zmiany na cw 22-01-2024
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@ -17,5 +17,6 @@ void main()
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float exposure = 0.8f;
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vec3 toneMapped = vec3(1.0f) - exp(-color * exposure);
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FragColor.rgb = pow(toneMapped, vec3(1.0f / gamma));
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toneMapped = pow(toneMapped, vec3(1.0f / gamma));
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FragColor = vec4(toneMapped, 1.0);
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}
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@ -53,5 +53,6 @@ void main()
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result += texture(screenTexture, texCoords - vec2(0.0, tex_offset.y * i)).rgb * weights[i];
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}
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}
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result = vec3(0, 1, 0);
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FragColor = vec4(result, 1.0f);
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}
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@ -191,14 +191,7 @@ void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLui
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glUniform3f(glGetUniformLocation(programTex, "lightPos"), sunPosition.x, sunPosition.y, sunPosition.z);
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glUniform3f(glGetUniformLocation(programTex, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
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/* glUseProgram(programFramebuffer);
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glUniform1i(glGetUniformLocation(programFramebuffer, "screenTexture"), 0);
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glUniform1i(glGetUniformLocation(programFramebuffer, "bloomTexture"), 1);
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glUniform1f(glGetUniformLocation(programFramebuffer, "gamma"), gamma);
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glUseProgram(programBlur);
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glUniform1i(glGetUniformLocation(programBlur, "screenTexture"), 0);
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*/
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Core::DrawContext(context);
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@ -218,8 +211,10 @@ void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture
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}
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void drawObjectBloom(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, int amount, bool horizontal, bool first_iteration) {
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glUseProgram(programBlur);
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Core::SetActiveTexture(texture, "colorTexture", programTex, 0);
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glUniform1i(glGetUniformLocation(programBlur, "screenTexture"), 0);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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@ -250,6 +245,11 @@ void drawObjectBloom(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint
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// Switch between vertical and horizontal blurring
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horizontal = !horizontal;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glUseProgram(programFramebuffer);
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glUniform1i(glGetUniformLocation(programFramebuffer, "screenTexture"), 0);
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glUniform1i(glGetUniformLocation(programFramebuffer, "bloomTexture"), 1);
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glUniform1f(glGetUniformLocation(programFramebuffer, "gamma"), gamma);
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glUseProgram(0);
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}
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@ -317,11 +317,11 @@ void renderScene(GLFWwindow* window)
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glm::mat4 planetTranslate = glm::translate(glm::vec3(0, 0, 0)); // zostaje na domyślnej pozycji
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drawObjectTexture(sphereContext, planetTranslate * planetRotate * planetScale, texture::earth);
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/*
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glBindFramebuffer(hdrFBO, 0);
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glUseProgram(programBlur);
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drawObjectBloom(sphereContext, planetTranslate * planetRotate * planetScale, texture::earth, 2, true, true);
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*/
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drawObjectBloom(sphereContext, planetTranslate * planetRotate * planetScale, texture::earth, 10, true, true);
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glfwSwapBuffers(window);
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