merge noise with master
This commit is contained in:
commit
7f820a35a1
@ -40,14 +40,10 @@
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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_noise.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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<None Include="shaders\shader_sun.vert" />
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<None Include="shaders\test.frag" />
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<None Include="shaders\test.vert" />
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{3952C396-B1C6-44CD-96DD-C1AC15D32978}</ProjectGuid>
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@ -1,16 +0,0 @@
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# Blender v3.2.1 OBJ File: 'untitled.blend'
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# www.blender.org
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mtllib plane.mtl
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o Plane.001
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v -1.000000 -1.000000 -0.000000
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v 1.000000 -1.000000 -0.000000
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v -1.000000 1.000000 0.000000
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v 1.000000 1.000000 0.000000
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vt 0.000000 0.000000
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vt 1.000000 0.000000
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vt 1.000000 1.000000
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vt 0.000000 1.000000
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vn 0.0000 -0.0000 1.0000
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usemtl None
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s off
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f 1/1/1 2/2/1 4/3/1 3/4/1
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@ -1,88 +0,0 @@
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#version 430 core
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uniform float u_time;
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out vec4 outColor;
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in vec2 vtc;
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in vec3 worldPos;
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vec2 u_resolution = vec2(1024, 1024);
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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// Based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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float noise (in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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// Four corners in 2D of a tile
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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#define OCTAVES 6
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float fbm (in vec2 st) {
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// Initial values
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float value = 0.0;
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float amplitude = .5;
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float frequency = 0.;
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//
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// Loop of octaves
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for (int i = 0; i < OCTAVES; i++) {
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value += amplitude * noise(st);
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st *= 2.;
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amplitude *= .5;
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}
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return value;
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}
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void main() {
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/*
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vec2 st = vtc;
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float cloudIntensity = 15.0;
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// Efekt lustrzanego odbicia
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vec2 mirroredSt = vec2(1.0 - st.x, st.y);
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mirroredSt.x += u_time * 0.07;
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vec3 mirroredColor = vec3(0.0);
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mirroredColor += fbm(mirroredSt * cloudIntensity);
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st.x -= u_time * 0.07;
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// Efekt oryginalny
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vec3 color = vec3(0.0);
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color += fbm(st * cloudIntensity);
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// Dodaj gradientowe mieszanie miêdzy orygina³em a lustrzanym odbiciem
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float gradient = smoothstep(0.45, 0.55, st.x);
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vec3 finalColor = mix(color, mirroredColor, gradient);
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outColor = vec4(finalColor, 1.0);
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*/
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vec2 st = vtc;
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st.x -= u_time * 0.07;
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vec3 color = vec3(0.0);
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color += fbm(st*10.0);
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//vec3 mixedColor = mix(vec3(0.4), color, color.r);
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//color = mix(vec3(1.0), fbm(st*3.0), 0.1);
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outColor = vec4(color,1.0);
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}
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@ -1,23 +1,23 @@
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#version 430 core
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float AMBIENT = 0.25f;
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float PI = 3.14159f;
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float AMBIENT = 0.05;
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float PI = 3.14159;
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uniform sampler2D depthMap;
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uniform sampler2D colorTexture;
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uniform float exposition;
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uniform float metallic;
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uniform float roughness;
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uniform vec3 cameraPos;
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uniform sampler2D colorTexture; //planet texture
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uniform vec3 sunDir;
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uniform vec3 sunColor;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform float metallic; //pbr
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uniform float roughness; //pbr
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uniform float exposition; //pbr
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uniform bool atmosphereCheck;
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uniform float u_time;
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uniform float cloudLight;
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@ -34,8 +34,6 @@ in vec3 viewDirTS;
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in vec3 lightDirTS;
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in vec3 sunDirTS;
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vec4 textureColor;
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float DistributionGGX(vec3 normal, vec3 H, float roughness)
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{
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float a = roughness * roughness;
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@ -105,7 +103,7 @@ vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V, vec3 color)
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vec3 toneMapping(vec3 color)
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{
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float exposure = 0.03;
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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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@ -172,22 +170,23 @@ vec4 noiseColor() {
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return noiseColor;
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}
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void main() {
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vec3 normal = normalize(vecNormal);
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vec3 viewDir = normalize(cameraPos - worldPos);
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vec3 lightDir = normalize(lightPos - worldPos);
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vec4 textureColor = texture2D(colorTexture, vtc);
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float diffuse = max(0, dot(normal, lightDir));
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 300;
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vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance);
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float atmosphereDot = dot(normal, viewDir);
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vec3 atmosphereColor = vec3(0.04, 0.2, 1.0);
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if (atmosphereCheck)
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textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.1);
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10;
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vec3 toneMappedColor = toneMapping(vec3(textureColor) * distance);
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//gamma correction
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//toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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vec3 ambient = AMBIENT * toneMappedColor;
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vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
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@ -197,11 +196,11 @@ void main() {
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//sun
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illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
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textureColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1);
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vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition);
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vec4 noiseColor = noiseColor() * min(1, AMBIENT + diffuse) * vec4(lightColor, 0.0) / cloudLight;
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vec3 mixedColor = mix(textureColor.rgb, noiseColor.rgb, noiseColor.r);
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vec3 mixedColor = mix(pbrColor.rgb, noiseColor.rgb, noiseColor.r);
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outColor = vec4(mixedColor * min(1, AMBIENT + diffuse), 1.0);
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outColor = vec4(mixedColor, 1.0);
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}
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@ -10,5 +10,5 @@ out vec4 out_color;
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void main()
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{
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vec4 textureColor = texture(skybox, texCoord);
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out_color = vec4(vec3(textureColor) * lightColor * 0.3f, 1.0f);
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out_color = vec4(vec3(textureColor) * lightColor * 0.35f, 1.0f);
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}
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@ -1,13 +0,0 @@
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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uniform mat4 viewProjectionMatrix;
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uniform mat4 modelMatrix;
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void main()
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{
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gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, 1.0);
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}
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@ -1,10 +1,12 @@
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#version 430 core
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float AMBIENT = 0.1;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 cameraPos;
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uniform bool atmosphereCheck;
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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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@ -13,8 +15,30 @@ out vec4 outColor;
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uniform sampler2D colorTexture;
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vec3 toneMapping(vec3 color)
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{
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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 normal = normalize(vecNormal);
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vec3 viewDir = normalize(cameraPos - worldPos);
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vec4 textureColor = texture2D(colorTexture, vtc);
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outColor = vec4(vec3(textureColor) * lightColor * 0.15f, 1.0);
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float atmosphereDot = dot(normal, viewDir);
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vec3 atmosphereColor = vec3(1.0, 0.04, 0.01);
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if (atmosphereCheck)
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textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.25);
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 25;
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vec3 toneMappedColor = toneMapping(vec3(textureColor) * distance);
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//gamma correction
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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outColor = vec4(toneMappedColor * lightColor * 0.2f, 1.0);
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}
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@ -13,6 +13,9 @@ out vec2 vtc;
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void main()
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{
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worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
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vecNormal = (modelMatrix * vec4(vertexNormal, 0)).xyz;
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
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}
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@ -1,19 +1,22 @@
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#version 430 core
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float AMBIENT = 0.1;
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float AMBIENT = 0.05;
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uniform sampler2D colorTexture;
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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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uniform vec3 cameraPos;
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uniform bool atmosphereCheck;
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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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out vec4 outColor;
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vec3 toneMapping(vec3 color)
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{
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@ -24,17 +27,24 @@ vec3 toneMapping(vec3 color)
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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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vec3 viewDir = normalize(cameraPos - worldPos);
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vec3 lightDir = normalize(lightPos - worldPos);
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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 / pow(length(lightPos - worldPos), 2.0) * 200;
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outputColor = vec3(textureColor) * min(1, AMBIENT + diffuse) * distance;
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vec4 textureColor = texture2D(colorTexture, vtc);
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float atmosphereDot = dot(normal, viewDir);
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vec3 atmosphereColor = vec3(0.04, 0.2, 1.0);
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if (atmosphereCheck)
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textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.05);
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10000;
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vec3 toneMappedColor = toneMapping(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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//toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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outputColor = toneMapping(outputColor);
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outColor = vec4(outputColor , 1.0);
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outColor = vec4(toneMappedColor, 1);
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}
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@ -1,12 +0,0 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 tc;
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uniform sampler2D depthMap;
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void main()
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{
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float depthValue = texture(depthMap, tc).r;
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FragColor = vec4(vec3(depthValue+0.5), 1.0);
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}
|
@ -1,14 +0,0 @@
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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out vec2 tc;
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void main()
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{
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tc = vertexTexCoord;
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gl_Position = vec4(vertexPosition*0.9, 1.0);
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}
|
@ -14,12 +14,10 @@
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#include <assimp/postprocess.h>
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#include <string>
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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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GLuint programSkyBox;
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GLuint programNoise;
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Core::Shader_Loader shaderLoader;
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@ -48,6 +46,9 @@ glm::vec3 sunPos = glm::vec3(20.f, 0.f, 20.f);
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glm::vec3 sunDir = glm::vec3(1.f, 0.f, 1.f);
|
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float sunSize = 0.05f;
|
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|
||||
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() {
|
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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);
|
||||
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||||
glUniform3f(glGetUniformLocation(programPbr, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
|
||||
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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();
|
||||
//atmosfera
|
||||
if (key == GLFW_KEY_O && action == GLFW_PRESS)
|
||||
atmosphereCheck = !atmosphereCheck;
|
||||
|
||||
//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");
|
||||
|
||||
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 kamerą
|
||||
//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))
|
||||
|
@ -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
|
15
sterowanie.txt
Normal file
15
sterowanie.txt
Normal file
@ -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
|
Loading…
Reference in New Issue
Block a user