImGui::Button("Texture", ImVec2(60, 20))) {
planetTex = Core::LoadTexture(planetTexPaths[std::abs(++planetTexIndex % 20)]);
}
ImGui::SameLine();
if (ImGui::Button("Sun", ImVec2(60, 20))) {
sunTex = Core::LoadTexture(sunTexPaths[std::abs(++sunTexIndex % 5)]);
}
ImGui::Text("PBR Settings"); if (ImGui::Begin("General"))
ImGui::Checkbox("Lighting Model", &lightingCheck); {
ImGui::SliderFloat("Metal", &planetMetal, 0.01f, 1.0f); ImGui::Checkbox("SkyBox", &skyBoxCheck);
ImGui::SliderFloat("Roughness", &planetRough, 0.01f, 1.0f); ImGui::Checkbox("Lighting Model: ", &lightingCheck);
ImGui::SameLine();
ImGui::Text("Atmosphere Settings"); ImGui::Checkbox("Atmosphere", &atmosphereCheck); if (lightingCheck) {
ImGui::Text("PBR");
ImGui::SliderFloat("Roughness", &planetRough, 0.0f, 1.0f, "%.3f", ImGuiSliderFlags_AlwaysClamp);
ImGui::SliderFloat("Metallicity", &planetMetal, 0.0f, 1.0f, "%.3f", ImGuiSliderFlags_AlwaysClamp);
}
else
ImGui::Text("Diffuse");
ImGui::SliderFloat("Cloud Intensity", &cloudIntensity, 0.01f, 20.0f); ImGui::SliderFloat("Exposure", &lightPower, 1.0f, 20.0f, "%.3f", ImGuiSliderFlags_AlwaysClamp);
ImGui::SliderFloat("Cloud Brightness", &cloudBrightness, 0.01f, 0.28f);
ImGui::SliderFloat("Cloud Motion", &cloudMotion, 0.01f, 8.0f);
ImGui::End(); ImGui::SliderInt("Bloom Level", &blur_count, 1, 5, "%d", ImGuiSliderFlags_AlwaysClamp);
}ImGui::End();
if(ImGui::Begin("Planet"))
{
ImGui::Text("Texture");
if (ImGui::Button("Prev", ImVec2(60, 20))) {
--planetTexIndex;
if (planetTexIndex < 0)
planetTexIndex = sizeof(planetTexPaths) / sizeof(planetTexPaths[0]) - 1;
planetTex = Core::LoadTexture(planetTexPaths[planetTexIndex]);
}
ImGui::SameLine();
if (ImGui::Button("Next", ImVec2(60, 20))) {
++planetTexIndex;
if (planetTexIndex > sizeof(planetTexPaths) / sizeof(planetTexPaths[0]) - 1)
planetTexIndex = 0;
planetTex = Core::LoadTexture(planetTexPaths[planetTexIndex]);
}
ImGui::SliderFloat("Size", &planetSize, 0.001f, 0.01f, "%.5f", ImGuiSliderFlags_AlwaysClamp);
ImGui::SliderFloat("Rotation", &planetRot, -2.0f, 2.0f, "%.3f", ImGuiSliderFlags_AlwaysClamp);
ImGui::Checkbox("Atmosphere", &atmosphereCheck);
if (atmosphereCheck) {
ImGui::Text("Clouds");
ImGui::SliderFloat("Intensity", &cloudIntensity, 0.0f, 100.0f, "%.3f", ImGuiSliderFlags_AlwaysClamp);
ImGui::SliderFloat("Brightness", &cloudBrightness, 0.01f, 0.20f, "%.3f", ImGuiSliderFlags_AlwaysClamp);
ImGui::SliderFloat("Motion", &cloudMotion, -0.5f, 0.5f, "%.3f", ImGuiSliderFlags_AlwaysClamp);
}
}ImGui::End();
if (ImGui::Begin("Sun"))
{
ImGui::Text("Texture");
if (ImGui::Button("Prev", ImVec2(60, 20))) {
--sunTexIndex;
if (sunTexIndex < 0)
sunTexIndex = sizeof(sunTexPaths) / sizeof(sunTexPaths[0]) - 1;
sunTex = Core::LoadTexture(sunTexPaths[sunTexIndex]);
}
ImGui::SameLine();
if (ImGui::Button("Next", ImVec2(60, 20))) {
++sunTexIndex;
if (sunTexIndex > sizeof(sunTexPaths) / sizeof(sunTexPaths[0]) - 1)
sunTexIndex = 0;
sunTex = Core::LoadTexture(sunTexPaths[sunTexIndex]);
}
ImGui::SliderFloat("Size", &sunSize, 0.01f, 0.1f, "%.4f", ImGuiSliderFlags_AlwaysClamp);
ImGui::Checkbox("Glow", &glowCheck);
}ImGui::End();
ImGui::Render(); ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
@ -337,7 +393,7 @@ void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z); glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUniform1i(glGetUniformLocation(programSun, "atmosphereCheck"), atmosphereCheck); glUniform1i(glGetUniformLocation(programSun, "glowCheck"), glowCheck);
glUniform1f(glGetUniformLocation(programSun, "time"), glfwGetTime()); glUniform1f(glGetUniformLocation(programSun, "time"), glfwGetTime());
Core::DrawContext(context); Core::DrawContext(context);
@ -358,12 +414,11 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text
glUseProgram(0); glUseProgram(0);
} }
void drawPlanetBlur() { void drawBlur() {
bool horizontal = true, first_iteration = true; bool horizontal = true, first_iteration = true;
unsigned int amount = 10;
glUseProgram(programBlur); glUseProgram(programBlur);
glUniform1i(glGetUniformLocation(programBlur, "count"), blur_count); glUniform1i(glGetUniformLocation(programBlur, "count"), blur_count);
for (unsigned int i = 0; i < amount; i++) for (unsigned int i = 0; i < blur_count * 2; i++)
{ {
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]); glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal); glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
@ -389,7 +444,7 @@ void drawPlanetBlur() {
} }
void renderScene(GLFWwindow* window) { void renderScene(GLFWwindow* window) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float time = glfwGetTime(); float time = glfwGetTime();
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO); glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
@ -408,7 +463,7 @@ void renderScene(GLFWwindow* window) {
//rysowanie słońca //rysowanie słońca
glm::mat4 sunScale = glm::scale(glm::vec3(sunSize)); glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
glm::mat4 sunTranslate = glm::translate(sunPos); glm::mat4 sunTranslate = glm::translate(sunPos);
glm::mat4 sunRotate = glm::rotate(180.f, glm::vec3(0, 1, 0)); glm::mat4 sunRotate = glm::rotate(PI, glm::vec3(0, 1, 0));
drawSun(sphereContext, sunTranslate * sunRotate * sunScale, sunTex); drawSun(sphereContext, sunTranslate * sunRotate * sunScale, sunTex);
@ -417,15 +472,15 @@ void renderScene(GLFWwindow* window) {
glm::mat4 skyBoxScale = glm::scale(glm::vec3(skyBoxSize)); glm::mat4 skyBoxScale = glm::scale(glm::vec3(skyBoxSize));
glm::mat4 skyBoxTranslate = glm::translate(skyBoxPos); glm::mat4 skyBoxTranslate = glm::translate(skyBoxPos);
drawSkyBox(cubeContext, skyBoxTranslate * skyBoxScale, skyBoxTex); if (skyBoxCheck)
drawSkyBox(cubeContext, skyBoxTranslate * skyBoxScale, skyBoxTex);
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
drawPlanetBlur(); drawBlur();
showGUI(); showGUI();
glfwSwapBuffers(window); glfwSwapBuffers(window);
} }
@ -453,16 +508,40 @@ void loadModelToContext(std::string path, Core::RenderContext& context) {
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{ {
//tekstura planety //tekstura planety
if (key == GLFW_KEY_T && action == GLFW_PRESS) if (key == GLFW_KEY_T && action == GLFW_PRESS) {
planetTex = Core::LoadTexture(planetTexPaths[std::abs(++planetTexIndex % 20)]); ++planetTexIndex;
if (key == GLFW_KEY_Y && action == GLFW_PRESS && planetTexIndex > 0)
planetTex = Core::LoadTexture(planetTexPaths[std::abs(--planetTexIndex % 20)]); if (planetTexIndex > sizeof(planetTexPaths) / sizeof(planetTexPaths[0]) - 1)
planetTexIndex = 0;
planetTex = Core::LoadTexture(planetTexPaths[planetTexIndex]);
}
if (key == GLFW_KEY_Y && action == GLFW_PRESS) {
--planetTexIndex;
if (planetTexIndex < 0)
planetTexIndex = sizeof(planetTexPaths) / sizeof(planetTexPaths[0]) - 1;
planetTex = Core::LoadTexture(planetTexPaths[planetTexIndex]);
}
//tekstura słońca //tekstura słońca
if (key == GLFW_KEY_U && action == GLFW_PRESS) if (key == GLFW_KEY_U && action == GLFW_PRESS) {
sunTex = Core::LoadTexture(sunTexPaths[std::abs(++sunTexIndex % 5)]); ++sunTexIndex;
if (key == GLFW_KEY_I && action == GLFW_PRESS && sunTexIndex > 0)
sunTex = Core::LoadTexture(sunTexPaths[std::abs(--sunTexIndex % 5)]); if (sunTexIndex > sizeof(sunTexPaths) / sizeof(sunTexPaths[0]) - 1)
sunTexIndex = 0;
sunTex = Core::LoadTexture(sunTexPaths[sunTexIndex]);
}
if (key == GLFW_KEY_I && action == GLFW_PRESS) {
--sunTexIndex;
if (sunTexIndex < 0)
sunTexIndex = sizeof(sunTexPaths) / sizeof(sunTexPaths[0]) - 1;
sunTex = Core::LoadTexture(sunTexPaths[sunTexIndex]);
}
//atmosfera //atmosfera
if (key == GLFW_KEY_O && action == GLFW_PRESS) if (key == GLFW_KEY_O && action == GLFW_PRESS)
@ -472,12 +551,20 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
if (key == GLFW_KEY_P && action == GLFW_PRESS) if (key == GLFW_KEY_P && action == GLFW_PRESS)
lightingCheck = !lightingCheck; lightingCheck = !lightingCheck;
//poświata słońca
if (key == GLFW_KEY_E && action == GLFW_PRESS)
glowCheck = !glowCheck;
//skybox
if (key == GLFW_KEY_Q && action == GLFW_PRESS)
skyBoxCheck = !skyBoxCheck;
//bloom
if (key == GLFW_KEY_M && action == GLFW_PRESS) { if (key == GLFW_KEY_M && action == GLFW_PRESS) {
blur_count++; blur_count++;
if (blur_count > 5) if (blur_count > 5)
blur_count = 1; blur_count = 1;
} }
} }
//obsluga wejscia //obsluga wejscia
@ -513,17 +600,17 @@ void processInput(GLFWwindow* window)
//obrót planety //obrót planety
float rotationSpeed = 0.0025f; float rotationSpeed = 0.0025f;
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS && planetRot < 1.5f) if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS && planetRot < 2.0f)
planetRot += rotationSpeed; planetRot += rotationSpeed;
else if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS && planetRot > -1.5f) else if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS && planetRot > -2.0f)
planetRot -= rotationSpeed; planetRot -= rotationSpeed;
//jasność //jasność
float powerSpeed = 0.05f; float powerSpeed = 0.05f;
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS && lightPower < 16.f) if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS && lightPower < 20.f)
lightPower += powerSpeed; lightPower += powerSpeed;
else if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS && lightPower > 2.f) else if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS && lightPower > 1.f)
lightPower -= powerSpeed; lightPower -= powerSpeed;
lightColor = glm::vec3(lightPower, lightPower, lightPower); lightColor = glm::vec3(lightPower, lightPower, lightPower);
@ -555,17 +642,17 @@ void processInput(GLFWwindow* window)
//ruch chmur //ruch chmur
float motionSpeed = 0.0025f; float motionSpeed = 0.0025f;
if (glfwGetKey(window, GLFW_KEY_V) == GLFW_PRESS && cloudMotion < 1.5f) if (glfwGetKey(window, GLFW_KEY_V) == GLFW_PRESS && cloudMotion < 0.5f)
cloudMotion += motionSpeed; cloudMotion += motionSpeed;
else if (glfwGetKey(window, GLFW_KEY_C) == GLFW_PRESS && cloudMotion > -1.5f) else if (glfwGetKey(window, GLFW_KEY_C) == GLFW_PRESS && cloudMotion > -0.5f)
cloudMotion -= motionSpeed; cloudMotion -= motionSpeed;
//jasność chmur //jasność chmur
float brightnessSpeed = 0.0005f; float brightnessSpeed = 0.0005f;
if (glfwGetKey(window, GLFW_KEY_N) == GLFW_PRESS && cloudBrightness < 0.16f) if (glfwGetKey(window, GLFW_KEY_N) == GLFW_PRESS && cloudBrightness < 0.2f)
cloudBrightness += brightnessSpeed; cloudBrightness += brightnessSpeed;
else if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && cloudBrightness > 0.02f) else if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && cloudBrightness > 0.01f)
cloudBrightness -= brightnessSpeed; cloudBrightness -= brightnessSpeed;
} }
@ -580,11 +667,9 @@ void init(GLFWwindow* window) {
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 330"); ImGui_ImplOpenGL3_Init("#version 430");
ImGui::StyleColorsDark; ImGui::StyleColorsDark;
glfwSetKeyCallback(window, key_callback); glfwSetKeyCallback(window, key_callback);
programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag"); programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
@ -612,6 +697,8 @@ void shutdown(GLFWwindow* window) {
shaderLoader.DeleteProgram(programPbr); shaderLoader.DeleteProgram(programPbr);
shaderLoader.DeleteProgram(programSun); shaderLoader.DeleteProgram(programSun);
shaderLoader.DeleteProgram(programSkyBox); shaderLoader.DeleteProgram(programSkyBox);
shaderLoader.DeleteProgram(programBlur);
shaderLoader.DeleteProgram(programBloomFinal);
ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown(); ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();