skybox and partially normal mapping

This commit is contained in:
s473593 2024-01-11 00:53:24 +01:00
parent e959f7c792
commit 300df40f98
13 changed files with 914 additions and 0 deletions

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#version 430 core
uniform vec3 color;
uniform vec3 sunPos;
uniform vec3 sunColor;
uniform float sunLightExp;
uniform vec3 cameraPos;
uniform float time;
uniform vec3 reflectorPos;
uniform vec3 reflectorDir;
uniform vec3 reflectorColor;
uniform float reflectorAngle;
uniform float reflectorLightExp;
vec3 normalizedVertexNormal;
in vec3 vertexNormalOut;
in vec3 vertexPosOut;
out vec4 outColor;
vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
vec3 lightDir = normalize(vertexPosOut - lightPos);
float lightDistance = length(vertexPosOut - lightPos);
vec3 newLightColor = lightColor / pow(lightDistance, 2);
float intensity = dot(normalizedVertexNormal, -lightDir);
intensity = max(intensity, 0.0);
vec3 viewDir = normalize(cameraPos - vertexPosOut);
vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
float glossPow = 8;
float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
float diffuse = intensity;
vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
return vec4(1 - exp(-resultColor * lightExp), 1.0);
}
vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, vec3 lightDir, float lightExp) {
vec3 reflectorLightDir = normalize(vertexPosOut - reflectorPos);
float angleCos = dot(reflectorLightDir, reflectorDir);
float reflectorOutAngle = reflectorAngle + radians(10);
float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
vec4 res = vec4(0, 0, 0, 1);
if (angleCos > cos(reflectorOutAngle)) {
float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
res = calcPointLight(fragColor, reflectorPos, reflectorColor, reflectorLightExp * intensity);
}
return res;
}
void main()
{
normalizedVertexNormal = normalize(vertexNormalOut);
outColor = calcPointLight(color, sunPos, sunColor, sunLightExp);
vec3 reflectorLightDir = normalize(vertexPosOut - reflectorPos);
float angleCos = dot(reflectorLightDir, reflectorDir);
float reflectorOutAngle = reflectorAngle + radians(10);
float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
if (angleCos > cos(reflectorOutAngle)) {
float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
outColor += calcSpotLight(color, reflectorPos, reflectorColor, reflectorLightDir, reflectorLightExp * intensity);
}
}

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#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation;
uniform mat4 modelMat;
out vec3 vertexNormalOut;
out vec3 vertexPosOut;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec4 worldNormal = modelMat * vec4(vertexNormal, 0.0);
vertexNormalOut = worldNormal.xyz;
vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
}

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#version 430 core
uniform sampler2D colorTexture;
uniform sampler2D normalSampler;
uniform vec3 sunPos;
uniform vec3 sunColor;
uniform float sunLightExp;
uniform vec3 cameraPos;
uniform float time;
uniform vec3 reflectorPos;
uniform vec3 reflectorDir;
uniform vec3 reflectorColor;
uniform float reflectorAngle;
uniform float reflectorLightExp;
vec3 normalizedVertexNormal;
mat3 TBN;
in vec3 vertexNormalOut;
in vec3 vertexTangentOut;
in vec3 vertexBitangentOut;
in vec3 vertexPosOut;
in vec2 vertexTexCoordOut;
out vec4 outColor;
vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
vec3 lightDir = normalize(vertexPosOut - lightPos);
vec3 viewDir = normalize(cameraPos - vertexPosOut);
// tangent space
vec3 viewDirTS = TBN * viewDir;
vec3 lightDirTS = TBN * lightDir;
//tmp solution
viewDir = normalize(viewDirTS);
lightDir = normalize(lightDirTS);
float lightDistance = length(vertexPosOut - lightPos);
vec3 newLightColor = lightColor / pow(lightDistance, 2);
float intensity = dot(normalizedVertexNormal, -lightDir);
intensity = max(intensity, 0.0);
vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
float glossPow = 8;
float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
float diffuse = intensity;
vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
return vec4(1 - exp(-resultColor * lightExp), 1.0);
}
vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
vec3 reflectorLightDir = normalize(vertexPosOut - lightPos);
float angleCos = dot(reflectorLightDir, reflectorDir);
float reflectorOutAngle = reflectorAngle + radians(10);
float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
vec4 res = vec4(0, 0, 0, 1);
if (angleCos > cos(reflectorOutAngle)) {
float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
res = calcPointLight(fragColor, lightPos, lightColor, lightExp * intensity);
}
return res;
}
void main()
{
TBN = transpose(mat3(vertexTangentOut, vertexBitangentOut, vertexNormalOut));
vec3 textureColor = texture2D(colorTexture, vertexTexCoordOut).rgb;
normalizedVertexNormal = normalize(vertexNormalOut);
//get normal from normal sampler
vec3 samplerNormal = texture2D(normalSampler, vertexTexCoordOut).xyz;
samplerNormal = 2 * samplerNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
normalizedVertexNormal = normalized(samplerNormal);// to avoid potential precision problems in sampler texture
//tmp solution
//normalizedVertexNormal = vec3(0, 0, 1);
outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorLightExp);
//Debug
//outColor = vec4(textureColor, 1);
}

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#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMat;
out vec3 vertexNormalOut;
out vec3 vertexTangentOut;
out vec3 vertexBitangentOut;
out vec3 vertexPosOut;
out vec2 vertexTexCoordOut;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
vertexNormalOut = (modelMat * vec4(vertexNormal, 0.0)).xyz;
vertexTangentOut = (modelMat * vec4(vertexTangent, 0.0)).xyz;
vertexBitangentOut = (modelMat * vec4(vertexBitangent, 0.0)).xyz;
vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
vertexTexCoordOut = vertexTexCoord;
}

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#version 430 core
uniform vec3 color;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 cameraPos;
in vec3 interpNormal;
in vec3 vertexNormalOut;
in vec3 vertexPosOut;
out vec4 outColor;
void main()
{
vec3 normalizedVertexNormal = normalize(vertexNormalOut);
vec3 viewDir = normalize(cameraPos - vertexPosOut);
float angle = dot(viewDir, normalizedVertexNormal);
vec3 red = vec3(1, 0, 0);
outColor = vec4(mix(red, color, angle), 1.0);
}

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#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation;
uniform mat4 modelMat;
out vec3 vertexNormalOut;
out vec3 vertexPosOut;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec4 worldNormal = modelMat * vec4(vertexNormal, 0.0);
vertexNormalOut = worldNormal.xyz;
vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
}

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#version 430 core
uniform sampler2D colorTexture;
uniform sampler2D clouds;
uniform vec3 sunPos;
uniform vec3 sunColor;
uniform float sunLightExp;
uniform vec3 cameraPos;
uniform float time;
uniform vec3 reflectorPos;
uniform vec3 reflectorDir;
uniform vec3 reflectorColor;
uniform float reflectorAngle;
uniform float reflectorLightExp;
vec3 normalizedVertexNormal;
in vec3 vertexNormalOut;
in vec3 vertexPosOut;
in vec2 vertexTexCoordOut;
out vec4 outColor;
vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
vec3 lightDir = normalize(vertexPosOut - lightPos);
float lightDistance = length(vertexPosOut - lightPos);
vec3 newLightColor = lightColor / pow(lightDistance, 2);
float intensity = dot(normalizedVertexNormal, -lightDir);
intensity = max(intensity, 0.0);
vec3 viewDir = normalize(cameraPos - vertexPosOut);
vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
float glossPow = 8;
float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
float diffuse = intensity;
vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
return vec4(1 - exp(-resultColor * lightExp), 1.0);
}
vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, vec3 lightDir,
float innerCutOff, float outerCutOff, float lightExp) {
vec3 lightToFragDir = normalize(vertexPosOut - lightPos);
float angleCos = dot(lightToFragDir, lightDir);
float epsilon = cos(innerCutOff) - cos(outerCutOff);
vec4 res = vec4(0, 0, 0, 1);
if (angleCos > cos(outerCutOff)) {
float intensity = clamp((angleCos - cos(outerCutOff)) / epsilon, 0.0, 1.0);
res = calcPointLight(fragColor, lightPos, lightColor, reflectorLightExp * intensity);
}
return res;
}
void main()
{
vec3 textureColor = texture2D(colorTexture, vertexTexCoordOut).rgb;
vec3 cloudColor = texture2D(clouds, vertexTexCoordOut).rgb;
textureColor = mix(vec3(1), textureColor, cloudColor.r);
normalizedVertexNormal = normalize(vertexNormalOut);
outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorDir,
reflectorAngle, reflectorAngle + radians(10), reflectorLightExp);
}

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#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation;
uniform mat4 modelMat;
out vec3 vertexNormalOut;
out vec3 vertexPosOut;
out vec2 vertexTexCoordOut;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec4 worldNormal = modelMat * vec4(vertexNormal, 0.0);
vertexNormalOut = worldNormal.xyz;
vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
vertexTexCoordOut = vertexTexCoord;
vertexTexCoordOut.y = 1 - vertexTexCoord.y;// corrects inversion (bottom at top) of the earth
}

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#version 430 core
uniform sampler2D colorTexture;
uniform sampler2D rust;
uniform sampler2D scratches;
uniform vec3 sunPos;
uniform vec3 sunColor;
uniform float sunLightExp;
uniform vec3 cameraPos;
uniform float time;
uniform vec3 reflectorPos;
uniform vec3 reflectorDir;
uniform vec3 reflectorColor;
uniform float reflectorAngle;
uniform float reflectorLightExp;
vec3 normalizedVertexNormal;
in vec3 vertexNormalOut;
in vec3 vertexPosOut;
in vec2 vertexTexCoordOut;
in vec3 vertexLocPos;
out vec4 outColor;
vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
vec3 lightDir = normalize(vertexPosOut - lightPos);
float lightDistance = length(vertexPosOut - lightPos);
vec3 newLightColor = lightColor / pow(lightDistance, 2);
float intensity = dot(normalizedVertexNormal, -lightDir);
intensity = max(intensity, 0.0);
vec3 viewDir = normalize(cameraPos - vertexPosOut);
vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
float glossPow = 8;
float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
float diffuse = intensity;
vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
return vec4(1 - exp(-resultColor * lightExp), 1.0);
}
vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, vec3 lightDir, float lightExp) {
vec3 reflectorLightDir = normalize(vertexPosOut - reflectorPos);
float angleCos = dot(reflectorLightDir, reflectorDir);
float reflectorOutAngle = reflectorAngle + radians(10);
float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
vec4 res = vec4(0, 0, 0, 1);
if (angleCos > cos(reflectorOutAngle)) {
float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
res = calcPointLight(fragColor, reflectorPos, reflectorColor, reflectorLightExp * intensity);
}
return res;
}
void main()
{
vec3 shipColor = texture2D(colorTexture, vertexTexCoordOut).rgb;
vec3 rustColor = texture2D(rust, vertexTexCoordOut).rgb;
vec3 scratchesColor = texture2D(scratches, vertexTexCoordOut).rgb;
vec3 textureColor = mix(rustColor, shipColor, scratchesColor .r);
if (sin(vertexLocPos.y * vertexLocPos.x * vertexLocPos.z) > 0) {
textureColor = vec3(1, 0, 0);
}
normalizedVertexNormal = normalize(vertexNormalOut);
outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
vec3 reflectorLightDir = normalize(vertexPosOut - reflectorPos);
float angleCos = dot(reflectorLightDir, reflectorDir);
float reflectorOutAngle = reflectorAngle + radians(10);
float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
if (angleCos > cos(reflectorOutAngle)) {
float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorLightDir, reflectorLightExp * intensity);
}
}

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#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation;
uniform mat4 modelMat;
out vec3 vertexNormalOut;
out vec3 vertexPosOut;
out vec2 vertexTexCoordOut;
out vec3 vertexLocPos;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec4 worldNormal = modelMat * vec4(vertexNormal, 0.0);
vertexNormalOut = worldNormal.xyz;
vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
vertexTexCoordOut = vertexTexCoord;
vertexLocPos = vertexPosition;
}

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#version 430 core
uniform samplerCube skybox;
in vec3 texCoord;
out vec4 out_color;
void main()
{
out_color = texture(skybox, texCoord);
//out_color = vec4(1, 0, 0, 1);
}

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#version 430 core
layout(location = 0) in vec3 vertexPosition;
uniform mat4 transformation;
out vec3 texCoord;
void main()
{
texCoord = vertexPosition;
gl_Position = transformation * vec4(vertexPosition, 1.0);
}

432
cw 7/src/ex_7_1.hpp Normal file
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#include "glew.h"
#include <GLFW/glfw3.h>
#include "glm.hpp"
#include "ext.hpp"
#include <iostream>
#include <cmath>
#include "Shader_Loader.h"
#include "Render_Utils.h"
#include "Texture.h"
#include "Box.cpp"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
#include "SOIL/SOIL.h"
namespace texture {
GLuint earth;
GLuint clouds;
GLuint moon;
GLuint ship;
GLuint scratches;
GLuint rust;
GLuint grid;
GLuint earthNormal;
GLuint asteroidNormal;
GLuint shipNormal;
GLuint cubemap;
}
GLuint program;
GLuint programSun;
GLuint programTex;
GLuint programEarth;
GLuint programProcTex;
GLuint programSkyBox;
Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext;
Core::RenderContext sphereContext;
Core::RenderContext cubeContext;
glm::vec3 cameraPos = glm::vec3(-4.f, 0, 0);
glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f);
glm::vec3 lightDir = glm::normalize(glm::vec3(1.f, 1.f, 1.f));
glm::vec3 sunLightColor = glm::vec3(1.f, 1.f, 1.f);
float sunLightExp = 100;
glm::vec3 reflectorColor = glm::vec3(0.3f, 0.f, 0.f);
float reflectorAngle = glm::radians(25.f);
float reflectorLightExp = 5;
glm::vec3 spaceshipPos = glm::vec3(-4.f, 0, 0);
glm::vec3 spaceshipDir = glm::vec3(1.f, 0.f, 0.f);
GLuint VAO, VBO;
float aspectRatio = 1.f;
float lastTime = -1.f;
float deltaTime = 0.f;
void updateDeltaTime(float time) {
if (lastTime < 0) {
lastTime = time;
return;
}
deltaTime = time - lastTime;
if (deltaTime > 0.1) deltaTime = 0.1;
lastTime = time;
}
glm::mat4 createCameraMatrix()
{
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir));
glm::mat4 cameraRotrationMatrix = glm::mat4({
cameraSide.x,cameraSide.y,cameraSide.z,0,
cameraUp.x,cameraUp.y,cameraUp.z ,0,
-cameraDir.x,-cameraDir.y,-cameraDir.z,0,
0.,0.,0.,1.,
});
cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix);
glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPos);
return cameraMatrix;
}
glm::mat4 createPerspectiveMatrix()
{
glm::mat4 perspectiveMatrix;
float n = 0.05;
float f = 20.;
float a1 = glm::min(aspectRatio, 1.f);
float a2 = glm::min(1 / aspectRatio, 1.f);
perspectiveMatrix = glm::mat4({
a2,0.,0.,0.,
0.,a1,0.,0.,
0.,0.,(f + n) / (n - f),2 * f * n / (n - f),
0.,0.,-1.,0.,
});
perspectiveMatrix = glm::transpose(perspectiveMatrix);
return perspectiveMatrix;
}
void drawObjectColor(GLuint program, Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color) {
glUseProgram(program);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(program, "modelMat"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
//sun
//glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
glUniform3f(glGetUniformLocation(program, "sunPos"), 0.f, 0.f, 0.f);
glUniform3f(glGetUniformLocation(program, "sunColor"), sunLightColor.x, sunLightColor.y, sunLightColor.z);
glUniform1f(glGetUniformLocation(program, "sunLightExp"), sunLightExp);
//spaceship reflector
glm::vec3 reflectorPos = spaceshipPos + 0.037f * spaceshipDir;
glUniform3f(glGetUniformLocation(program, "reflectorPos"), reflectorPos.x, reflectorPos.y, reflectorPos.z);
glUniform3f(glGetUniformLocation(program, "reflectorDir"), spaceshipDir.x, spaceshipDir.y, spaceshipDir.z);
glUniform1f(glGetUniformLocation(program, "reflectorAngle"), reflectorAngle);
glUniform3f(glGetUniformLocation(program, "reflectorColor"),
reflectorColor.x, reflectorColor.y, reflectorColor.z);
glUniform1f(glGetUniformLocation(program, "reflectorLightExp"), reflectorLightExp);
glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
//TEST
glUniform1f(glGetUniformLocation(program, "time"), lastTime);
Core::DrawContext(context);
glUseProgram(0);
}
void drawObjectProc(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color) {
program = programProcTex;
glUseProgram(program);
Core::SetActiveTexture(texture::ship, "colorTexture", program, 0);
Core::SetActiveTexture(texture::rust, "rust", program, 1);
Core::SetActiveTexture(texture::scratches, "scratches", program, 2);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(program, "modelMat"), 1, GL_FALSE, (float*)&modelMatrix);
//sun
glUniform3f(glGetUniformLocation(program, "sunPos"), 0.f, 0.f, 0.f);
glUniform3f(glGetUniformLocation(program, "sunColor"), sunLightColor.x, sunLightColor.y, sunLightColor.z);
glUniform1f(glGetUniformLocation(program, "sunLightExp"), sunLightExp);
//spaceship reflector
glm::vec3 reflectorPos = spaceshipPos + 0.037f * spaceshipDir;
glUniform3f(glGetUniformLocation(program, "reflectorPos"), reflectorPos.x, reflectorPos.y, reflectorPos.z);
glUniform3f(glGetUniformLocation(program, "reflectorDir"), spaceshipDir.x, spaceshipDir.y, spaceshipDir.z);
glUniform1f(glGetUniformLocation(program, "reflectorAngle"), reflectorAngle);
glUniform3f(glGetUniformLocation(program, "reflectorColor"),
reflectorColor.x, reflectorColor.y, reflectorColor.z);
glUniform1f(glGetUniformLocation(program, "reflectorLightExp"), reflectorLightExp);
glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
Core::DrawContext(context);
glUseProgram(0);
}
void drawObjectTexture(GLuint program, Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureId) {
glUseProgram(program);
Core::SetActiveTexture(textureId, "colorTexture", program, 0);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(program, "modelMat"), 1, GL_FALSE, (float*)&modelMatrix);
//sun
glUniform3f(glGetUniformLocation(program, "sunPos"), 0.f, 0.f, 0.f);
glUniform3f(glGetUniformLocation(program, "sunColor"), sunLightColor.x, sunLightColor.y, sunLightColor.z);
glUniform1f(glGetUniformLocation(program, "sunLightExp"), sunLightExp);
//spaceship reflector
glm::vec3 reflectorPos = spaceshipPos + 0.037f * spaceshipDir;
glUniform3f(glGetUniformLocation(program, "reflectorPos"), reflectorPos.x, reflectorPos.y, reflectorPos.z);
glUniform3f(glGetUniformLocation(program, "reflectorDir"), spaceshipDir.x, spaceshipDir.y, spaceshipDir.z);
glUniform1f(glGetUniformLocation(program, "reflectorAngle"), reflectorAngle);
glUniform3f(glGetUniformLocation(program, "reflectorColor"),
reflectorColor.x, reflectorColor.y, reflectorColor.z);
glUniform1f(glGetUniformLocation(program, "reflectorLightExp"), reflectorLightExp);
glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
Core::DrawContext(context);
glUseProgram(0);
}
void drawEarth(Core::RenderContext& context, glm::mat4 modelMatrix) {
GLuint program = programEarth;
glUseProgram(program);
Core::SetActiveTexture(texture::earth, "colorTexture", program, 0);
Core::SetActiveTexture(texture::clouds, "clouds", program, 1);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(program, "modelMat"), 1, GL_FALSE, (float*)&modelMatrix);
//sun
glUniform3f(glGetUniformLocation(program, "sunPos"), 0.f, 0.f, 0.f);
glUniform3f(glGetUniformLocation(program, "sunColor"), sunLightColor.x, sunLightColor.y, sunLightColor.z);
glUniform1f(glGetUniformLocation(program, "sunLightExp"), sunLightExp);
//spaceship reflector
glm::vec3 reflectorPos = spaceshipPos + 0.037f * spaceshipDir;
glUniform3f(glGetUniformLocation(program, "reflectorPos"), reflectorPos.x, reflectorPos.y, reflectorPos.z);
glUniform3f(glGetUniformLocation(program, "reflectorDir"), spaceshipDir.x, spaceshipDir.y, spaceshipDir.z);
glUniform1f(glGetUniformLocation(program, "reflectorAngle"), reflectorAngle);
glUniform3f(glGetUniformLocation(program, "reflectorColor"),
reflectorColor.x, reflectorColor.y, reflectorColor.z);
glUniform1f(glGetUniformLocation(program, "reflectorLightExp"), reflectorLightExp);
glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
Core::DrawContext(context);
glUseProgram(0);
}
void drawSkybox() {
GLuint program = programSkyBox;
glUseProgram(program);
glm::mat4 modelMatrix = glm::translate(cameraPos);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
glBindTexture(GL_TEXTURE_CUBE_MAP, texture::cubemap);
Core::DrawContext(cubeContext);
glUseProgram(0);
}
void renderScene(GLFWwindow* window)
{
glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 transformation;
float time = glfwGetTime();
updateDeltaTime(time);
glDisable(GL_DEPTH_TEST);
drawSkybox();
glEnable(GL_DEPTH_TEST);
time = 2;
//sun
drawObjectColor(programSun, sphereContext, glm::mat4(), glm::vec3(1.0, 1.0, 0.3));
drawEarth(sphereContext,
glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.3f)));
drawObjectTexture(programTex, sphereContext,
glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
texture::grid);
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
glm::mat4 spaceshipCameraRotrationMatrix = glm::mat4({
spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
-spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0,
0.,0.,0.,1.,
});
drawObjectProc(shipContext,
glm::translate(spaceshipPos) * spaceshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.2f)),
glm::vec3(0., 0., 1.)
);
glfwSwapBuffers(window);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
aspectRatio = width / float(height);
glViewport(0, 0, width, height);
}
void loadModelToContext(std::string path, Core::RenderContext& context)
{
Assimp::Importer import;
const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl;
return;
}
context.initFromAssimpMesh(scene->mMeshes[0]);
}
void init_cubemap() {
glGenTextures(1, &texture::cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, texture::cubemap);
int w, h;
unsigned char* data;
std::vector<const char*> cubeSideTestureFiles = {
"./textures/skybox/space_rt.png",
"./textures/skybox/space_lt.png",
"./textures/skybox/space_up.png",
"./textures/skybox/space_dn.png",
"./textures/skybox/space_bk.png",
"./textures/skybox/space_ft.png",
};
for (unsigned int i = 0; i < 6; i++)
{
unsigned char* image = SOIL_load_image(cubeSideTestureFiles[i], &w, &h, 0, SOIL_LOAD_RGBA);
glTexImage2D(
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image
);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
void init(GLFWwindow* window)
{
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glEnable(GL_DEPTH_TEST);
program = shaderLoader.CreateProgram("shaders/shader_5_1.vert", "shaders/shader_5_1.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_5_sun.vert", "shaders/shader_5_sun.frag");
programTex = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.frag");
programEarth = shaderLoader.CreateProgram("shaders/shader_earth.vert", "shaders/shader_earth.frag");
programProcTex = shaderLoader.CreateProgram("shaders/shader_proc_tex.vert", "shaders/shader_proc_tex.frag");
programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/spaceship.obj", shipContext);
loadModelToContext("./models/cube.obj", cubeContext);
texture::earth = Core::LoadTexture("./textures/earth.png");
texture::clouds = Core::LoadTexture("./textures/clouds.jpg");
//moon.png doesn't load correctly
texture::moon = Core::LoadTexture("./textures/moon.png");
texture::ship = Core::LoadTexture("./textures/spaceship.jpg");
texture::scratches = Core::LoadTexture("./textures/scratches.jpg");
texture::rust = Core::LoadTexture("./textures/rust.jpg");
texture::grid = Core::LoadTexture("./textures/grid_color.png");
texture::earthNormal = Core::LoadTexture("./textures/earth_normalmap.png");
texture::asteroidNormal = Core::LoadTexture("./textures/rust_normal.jpg");
texture::shipNormal = Core::LoadTexture("./textures/spaceship_normalmap.jpg");
init_cubemap();
}
void shutdown(GLFWwindow* window)
{
shaderLoader.DeleteProgram(program);
}
//obsluga wejscia
void processInput(GLFWwindow* window)
{
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
float angleSpeed = 0.05f * deltaTime * 60;
float moveSpeed = 0.05f * deltaTime * 60;
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
angleSpeed *= 3;
moveSpeed *= 3;
}
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
spaceshipPos += spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
spaceshipPos -= spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
spaceshipPos += spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
spaceshipPos -= spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
spaceshipPos += spaceshipUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
spaceshipPos -= spaceshipUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
cameraPos = spaceshipPos - 0.3f * spaceshipDir + glm::vec3(0, 1, 0) * 0.1f;
cameraDir = spaceshipDir;
//cameraDir = glm::normalize(-cameraPos);
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
sunLightExp = glm::max(0.f, sunLightExp - 0.1f);
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
sunLightExp += 0.1f;
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS)
reflectorLightExp = glm::max(0.f, reflectorLightExp - 0.05f);
if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS)
reflectorLightExp += 0.05f;
}
// funkcja jest glowna petla
void renderLoop(GLFWwindow* window) {
while (!glfwWindowShouldClose(window))
{
processInput(window);
renderScene(window);
glfwPollEvents();
}
}
//}