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@ -36,12 +36,14 @@
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<ClInclude Include="src\Texture.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="shaders\shader_bloom.frag" />
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<None Include="shaders\shader_bloom.vert" />
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<None Include="shaders\shader_FBO.frag" />
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<None Include="shaders\shader_FBO.vert" />
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<None Include="shaders\shader_pbr.frag" />
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<None Include="shaders\shader_pbr.vert" />
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<None Include="shaders\shader_skybox.frag" />
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<None Include="shaders\shader_skybox.vert" />
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<None Include="shaders\shader_smap.frag" />
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<None Include="shaders\shader_smap.vert" />
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<None Include="shaders\shader_tex.frag" />
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<None Include="shaders\shader_tex.vert" />
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<None Include="shaders\shader_sun.frag" />
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@ -57,7 +57,6 @@ namespace textureMaterials {
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GLuint clouds;
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}
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*/
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GLuint programDepth;
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GLuint programTex;
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GLuint programPbr;
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GLuint programSun;
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@ -209,11 +208,7 @@ void drawPlanet(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text
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glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniform3f(glGetUniformLocation(programTex, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
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glUniform3f(glGetUniformLocation(programTex, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
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Core::DrawContext(context);
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glUseProgram(0);
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}
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@ -231,8 +226,6 @@ 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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glUniform1i(glGetUniformLocation(programBlur, "screenTexture"), 0);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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@ -324,7 +317,7 @@ void renderScene(GLFWwindow* window)
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glm::mat4 planetTranslate = glm::translate(planetPos);
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//drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
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drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal);
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//drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal);
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//rysowanie słońca
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glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
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@ -340,8 +333,7 @@ void renderScene(GLFWwindow* window)
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drawSkyBox(cubeContext, skyBoxTranslate * skyBoxScale, skyBoxTex);
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glBindFramebuffer(hdrFBO, 0);
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glUseProgram(programBlur);
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drawObjectBloom(sphereContext, planetTranslate * planetRotate * planetScale, texture::earth, 10, true, true);
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drawObjectBloom(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, 10, true, true);
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glfwSwapBuffers(window);
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}
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@ -372,10 +364,8 @@ void init(GLFWwindow* window) {
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initHDR();
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initBlurFBO();
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programDepth = shaderLoader.CreateProgram("shaders/shader_smap.vert", "shaders/shader_smap.frag");
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programBlur = shaderLoader.CreateProgram("shaders/shader_FBO.vert", "shaders/shader_bloom.frag");
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programBlur = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.frag");
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programFramebuffer = shaderLoader.CreateProgram("shaders/shader_FBO.vert", "shaders/shader_FBO.frag");
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program = shaderLoader.CreateProgram("shaders/shader.vert", "shaders/shader.frag");
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programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
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programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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@ -391,7 +381,8 @@ void init(GLFWwindow* window) {
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}
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void shutdown(GLFWwindow* window) {
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shaderLoader.DeleteProgram(programDepth);
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shaderLoader.DeleteProgram(programBlur);
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shaderLoader.DeleteProgram(programFramebuffer);
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shaderLoader.DeleteProgram(programTex);
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shaderLoader.DeleteProgram(programPbr);
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shaderLoader.DeleteProgram(programSun);
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