skybox and partially normal mapping
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e959f7c792
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70
cw 7/shaders/shader_5_1.frag
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70
cw 7/shaders/shader_5_1.frag
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#version 430 core
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uniform vec3 color;
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uniform vec3 sunPos;
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uniform vec3 sunColor;
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uniform float sunLightExp;
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uniform vec3 cameraPos;
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uniform float time;
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uniform vec3 reflectorPos;
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uniform vec3 reflectorDir;
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uniform vec3 reflectorColor;
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uniform float reflectorAngle;
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uniform float reflectorLightExp;
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vec3 normalizedVertexNormal;
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in vec3 vertexNormalOut;
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in vec3 vertexPosOut;
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out vec4 outColor;
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vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
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vec3 lightDir = normalize(vertexPosOut - lightPos);
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float lightDistance = length(vertexPosOut - lightPos);
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vec3 newLightColor = lightColor / pow(lightDistance, 2);
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float intensity = dot(normalizedVertexNormal, -lightDir);
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intensity = max(intensity, 0.0);
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vec3 viewDir = normalize(cameraPos - vertexPosOut);
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vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
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float glossPow = 8;
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float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
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float diffuse = intensity;
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vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
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return vec4(1 - exp(-resultColor * lightExp), 1.0);
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}
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vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, vec3 lightDir, float lightExp) {
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vec3 reflectorLightDir = normalize(vertexPosOut - reflectorPos);
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float angleCos = dot(reflectorLightDir, reflectorDir);
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float reflectorOutAngle = reflectorAngle + radians(10);
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float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
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vec4 res = vec4(0, 0, 0, 1);
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if (angleCos > cos(reflectorOutAngle)) {
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float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
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res = calcPointLight(fragColor, reflectorPos, reflectorColor, reflectorLightExp * intensity);
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}
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return res;
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}
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void main()
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{
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normalizedVertexNormal = normalize(vertexNormalOut);
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outColor = calcPointLight(color, sunPos, sunColor, sunLightExp);
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vec3 reflectorLightDir = normalize(vertexPosOut - reflectorPos);
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float angleCos = dot(reflectorLightDir, reflectorDir);
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float reflectorOutAngle = reflectorAngle + radians(10);
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float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
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if (angleCos > cos(reflectorOutAngle)) {
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float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
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outColor += calcSpotLight(color, reflectorPos, reflectorColor, reflectorLightDir, reflectorLightExp * intensity);
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}
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}
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19
cw 7/shaders/shader_5_1.vert
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cw 7/shaders/shader_5_1.vert
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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 transformation;
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uniform mat4 modelMat;
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out vec3 vertexNormalOut;
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out vec3 vertexPosOut;
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void main()
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{
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vec4 worldNormal = modelMat * vec4(vertexNormal, 0.0);
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vertexNormalOut = worldNormal.xyz;
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vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
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}
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cw 7/shaders/shader_5_1_tex.frag
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cw 7/shaders/shader_5_1_tex.frag
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#version 430 core
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uniform sampler2D colorTexture;
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uniform sampler2D normalSampler;
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uniform vec3 sunPos;
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uniform vec3 sunColor;
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uniform float sunLightExp;
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uniform vec3 cameraPos;
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uniform float time;
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uniform vec3 reflectorPos;
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uniform vec3 reflectorDir;
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uniform vec3 reflectorColor;
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uniform float reflectorAngle;
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uniform float reflectorLightExp;
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vec3 normalizedVertexNormal;
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mat3 TBN;
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in vec3 vertexNormalOut;
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in vec3 vertexTangentOut;
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in vec3 vertexBitangentOut;
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in vec3 vertexPosOut;
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in vec2 vertexTexCoordOut;
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out vec4 outColor;
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vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
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vec3 lightDir = normalize(vertexPosOut - lightPos);
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vec3 viewDir = normalize(cameraPos - vertexPosOut);
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// tangent space
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vec3 viewDirTS = TBN * viewDir;
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vec3 lightDirTS = TBN * lightDir;
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//tmp solution
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viewDir = normalize(viewDirTS);
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lightDir = normalize(lightDirTS);
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float lightDistance = length(vertexPosOut - lightPos);
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vec3 newLightColor = lightColor / pow(lightDistance, 2);
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float intensity = dot(normalizedVertexNormal, -lightDir);
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intensity = max(intensity, 0.0);
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vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
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float glossPow = 8;
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float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
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float diffuse = intensity;
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vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
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return vec4(1 - exp(-resultColor * lightExp), 1.0);
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}
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vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
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vec3 reflectorLightDir = normalize(vertexPosOut - lightPos);
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float angleCos = dot(reflectorLightDir, reflectorDir);
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float reflectorOutAngle = reflectorAngle + radians(10);
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float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
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vec4 res = vec4(0, 0, 0, 1);
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if (angleCos > cos(reflectorOutAngle)) {
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float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
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res = calcPointLight(fragColor, lightPos, lightColor, lightExp * intensity);
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}
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return res;
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}
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void main()
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{
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TBN = transpose(mat3(vertexTangentOut, vertexBitangentOut, vertexNormalOut));
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vec3 textureColor = texture2D(colorTexture, vertexTexCoordOut).rgb;
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normalizedVertexNormal = normalize(vertexNormalOut);
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//get normal from normal sampler
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vec3 samplerNormal = texture2D(normalSampler, vertexTexCoordOut).xyz;
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samplerNormal = 2 * samplerNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
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normalizedVertexNormal = normalized(samplerNormal);// to avoid potential precision problems in sampler texture
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//tmp solution
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//normalizedVertexNormal = vec3(0, 0, 1);
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outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
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outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorLightExp);
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//Debug
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//outColor = vec4(textureColor, 1);
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}
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cw 7/shaders/shader_5_1_tex.vert
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cw 7/shaders/shader_5_1_tex.vert
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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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layout(location = 3) in vec3 vertexTangent;
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layout(location = 4) in vec3 vertexBitangent;
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uniform mat4 transformation;
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uniform mat4 modelMat;
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out vec3 vertexNormalOut;
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out vec3 vertexTangentOut;
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out vec3 vertexBitangentOut;
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out vec3 vertexPosOut;
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out vec2 vertexTexCoordOut;
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void main()
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{
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vertexNormalOut = (modelMat * vec4(vertexNormal, 0.0)).xyz;
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vertexTangentOut = (modelMat * vec4(vertexTangent, 0.0)).xyz;
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vertexBitangentOut = (modelMat * vec4(vertexBitangent, 0.0)).xyz;
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vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
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vertexTexCoordOut = vertexTexCoord;
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}
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cw 7/shaders/shader_5_sun.frag
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cw 7/shaders/shader_5_sun.frag
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#version 430 core
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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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in vec3 interpNormal;
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in vec3 vertexNormalOut;
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in vec3 vertexPosOut;
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out vec4 outColor;
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void main()
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{
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vec3 normalizedVertexNormal = normalize(vertexNormalOut);
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vec3 viewDir = normalize(cameraPos - vertexPosOut);
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float angle = dot(viewDir, normalizedVertexNormal);
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vec3 red = vec3(1, 0, 0);
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outColor = vec4(mix(red, color, angle), 1.0);
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}
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cw 7/shaders/shader_5_sun.vert
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cw 7/shaders/shader_5_sun.vert
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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 transformation;
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uniform mat4 modelMat;
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out vec3 vertexNormalOut;
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out vec3 vertexPosOut;
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void main()
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{
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vec4 worldNormal = modelMat * vec4(vertexNormal, 0.0);
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vertexNormalOut = worldNormal.xyz;
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vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
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}
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cw 7/shaders/shader_earth.frag
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cw 7/shaders/shader_earth.frag
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#version 430 core
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uniform sampler2D colorTexture;
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uniform sampler2D clouds;
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uniform vec3 sunPos;
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uniform vec3 sunColor;
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uniform float sunLightExp;
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uniform vec3 cameraPos;
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uniform float time;
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uniform vec3 reflectorPos;
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uniform vec3 reflectorDir;
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uniform vec3 reflectorColor;
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uniform float reflectorAngle;
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uniform float reflectorLightExp;
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vec3 normalizedVertexNormal;
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in vec3 vertexNormalOut;
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in vec3 vertexPosOut;
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in vec2 vertexTexCoordOut;
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out vec4 outColor;
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vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
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vec3 lightDir = normalize(vertexPosOut - lightPos);
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float lightDistance = length(vertexPosOut - lightPos);
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vec3 newLightColor = lightColor / pow(lightDistance, 2);
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float intensity = dot(normalizedVertexNormal, -lightDir);
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intensity = max(intensity, 0.0);
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vec3 viewDir = normalize(cameraPos - vertexPosOut);
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vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
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float glossPow = 8;
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float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
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float diffuse = intensity;
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vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
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return vec4(1 - exp(-resultColor * lightExp), 1.0);
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}
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vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, vec3 lightDir,
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float innerCutOff, float outerCutOff, float lightExp) {
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vec3 lightToFragDir = normalize(vertexPosOut - lightPos);
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float angleCos = dot(lightToFragDir, lightDir);
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float epsilon = cos(innerCutOff) - cos(outerCutOff);
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vec4 res = vec4(0, 0, 0, 1);
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if (angleCos > cos(outerCutOff)) {
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float intensity = clamp((angleCos - cos(outerCutOff)) / epsilon, 0.0, 1.0);
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res = calcPointLight(fragColor, lightPos, lightColor, reflectorLightExp * intensity);
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}
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return res;
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}
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void main()
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{
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vec3 textureColor = texture2D(colorTexture, vertexTexCoordOut).rgb;
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vec3 cloudColor = texture2D(clouds, vertexTexCoordOut).rgb;
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textureColor = mix(vec3(1), textureColor, cloudColor.r);
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normalizedVertexNormal = normalize(vertexNormalOut);
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outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
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outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorDir,
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reflectorAngle, reflectorAngle + radians(10), reflectorLightExp);
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}
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cw 7/shaders/shader_earth.vert
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cw 7/shaders/shader_earth.vert
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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 transformation;
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uniform mat4 modelMat;
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out vec3 vertexNormalOut;
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out vec3 vertexPosOut;
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out vec2 vertexTexCoordOut;
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void main()
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{
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vec4 worldNormal = modelMat * vec4(vertexNormal, 0.0);
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vertexNormalOut = worldNormal.xyz;
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vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
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vertexTexCoordOut = vertexTexCoord;
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vertexTexCoordOut.y = 1 - vertexTexCoord.y;// corrects inversion (bottom at top) of the earth
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}
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cw 7/shaders/shader_proc_tex.frag
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cw 7/shaders/shader_proc_tex.frag
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#version 430 core
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uniform sampler2D colorTexture;
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uniform sampler2D rust;
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uniform sampler2D scratches;
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uniform vec3 sunPos;
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uniform vec3 sunColor;
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uniform float sunLightExp;
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uniform vec3 cameraPos;
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uniform float time;
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uniform vec3 reflectorPos;
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uniform vec3 reflectorDir;
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uniform vec3 reflectorColor;
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uniform float reflectorAngle;
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uniform float reflectorLightExp;
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vec3 normalizedVertexNormal;
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in vec3 vertexNormalOut;
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in vec3 vertexPosOut;
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in vec2 vertexTexCoordOut;
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in vec3 vertexLocPos;
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out vec4 outColor;
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vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
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vec3 lightDir = normalize(vertexPosOut - lightPos);
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float lightDistance = length(vertexPosOut - lightPos);
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vec3 newLightColor = lightColor / pow(lightDistance, 2);
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float intensity = dot(normalizedVertexNormal, -lightDir);
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intensity = max(intensity, 0.0);
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vec3 viewDir = normalize(cameraPos - vertexPosOut);
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vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
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float glossPow = 8;
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float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
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float diffuse = intensity;
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vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
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return vec4(1 - exp(-resultColor * lightExp), 1.0);
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}
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vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, vec3 lightDir, float lightExp) {
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vec3 reflectorLightDir = normalize(vertexPosOut - reflectorPos);
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float angleCos = dot(reflectorLightDir, reflectorDir);
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float reflectorOutAngle = reflectorAngle + radians(10);
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float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
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vec4 res = vec4(0, 0, 0, 1);
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if (angleCos > cos(reflectorOutAngle)) {
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float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
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res = calcPointLight(fragColor, reflectorPos, reflectorColor, reflectorLightExp * intensity);
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}
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return res;
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}
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void main()
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{
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vec3 shipColor = texture2D(colorTexture, vertexTexCoordOut).rgb;
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vec3 rustColor = texture2D(rust, vertexTexCoordOut).rgb;
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vec3 scratchesColor = texture2D(scratches, vertexTexCoordOut).rgb;
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vec3 textureColor = mix(rustColor, shipColor, scratchesColor .r);
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if (sin(vertexLocPos.y * vertexLocPos.x * vertexLocPos.z) > 0) {
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textureColor = vec3(1, 0, 0);
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}
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normalizedVertexNormal = normalize(vertexNormalOut);
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outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
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vec3 reflectorLightDir = normalize(vertexPosOut - reflectorPos);
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float angleCos = dot(reflectorLightDir, reflectorDir);
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float reflectorOutAngle = reflectorAngle + radians(10);
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float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
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if (angleCos > cos(reflectorOutAngle)) {
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float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
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outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorLightDir, reflectorLightExp * intensity);
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}
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}
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cw 7/shaders/shader_proc_tex.vert
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cw 7/shaders/shader_proc_tex.vert
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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 transformation;
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uniform mat4 modelMat;
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out vec3 vertexNormalOut;
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out vec3 vertexPosOut;
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out vec2 vertexTexCoordOut;
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out vec3 vertexLocPos;
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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;
|
||||
}
|
13
cw 7/shaders/shader_skybox.frag
Normal file
13
cw 7/shaders/shader_skybox.frag
Normal file
@ -0,0 +1,13 @@
|
||||
#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);
|
||||
}
|
13
cw 7/shaders/shader_skybox.vert
Normal file
13
cw 7/shaders/shader_skybox.vert
Normal file
@ -0,0 +1,13 @@
|
||||
#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
432
cw 7/src/ex_7_1.hpp
Normal file
@ -0,0 +1,432 @@
|
||||
#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();
|
||||
}
|
||||
}
|
||||
//}
|
Loading…
Reference in New Issue
Block a user