tone mapping
This commit is contained in:
parent
1f49f47872
commit
74ffe6d81a
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@ -2,11 +2,7 @@
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<Project>
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<ProjectOutputs>
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<ProjectOutput>
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<<<<<<< HEAD
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<FullPath>D:\grk2024\dgrk-2023-planeta\grk\Debug\grk-cw6.exe</FullPath>
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=======
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<FullPath>E:\micha\studia\grafika_komputerowa\grk\grk\Debug\grk-cw6.exe</FullPath>
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>>>>>>> master
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</ProjectOutput>
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</ProjectOutputs>
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<ContentFiles />
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@ -1,77 +1,41 @@
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<<<<<<< HEAD
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C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.CppBuild.targets(491,5): warning MSB8028: Katalog pośredni (Debug\) zawiera pliki udostępnione z innego projektu (grk-cw3.vcxproj, grk-cw4.vcxproj, grk-cw5.vcxproj). Może to spowodować niepoprawne zachowanie podczas oczyszczania i ponownej kompilacji.
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main.cpp
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C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra
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D:\grk2024\dgrk-2023-planeta\grk\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : zobacz poprzednią definicję „APIENTRY”
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(72,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(124,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(159,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(261,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(267,52): warning C4305: "argument": obcięcie z "double" do "T"
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=======
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C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Microsoft\VC\v160\Microsoft.CppBuild.targets(513,5): warning MSB8028: The intermediate directory (Debug\) contains files shared from another project (grk-cw3.vcxproj, grk-cw4.vcxproj, grk-cw5.vcxproj). This can lead to incorrect clean and rebuild behavior.
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main.cpp
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C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: 'APIENTRY': macro redefinition
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E:\micha\studia\grafika_komputerowa\grk\grk\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : see previous definition of 'APIENTRY'
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E:\micha\studia\grafika_komputerowa\grk\grk\cw 6\src\ex_6_1.hpp(96,16): warning C4305: 'initializing': truncation from 'double' to 'float'
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E:\micha\studia\grafika_komputerowa\grk\grk\cw 6\src\ex_6_1.hpp(152,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
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E:\micha\studia\grafika_komputerowa\grk\grk\cw 6\src\ex_6_1.hpp(156,52): warning C4305: 'argument': truncation from 'double' to 'T'
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>>>>>>> master
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(73,30): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(125,16): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(161,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(266,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(273,52): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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<<<<<<< HEAD
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(271,50): warning C4305: "argument": obcięcie z "double" do "T"
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=======
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E:\micha\studia\grafika_komputerowa\grk\grk\cw 6\src\ex_6_1.hpp(160,50): warning C4305: 'argument': truncation from 'double' to 'T'
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>>>>>>> master
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(277,50): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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<<<<<<< HEAD
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(275,49): warning C4305: "argument": obcięcie z "double" do "T"
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=======
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E:\micha\studia\grafika_komputerowa\grk\grk\cw 6\src\ex_6_1.hpp(164,49): warning C4305: 'argument': truncation from 'double' to 'T'
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>>>>>>> master
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(281,49): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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<<<<<<< HEAD
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(279,48): warning C4305: "argument": obcięcie z "double" do "T"
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=======
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E:\micha\studia\grafika_komputerowa\grk\grk\cw 6\src\ex_6_1.hpp(168,48): warning C4305: 'argument': truncation from 'double' to 'T'
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>>>>>>> master
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(285,48): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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<<<<<<< HEAD
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(283,48): warning C4305: "argument": obcięcie z "double" do "T"
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=======
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E:\micha\studia\grafika_komputerowa\grk\grk\cw 6\src\ex_6_1.hpp(172,48): warning C4305: 'argument': truncation from 'double' to 'T'
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>>>>>>> master
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(289,48): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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<<<<<<< HEAD
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(287,48): warning C4305: "argument": obcięcie z "double" do "T"
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=======
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E:\micha\studia\grafika_komputerowa\grk\grk\cw 6\src\ex_6_1.hpp(176,48): warning C4305: 'argument': truncation from 'double' to 'T'
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>>>>>>> master
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D:\grk2024\dgrk-2023-planeta\grk\cw 6\src\ex_6_1.hpp(293,48): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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<<<<<<< HEAD
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Box.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
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LINK : warning LNK4098: domyślna biblioteka „MSVCRT” powoduje konflikt z innymi bibliotekami; użyj opcji /NODEFAULTLIB:biblioteka
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grk-cw6.vcxproj -> D:\grk2024\dgrk-2023-planeta\grk\Debug\grk-cw6.exe
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=======
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Box.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
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LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
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grk-cw6.vcxproj -> E:\micha\studia\grafika_komputerowa\grk\grk\Debug\grk-cw6.exe
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>>>>>>> master
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@ -41,6 +41,8 @@
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<None Include="shaders\shader_5_1.vert" />
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<None Include="shaders\shader_5_1_tex.frag" />
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<None Include="shaders\shader_5_1_tex.vert" />
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<None Include="shaders\shader_5_sun.frag" />
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<None Include="shaders\shader_5_sun.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_sun.frag" />
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<None Include="shaders\shader_sun.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_5_sun.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_5_sun.vert">
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<Filter>Shader Files</Filter>
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</None>
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</ItemGroup>
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</Project>
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@ -4,21 +4,35 @@ float AMBIENT = 0.1;
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uniform vec3 color;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vtc;
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vec4 textureColor;
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out vec4 outColor;
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vec3 outputColor;
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uniform sampler2D colorTexture;
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vec3 toneMapping(vec3 color){
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float exposure = 0.06;
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vec3 mapped = 1 - exp(-color*exposure);
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return mapped;
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}
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void main()
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{
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vec3 lightDir = normalize(lightPos - worldPos);
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vec3 normal = normalize(vecNormal);
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float diffuse = max(0, dot(normal, lightDir));
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textureColor = texture2D(colorTexture, vtc);
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vec3 distance = lightColor/(lightPos - worldPos)*(lightPos - worldPos);
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outputColor = vec3(textureColor) * min(1, AMBIENT + diffuse)* distance;
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//gamma correction
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//outputColor = pow(outputColor, vec3(1.0/2.2));
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vec4 textureColor = texture2D(colorTexture, vtc);
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outColor = vec4(vec3(textureColor) * min(1, AMBIENT + diffuse), 1.0);
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outputColor = toneMapping(outputColor);
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outColor = vec4(outputColor , 1.0);
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}
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glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9) * 3;
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float spotlightPhi = 3.14 / 4;
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glm::vec3 lightColor = glm::vec3(0.9, 0.7, 0.8);
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glm::vec3 lightColor = glm::vec3(20.f, 20.f, 20.f);
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unsigned int depthMapFBO;
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unsigned int depthMap;
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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int WIDTH = 500, HEIGHT = 500;
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}
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void renderShadowapSun() {
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int WIDTH = 500, HEIGHT = 500;
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float time = glfwGetTime();
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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//uzupelnij o renderowanie glebokosci do tekstury
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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}
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void drawObjectSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
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glUseProgram(programSun);
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Core::SetActiveTexture(texture, "colorTexture", programTex, 0);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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Core::DrawContext(context);
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glUseProgram(0);
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//glViewport(0, 0, WIDTH, HEIGHT);
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}
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniform3f(glGetUniformLocation(program, "lightPos"), 0.0, 0.0, 0.0);
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glUniform3f(glGetUniformLocation(programTex, "lightPos"), 0.0, 0.0, 0.0);
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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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glm::mat4 transformation;
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float time = glfwGetTime();
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renderShadowapSun();
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//shadowmap, poki co nie pozwala na skalowanie okna dlatego zakomentowane
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//renderShadowapSun();
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glm::mat4 sunScale = glm::scale(glm::vec3(1.75));
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initDepthMap();
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program = shaderLoader.CreateProgram("shaders/shader_5_1.vert", "shaders/shader_5_1.frag");
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programTex = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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programDepth = shaderLoader.CreateProgram("shaders/shader_smap.vert", "shaders/shader_smap.frag");
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//programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_5_sun.vert", "shaders/shader_5_sun.frag");
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