diff --git a/grk/cw 6/grk-cw6.vcxproj b/grk/cw 6/grk-cw6.vcxproj
index b72c008..0143a47 100644
--- a/grk/cw 6/grk-cw6.vcxproj
+++ b/grk/cw 6/grk-cw6.vcxproj
@@ -40,14 +40,10 @@
-
-
-
-
{3952C396-B1C6-44CD-96DD-C1AC15D32978}
diff --git a/grk/cw 6/models/test.obj b/grk/cw 6/models/test.obj
deleted file mode 100644
index 79d5676..0000000
--- a/grk/cw 6/models/test.obj
+++ /dev/null
@@ -1,16 +0,0 @@
-# Blender v3.2.1 OBJ File: 'untitled.blend'
-# www.blender.org
-mtllib plane.mtl
-o Plane.001
-v -1.000000 -1.000000 -0.000000
-v 1.000000 -1.000000 -0.000000
-v -1.000000 1.000000 0.000000
-v 1.000000 1.000000 0.000000
-vt 0.000000 0.000000
-vt 1.000000 0.000000
-vt 1.000000 1.000000
-vt 0.000000 1.000000
-vn 0.0000 -0.0000 1.0000
-usemtl None
-s off
-f 1/1/1 2/2/1 4/3/1 3/4/1
diff --git a/grk/cw 6/shaders/shader_noise.frag b/grk/cw 6/shaders/shader_noise.frag
deleted file mode 100644
index 1febbcb..0000000
--- a/grk/cw 6/shaders/shader_noise.frag
+++ /dev/null
@@ -1,88 +0,0 @@
-#version 430 core
-
-uniform float u_time;
-out vec4 outColor;
-in vec2 vtc;
-in vec3 worldPos;
-
-vec2 u_resolution = vec2(1024, 1024);
-
-float random (in vec2 st) {
- return fract(sin(dot(st.xy,
- vec2(12.9898,78.233)))*
- 43758.5453123);
-}
-
-// Based on Morgan McGuire @morgan3d
-// https://www.shadertoy.com/view/4dS3Wd
-float noise (in vec2 st) {
- vec2 i = floor(st);
- vec2 f = fract(st);
-
- // Four corners in 2D of a tile
- float a = random(i);
- float b = random(i + vec2(1.0, 0.0));
- float c = random(i + vec2(0.0, 1.0));
- float d = random(i + vec2(1.0, 1.0));
-
- vec2 u = f * f * (3.0 - 2.0 * f);
-
- return mix(a, b, u.x) +
- (c - a)* u.y * (1.0 - u.x) +
- (d - b) * u.x * u.y;
-}
-
-#define OCTAVES 6
-float fbm (in vec2 st) {
- // Initial values
- float value = 0.0;
- float amplitude = .5;
- float frequency = 0.;
- //
- // Loop of octaves
- for (int i = 0; i < OCTAVES; i++) {
- value += amplitude * noise(st);
- st *= 2.;
- amplitude *= .5;
- }
- return value;
-}
-
-void main() {
-
-/*
- vec2 st = vtc;
- float cloudIntensity = 15.0;
-
-
-
- // Efekt lustrzanego odbicia
- vec2 mirroredSt = vec2(1.0 - st.x, st.y);
- mirroredSt.x += u_time * 0.07;
- vec3 mirroredColor = vec3(0.0);
- mirroredColor += fbm(mirroredSt * cloudIntensity);
-
- st.x -= u_time * 0.07;
- // Efekt oryginalny
- vec3 color = vec3(0.0);
- color += fbm(st * cloudIntensity);
-
- // Dodaj gradientowe mieszanie miêdzy orygina³em a lustrzanym odbiciem
- float gradient = smoothstep(0.45, 0.55, st.x);
- vec3 finalColor = mix(color, mirroredColor, gradient);
-
- outColor = vec4(finalColor, 1.0);
- */
-
- vec2 st = vtc;
- st.x -= u_time * 0.07;
-
- vec3 color = vec3(0.0);
- color += fbm(st*10.0);
-
- //vec3 mixedColor = mix(vec3(0.4), color, color.r);
- //color = mix(vec3(1.0), fbm(st*3.0), 0.1);
-
- outColor = vec4(color,1.0);
-
-}
\ No newline at end of file
diff --git a/grk/cw 6/shaders/shader_pbr.frag b/grk/cw 6/shaders/shader_pbr.frag
index 8db6dba..44611f7 100644
--- a/grk/cw 6/shaders/shader_pbr.frag
+++ b/grk/cw 6/shaders/shader_pbr.frag
@@ -1,23 +1,23 @@
#version 430 core
-float AMBIENT = 0.25f;
-float PI = 3.14159f;
+float AMBIENT = 0.05;
+float PI = 3.14159;
-uniform sampler2D depthMap;
+uniform sampler2D colorTexture;
+
+uniform float exposition;
+uniform float metallic;
+uniform float roughness;
uniform vec3 cameraPos;
-uniform sampler2D colorTexture; //planet texture
-
uniform vec3 sunDir;
uniform vec3 sunColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
-uniform float metallic; //pbr
-uniform float roughness; //pbr
-uniform float exposition; //pbr
+uniform bool atmosphereCheck;
uniform float u_time;
uniform float cloudLight;
@@ -34,8 +34,6 @@ in vec3 viewDirTS;
in vec3 lightDirTS;
in vec3 sunDirTS;
-vec4 textureColor;
-
float DistributionGGX(vec3 normal, vec3 H, float roughness)
{
float a = roughness * roughness;
@@ -105,7 +103,7 @@ vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V, vec3 color)
vec3 toneMapping(vec3 color)
{
- float exposure = 0.03;
+ float exposure = 0.06;
vec3 mapped = 1 - exp(-color * exposure);
return mapped;
}
@@ -172,22 +170,23 @@ vec4 noiseColor() {
return noiseColor;
}
-
void main() {
vec3 normal = normalize(vecNormal);
-
vec3 viewDir = normalize(cameraPos - worldPos);
-
vec3 lightDir = normalize(lightPos - worldPos);
vec4 textureColor = texture2D(colorTexture, vtc);
- float diffuse = max(0, dot(normal, lightDir));
- vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 300;
- vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance);
+ float atmosphereDot = dot(normal, viewDir);
+ vec3 atmosphereColor = vec3(0.04, 0.2, 1.0);
+ if (atmosphereCheck)
+ textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.1);
+
+ vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10;
+ vec3 toneMappedColor = toneMapping(vec3(textureColor) * distance);
//gamma correction
- //toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
+ toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
vec3 ambient = AMBIENT * toneMappedColor;
vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
@@ -197,11 +196,11 @@ void main() {
//sun
illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
- textureColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1);
+ vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition);
vec4 noiseColor = noiseColor() * min(1, AMBIENT + diffuse) * vec4(lightColor, 0.0) / cloudLight;
- vec3 mixedColor = mix(textureColor.rgb, noiseColor.rgb, noiseColor.r);
+ vec3 mixedColor = mix(pbrColor.rgb, noiseColor.rgb, noiseColor.r);
- outColor = vec4(mixedColor * min(1, AMBIENT + diffuse), 1.0);
+ outColor = vec4(mixedColor, 1.0);
}
diff --git a/grk/cw 6/shaders/shader_skybox.frag b/grk/cw 6/shaders/shader_skybox.frag
index 96ba1a7..9dc902e 100644
--- a/grk/cw 6/shaders/shader_skybox.frag
+++ b/grk/cw 6/shaders/shader_skybox.frag
@@ -10,5 +10,5 @@ out vec4 out_color;
void main()
{
vec4 textureColor = texture(skybox, texCoord);
- out_color = vec4(vec3(textureColor) * lightColor * 0.3f, 1.0f);
+ out_color = vec4(vec3(textureColor) * lightColor * 0.35f, 1.0f);
}
\ No newline at end of file
diff --git a/grk/cw 6/shaders/shader_smap.vert b/grk/cw 6/shaders/shader_smap.vert
deleted file mode 100644
index c018240..0000000
--- a/grk/cw 6/shaders/shader_smap.vert
+++ /dev/null
@@ -1,13 +0,0 @@
-#version 430 core
-
-layout(location = 0) in vec3 vertexPosition;
-layout(location = 1) in vec3 vertexNormal;
-layout(location = 2) in vec2 vertexTexCoord;
-
-uniform mat4 viewProjectionMatrix;
-uniform mat4 modelMatrix;
-
-void main()
-{
- gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, 1.0);
-}
\ No newline at end of file
diff --git a/grk/cw 6/shaders/shader_sun.frag b/grk/cw 6/shaders/shader_sun.frag
index 3b63a78..238525b 100644
--- a/grk/cw 6/shaders/shader_sun.frag
+++ b/grk/cw 6/shaders/shader_sun.frag
@@ -1,10 +1,12 @@
#version 430 core
-float AMBIENT = 0.1;
-
uniform vec3 lightPos;
uniform vec3 lightColor;
+uniform vec3 cameraPos;
+
+uniform bool atmosphereCheck;
+
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vtc;
@@ -13,8 +15,30 @@ out vec4 outColor;
uniform sampler2D colorTexture;
+vec3 toneMapping(vec3 color)
+{
+ float exposure = 0.06;
+ vec3 mapped = 1 - exp(-color * exposure);
+ return mapped;
+}
+
void main()
{
+ vec3 normal = normalize(vecNormal);
+ vec3 viewDir = normalize(cameraPos - worldPos);
+
vec4 textureColor = texture2D(colorTexture, vtc);
- outColor = vec4(vec3(textureColor) * lightColor * 0.15f, 1.0);
+
+ float atmosphereDot = dot(normal, viewDir);
+ vec3 atmosphereColor = vec3(1.0, 0.04, 0.01);
+
+ if (atmosphereCheck)
+ textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.25);
+
+ vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 25;
+ vec3 toneMappedColor = toneMapping(vec3(textureColor) * distance);
+ //gamma correction
+ toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
+
+ outColor = vec4(toneMappedColor * lightColor * 0.2f, 1.0);
}
\ No newline at end of file
diff --git a/grk/cw 6/shaders/shader_sun.vert b/grk/cw 6/shaders/shader_sun.vert
index b9539ff..da2afbf 100644
--- a/grk/cw 6/shaders/shader_sun.vert
+++ b/grk/cw 6/shaders/shader_sun.vert
@@ -13,6 +13,9 @@ out vec2 vtc;
void main()
{
+ worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
+ vecNormal = (modelMatrix * vec4(vertexNormal, 0)).xyz;
gl_Position = transformation * vec4(vertexPosition, 1.0);
+
vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
}
diff --git a/grk/cw 6/shaders/shader_tex.frag b/grk/cw 6/shaders/shader_tex.frag
index f20795a..594700f 100644
--- a/grk/cw 6/shaders/shader_tex.frag
+++ b/grk/cw 6/shaders/shader_tex.frag
@@ -1,19 +1,22 @@
#version 430 core
-float AMBIENT = 0.1;
+float AMBIENT = 0.05;
+
+uniform sampler2D colorTexture;
uniform vec3 color;
uniform vec3 lightPos;
uniform vec3 lightColor;
+uniform vec3 cameraPos;
+
+uniform bool atmosphereCheck;
+
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vtc;
-vec4 textureColor;
-out vec4 outColor;
-vec3 outputColor;
-uniform sampler2D colorTexture;
+out vec4 outColor;
vec3 toneMapping(vec3 color)
{
@@ -24,17 +27,24 @@ vec3 toneMapping(vec3 color)
void main()
{
- vec3 lightDir = normalize(lightPos - worldPos);
vec3 normal = normalize(vecNormal);
+ vec3 viewDir = normalize(cameraPos - worldPos);
+ vec3 lightDir = normalize(lightPos - worldPos);
+
float diffuse = max(0, dot(normal, lightDir));
- textureColor = texture2D(colorTexture, vtc);
- vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 200;
- outputColor = vec3(textureColor) * min(1, AMBIENT + diffuse) * distance;
+ vec4 textureColor = texture2D(colorTexture, vtc);
- //gamma correction
- //outputColor = pow(outputColor, vec3(1.0/2.2));
+ float atmosphereDot = dot(normal, viewDir);
+ vec3 atmosphereColor = vec3(0.04, 0.2, 1.0);
- outputColor = toneMapping(outputColor);
- outColor = vec4(outputColor , 1.0);
+ if (atmosphereCheck)
+ textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.05);
+
+ vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10000;
+ vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance);
+ //gamma correction
+ //toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
+
+ outColor = vec4(toneMappedColor, 1);
}
\ No newline at end of file
diff --git a/grk/cw 6/shaders/test.frag b/grk/cw 6/shaders/test.frag
deleted file mode 100644
index 404c2c6..0000000
--- a/grk/cw 6/shaders/test.frag
+++ /dev/null
@@ -1,12 +0,0 @@
-#version 330 core
-out vec4 FragColor;
-
-in vec2 tc;
-
-uniform sampler2D depthMap;
-
-void main()
-{
- float depthValue = texture(depthMap, tc).r;
- FragColor = vec4(vec3(depthValue+0.5), 1.0);
-}
\ No newline at end of file
diff --git a/grk/cw 6/shaders/test.vert b/grk/cw 6/shaders/test.vert
deleted file mode 100644
index f65f59d..0000000
--- a/grk/cw 6/shaders/test.vert
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 430 core
-
-layout(location = 0) in vec3 vertexPosition;
-layout(location = 1) in vec3 vertexNormal;
-layout(location = 2) in vec2 vertexTexCoord;
-
-
-out vec2 tc;
-
-void main()
-{
- tc = vertexTexCoord;
- gl_Position = vec4(vertexPosition*0.9, 1.0);
-}
diff --git a/grk/cw 6/src/Planet.hpp b/grk/cw 6/src/Planet.hpp
index 2f3f577..a05cc55 100644
--- a/grk/cw 6/src/Planet.hpp
+++ b/grk/cw 6/src/Planet.hpp
@@ -14,12 +14,10 @@
#include
#include
-GLuint programDepth;
GLuint programTex;
GLuint programPbr;
GLuint programSun;
GLuint programSkyBox;
-GLuint programNoise;
Core::Shader_Loader shaderLoader;
@@ -48,6 +46,9 @@ 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 atmosphereCheck = false;
+bool lightingCheck = 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" };
GLuint skyBoxTex;
@@ -70,7 +71,7 @@ unsigned int depthMapFBO;
int HDR_WIDTH = 1024;
int HDR_HEIGHT = 1024;
-float lightPower = 10.f;
+float lightPower = 8.f;
glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower);
float cloudLight = 20.f;
@@ -155,45 +156,26 @@ void initDepthMap() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
-void drawPlanet(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
+void drawPlanetTex(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
glUseProgram(programTex);
Core::SetActiveTexture(texture, "colorTexture", programTex, 0);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(programTex, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
+
glUniform3f(glGetUniformLocation(programTex, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
glUniform3f(glGetUniformLocation(programTex, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
+
+ glUniform3f(glGetUniformLocation(programPbr, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
+
+ glUniform1i(glGetUniformLocation(programPbr, "atmosphereCheck"), atmosphereCheck);
+
Core::DrawContext(context);
glUseProgram(0);
}
-void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
- glUseProgram(programSun);
- Core::SetActiveTexture(texture, "colorTexture", programSun, 0);
- glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
- glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
- glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
- glUniformMatrix4fv(glGetUniformLocation(programSun, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
- glUniform3f(glGetUniformLocation(programSun, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
- glUniform3f(glGetUniformLocation(programSun, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
- Core::DrawContext(context);
- glUseProgram(0);
-}
-
-void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
- glUseProgram(programSkyBox);
- Core::SetActiveSkyBox(texture, "skybox", programSkyBox, 0);
- glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
- glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
- glUniformMatrix4fv(glGetUniformLocation(programSkyBox, "transformation"), 1, GL_FALSE, (float*)&transformation);
- glUniformMatrix4fv(glGetUniformLocation(programSkyBox, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
- glUniform3f(glGetUniformLocation(programSkyBox, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
- Core::DrawContext(context);
- glUseProgram(0);
-}
-
-void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic) {
+void drawPlanetPbr(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
glUseProgram(programPbr);
Core::SetActiveTexture(texture, "colorTexture", programPbr, 0);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
@@ -202,9 +184,8 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
glUniformMatrix4fv(glGetUniformLocation(programPbr, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform1f(glGetUniformLocation(programPbr, "exposition"), lightPower);
-
- glUniform1f(glGetUniformLocation(programPbr, "roughness"), roughness);
- glUniform1f(glGetUniformLocation(programPbr, "metallic"), metallic);
+ glUniform1f(glGetUniformLocation(programPbr, "roughness"), planetRough);
+ glUniform1f(glGetUniformLocation(programPbr, "metallic"), planetMetal);
glUniform3f(glGetUniformLocation(programPbr, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
@@ -220,12 +201,47 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
glUniform1f(glGetUniformLocation(programPbr, "cloudIntensity"), cloudIntensity);
glUniform1f(glGetUniformLocation(programPbr, "cloudSpeed"), cloudSpeed);
+ glUniform1i(glGetUniformLocation(programPbr, "atmosphereCheck"), atmosphereCheck);
+
+ Core::DrawContext(context);
+ glUseProgram(0);
+}
+
+void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
+ glUseProgram(programSun);
+ Core::SetActiveTexture(texture, "colorTexture", programSun, 0);
+ glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
+ glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
+ glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
+ glUniformMatrix4fv(glGetUniformLocation(programSun, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
+
+ glUniform3f(glGetUniformLocation(programSun, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
+ glUniform3f(glGetUniformLocation(programSun, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
+
+ glUniform3f(glGetUniformLocation(programPbr, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
+
+ glUniform1i(glGetUniformLocation(programPbr, "atmosphereCheck"), atmosphereCheck);
+
+ Core::DrawContext(context);
+ glUseProgram(0);
+}
+
+void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
+ glUseProgram(programSkyBox);
+ Core::SetActiveSkyBox(texture, "skybox", programSkyBox, 0);
+ glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
+ glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
+ glUniformMatrix4fv(glGetUniformLocation(programSkyBox, "transformation"), 1, GL_FALSE, (float*)&transformation);
+ glUniformMatrix4fv(glGetUniformLocation(programSkyBox, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
+
+ glUniform3f(glGetUniformLocation(programSkyBox, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
+
Core::DrawContext(context);
glUseProgram(0);
}
void renderScene(GLFWwindow* window) {
- glClearColor(0.5f, 0.0f, 0.25f, 1.0f);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float time = glfwGetTime();
@@ -234,10 +250,10 @@ void renderScene(GLFWwindow* window) {
glm::mat4 planetRotate = glm::rotate(time * planetRot, glm::vec3(0, 1, 0));
glm::mat4 planetTranslate = glm::translate(planetPos);
- glm::mat4 planetMatrix = planetTranslate * planetRotate * planetScale;
-
- //rysowanie planety
- drawObjectPBR(sphereContext, planetMatrix, planetTex, planetRough, planetMetal);
+ if (lightingCheck)
+ drawPlanetPbr(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
+ else
+ drawPlanetTex(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
//rysowanie słońca
glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
@@ -272,36 +288,27 @@ void loadModelToContext(std::string path, Core::RenderContext& context) {
context.initFromAssimpMesh(scene->mMeshes[0]);
}
-void init(GLFWwindow* window) {
- glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
+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)]);
- glEnable(GL_DEPTH_TEST);
- //glDisable(GL_DEPTH_TEST);
+ //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)]);
- //initDepthMap();
- initHDR();
-
- //programDepth = shaderLoader.CreateProgram("shaders/shader_smap.vert", "shaders/shader_smap.frag");
- programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
- programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
- programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
- programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
+ //atmosfera
+ if (key == GLFW_KEY_O && action == GLFW_PRESS)
+ atmosphereCheck = !atmosphereCheck;
- loadModelToContext("./models/sphere.obj", sphereContext);
- loadModelToContext("./models/cube.obj", cubeContext);
-
- planetTex = Core::LoadTexture(planetTexPaths[std::abs(planetTexIndex % 20)]);
- sunTex = Core::LoadTexture(sunTexPaths[std::abs(sunTexIndex % 5)]);
-
- skyBoxTex = Core::LoadSkyBox(skyBoxPaths);
-}
-
-void shutdown(GLFWwindow* window) {
- shaderLoader.DeleteProgram(programDepth);
- shaderLoader.DeleteProgram(programTex);
- shaderLoader.DeleteProgram(programPbr);
- shaderLoader.DeleteProgram(programSun);
- shaderLoader.DeleteProgram(programSkyBox);
+ //typ światła
+ if (key == GLFW_KEY_P && action == GLFW_PRESS)
+ lightingCheck = !lightingCheck;
}
//obsluga wejscia
@@ -311,7 +318,7 @@ void processInput(GLFWwindow* window)
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
- //ruch kamerÄ…
+ //ruch kamery
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
float cameraSpeed = 0.02f;
@@ -342,32 +349,12 @@ void processInput(GLFWwindow* window)
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS && planetRot > -1.f)
planetRot -= rotationSpeed;
- //zmiana tekstury planety
- if (glfwGetKey(window, GLFW_KEY_T) == GLFW_PRESS) {
- planetTex = Core::LoadTexture(planetTexPaths[std::abs(++planetTexIndex % 20)]);
- Sleep(200);
- }
- if (glfwGetKey(window, GLFW_KEY_Y) == GLFW_PRESS && planetTexIndex > 0) {
- planetTex = Core::LoadTexture(planetTexPaths[std::abs(--planetTexIndex % 20)]);
- Sleep(200);
- }
-
- //zmiana tekstury słońca
- if (glfwGetKey(window, GLFW_KEY_U) == GLFW_PRESS) {
- sunTex = Core::LoadTexture(sunTexPaths[std::abs(++sunTexIndex % 5)]);
- Sleep(200);
- }
- if (glfwGetKey(window, GLFW_KEY_I) == GLFW_PRESS && sunTexIndex > 0) {
- sunTex = Core::LoadTexture(sunTexPaths[std::abs(--sunTexIndex % 5)]);
- Sleep(200);
- }
-
//jasność
float powerSpeed = 0.05f;
- if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS && lightPower < 25.f)
+ if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS && lightPower < 16.f)
lightPower += powerSpeed;
- if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS && lightPower > 2.5f)
+ if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS && lightPower > 2.f)
lightPower -= powerSpeed;
lightColor = glm::vec3(lightPower, lightPower, lightPower);
@@ -389,6 +376,38 @@ void processInput(GLFWwindow* window)
planetMetal -= metalSpeed;
}
+void init(GLFWwindow* window) {
+ glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
+
+ glEnable(GL_DEPTH_TEST);
+ //glDisable(GL_DEPTH_TEST);
+
+ //initDepthMap();
+ //initHDR();
+
+ glfwSetKeyCallback(window, key_callback);
+
+ programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
+ programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
+ programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
+ programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
+
+ loadModelToContext("./models/sphere.obj", sphereContext);
+ loadModelToContext("./models/cube.obj", cubeContext);
+
+ planetTex = Core::LoadTexture(planetTexPaths[std::abs(planetTexIndex % 20)]);
+ sunTex = Core::LoadTexture(sunTexPaths[std::abs(sunTexIndex % 5)]);
+
+ skyBoxTex = Core::LoadSkyBox(skyBoxPaths);
+}
+
+void shutdown(GLFWwindow* window) {
+ shaderLoader.DeleteProgram(programTex);
+ shaderLoader.DeleteProgram(programPbr);
+ shaderLoader.DeleteProgram(programSun);
+ shaderLoader.DeleteProgram(programSkyBox);
+}
+
// funkcja jest glowna petla
void renderLoop(GLFWwindow* window) {
while (!glfwWindowShouldClose(window))
diff --git a/konspekt b/konspekt.txt
similarity index 83%
rename from konspekt
rename to konspekt.txt
index dd1fd5a..44264cc 100644
--- a/konspekt
+++ b/konspekt.txt
@@ -20,14 +20,3 @@ Bloom – poświata (bardzo wazne, najlepiej od tego zaczac)
*Atmospheric Scattering Shader
Perlin noise – atmosfera, chmury (bardzo wazne najlepiej od tego zaczac, wszyscy musza to miec opanowane :) )
? Parallel Transport Frames – animacja (raczej nie bedzie potrzebne)
-
-Sterowanie:
-W/S - przybliżanie kamery
-A/D - obrót kamery
-UP/DOWN - wielkość planety
-LEFT/RIGHT - obrót planety
-T/Y - tekstura planety
-U/I - tekstura słońca
-1/2 - jasność
-3/4 - chropowatość
-5/6 - metaliczność
diff --git a/materialy b/materialy.txt
similarity index 100%
rename from materialy
rename to materialy.txt
diff --git a/sterowanie.txt b/sterowanie.txt
new file mode 100644
index 0000000..96c93b3
--- /dev/null
+++ b/sterowanie.txt
@@ -0,0 +1,15 @@
+W/S - przybliżanie kamery
+A/D - obrót kamery
+
+UP/DOWN - wielkość planety
+LEFT/RIGHT - obrót planety
+
+T/Y - tekstura planety
+U/I - tekstura słońca
+
+1/2 - jasność
+3/4 - chropowatość
+5/6 - metaliczność
+
+O - atmosfera
+P - typ oświetlenia
\ No newline at end of file
diff --git a/to-do.txt b/to-do.txt
index b734c70..b865ba5 100644
--- a/to-do.txt
+++ b/to-do.txt
@@ -1,8 +1,9 @@
-na 29.01.2024
+na 08.02 / 09.02
https://andkok.faculty.wmi.amu.edu.pl/grk/
Do zrobienia:
-- pbr (done)
- bloom
-- perlin noise
\ No newline at end of file
+- perlin noise
+- więcej interakcji?
+- lepsze tekstury i multitexturing?