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3 Commits

Author SHA1 Message Date
Eikthyrnir
49865aa158 attempt to not apply normal mapping on clouds 2024-01-14 21:14:38 +01:00
Eikthyrnir
e4d425a915 tangent space light for all objects 2024-01-12 14:49:53 +01:00
Eikthyrnir
72fbf03ed2 tangent space light for texture rendering 2024-01-12 01:34:37 +01:00
7 changed files with 210 additions and 109 deletions

View File

@ -3,11 +3,12 @@
uniform sampler2D colorTexture;
uniform sampler2D normalSampler;
uniform vec3 cameraPos;
uniform vec3 sunPos;
uniform vec3 sunColor;
uniform float sunLightExp;
uniform vec3 cameraPos;
uniform float time;
uniform vec3 reflectorPos;
@ -17,54 +18,41 @@ uniform float reflectorAngle;
uniform float reflectorLightExp;
vec3 normalizedVertexNormal;
mat3 TBN;
in vec3 vertexNormalOut;
in vec3 vertexTangentOut;
in vec3 vertexBitangentOut;
in vec3 vertexPosOut;
in vec3 vertexPosWld;
in vec2 vertexTexCoordOut;
in vec3 viewDirTS;
in vec3 sunLightDirTS;
in vec3 reflectorLightDirTS;
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);
vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
float lightDistance = length(vertexPosWld - lightPos);
vec3 newLightColor = lightColor / pow(lightDistance, 2);
float intensity = dot(normalizedVertexNormal, -lightDir);
float intensity = dot(normalizedVertexNormal, -lightDirTS);
intensity = max(intensity, 0.0);
vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
vec3 reflectDir = reflect(lightDirTS, normalizedVertexNormal);
float glossPow = 8;
float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
float specular = pow(max(dot(viewDirTS, 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);
vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
vec3 reflectorLightDir = normalize(vertexPosWld - 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);
res = calcPointLight(fragColor, lightPos, lightDirTS, lightColor, lightExp * intensity);
}
return res;
}
@ -72,22 +60,19 @@ vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightEx
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 = normalize(samplerNormal);// to avoid potential precision problems in sampler texture
//tmp solution
//Debug
//normalizedVertexNormal = vec3(0, 0, 1);
outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
outColor = calcPointLight(textureColor, sunPos, sunLightDirTS, sunColor, sunLightExp);
outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorLightExp);
outColor += calcSpotLight(textureColor, reflectorPos, reflectorLightDirTS, reflectorColor, reflectorLightExp);
//Debug
//outColor = vec4(textureColor, 1);

View File

@ -9,19 +9,42 @@ layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMat;
out vec3 vertexNormalOut;
out vec3 vertexTangentOut;
out vec3 vertexBitangentOut;
out vec3 vertexPosOut;
uniform vec3 cameraPos;
uniform vec3 sunPos;
uniform vec3 reflectorPos;
out vec3 vertexPosWld;
out vec2 vertexTexCoordOut;
out vec3 viewDirTS;
out vec3 sunLightDirTS;
out vec3 reflectorLightDirTS;
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;
vec3 normal = (modelMat * vec4(vertexNormal, 0.0)).xyz;
vec3 tangent = (modelMat * vec4(vertexTangent, 0.0)).xyz;
vec3 bitangent = (modelMat * vec4(vertexBitangent, 0.0)).xyz;
vertexPosWld = (modelMat * vec4(vertexPosition, 1.0)).xyz;
vertexTexCoordOut = vertexTexCoord;
mat3 TBN = transpose(mat3(tangent, bitangent, normal));
//`lightPos - vertexPos` from tutorial is wrong?
//TODO why should we normalize here if we would normalize Tangent Space vectors later?
// and why do it here, mb fragment shader?
vec3 sunLightDir = normalize(vertexPosWld - sunPos);
vec3 reflectorLightDir = normalize(vertexPosWld - reflectorPos);
vec3 viewDir = normalize(cameraPos - vertexPosWld);
// tangent space
viewDirTS = TBN * viewDir;
sunLightDirTS = TBN * sunLightDir;
reflectorLightDirTS = TBN * reflectorLightDir;
//TODO should normilize here or in the fragment shader?
viewDirTS = normalize(viewDirTS);
sunLightDirTS = normalize(sunLightDirTS);
reflectorLightDirTS = normalize(reflectorLightDirTS);
}

View File

@ -2,6 +2,7 @@
uniform sampler2D colorTexture;
uniform sampler2D clouds;
uniform sampler2D normalSampler;
uniform vec3 sunPos;
uniform vec3 sunColor;
@ -18,40 +19,40 @@ uniform float reflectorLightExp;
vec3 normalizedVertexNormal;
in vec3 vertexNormalOut;
in vec3 vertexPosOut;
in vec3 vertexPosWld;
in vec2 vertexTexCoordOut;
in vec3 viewDirTS;
in vec3 sunLightDirTS;
in vec3 reflectorLightDirTS;
out vec4 outColor;
vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
vec3 lightDir = normalize(vertexPosOut - lightPos);
float lightDistance = length(vertexPosOut - lightPos);
vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
float lightDistance = length(vertexPosWld - lightPos);
vec3 newLightColor = lightColor / pow(lightDistance, 2);
float intensity = dot(normalizedVertexNormal, -lightDir);
float intensity = dot(normalizedVertexNormal, -lightDirTS);
intensity = max(intensity, 0.0);
vec3 viewDir = normalize(cameraPos - vertexPosOut);
vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
vec3 reflectDir = reflect(lightDirTS, normalizedVertexNormal);
float glossPow = 8;
float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
float specular = pow(max(dot(viewDirTS, 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 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
vec3 reflectorLightDir = normalize(vertexPosWld - 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(outerCutOff)) {
float intensity = clamp((angleCos - cos(outerCutOff)) / epsilon, 0.0, 1.0);
res = calcPointLight(fragColor, lightPos, lightColor, reflectorLightExp * intensity);
if (angleCos > cos(reflectorOutAngle)) {
float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
res = calcPointLight(fragColor, lightPos, lightDirTS, lightColor, lightExp * intensity);
}
return res;
}
@ -62,13 +63,22 @@ void main()
vec3 textureColor = texture2D(colorTexture, vertexTexCoordOut).rgb;
vec3 cloudColor = texture2D(clouds, vertexTexCoordOut).rgb;
//disabled to prevent riffled clouds
textureColor = mix(vec3(1), textureColor, cloudColor.r);
normalizedVertexNormal = normalize(vertexNormalOut);
normalizedVertexNormal = vec3(0, 0, 1);
if (cloudColor.r < 1) {
//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 = normalize(samplerNormal);// to avoid potential precision problems in sampler texture
}
outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
outColor = calcPointLight(textureColor, sunPos, sunLightDirTS, sunColor, sunLightExp);
outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorDir,
reflectorAngle, reflectorAngle + radians(10), reflectorLightExp);
outColor += calcSpotLight(textureColor, reflectorPos, reflectorLightDirTS, reflectorColor, reflectorLightExp);
//Debug
//outColor = vec4(textureColor, 1);
}

View File

@ -3,20 +3,49 @@
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 vertexPosOut;
uniform vec3 cameraPos;
uniform vec3 sunPos;
uniform vec3 reflectorPos;
out vec3 vertexPosWld;
out vec2 vertexTexCoordOut;
out vec3 viewDirTS;
out vec3 sunLightDirTS;
out vec3 reflectorLightDirTS;
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;
vec3 normal = (modelMat * vec4(vertexNormal, 0.0)).xyz;
vec3 tangent = (modelMat * vec4(vertexTangent, 0.0)).xyz;
vec3 bitangent = (modelMat * vec4(vertexBitangent, 0.0)).xyz;
vertexPosWld = (modelMat * vec4(vertexPosition, 1.0)).xyz;
vertexTexCoordOut = vertexTexCoord;
vertexTexCoordOut.y = 1 - vertexTexCoord.y;// corrects inversion (bottom at top) of the earth
mat3 TBN = transpose(mat3(tangent, bitangent, normal));
//`lightPos - vertexPos` from tutorial is wrong?
//TODO why should we normalize here if we would normalize Tangent Space vectors later?
// and why do it here, mb fragment shader?
vec3 sunLightDir = normalize(vertexPosWld - sunPos);
vec3 reflectorLightDir = normalize(vertexPosWld - reflectorPos);
vec3 viewDir = normalize(cameraPos - vertexPosWld);
// tangent space
viewDirTS = TBN * viewDir;
sunLightDirTS = TBN * sunLightDir;
reflectorLightDirTS = TBN * reflectorLightDir;
//TODO should normilize here or in the fragment shader?
viewDirTS = normalize(viewDirTS);
sunLightDirTS = normalize(sunLightDirTS);
reflectorLightDirTS = normalize(reflectorLightDirTS);
}

View File

@ -3,6 +3,8 @@
uniform sampler2D colorTexture;
uniform sampler2D rust;
uniform sampler2D scratches;
uniform sampler2D shipNormalSampler;
uniform sampler2D rustNormalSampler;
uniform vec3 sunPos;
uniform vec3 sunColor;
@ -18,69 +20,82 @@ uniform float reflectorAngle;
uniform float reflectorLightExp;
vec3 normalizedVertexNormal;
vec3 scratchesColor;
in vec3 vertexNormalOut;
in vec3 vertexPosOut;
in vec3 vertexPosWld;
in vec2 vertexTexCoordOut;
in vec3 viewDirTS;
in vec3 sunLightDirTS;
in vec3 reflectorLightDirTS;
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);
vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
float lightDistance = length(vertexPosWld - lightPos);
vec3 newLightColor = lightColor / pow(lightDistance, 2);
float intensity = dot(normalizedVertexNormal, -lightDir);
float intensity = dot(normalizedVertexNormal, -lightDirTS);
intensity = max(intensity, 0.0);
vec3 viewDir = normalize(cameraPos - vertexPosOut);
vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
vec3 reflectDir = reflect(lightDirTS, normalizedVertexNormal);
float glossPow = 8;
float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
float specular = pow(max(dot(viewDirTS, 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);
vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
vec3 reflectorLightDir = normalize(vertexPosWld - 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, reflectorPos, reflectorColor, reflectorLightExp * intensity);
res = calcPointLight(fragColor, lightPos, lightDirTS, lightColor, lightExp * intensity);
}
return res;
}
void main()
{
vec3 calcShipColor() {
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);
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);
}
return textureColor;
}
vec3 calcShipNormal() {
vec3 shipNormal = texture2D(shipNormalSampler, vertexTexCoordOut).xyz;
shipNormal = 2 * shipNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
vec3 rustNormal = texture2D(rustNormalSampler, vertexTexCoordOut).xyz;
rustNormal = 2 * rustNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
//normalize to avoid potential precision problems in sampler texture
return normalize(mix(rustNormal, shipNormal, scratchesColor.r));
}
void main()
{
scratchesColor = texture2D(scratches, vertexTexCoordOut).rgb;
vec3 textureColor = calcShipColor();
normalizedVertexNormal = calcShipNormal();
//Debug
//normalizedVertexNormal = vec3(0, 0, 1);
outColor = calcPointLight(textureColor, sunPos, sunLightDirTS, sunColor, sunLightExp);
outColor += calcSpotLight(textureColor, reflectorPos, reflectorLightDirTS, reflectorColor, reflectorLightExp);
//Debug
//outColor = vec4(textureColor, 1);
}

View File

@ -3,21 +3,50 @@
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 vertexPosOut;
out vec2 vertexTexCoordOut;
uniform vec3 cameraPos;
uniform vec3 sunPos;
uniform vec3 reflectorPos;
out vec3 vertexPosWld;
out vec3 vertexLocPos;
out vec2 vertexTexCoordOut;
out vec3 viewDirTS;
out vec3 sunLightDirTS;
out vec3 reflectorLightDirTS;
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;
vec3 normal = (modelMat * vec4(vertexNormal, 0.0)).xyz;
vec3 tangent = (modelMat * vec4(vertexTangent, 0.0)).xyz;
vec3 bitangent = (modelMat * vec4(vertexBitangent, 0.0)).xyz;
vertexPosWld = (modelMat * vec4(vertexPosition, 1.0)).xyz;
vertexTexCoordOut = vertexTexCoord;
vertexLocPos = vertexPosition;
mat3 TBN = transpose(mat3(tangent, bitangent, normal));
//`lightPos - vertexPos` from tutorial is wrong?
//TODO why should we normalize here if we would normalize Tangent Space vectors later?
// and why do it here, mb fragment shader?
vec3 sunLightDir = normalize(vertexPosWld - sunPos);
vec3 reflectorLightDir = normalize(vertexPosWld - reflectorPos);
vec3 viewDir = normalize(cameraPos - vertexPosWld);
// tangent space
viewDirTS = TBN * viewDir;
sunLightDirTS = TBN * sunLightDir;
reflectorLightDirTS = TBN * reflectorLightDir;
//TODO should normilize here or in the fragment shader?
viewDirTS = normalize(viewDirTS);
sunLightDirTS = normalize(sunLightDirTS);
reflectorLightDirTS = normalize(reflectorLightDirTS);
}

View File

@ -25,8 +25,10 @@ namespace texture {
GLuint grid;
GLuint earthNormal;
GLuint moonNormal;
GLuint asteroidNormal;
GLuint shipNormal;
GLuint rustNormal;
GLuint cubemap;
}
@ -143,12 +145,15 @@ void drawObjectColor(GLuint program, Core::RenderContext& context, glm::mat4 mod
}
void drawObjectProc(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color) {
program = programProcTex;
GLuint 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);
Core::SetActiveTexture(texture::shipNormal, "shipNormalSampler", program, 3);
Core::SetActiveTexture(texture::rustNormal, "rustNormalSampler", program, 4);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
@ -173,9 +178,11 @@ void drawObjectProc(Core::RenderContext& context, glm::mat4 modelMatrix, glm::ve
}
void drawObjectTexture(GLuint program, Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureId) {
void drawObjectTexture(GLuint program, Core::RenderContext& context, glm::mat4 modelMatrix,
GLuint textureId, GLuint normalsTextureId) {
glUseProgram(program);
Core::SetActiveTexture(textureId, "colorTexture", program, 0);
Core::SetActiveTexture(normalsTextureId, "normalSampler", program, 1);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
@ -205,6 +212,7 @@ void drawEarth(Core::RenderContext& context, glm::mat4 modelMatrix) {
glUseProgram(program);
Core::SetActiveTexture(texture::earth, "colorTexture", program, 0);
Core::SetActiveTexture(texture::clouds, "clouds", program, 1);
Core::SetActiveTexture(texture::earthNormal, "normalSampler", program, 2);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
@ -266,7 +274,7 @@ void renderScene(GLFWwindow* window)
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);
texture::grid, texture::moonNormal);
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));
@ -370,8 +378,10 @@ void init(GLFWwindow* window)
texture::grid = Core::LoadTexture("./textures/grid_color.png");
texture::earthNormal = Core::LoadTexture("./textures/earth_normalmap.png");
texture::moonNormal = Core::LoadTexture("./textures/moon_normal.jpg");
texture::asteroidNormal = Core::LoadTexture("./textures/rust_normal.jpg");
texture::shipNormal = Core::LoadTexture("./textures/spaceship_normalmap.jpg");
texture::rustNormal = Core::LoadTexture("./textures/rust_normal.jpg");
init_cubemap();
}