tonemapping
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@ -2,22 +2,37 @@
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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/pow(length(lightPos - worldPos), 2.0) * 200;
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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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}
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outputColor = toneMapping(outputColor);
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outColor = vec4(outputColor , 1.0);
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}
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@ -67,7 +67,7 @@ float aspectRatio = 1.77f;
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//glm::vec3 shipPos = glm::vec3(-4.f, 0, 0);
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//glm::vec3 shipDir = glm::vec3(1.f, 0.f, 0.f);
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//glm::vec3 lightColor = glm::vec3(0.9, 0.7, 0.8);
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glm::vec3 lightColor = glm::vec3(50, 50, 50);
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/*
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glm::mat4 createShipMatrix()
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@ -128,7 +128,7 @@ glm::mat4 createPerspectiveMatrix()
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return perspectiveMatrix;
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}
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/*
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void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
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glUseProgram(programTex);
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Core::SetActiveTexture(texture, "colorTexture", programTex, 0);
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@ -140,6 +140,19 @@ void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLui
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Core::DrawContext(context);
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glUseProgram(0);
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}
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*/
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void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
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glUseProgram(programTex);
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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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glUniform3f(glGetUniformLocation(programTex, "lightPos"), sunPosition.x, sunPosition.y, sunPosition.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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void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
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glUseProgram(programSun);
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@ -281,8 +294,8 @@ void processInput(GLFWwindow* window)
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{
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glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
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float angleSpeed = 0.02f;
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float moveSpeed = 0.04f;
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float angleSpeed = 0.002f;
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float moveSpeed = 0.004f;
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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@ -3,7 +3,7 @@
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//#include "imgui.h"
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//#include "imgui_impl_glfw.h"
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//#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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//#include <stdio.h>
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//#define GL_SILENCE_DEPRECATION
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//#if defined(IMGUI_IMPL_OPENGL_ES2)
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//#include <GLES2/gl2.h>
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