diff --git a/grk/cw 6/grk-cw6.vcxproj b/grk/cw 6/grk-cw6.vcxproj
index 205a3b3..5832909 100644
--- a/grk/cw 6/grk-cw6.vcxproj
+++ b/grk/cw 6/grk-cw6.vcxproj
@@ -52,6 +52,10 @@
+
+
+
+
diff --git a/grk/cw 6/grk-cw6.vcxproj.filters b/grk/cw 6/grk-cw6.vcxproj.filters
index f7b04c7..7cb4a37 100644
--- a/grk/cw 6/grk-cw6.vcxproj.filters
+++ b/grk/cw 6/grk-cw6.vcxproj.filters
@@ -166,5 +166,17 @@
Shader Files
+
+ Shader Files
+
+
+ Shader Files
+
+
+ Shader Files
+
+
+ Shader Files
+
\ No newline at end of file
diff --git a/grk/cw 6/imgui.ini b/grk/cw 6/imgui.ini
index 6d8337f..3dcebd7 100644
--- a/grk/cw 6/imgui.ini
+++ b/grk/cw 6/imgui.ini
@@ -2,6 +2,15 @@
Pos=60,60
Size=400,400
-[Window][Menu]
-Pos=27,35
-Size=380,347
+[Window][Planet]
+Pos=1,217
+Size=327,227
+
+[Window][Sun]
+Pos=1,445
+Size=327,118
+
+[Window][General]
+Pos=1,0
+Size=327,216
+
diff --git a/grk/cw 6/shaders/shaderBlur.frag b/grk/cw 6/shaders/shaderBlur.frag
index f5a1604..21dbe2b 100644
--- a/grk/cw 6/shaders/shaderBlur.frag
+++ b/grk/cw 6/shaders/shaderBlur.frag
@@ -1,4 +1,4 @@
-#version 330 core
+#version 430 core
out vec4 FragColor;
in vec2 TexCoords;
@@ -23,7 +23,7 @@ void main()
}
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];
diff --git a/grk/cw 6/shaders/shaderBlur.vert b/grk/cw 6/shaders/shaderBlur.vert
index 9f93e29..75ede81 100644
--- a/grk/cw 6/shaders/shaderBlur.vert
+++ b/grk/cw 6/shaders/shaderBlur.vert
@@ -1,4 +1,4 @@
-#version 330 core
+#version 430 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
diff --git a/grk/cw 6/shaders/shader_bloom_final.frag b/grk/cw 6/shaders/shader_bloom_final.frag
index 42e4521..5c6c0a5 100644
--- a/grk/cw 6/shaders/shader_bloom_final.frag
+++ b/grk/cw 6/shaders/shader_bloom_final.frag
@@ -1,4 +1,4 @@
-#version 330 core
+#version 430 core
out vec4 FragColor;
in vec2 TexCoords;
diff --git a/grk/cw 6/shaders/shader_bloom_final.vert b/grk/cw 6/shaders/shader_bloom_final.vert
index 9f93e29..75ede81 100644
--- a/grk/cw 6/shaders/shader_bloom_final.vert
+++ b/grk/cw 6/shaders/shader_bloom_final.vert
@@ -1,4 +1,4 @@
-#version 330 core
+#version 430 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
diff --git a/grk/cw 6/shaders/shader_pbr.frag b/grk/cw 6/shaders/shader_pbr.frag
index e494401..ba50195 100644
--- a/grk/cw 6/shaders/shader_pbr.frag
+++ b/grk/cw 6/shaders/shader_pbr.frag
@@ -21,6 +21,7 @@ uniform vec3 lightPos;
uniform vec3 lightColor;
uniform bool atmosphereCheck;
+uniform bool toneMappingCheck;
uniform float time;
@@ -191,10 +192,17 @@ void main()
textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
}
- vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10;
- vec3 toneMappedColor = toneMapping(textureColor * distance);
- //gamma correction
- toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
+ vec3 toneMappedColor;
+
+ if (toneMappingCheck)
+ {
+ vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10;
+ toneMappedColor = toneMapping(textureColor * distance);
+ //gamma correction
+ toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
+ }
+ else
+ toneMappedColor = textureColor;
vec3 ambient = AMBIENT * toneMappedColor;
vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
@@ -203,21 +211,20 @@ void main()
//sun
illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
-
-
vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition);
- vec3 finalColor = pbrColor;
+ vec3 finalColor;
if (atmosphereCheck)
{
vec3 noiseColor = noiseColor() * min(1, 20.0 * max(0.02, dot(normal, lightDir))) * lightColor * cloudBrightness;
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)
BrightColor = vec4(finalColor, 1.0);
else
diff --git a/grk/cw 6/shaders/shader_sun.frag b/grk/cw 6/shaders/shader_sun.frag
index a50e40f..29e9af0 100644
--- a/grk/cw 6/shaders/shader_sun.frag
+++ b/grk/cw 6/shaders/shader_sun.frag
@@ -7,7 +7,8 @@ uniform vec3 lightColor;
uniform vec3 cameraPos;
-uniform bool atmosphereCheck;
+uniform bool glowCheck;
+uniform bool toneMappingCheck;
uniform float time;
@@ -19,8 +20,6 @@ in vec2 vtc;
uniform sampler2D colorTexture;
-vec4 noiseColor;
-
vec3 toneMapping(vec3 color)
{
float exposure = 0.06;
@@ -67,7 +66,7 @@ float fbm ( in vec2 _st) {
return v;
}
-vec4 noiseTexture(float time) {
+vec3 noiseColor() {
vec2 st = vtc.xy * 9.;
vec3 color = vec3(0.0);
@@ -93,7 +92,7 @@ vec4 noiseTexture(float time) {
vec3(1.000,0.306,0.143),
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;
}
@@ -105,22 +104,36 @@ void main()
vec3 textureColor = texture2D(colorTexture, vtc).rgb;
- if (atmosphereCheck)
+ if (glowCheck)
{
- float atmosphereDot = dot(normal, viewDir);
- vec3 atmosphereColor = vec3(1.0, 0.08, 0.02);
- textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 2));
+ float glowDot = dot(normal, viewDir);
+ vec3 glowColor = vec3(1.0, 0.08, 0.02);
+ textureColor = mix(textureColor, glowColor, pow(1 - glowDot, 2));
}
- vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 15;
+ vec3 mixedColor;
- vec4 textureNoise = noiseTexture(time);
- vec3 mixedTexture = mix(textureColor, textureNoise.rgb, 0.45f);
+ if (glowCheck)
+ {
+ vec3 noiseColor = noiseColor();
+ mixedColor = mix(textureColor, noiseColor, 0.35);
+ }
+ else
+ mixedColor = textureColor * lightColor * 0.2f;
- vec3 toneMappedColor = toneMapping(mixedTexture * distance);
- //gamma correction
- toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
- vec3 finalColor = toneMappedColor * lightColor * 0.2f;
+ vec3 toneMappedColor;
+
+ if (toneMappingCheck)
+ {
+ vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 100;
+ toneMappedColor = toneMapping(mixedColor * distance);
+ //gamma correction
+ toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
+ }
+ else
+ toneMappedColor = mixedColor;
+
+ vec3 finalColor = toneMappedColor;
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
diff --git a/grk/cw 6/shaders/shader_tex.frag b/grk/cw 6/shaders/shader_tex.frag
index 9697fe5..51edf86 100644
--- a/grk/cw 6/shaders/shader_tex.frag
+++ b/grk/cw 6/shaders/shader_tex.frag
@@ -15,6 +15,7 @@ uniform vec3 lightColor;
uniform vec3 cameraPos;
uniform bool atmosphereCheck;
+uniform bool toneMappingCheck;
uniform float time;
@@ -113,19 +114,27 @@ void main()
}
vec3 diffuseColor = textureColor * min(1, AMBIENT + diffuse);
+ vec3 toneMappedColor;
- vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 1000;
- vec3 toneMappedColor = toneMapping(diffuseColor * distance);
- //gamma correction
- toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
+ if (toneMappingCheck)
+ {
+ vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 1000;
+ toneMappedColor = toneMapping(diffuseColor * distance);
+ //gamma correction
+ toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
+ }
+ else
+ toneMappedColor = diffuseColor;
- vec3 finalColor = toneMappedColor;
+ vec3 finalColor;
if (atmosphereCheck)
{
vec3 noiseColor = noiseColor() * min(1, 20.0 * max(0.02, dot(normal, lightDir))) * lightColor * cloudBrightness;
finalColor = mix(toneMappedColor, noiseColor, noiseColor.r);
}
+ else
+ finalColor = toneMappedColor;
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
diff --git a/grk/cw 6/src/Planet.hpp b/grk/cw 6/src/Planet.hpp
index 010ad5c..69752b5 100644
--- a/grk/cw 6/src/Planet.hpp
+++ b/grk/cw 6/src/Planet.hpp
@@ -31,8 +31,8 @@ GLuint programTex;
GLuint programPbr;
GLuint programSun;
GLuint programSkyBox;
-GLuint programBloomFinal;
GLuint programBlur;
+GLuint programBloomFinal;
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/savannah.png", "./textures/planets/alpine.png", "./textures/planets/ceres.jpg", "./textures/planets/eris.jpg", "./textures/planets/haumea.jpg",
"./textures/planets/makemake.jpg" };
-int planetTexIndex = 80;
+int planetTexIndex = 0;
GLuint planetTex;
glm::vec3 planetPos = glm::vec3(0.f, 0.f, 0.f);
@@ -54,15 +54,18 @@ float planetRough = 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" };
-int sunTexIndex = 20;
+int sunTexIndex = 0;
GLuint sunTex;
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 glowCheck = false;
bool atmosphereCheck = false;
bool lightingCheck = false;
+bool skyBoxCheck = false;
+bool toneMappingCheck = 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" };
@@ -70,6 +73,7 @@ GLuint skyBoxTex;
glm::vec3 skyBoxPos = glm::vec3(0.f, 0.f, 0.f);
float skyBoxSize = 3.f;
+float skyBoxRot = 0.f;
glm::vec3 cameraPos = glm::vec3(-2.f, 0.f, 0.f);
glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f);
@@ -83,7 +87,6 @@ unsigned int colorBuffers[2];
unsigned int rboDepth;
-
unsigned int pingpongFBO[2];
unsigned int pingpongColorbuffers[2];
@@ -101,6 +104,8 @@ float cloudIntensity = 15.f;
float cloudMotion = 0.f;
float cloudBrightness = 0.08f;
+float PI = 3.14159f;
+
glm::mat4 createCameraMatrix() {
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));
@@ -124,7 +129,6 @@ glm::mat4 createPerspectiveMatrix() {
float n = 0.01f;
float f = 200.f;
float fov = 105.f;
- float PI = 3.14159f;
float S = 1 / (tan((fov / 2) * (PI / 180)));
perspectiveMatrix = glm::mat4({
@@ -168,36 +172,94 @@ void renderQuad()
glBindVertexArray(0);
}
-
void showGUI() {
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_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");
- ImGui::Checkbox("Lighting Model", &lightingCheck);
- ImGui::SliderFloat("Metal", &planetMetal, 0.01f, 1.0f);
- ImGui::SliderFloat("Roughness", &planetRough, 0.01f, 1.0f);
- ImGui::Text("Atmosphere Settings"); ImGui::Checkbox("Atmosphere", &atmosphereCheck);
+ if (ImGui::Begin("General"))
+ {
+ ImGui::Checkbox("Sky Box", &skyBoxCheck);
- ImGui::SliderFloat("Cloud Intensity", &cloudIntensity, 0.01f, 20.0f);
- ImGui::SliderFloat("Cloud Brightness", &cloudBrightness, 0.01f, 0.28f);
- ImGui::SliderFloat("Cloud Motion", &cloudMotion, 0.01f, 8.0f);
+ if (skyBoxCheck)
+ ImGui::SliderFloat("Rotation", &skyBoxRot, 0.0f, 360.0f, "%.3f", ImGuiSliderFlags_AlwaysClamp);
- ImGui::End();
+ ImGui::Checkbox("Tone Mapping", &toneMappingCheck);
+ ImGui::SliderInt("Bloom Level", &blur_count, 1, 5, "%d", ImGuiSliderFlags_AlwaysClamp);
+ ImGui::Checkbox("Lighting Model: ", &lightingCheck);
+ ImGui::SameLine();
+
+ 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("Exposure", &lightPower, 1.0f, 20.0f, "%.3f", 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, 0.0f, 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_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
@@ -287,6 +349,7 @@ void drawPlanetTex(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
glUniform1f(glGetUniformLocation(programTex, "cloudBrightness"), cloudBrightness);
glUniform1i(glGetUniformLocation(programTex, "atmosphereCheck"), atmosphereCheck);
+ glUniform1i(glGetUniformLocation(programTex, "toneMappingCheck"), toneMappingCheck);
Core::DrawContext(context);
glUseProgram(0);
@@ -319,6 +382,7 @@ void drawPlanetPbr(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
glUniform1f(glGetUniformLocation(programPbr, "cloudBrightness"), cloudBrightness);
glUniform1i(glGetUniformLocation(programPbr, "atmosphereCheck"), atmosphereCheck);
+ glUniform1i(glGetUniformLocation(programPbr, "toneMappingCheck"), toneMappingCheck);
Core::DrawContext(context);
glUseProgram(0);
@@ -337,9 +401,11 @@ void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
- glUniform1i(glGetUniformLocation(programSun, "atmosphereCheck"), atmosphereCheck);
glUniform1f(glGetUniformLocation(programSun, "time"), glfwGetTime());
+ glUniform1i(glGetUniformLocation(programSun, "glowCheck"), glowCheck);
+ glUniform1i(glGetUniformLocation(programSun, "toneMappingCheck"), toneMappingCheck);
+
Core::DrawContext(context);
glUseProgram(0);
}
@@ -358,12 +424,11 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text
glUseProgram(0);
}
-void drawPlanetBlur() {
+void drawBlur() {
bool horizontal = true, first_iteration = true;
- unsigned int amount = 10;
glUseProgram(programBlur);
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]);
glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
@@ -389,7 +454,7 @@ void drawPlanetBlur() {
}
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);
float time = glfwGetTime();
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
@@ -407,25 +472,26 @@ void renderScene(GLFWwindow* window) {
//rysowanie słońca
glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
+ glm::mat4 sunRotate = glm::rotate(PI, glm::vec3(0, 1, 0));
glm::mat4 sunTranslate = glm::translate(sunPos);
- glm::mat4 sunRotate = glm::rotate(180.f, glm::vec3(0, 1, 0));
drawSun(sphereContext, sunTranslate * sunRotate * sunScale, sunTex);
//rysowanie skyboxa
skyBoxPos = cameraPos;
glm::mat4 skyBoxScale = glm::scale(glm::vec3(skyBoxSize));
+ glm::mat4 skyBoxRotate = glm::rotate(glm::radians(skyBoxRot), glm::vec3(0, 1, 0));
glm::mat4 skyBoxTranslate = glm::translate(skyBoxPos);
- drawSkyBox(cubeContext, skyBoxTranslate * skyBoxScale, skyBoxTex);
+ if (skyBoxCheck)
+ drawSkyBox(cubeContext, skyBoxTranslate * skyBoxRotate * skyBoxScale, skyBoxTex);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
- drawPlanetBlur();
+ drawBlur();
showGUI();
-
glfwSwapBuffers(window);
}
@@ -453,16 +519,40 @@ void loadModelToContext(std::string path, Core::RenderContext& context) {
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)]);
+ if (key == GLFW_KEY_T && action == GLFW_PRESS) {
+ ++planetTexIndex;
+
+ if (planetTexIndex > sizeof(planetTexPaths) / sizeof(planetTexPaths[0]) - 1)
+ planetTexIndex = 0;
+
+ planetTex = Core::LoadTexture(planetTexPaths[planetTexIndex]);
+ }
+ else 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
- 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)]);
+ if (key == GLFW_KEY_U && action == GLFW_PRESS) {
+ ++sunTexIndex;
+
+ if (sunTexIndex > sizeof(sunTexPaths) / sizeof(sunTexPaths[0]) - 1)
+ sunTexIndex = 0;
+
+ sunTex = Core::LoadTexture(sunTexPaths[sunTexIndex]);
+ }
+ else 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
if (key == GLFW_KEY_O && action == GLFW_PRESS)
@@ -472,12 +562,24 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
if (key == GLFW_KEY_P && action == GLFW_PRESS)
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;
+
+ //tonemapping
+ if (key == GLFW_KEY_F && action == GLFW_PRESS)
+ toneMappingCheck = !toneMappingCheck;
+
+ //bloom
if (key == GLFW_KEY_M && action == GLFW_PRESS) {
blur_count++;
if (blur_count > 5)
blur_count = 1;
}
-
}
//obsluga wejscia
@@ -513,17 +615,17 @@ void processInput(GLFWwindow* window)
//obrót planety
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;
- 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;
//jasność
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;
- 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;
lightColor = glm::vec3(lightPower, lightPower, lightPower);
@@ -555,18 +657,32 @@ void processInput(GLFWwindow* window)
//ruch chmur
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;
- 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;
//jasność chmur
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;
- 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;
+
+ //wielkość słońca
+ if (glfwGetKey(window, GLFW_KEY_7) == GLFW_PRESS && sunSize < 0.1f)
+ sunSize += sizeSpeed * 10;
+ else if (glfwGetKey(window, GLFW_KEY_8) == GLFW_PRESS && sunSize > 0.01f)
+ sunSize -= sizeSpeed * 10;
+
+ //obrót skyboxa
+ float rotSpeed = 1.0f;
+
+ if (glfwGetKey(window, GLFW_KEY_9) == GLFW_PRESS && skyBoxRot < 360.0f)
+ skyBoxRot += rotSpeed;
+ else if (glfwGetKey(window, GLFW_KEY_0) == GLFW_PRESS && skyBoxRot > 0.0f)
+ skyBoxRot -= rotSpeed;
}
void init(GLFWwindow* window) {
@@ -580,10 +696,8 @@ void init(GLFWwindow* window) {
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplGlfw_InitForOpenGL(window, true);
- ImGui_ImplOpenGL3_Init("#version 330");
+ ImGui_ImplOpenGL3_Init("#version 430");
ImGui::StyleColorsDark;
-
-
glfwSetKeyCallback(window, key_callback);
@@ -612,6 +726,8 @@ void shutdown(GLFWwindow* window) {
shaderLoader.DeleteProgram(programPbr);
shaderLoader.DeleteProgram(programSun);
shaderLoader.DeleteProgram(programSkyBox);
+ shaderLoader.DeleteProgram(programBlur);
+ shaderLoader.DeleteProgram(programBloomFinal);
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();