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This commit is contained in:
K4RP4T 2024-01-27 20:39:27 +01:00
parent cfc84de744
commit 61ffd28002
2 changed files with 9 additions and 16 deletions

View File

@ -36,12 +36,14 @@
<ClInclude Include="src\Texture.h" /> <ClInclude Include="src\Texture.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="shaders\shader_bloom.frag" />
<None Include="shaders\shader_bloom.vert" />
<None Include="shaders\shader_FBO.frag" />
<None Include="shaders\shader_FBO.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" />
<None Include="shaders\shader_skybox.vert" /> <None Include="shaders\shader_skybox.vert" />
<None Include="shaders\shader_smap.frag" />
<None Include="shaders\shader_smap.vert" />
<None Include="shaders\shader_tex.frag" /> <None Include="shaders\shader_tex.frag" />
<None Include="shaders\shader_tex.vert" /> <None Include="shaders\shader_tex.vert" />
<None Include="shaders\shader_sun.frag" /> <None Include="shaders\shader_sun.frag" />

View File

@ -57,7 +57,6 @@ namespace textureMaterials {
GLuint clouds; GLuint clouds;
} }
*/ */
GLuint programDepth;
GLuint programTex; GLuint programTex;
GLuint programPbr; GLuint programPbr;
GLuint programSun; GLuint programSun;
@ -209,11 +208,7 @@ void drawPlanet(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text
glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix); glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform3f(glGetUniformLocation(programTex, "lightPos"), sunPos.x, sunPos.y, sunPos.z); glUniform3f(glGetUniformLocation(programTex, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
glUniform3f(glGetUniformLocation(programTex, "lightColor"), lightColor.x, lightColor.y, lightColor.z); glUniform3f(glGetUniformLocation(programTex, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
Core::DrawContext(context); Core::DrawContext(context);
glUseProgram(0); glUseProgram(0);
} }
@ -231,8 +226,6 @@ void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture
} }
void drawObjectBloom(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, int amount, bool horizontal, bool first_iteration) { void drawObjectBloom(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, int amount, bool horizontal, bool first_iteration) {
glUseProgram(programBlur); glUseProgram(programBlur);
glUniform1i(glGetUniformLocation(programBlur, "screenTexture"), 0); glUniform1i(glGetUniformLocation(programBlur, "screenTexture"), 0);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
@ -324,7 +317,7 @@ void renderScene(GLFWwindow* window)
glm::mat4 planetTranslate = glm::translate(planetPos); glm::mat4 planetTranslate = glm::translate(planetPos);
//drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex); //drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal); //drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal);
//rysowanie słońca //rysowanie słońca
glm::mat4 sunScale = glm::scale(glm::vec3(sunSize)); glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
@ -340,8 +333,7 @@ void renderScene(GLFWwindow* window)
drawSkyBox(cubeContext, skyBoxTranslate * skyBoxScale, skyBoxTex); drawSkyBox(cubeContext, skyBoxTranslate * skyBoxScale, skyBoxTex);
glBindFramebuffer(hdrFBO, 0); glBindFramebuffer(hdrFBO, 0);
glUseProgram(programBlur); drawObjectBloom(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, 10, true, true);
drawObjectBloom(sphereContext, planetTranslate * planetRotate * planetScale, texture::earth, 10, true, true);
glfwSwapBuffers(window); glfwSwapBuffers(window);
} }
@ -372,10 +364,8 @@ void init(GLFWwindow* window) {
initHDR(); initHDR();
initBlurFBO(); initBlurFBO();
programDepth = shaderLoader.CreateProgram("shaders/shader_smap.vert", "shaders/shader_smap.frag"); programBlur = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.frag");
programBlur = shaderLoader.CreateProgram("shaders/shader_FBO.vert", "shaders/shader_bloom.frag");
programFramebuffer = shaderLoader.CreateProgram("shaders/shader_FBO.vert", "shaders/shader_FBO.frag"); programFramebuffer = shaderLoader.CreateProgram("shaders/shader_FBO.vert", "shaders/shader_FBO.frag");
program = shaderLoader.CreateProgram("shaders/shader.vert", "shaders/shader.frag");
programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag"); programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag"); programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag"); programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
@ -391,7 +381,8 @@ void init(GLFWwindow* window) {
} }
void shutdown(GLFWwindow* window) { void shutdown(GLFWwindow* window) {
shaderLoader.DeleteProgram(programDepth); shaderLoader.DeleteProgram(programBlur);
shaderLoader.DeleteProgram(programFramebuffer);
shaderLoader.DeleteProgram(programTex); shaderLoader.DeleteProgram(programTex);
shaderLoader.DeleteProgram(programPbr); shaderLoader.DeleteProgram(programPbr);
shaderLoader.DeleteProgram(programSun); shaderLoader.DeleteProgram(programSun);