Compare commits
3 Commits
Author | SHA1 | Date | |
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5bbff74f8c | ||
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adec05f6f8 | ||
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5050374c1f |
@ -1,41 +1 @@
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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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C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.Cpp.WindowsSDK.targets(46,5): error MSB8036: Nie znaleziono zestawu Windows SDK w wersji 10.0.22000.0. Zainstaluj wymaganą wersję zestawu Windows SDK lub zmień wersję zestawu SDK na stronach właściwości projektu albo kliknij prawym przyciskiem myszy rozwiązanie i wybierz pozycję „Zmień platformę docelową rozwiązania”.
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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(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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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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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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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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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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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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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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22
grk/cw 6/shaders/shader_FBO.frag
Normal file
22
grk/cw 6/shaders/shader_FBO.frag
Normal file
@ -0,0 +1,22 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 texCoords;
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uniform sampler2D screenTexture;
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uniform sampler2D bloomTexture;
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uniform float gamma;
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void main()
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{
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vec3 fragment = texture(screenTexture, texCoords).rgb;
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vec3 bloom = texture(bloomTexture, texCoords).rgb;
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vec3 color = fragment + bloom;
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float exposure = 0.8f;
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vec3 toneMapped = vec3(1.0f) - exp(-color * exposure);
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toneMapped = pow(toneMapped, vec3(1.0f / gamma));
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FragColor = vec4(toneMapped, 1.0);
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}
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12
grk/cw 6/shaders/shader_FBO.vert
Normal file
12
grk/cw 6/shaders/shader_FBO.vert
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@ -0,0 +1,12 @@
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#version 430 core
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layout (location = 0) in vec2 inPos;
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layout (location = 1) in vec2 inTexCoords;
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out vec2 texCoords;
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void main()
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{
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gl_Position = vec4(inPos.x, inPos.y, 0.0, 1.0);
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texCoords = inTexCoords;
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}
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58
grk/cw 6/shaders/shader_bloom.frag
Normal file
58
grk/cw 6/shaders/shader_bloom.frag
Normal file
@ -0,0 +1,58 @@
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#version 430 core
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out vec4 FragColor;
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in vec2 texCoords;
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uniform sampler2D screenTexture;
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uniform bool horizontal;
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// How far from the center to take samples from the fragment you are currently on
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const int radius = 6;
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// Keep it between 1.0f and 2.0f (the higher this is the further the blur reaches)
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float spreadBlur = 2.0f;
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float weights[radius];
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void main()
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{
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// Calculate the weights using the Gaussian equation
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float x = 0.0f;
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for (int i = 0; i < radius; i++)
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{
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// Decides the distance between each sample on the Gaussian function
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if (spreadBlur <= 2.0f)
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x += 3.0f / radius;
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else
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x += 6.0f / radius;
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weights[i] = exp(-0.5f * pow(x / spreadBlur, 2.0f)) / (spreadBlur * sqrt(2 * 3.14159265f));
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}
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vec2 tex_offset = 1.0f / textureSize(screenTexture, 0);
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vec3 result = texture(screenTexture, texCoords).rgb * weights[0];
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// Calculate horizontal blur
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if(horizontal)
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{
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for(int i = 1; i < radius; i++)
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{
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// Take into account pixels to the right
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result += texture(screenTexture, texCoords + vec2(tex_offset.x * i, 0.0)).rgb * weights[i];
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// Take into account pixels on the left
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result += texture(screenTexture, texCoords - vec2(tex_offset.x * i, 0.0)).rgb * weights[i];
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}
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}
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// Calculate vertical blur
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else
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{
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for(int i = 1; i < radius; i++)
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{
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// Take into account pixels above
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result += texture(screenTexture, texCoords + vec2(0.0, tex_offset.y * i)).rgb * weights[i];
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// Take into account pixels below
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result += texture(screenTexture, texCoords - vec2(0.0, tex_offset.y * i)).rgb * weights[i];
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}
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}
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result = vec3(0, 1, 0);
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FragColor = vec4(result, 1.0f);
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}
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@ -1,6 +0,0 @@
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#version 430 core
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void main()
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{
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}
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@ -10,7 +10,8 @@ in vec3 vecNormal;
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in vec3 worldPos;
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in vec3 worldPos;
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in vec2 vtc;
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in vec2 vtc;
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vec4 textureColor;
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vec4 textureColor;
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out vec4 outColor;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec4 bloomColor;
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vec3 outputColor;
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vec3 outputColor;
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uniform sampler2D colorTexture;
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uniform sampler2D colorTexture;
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@ -35,4 +36,10 @@ void main()
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outputColor = toneMapping(outputColor);
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outputColor = toneMapping(outputColor);
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outColor = vec4(outputColor , 1.0);
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outColor = vec4(outputColor , 1.0);
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float brightness = dot(outColor.rgb, vec3(0.2126f, 0.7152f, 0.0722f));
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if(brightness > 0.15f)
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bloomColor = vec4(outColor.rgb, 1.0f);
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else
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bloomColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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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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}
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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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}
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@ -48,8 +48,9 @@ namespace texture {
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GLuint program;
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GLuint program;
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GLuint programSun;
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GLuint programSun;
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GLuint programDepth;
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GLuint programBlur;
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GLuint programTex;
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GLuint programTex;
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GLuint programFramebuffer;
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Core::Shader_Loader shaderLoader;
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Core::Shader_Loader shaderLoader;
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@ -65,14 +66,13 @@ GLuint VAO, VBO;
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float aspectRatio = 1.77f;
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float aspectRatio = 1.77f;
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unsigned int hdrFBO;
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unsigned int hdrFBO, depthMap, depthMapFBO;
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unsigned int colorBuffers[2];
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unsigned int colorBuffers[2];
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unsigned int depthMap;
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unsigned int blurFBO[2];
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unsigned int depthMapFBO;
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unsigned int blurBuffer[2];
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|
float gamma = 2.2f;
|
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int HDR_WIDTH = 1024;
|
int HDR_WIDTH = 1024, HDR_HEIGHT = 1024;
|
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int HDR_HEIGHT = 1024;
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|
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glm::vec3 lightColor = glm::vec3(50, 50, 50);
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glm::vec3 lightColor = glm::vec3(50, 50, 50);
|
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@ -115,7 +115,6 @@ glm::mat4 createCameraMatrix()
|
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|
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glm::mat4 createPerspectiveMatrix()
|
glm::mat4 createPerspectiveMatrix()
|
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{
|
{
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|
|
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glm::mat4 perspectiveMatrix;
|
glm::mat4 perspectiveMatrix;
|
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float n = 0.05f;
|
float n = 0.05f;
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float f = 20.f;
|
float f = 20.f;
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@ -159,24 +158,29 @@ void initHDR() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
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}
|
}
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|
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void initDepthMap() {
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void initBlurFBO() {
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glGenFramebuffers(1, &depthMapFBO);
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glGenTextures(1, &depthMap);
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glGenFramebuffers(2, blurFBO);
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glBindTexture(GL_TEXTURE_2D, depthMap);
|
glGenTextures(2, blurBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
|
for (unsigned int i = 0; i < 2; i++)
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HDR_WIDTH, HDR_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
{
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
glBindFramebuffer(GL_FRAMEBUFFER, blurFBO[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
glBindTexture(GL_TEXTURE_2D, blurBuffer[i]);
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
glTexImage2D(
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
GL_TEXTURE_2D, 0, GL_RGBA16F, HDR_WIDTH, HDR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL
|
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
);
|
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glDrawBuffer(GL_NONE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
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glReadBuffer(GL_NONE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
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|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
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|
glFramebufferTexture2D(
|
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|
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blurBuffer[i], 0);
|
||||||
|
}
|
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
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}
|
}
|
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|
|
||||||
|
|
||||||
|
|
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void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
|
void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
|
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glUseProgram(programTex);
|
glUseProgram(programTex);
|
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Core::SetActiveTexture(texture, "colorTexture", programTex, 0);
|
Core::SetActiveTexture(texture, "colorTexture", programTex, 0);
|
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@ -186,7 +190,11 @@ void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLui
|
|||||||
glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
glUniformMatrix4fv(glGetUniformLocation(programTex, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
||||||
glUniform3f(glGetUniformLocation(programTex, "lightPos"), sunPosition.x, sunPosition.y, sunPosition.z);
|
glUniform3f(glGetUniformLocation(programTex, "lightPos"), sunPosition.x, sunPosition.y, sunPosition.z);
|
||||||
glUniform3f(glGetUniformLocation(programTex, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
|
glUniform3f(glGetUniformLocation(programTex, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Core::DrawContext(context);
|
Core::DrawContext(context);
|
||||||
|
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -201,6 +209,50 @@ void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture
|
|||||||
Core::DrawContext(context);
|
Core::DrawContext(context);
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void drawObjectBloom(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, int amount, bool horizontal, bool first_iteration) {
|
||||||
|
|
||||||
|
|
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|
glUseProgram(programBlur);
|
||||||
|
glUniform1i(glGetUniformLocation(programBlur, "screenTexture"), 0);
|
||||||
|
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
|
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|
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
|
||||||
|
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(programBlur, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(programBlur, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < amount; i++)
|
||||||
|
{
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, blurFBO[horizontal]);
|
||||||
|
glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
|
||||||
|
|
||||||
|
// In the first bounc we want to get the data from the bloomTexture
|
||||||
|
if (first_iteration)
|
||||||
|
{
|
||||||
|
glBindTexture(GL_TEXTURE_2D, colorBuffers[1]);
|
||||||
|
first_iteration = false;
|
||||||
|
}
|
||||||
|
// Move the data between the pingPong textures
|
||||||
|
else
|
||||||
|
{
|
||||||
|
glBindTexture(GL_TEXTURE_2D, blurBuffer[!horizontal]);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render the image
|
||||||
|
|
||||||
|
Core::DrawContext(context);
|
||||||
|
|
||||||
|
// Switch between vertical and horizontal blurring
|
||||||
|
horizontal = !horizontal;
|
||||||
|
}
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
glUseProgram(programFramebuffer);
|
||||||
|
glUniform1i(glGetUniformLocation(programFramebuffer, "screenTexture"), 0);
|
||||||
|
glUniform1i(glGetUniformLocation(programFramebuffer, "bloomTexture"), 1);
|
||||||
|
glUniform1f(glGetUniformLocation(programFramebuffer, "gamma"), gamma);
|
||||||
|
glUseProgram(0);
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color) {
|
void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color) {
|
||||||
glUseProgram(program);
|
glUseProgram(program);
|
||||||
@ -247,62 +299,13 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
|
|||||||
|
|
||||||
void renderScene(GLFWwindow* window)
|
void renderScene(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
|
//glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
|
||||||
glClearColor(0.0f, 0.0f, 0.15f, 1.0f);
|
glClearColor(0.0f, 0.0f, 0.15f, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
glm::mat4 transformation;
|
glEnable(GL_DEPTH_TEST);
|
||||||
float time = glfwGetTime();
|
float time = glfwGetTime();
|
||||||
|
|
||||||
/*
|
glUseProgram(programTex);
|
||||||
glm::mat4 mercuryScale = glm::scale(glm::vec3(0.24));
|
|
||||||
glm::mat4 mercuryRotate = glm::rotate(time * 0.24f, glm::vec3(0, 1, 0));
|
|
||||||
glm::mat4 mercuryTranslate = glm::translate(glm::vec3(0, 0, -3));
|
|
||||||
|
|
||||||
glm::mat4 venusScale = glm::scale(glm::vec3(0.55));
|
|
||||||
glm::mat4 venusRotate = glm::rotate(time * 0.61f, glm::vec3(0, 1, 0));
|
|
||||||
glm::mat4 venusTranslate = glm::translate(glm::vec3(0, 0, -5));
|
|
||||||
|
|
||||||
glm::mat4 earthScale = glm::scale(glm::vec3(0.6));
|
|
||||||
glm::mat4 earthRotate = glm::rotate(time, glm::vec3(0, 1, 0));
|
|
||||||
glm::mat4 earthTranslate = glm::translate(glm::vec3(0, 0, -7));
|
|
||||||
|
|
||||||
glm::mat4 moonScale = glm::scale(glm::vec3(0.2));
|
|
||||||
glm::mat4 moonRotate = glm::rotate(time, glm::vec3(0, 1, 0));
|
|
||||||
glm::mat4 moonTranslate = glm::translate(glm::vec3(0, 0, -2));
|
|
||||||
|
|
||||||
glm::mat4 marsScale = glm::scale(glm::vec3(0.3));
|
|
||||||
glm::mat4 marsRotate = glm::rotate(time * 1.8f, glm::vec3(0, 1, 0));
|
|
||||||
glm::mat4 marsTranslate = glm::translate(glm::vec3(0, 0, -9));
|
|
||||||
|
|
||||||
//glm::mat4 shipScale = glm::scale(glm::vec3(0.3));
|
|
||||||
//glm::mat4 shipRotate = createShipMatrix();
|
|
||||||
//glm::mat4 shipTranslate = glm::translate(shipPos);
|
|
||||||
|
|
||||||
//glUseProgram(program);
|
|
||||||
//glUniform3f(glGetUniformLocation(program, "lightDir"), 1.0, -1.0, 0.0);
|
|
||||||
//glUniform3f(glGetUniformLocation(program, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
|
|
||||||
//glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
|
|
||||||
//glUniform3f(glGetUniformLocation(program, "lightPos"), 0.0, 0.0, 0.0);
|
|
||||||
//glUseProgram(0);
|
|
||||||
|
|
||||||
|
|
||||||
drawObjectColor(sphereContext, sunScale, glm::vec3(0.9, 0.9, 0.2)); //sun
|
|
||||||
|
|
||||||
drawObjectTexture(sphereContext, mercuryRotate * mercuryTranslate * mercuryScale, texture::mercury); //mercury
|
|
||||||
|
|
||||||
drawObjectTexture(sphereContext, venusRotate * venusTranslate * venusScale, texture::venus); //venus
|
|
||||||
|
|
||||||
drawObjectTexture(sphereContext, earthRotate * earthTranslate * earthScale, texture::earth); //earth
|
|
||||||
|
|
||||||
drawObjectTexture(sphereContext, earthRotate * earthTranslate * earthScale * moonRotate * moonTranslate * moonScale, texture::moon); //moon
|
|
||||||
|
|
||||||
drawObjectTexture(sphereContext, marsRotate * marsTranslate * marsScale, texture::mars); //mars
|
|
||||||
|
|
||||||
drawObjectTexture(shipContext, shipTranslate * shipRotate * shipScale, texture::ship); //ship
|
|
||||||
*/
|
|
||||||
|
|
||||||
//glUseProgram(programTex);
|
|
||||||
//glUniform3f(glGetUniformLocation(programTex, "lightDir"), cameraDir.x, cameraDir.y, cameraDir.z);
|
|
||||||
//glUseProgram(0);
|
|
||||||
|
|
||||||
glm::mat4 sunScale = glm::scale(glm::vec3(0.04f));
|
glm::mat4 sunScale = glm::scale(glm::vec3(0.04f));
|
||||||
glm::mat4 sunTranslate = glm::translate(sunPosition);
|
glm::mat4 sunTranslate = glm::translate(sunPosition);
|
||||||
@ -314,7 +317,13 @@ void renderScene(GLFWwindow* window)
|
|||||||
glm::mat4 planetTranslate = glm::translate(glm::vec3(0, 0, 0)); // zostaje na domyślnej pozycji
|
glm::mat4 planetTranslate = glm::translate(glm::vec3(0, 0, 0)); // zostaje na domyślnej pozycji
|
||||||
|
|
||||||
drawObjectTexture(sphereContext, planetTranslate * planetRotate * planetScale, texture::earth);
|
drawObjectTexture(sphereContext, planetTranslate * planetRotate * planetScale, texture::earth);
|
||||||
|
|
||||||
|
glBindFramebuffer(hdrFBO, 0);
|
||||||
|
glUseProgram(programBlur);
|
||||||
|
drawObjectBloom(sphereContext, planetTranslate * planetRotate * planetScale, texture::earth, 10, true, true);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -343,10 +352,11 @@ void init(GLFWwindow* window)
|
|||||||
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
//initDepthMap();
|
|
||||||
initHDR();
|
initHDR();
|
||||||
|
initBlurFBO();
|
||||||
|
|
||||||
programDepth = shaderLoader.CreateProgram("shaders/shader_smap.vert", "shaders/shader_smap.frag");
|
programBlur = shaderLoader.CreateProgram("shaders/shader_FBO.vert", "shaders/shader_bloom.frag");
|
||||||
|
programFramebuffer = shaderLoader.CreateProgram("shaders/shader_FBO.vert", "shaders/shader_FBO.frag");
|
||||||
program = shaderLoader.CreateProgram("shaders/shader.vert", "shaders/shader.frag");
|
program = shaderLoader.CreateProgram("shaders/shader.vert", "shaders/shader.frag");
|
||||||
programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
|
programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
|
||||||
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
|
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
|
||||||
@ -411,8 +421,9 @@ void renderLoop(GLFWwindow* window) {
|
|||||||
|
|
||||||
while (!glfwWindowShouldClose(window))
|
while (!glfwWindowShouldClose(window))
|
||||||
{
|
{
|
||||||
/*glfwPollEvents();
|
glfwPollEvents();
|
||||||
|
|
||||||
|
/*
|
||||||
// Start the Dear ImGui frame
|
// Start the Dear ImGui frame
|
||||||
ImGui_ImplOpenGL3_NewFrame();
|
ImGui_ImplOpenGL3_NewFrame();
|
||||||
ImGui_ImplGlfw_NewFrame();
|
ImGui_ImplGlfw_NewFrame();
|
||||||
|
@ -1,11 +1,9 @@
|
|||||||
|
|
||||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||||
# Visual Studio Version 17
|
# Visual Studio Version 16
|
||||||
VisualStudioVersion = 17.4.33213.308
|
VisualStudioVersion = 16.0.34407.143
|
||||||
MinimumVisualStudioVersion = 10.0.40219.1
|
MinimumVisualStudioVersion = 10.0.40219.1
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "grk-cw6", "cw 6\grk-cw6.vcxproj", "{3952C396-B1C6-44CD-96DD-C1AC15D32978}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Planeta", "cw 6\grk-cw6.vcxproj", "{3952C396-B1C6-44CD-96DD-C1AC15D32978}"
|
||||||
EndProject
|
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "grk-cw6", "cw 6\grk-cw6.vcxproj", "{3952C396-B1C6-44CD-96DD-C1AC15D32978}"
|
|
||||||
EndProject
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
|
Loading…
Reference in New Issue
Block a user