completed lab 6

This commit is contained in:
Eikthyrnir 2023-12-14 01:54:12 +01:00
parent e2e44be86a
commit e959f7c792
6 changed files with 169 additions and 28 deletions

View File

@ -72,5 +72,8 @@ void main()
float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorLightDir, reflectorLightExp * intensity);
}
//Debug
//outColor = vec4(textureColor, 1);
}

View File

@ -71,4 +71,4 @@ void main()
outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorDir,
reflectorAngle, reflectorAngle + radians(10), reflectorLightExp);
}
}

View File

@ -18,5 +18,5 @@ void main()
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
}

View File

@ -0,0 +1,86 @@
#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);
}
}

View File

@ -0,0 +1,24 @@
#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;
}

View File

@ -4,23 +4,22 @@
#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>
namespace texture {
GLuint earth;
GLuint clouds;
GLuint moon;
GLuint ship;
GLuint scratches;
GLuint rust;
GLuint grid;
@ -34,6 +33,7 @@ GLuint program;
GLuint programSun;
GLuint programTex;
GLuint programEarth;
GLuint programProcTex;
Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext;
@ -137,6 +137,37 @@ void drawObjectColor(GLuint program, Core::RenderContext& context, glm::mat4 mod
}
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);
@ -158,9 +189,7 @@ void drawObjectTexture(GLuint program, Core::RenderContext& context, glm::mat4 m
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);
@ -189,9 +218,7 @@ void drawEarth(Core::RenderContext& context, glm::mat4 modelMatrix) {
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);
@ -205,19 +232,17 @@ void renderScene(GLFWwindow* window)
float time = glfwGetTime();
updateDeltaTime(time);
time = 0;
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::scale(glm::vec3(0.3f)));
/*drawObjectTexture(programEarth, sphereContext,
glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)),
texture::grid);*/
drawObjectColor(program, 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)),
glm::vec3(0.5, 0.5, 0.5));
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));
@ -229,14 +254,14 @@ void renderScene(GLFWwindow* window)
});
//drawObjectColor(shipContext,
// glm::translate(cameraPos + 1.5 * cameraDir + cameraUp * -0.5f) * inveseCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),
// glm::vec3(0.3, 0.3, 0.5)
// );
drawObjectColor(program, shipContext,
drawObjectProc(shipContext,
glm::translate(spaceshipPos) * spaceshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.2f)),
glm::vec3(0.3, 0.3, 0.5)
glm::vec3(0., 0., 1.)
);
//drawObjectTexture(programTex, shipContext,
// glm::translate(spaceshipPos) * spaceshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.2f)),
// texture::ship
//);
glfwSwapBuffers(window);
}
@ -250,7 +275,7 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
void loadModelToContext(std::string path, Core::RenderContext& context)
{
Assimp::Importer import;
const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace);
const aiScene * scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
@ -269,14 +294,18 @@ void init(GLFWwindow* window)
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");
loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/spaceship.obj", shipContext);
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");
@ -325,7 +354,6 @@ void processInput(GLFWwindow* window)
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)