Merge pull request 'prbTexture+ammo_count' (#10) from prbTexture+ammo_count into master
Reviewed-on: #10
4
.gitignore
vendored
@ -1,3 +1,5 @@
|
|||||||
|
|
||||||
/grk/.vs/grk-cw
|
/grk/.vs/grk-cw
|
||||||
/grk/project/Debug
|
/grk/project/Debug
|
||||||
|
/.vs
|
||||||
|
/grk/dependencies/glm/out/build/x64-Debug
|
||||||
|
@ -14,15 +14,19 @@ private:
|
|||||||
float scale;
|
float scale;
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::mat4 positionMatrix;
|
glm::mat4 positionMatrix;
|
||||||
|
GLuint textureID;
|
||||||
|
GLuint normalMapID;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Planet(GameObject* center, float distanceFromCenter, float rotationSpeed, float scale, Core::RenderContext sphereContext) {
|
Planet(GameObject* center, float distanceFromCenter, float rotationSpeed, float scale, Core::RenderContext sphereContext, GLuint textureID, GLuint normalMapID) {
|
||||||
this->center = center;
|
this->center = center;
|
||||||
this->distanceFromCenter = distanceFromCenter;
|
this->distanceFromCenter = distanceFromCenter;
|
||||||
this->rotationSpeed = rotationSpeed;
|
this->rotationSpeed = rotationSpeed;
|
||||||
this->sphereContext = sphereContext;
|
this->sphereContext = sphereContext;
|
||||||
this->scale = scale;
|
this->scale = scale;
|
||||||
this->position = glm::vec3(0);
|
this->position = glm::vec3(0);
|
||||||
|
this->textureID = textureID;
|
||||||
|
this->normalMapID = normalMapID;
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::mat4 getPositionMatrix() override {
|
glm::mat4 getPositionMatrix() override {
|
||||||
@ -37,6 +41,6 @@ public:
|
|||||||
float rotationAngle = glm::radians(time * rotationSpeed);
|
float rotationAngle = glm::radians(time * rotationSpeed);
|
||||||
positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed) * glm::translate(glm::vec3(distanceFromCenter, 0, 0));
|
positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed) * glm::translate(glm::vec3(distanceFromCenter, 0, 0));
|
||||||
glm::mat4 modelMatrix = positionMatrix * glm::scale(glm::vec3(scale));
|
glm::mat4 modelMatrix = positionMatrix * glm::scale(glm::vec3(scale));
|
||||||
Core::drawObjectPBR(sphereContext, modelMatrix, glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
|
Core::drawObjectPBRTexture(sphereContext, modelMatrix, textureID, 0.7, 0.0, program);
|
||||||
}
|
}
|
||||||
};
|
};
|
@ -57,7 +57,7 @@ public:
|
|||||||
0.,0.,0.,1.,
|
0.,0.,0.,1.,
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||||||
});
|
});
|
||||||
|
|
||||||
return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f));
|
return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.02f));
|
||||||
}
|
}
|
||||||
|
|
||||||
void setPerticlesParameters(float speed, float generationInterval) {
|
void setPerticlesParameters(float speed, float generationInterval) {
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||||||
|
@ -62,6 +62,8 @@
|
|||||||
<None Include="shaders\shader_skybox.vert" />
|
<None Include="shaders\shader_skybox.vert" />
|
||||||
<None Include="shaders\shader_sprite.frag" />
|
<None Include="shaders\shader_sprite.frag" />
|
||||||
<None Include="shaders\shader_sprite.vert" />
|
<None Include="shaders\shader_sprite.vert" />
|
||||||
|
<None Include="shaders\shader_tex.frag" />
|
||||||
|
<None Include="shaders\shader_tex.vert" />
|
||||||
<None Include="shaders\test.frag" />
|
<None Include="shaders\test.frag" />
|
||||||
<None Include="shaders\test.vert" />
|
<None Include="shaders\test.vert" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
@ -59,6 +59,7 @@
|
|||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="SpriteRenderer.cpp">
|
<ClCompile Include="SpriteRenderer.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
<ClCompile Include="Source.cpp">
|
<ClCompile Include="Source.cpp">
|
||||||
<Filter>Shader Files</Filter>
|
<Filter>Shader Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
@ -122,6 +123,8 @@
|
|||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="SpriteRenderer.h">
|
<ClInclude Include="SpriteRenderer.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
<ClInclude Include="ParticleSystem.h">
|
<ClInclude Include="ParticleSystem.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
@ -157,6 +160,14 @@
|
|||||||
<Filter>Shader Files</Filter>
|
<Filter>Shader Files</Filter>
|
||||||
</None>
|
</None>
|
||||||
<None Include="shaders\shader_sprite.vert">
|
<None Include="shaders\shader_sprite.vert">
|
||||||
|
<Filter>Shader Files</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="shaders\shader_tex.frag">
|
||||||
|
<Filter>Shader Files</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="shaders\shader_tex.vert">
|
||||||
|
<Filter>Shader Files</Filter>
|
||||||
|
</None>
|
||||||
<None Include="particle.frag">
|
<None Include="particle.frag">
|
||||||
<Filter>Shader Files</Filter>
|
<Filter>Shader Files</Filter>
|
||||||
</None>
|
</None>
|
||||||
|
12
grk/project/models/StarShip2.mtl
Normal file
@ -0,0 +1,12 @@
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|||||||
|
#
|
||||||
|
#
|
||||||
|
#
|
||||||
|
|
||||||
|
newmtl Siatka _Material.003
|
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|
illum 2
|
||||||
|
Ka 1.000000 1.000000 1.000000
|
||||||
|
Kd 1.000000 1.000000 1.000000
|
||||||
|
Ks 0.500000 0.500000 0.500000
|
||||||
|
Ns 0.000000
|
||||||
|
map_Kd Material.001_Base_color.jpg
|
||||||
|
|
61184
grk/project/models/StarShip2.obj
Normal file
@ -9,8 +9,8 @@ uniform vec3 cameraPos;
|
|||||||
|
|
||||||
uniform vec3 color;
|
uniform vec3 color;
|
||||||
|
|
||||||
uniform vec3 lightPositions[100];
|
uniform vec3 lightPositions[8];
|
||||||
uniform vec3 lightColors[100];
|
uniform vec3 lightColors[8];
|
||||||
|
|
||||||
uniform vec3 spotlightPos;
|
uniform vec3 spotlightPos;
|
||||||
uniform vec3 spotlightColor;
|
uniform vec3 spotlightColor;
|
||||||
@ -103,7 +103,7 @@ void main()
|
|||||||
vec3 ambient = AMBIENT * color;
|
vec3 ambient = AMBIENT * color;
|
||||||
vec3 ilumination = ambient;
|
vec3 ilumination = ambient;
|
||||||
|
|
||||||
for (int i = 0; i < 100; ++i) {
|
for (int i = 0; i < 8; ++i) {
|
||||||
lightDirs[i] = normalize(lightPositions[i] - worldPos);
|
lightDirs[i] = normalize(lightPositions[i] - worldPos);
|
||||||
vec3 attenuatedlightColor = lightColors[i] / pow(length(lightPositions[i] - worldPos), 2);
|
vec3 attenuatedlightColor = lightColors[i] / pow(length(lightPositions[i] - worldPos), 2);
|
||||||
ilumination = ilumination+PBRLight(lightDirs[i], attenuatedlightColor * 300, normal, viewDir);
|
ilumination = ilumination+PBRLight(lightDirs[i], attenuatedlightColor * 300, normal, viewDir);
|
||||||
|
@ -12,12 +12,12 @@ uniform mat4 modelMatrix;
|
|||||||
out vec3 vecNormal;
|
out vec3 vecNormal;
|
||||||
out vec3 worldPos;
|
out vec3 worldPos;
|
||||||
|
|
||||||
uniform vec3 lightsPositions[100];
|
uniform vec3 lightsPositions[8];
|
||||||
uniform vec3 spotlightPos;
|
uniform vec3 spotlightPos;
|
||||||
uniform vec3 cameraPos;
|
uniform vec3 cameraPos;
|
||||||
|
|
||||||
out vec3 viewDirTS;
|
out vec3 viewDirTS;
|
||||||
out vec3 lightDirTS[100];
|
out vec3 lightDirTS[8];
|
||||||
out vec3 spotlightDirTS;
|
out vec3 spotlightDirTS;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
@ -33,7 +33,7 @@ void main()
|
|||||||
vec3 V = normalize(cameraPos-worldPos);
|
vec3 V = normalize(cameraPos-worldPos);
|
||||||
viewDirTS = TBN*V;
|
viewDirTS = TBN*V;
|
||||||
|
|
||||||
for (int i = 0; i < 100; ++i) {
|
for (int i = 0; i < 8; ++i) {
|
||||||
vec3 L = normalize(lightsPositions[i]-worldPos);
|
vec3 L = normalize(lightsPositions[i]-worldPos);
|
||||||
lightDirTS[i] = TBN*L;
|
lightDirTS[i] = TBN*L;
|
||||||
}
|
}
|
||||||
|
128
grk/project/shaders/shader_tex.frag
Normal file
@ -0,0 +1,128 @@
|
|||||||
|
#version 430 core
|
||||||
|
|
||||||
|
float AMBIENT = 0.03;
|
||||||
|
float PI = 3.14;
|
||||||
|
|
||||||
|
uniform sampler2D depthMap;
|
||||||
|
|
||||||
|
uniform vec3 cameraPos;
|
||||||
|
|
||||||
|
|
||||||
|
uniform sampler2D textureSampler;
|
||||||
|
|
||||||
|
uniform vec3 lightPositions[100];
|
||||||
|
uniform vec3 lightColors[100];
|
||||||
|
|
||||||
|
uniform vec3 spotlightPos;
|
||||||
|
uniform vec3 spotlightColor;
|
||||||
|
uniform vec3 spotlightConeDir;
|
||||||
|
uniform vec3 spotlightPhi;
|
||||||
|
|
||||||
|
uniform float metallic;
|
||||||
|
uniform float roughness;
|
||||||
|
|
||||||
|
uniform float exposition;
|
||||||
|
|
||||||
|
in vec3 vecNormal;
|
||||||
|
in vec3 worldPos;
|
||||||
|
in vec2 TexCoords;
|
||||||
|
|
||||||
|
out vec4 outColor;
|
||||||
|
|
||||||
|
|
||||||
|
in vec3 viewDirTS;
|
||||||
|
in vec3 lightDirTS[4];
|
||||||
|
in vec3 spotlightDirTS;
|
||||||
|
in vec3 sunDirTS;
|
||||||
|
|
||||||
|
in vec3 test;
|
||||||
|
|
||||||
|
float DistributionGGX(vec3 normal, vec3 H, float roughness){
|
||||||
|
float a = roughness*roughness;
|
||||||
|
float a2 = a*a;
|
||||||
|
float NdotH = max(dot(normal, H), 0.0);
|
||||||
|
float NdotH2 = NdotH*NdotH;
|
||||||
|
|
||||||
|
float num = a2;
|
||||||
|
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
||||||
|
denom = PI * denom * denom;
|
||||||
|
|
||||||
|
return num / denom;
|
||||||
|
}
|
||||||
|
float GeometrySchlickGGX(float NdotV, float roughness){
|
||||||
|
float r = (roughness + 1.0);
|
||||||
|
float k = (r*r) / 8.0;
|
||||||
|
|
||||||
|
float num = NdotV;
|
||||||
|
float denom = NdotV * (1.0 - k) + k;
|
||||||
|
|
||||||
|
return num / denom;
|
||||||
|
}
|
||||||
|
float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
|
||||||
|
float NdotV = max(dot(normal, V), 0.0);
|
||||||
|
float NdotL = max(dot(normal, lightDir), 0.0);
|
||||||
|
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||||
|
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||||
|
|
||||||
|
return ggx1 * ggx2;
|
||||||
|
}
|
||||||
|
vec3 fresnelSchlick(float cosTheta, vec3 F0){
|
||||||
|
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V, vec3 texcolorRGB){
|
||||||
|
float diffuse=max(0,dot(normal,lightDir));
|
||||||
|
|
||||||
|
vec3 F0 = vec3(0.04);
|
||||||
|
F0 = mix(F0, texcolorRGB , metallic);
|
||||||
|
|
||||||
|
vec3 H = normalize(V + lightDir);
|
||||||
|
|
||||||
|
float NDF = DistributionGGX(normal, H, roughness);
|
||||||
|
float G = GeometrySmith(normal, V, lightDir, roughness);
|
||||||
|
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
|
||||||
|
|
||||||
|
vec3 kS = F;
|
||||||
|
vec3 kD = vec3(1.0) - kS;
|
||||||
|
kD *= 1.0 - metallic;
|
||||||
|
|
||||||
|
vec3 numerator = NDF * G * F;
|
||||||
|
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
|
||||||
|
vec3 specular = numerator / denominator;
|
||||||
|
|
||||||
|
float NdotL = max(dot(normal, lightDir), 0.0);
|
||||||
|
return (kD * texcolorRGB / PI + specular) * radiance * NdotL;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
|
||||||
|
vec4 texColor = texture(textureSampler, TexCoords);
|
||||||
|
|
||||||
|
vec3 normal = normalize(vecNormal);
|
||||||
|
|
||||||
|
vec3 viewDir = normalize(cameraPos-worldPos);
|
||||||
|
|
||||||
|
vec3 lightDirs[4];
|
||||||
|
vec3 ambient = AMBIENT * texColor.rgb;
|
||||||
|
vec3 ilumination = ambient;
|
||||||
|
|
||||||
|
for (int i = 0; i < 100; ++i) {
|
||||||
|
lightDirs[i] = normalize(lightPositions[i] - worldPos);
|
||||||
|
vec3 attenuatedlightColor = lightColors[i] / pow(length(lightPositions[i] - worldPos), 2);
|
||||||
|
ilumination = ilumination+PBRLight(lightDirs[i], attenuatedlightColor * 300, normal, viewDir, texColor.rgb);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
vec3 spotlightDir= normalize(spotlightPos-worldPos);
|
||||||
|
|
||||||
|
|
||||||
|
float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
|
||||||
|
vec3 attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
|
||||||
|
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir, texColor.rgb);
|
||||||
|
|
||||||
|
|
||||||
|
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
|
||||||
|
}
|
46
grk/project/shaders/shader_tex.vert
Normal file
@ -0,0 +1,46 @@
|
|||||||
|
#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 modelMatrix;
|
||||||
|
|
||||||
|
out vec3 vecNormal;
|
||||||
|
out vec3 worldPos;
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform vec3 lightsPositions[10];
|
||||||
|
uniform vec3 spotlightPos;
|
||||||
|
uniform vec3 cameraPos;
|
||||||
|
|
||||||
|
out vec3 viewDirTS;
|
||||||
|
out vec3 lightDirTS[10];
|
||||||
|
out vec3 spotlightDirTS;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
TexCoords = vertexTexCoord * -1;
|
||||||
|
|
||||||
|
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
|
||||||
|
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
|
||||||
|
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||||||
|
|
||||||
|
vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
|
||||||
|
vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
|
||||||
|
mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
|
||||||
|
|
||||||
|
vec3 V = normalize(cameraPos-worldPos);
|
||||||
|
viewDirTS = TBN*V;
|
||||||
|
|
||||||
|
for (int i = 0; i < 9; ++i) {
|
||||||
|
vec3 L = normalize(lightsPositions[i]-worldPos);
|
||||||
|
lightDirTS[i] = TBN*L;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 SL = normalize(spotlightPos-worldPos);
|
||||||
|
spotlightDirTS = TBN*SL;
|
||||||
|
}
|
@ -10,6 +10,8 @@
|
|||||||
#include "../GameUtils.h"
|
#include "../GameUtils.h"
|
||||||
#include "../Spaceship.h"
|
#include "../Spaceship.h"
|
||||||
|
|
||||||
|
#include "Texture.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) {
|
void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) {
|
||||||
@ -188,6 +190,47 @@ void Core::drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, gl
|
|||||||
Core::DrawContext(context);
|
Core::DrawContext(context);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Core::drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, float roughness, float metallic, GLuint program) {
|
||||||
|
Spaceship* spaceship = Spaceship::getInstance();
|
||||||
|
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
|
||||||
|
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||||
|
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
||||||
|
|
||||||
|
glUniform1f(glGetUniformLocation(program, "exposition"), 1.f);
|
||||||
|
|
||||||
|
glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
|
||||||
|
glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
|
||||||
|
;
|
||||||
|
//glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
|
||||||
|
Core::SetActiveTexture(textureID, "textureSampler", program, 0);
|
||||||
|
glUniform1i(glGetUniformLocation(program, "textureSampler"), 0);
|
||||||
|
|
||||||
|
glUniform3f(glGetUniformLocation(program, "cameraPos"), spaceship->cameraPos.x, spaceship->cameraPos.y, spaceship->cameraPos.z);
|
||||||
|
|
||||||
|
std::list<Sun*>* suns = GameUtils::getInstance()->getSuns();
|
||||||
|
|
||||||
|
glm::vec3 lightsPositions[100];
|
||||||
|
glm::vec3 lightsColors[100];
|
||||||
|
|
||||||
|
int i = 0;
|
||||||
|
for (Sun* sun : *suns) {
|
||||||
|
lightsPositions[i] = sun->getPosition();
|
||||||
|
lightsColors[i] = sun->getColor();
|
||||||
|
++i;
|
||||||
|
}
|
||||||
|
|
||||||
|
glUniform3fv(glGetUniformLocation(program, "lightPositions"), 100, glm::value_ptr(lightsPositions[0]));
|
||||||
|
glUniform3fv(glGetUniformLocation(program, "lightColors"), 100, glm::value_ptr(lightsColors[0]));
|
||||||
|
|
||||||
|
glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spaceship->spotlightConeDir.x, spaceship->spotlightConeDir.y, spaceship->spotlightConeDir.z);
|
||||||
|
glUniform3f(glGetUniformLocation(program, "spotlightPos"), spaceship->spotlightPos.x, spaceship->spotlightPos.y, spaceship->spotlightPos.z);
|
||||||
|
glUniform3f(glGetUniformLocation(program, "spotlightColor"), spaceship->spotlightColor.x, spaceship->spotlightColor.y, spaceship->spotlightColor.z);
|
||||||
|
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spaceship->spotlightPhi);
|
||||||
|
|
||||||
|
Core::DrawContext(context);
|
||||||
|
}
|
||||||
|
|
||||||
void Core::drawSkybox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint program) {
|
void Core::drawSkybox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint program) {
|
||||||
Spaceship* spaceship = Spaceship::getInstance();
|
Spaceship* spaceship = Spaceship::getInstance();
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
@ -74,4 +74,5 @@ namespace Core
|
|||||||
glm::mat4 createPerspectiveMatrix();
|
glm::mat4 createPerspectiveMatrix();
|
||||||
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program);
|
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program);
|
||||||
void loadModelToContext(std::string path, Core::RenderContext& context);
|
void loadModelToContext(std::string path, Core::RenderContext& context);
|
||||||
|
void drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, float roughness, float metallic, GLuint program);
|
||||||
}
|
}
|
@ -19,11 +19,20 @@ GLuint Core::LoadTexture( const char * filepath )
|
|||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
int w, h;
|
int w, h;
|
||||||
unsigned char* image = SOIL_load_image(filepath, &w, &h, 0, SOIL_LOAD_RGBA);
|
unsigned char* image = SOIL_load_image(filepath, &w, &h, 0, SOIL_LOAD_RGBA);
|
||||||
|
|
||||||
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
|
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
if (image) {
|
||||||
SOIL_free_image_data(image);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
SOIL_free_image_data(image);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
std::cerr << "Texture loading failed for path: " << filepath << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
|
||||||
|
//glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
//SOIL_free_image_data(image);
|
||||||
|
|
||||||
return id;
|
return id;
|
||||||
}
|
}
|
||||||
|
@ -30,7 +30,6 @@
|
|||||||
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||||
|
|
||||||
int WIDTH = 500, HEIGHT = 500;
|
int WIDTH = 500, HEIGHT = 500;
|
||||||
|
|
||||||
namespace models {
|
namespace models {
|
||||||
Core::RenderContext marbleBustContext;
|
Core::RenderContext marbleBustContext;
|
||||||
Core::RenderContext spaceshipContext;
|
Core::RenderContext spaceshipContext;
|
||||||
@ -39,9 +38,19 @@ namespace models {
|
|||||||
}
|
}
|
||||||
namespace texture {
|
namespace texture {
|
||||||
GLuint cubemapTexture;
|
GLuint cubemapTexture;
|
||||||
|
GLuint spaceshipTexture;
|
||||||
GLuint spriteTexture;
|
GLuint spriteTexture;
|
||||||
|
GLuint earthTexture;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
struct TextureTuple {
|
||||||
|
GLuint textureID;
|
||||||
|
GLuint normalMapID;
|
||||||
|
};
|
||||||
|
|
||||||
|
std::vector<TextureTuple> planetTextures;
|
||||||
|
|
||||||
|
|
||||||
void createGalaxy(glm::vec3 galaxyPosition);
|
void createGalaxy(glm::vec3 galaxyPosition);
|
||||||
|
|
||||||
GLuint depthMapFBO;
|
GLuint depthMapFBO;
|
||||||
@ -53,6 +62,7 @@ GLuint programTest;
|
|||||||
GLuint programSprite;
|
GLuint programSprite;
|
||||||
GLuint programCubemap;
|
GLuint programCubemap;
|
||||||
GLuint programParticle;
|
GLuint programParticle;
|
||||||
|
GLuint programTex;
|
||||||
|
|
||||||
std::list<Planet*> planets;
|
std::list<Planet*> planets;
|
||||||
Sun* sun;
|
Sun* sun;
|
||||||
@ -84,6 +94,15 @@ void updateDeltaTime(float time) {
|
|||||||
lastTime = time;
|
lastTime = time;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
TextureTuple getRandomPlanetTexture() {
|
||||||
|
int textureIndex = rand() % planetTextures.size();
|
||||||
|
TextureTuple selectedTextures = planetTextures[textureIndex];
|
||||||
|
//GLuint textureID = selectedTextures.textureID;
|
||||||
|
//GLuint normalMapID = selectedTextures.normalMapID;
|
||||||
|
|
||||||
|
return planetTextures[textureIndex];
|
||||||
|
}
|
||||||
|
|
||||||
void renderShadowapSun() {
|
void renderShadowapSun() {
|
||||||
float time = glfwGetTime();
|
float time = glfwGetTime();
|
||||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||||
@ -94,6 +113,7 @@ void renderShadowapSun() {
|
|||||||
}
|
}
|
||||||
void renderScene(GLFWwindow* window)
|
void renderScene(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
|
|
||||||
glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
|
glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
float time = glfwGetTime();
|
float time = glfwGetTime();
|
||||||
@ -111,24 +131,36 @@ void renderScene(GLFWwindow* window)
|
|||||||
sun->draw();
|
sun->draw();
|
||||||
}
|
}
|
||||||
|
|
||||||
glUseProgram(program);
|
glUseProgram(programTex);
|
||||||
|
|
||||||
for (Planet* p : planets) {
|
for (Planet* p : planets) {
|
||||||
p->draw(time, program);
|
p->draw(time, programTex);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
glUseProgram(program);
|
||||||
|
|
||||||
spaceship->renderBullets(glfwGetTime(), program);
|
spaceship->renderBullets(glfwGetTime(), program);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
drawObjectPBR(models::sphereContext,
|
drawObjectPBR(models::sphereContext,
|
||||||
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * 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::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * 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), 0.7, 0.0, program);
|
glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0, program);
|
||||||
|
|
||||||
drawObjectPBR(models::spaceshipContext,
|
|
||||||
|
glUseProgram(programTex);
|
||||||
|
//Core::SetActiveTexture(texture::spaceshipTexture, "textureSampler", programTex, 0);
|
||||||
|
drawObjectPBRTexture(models::spaceshipContext,
|
||||||
spaceship->calculateModelMatrix(),
|
spaceship->calculateModelMatrix(),
|
||||||
spaceship->color,
|
texture::spaceshipTexture,
|
||||||
spaceship->roughness, spaceship->metallic, program
|
spaceship->roughness, spaceship->metallic, programTex
|
||||||
);
|
);
|
||||||
|
|
||||||
|
//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
|
||||||
|
drawObjectPBRTexture(models::sphereContext, glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(1.0f)), texture::earthTexture, 0.3, 0.0, programTex);
|
||||||
|
//glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) *
|
||||||
|
Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
|
||||||
|
drawObjectPBRTexture(models::sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), texture::earthTexture, 0.3, 0.0, programTex);
|
||||||
|
|
||||||
glUseProgram(programSprite);
|
glUseProgram(programSprite);
|
||||||
for (const auto& enemy : enemies) {
|
for (const auto& enemy : enemies) {
|
||||||
if (enemy->isAlive()) {
|
if (enemy->isAlive()) {
|
||||||
@ -183,8 +215,11 @@ void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int
|
|||||||
sun = new Sun(programSun, models::sphereContext, sunPos, glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(0.9f, 0.9f, 0.7f) * 5, sunScale);
|
sun = new Sun(programSun, models::sphereContext, sunPos, glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(0.9f, 0.9f, 0.7f) * 5, sunScale);
|
||||||
gu->getSuns()->push_back(sun);
|
gu->getSuns()->push_back(sun);
|
||||||
for (int i = 0; i < numberOfPlanets; i++) {
|
for (int i = 0; i < numberOfPlanets; i++) {
|
||||||
|
TextureTuple textures = getRandomPlanetTexture();
|
||||||
|
GLuint texID = textures.textureID;
|
||||||
|
GLuint norMapID = textures.normalMapID;
|
||||||
float distanceFromSum = (i + 1) * planetsDistance;
|
float distanceFromSum = (i + 1) * planetsDistance;
|
||||||
Planet* planet = new Planet(sun, distanceFromSum, i * 0.1f + planetSpeedCoef, planetSizes[i], models::sphereContext);
|
Planet* planet = new Planet(sun, distanceFromSum, i * 0.1f + planetSpeedCoef, planetSizes[i], models::sphereContext, texID, norMapID);
|
||||||
planets.push_back(planet);
|
planets.push_back(planet);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -197,23 +232,44 @@ void createEnemies() {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void loadPlanetsTextures() {
|
||||||
|
planetTextures.clear();
|
||||||
|
|
||||||
|
std::vector<std::pair<std::string, std::string>> texturePaths = {
|
||||||
|
{"./textures/planets/planet1.png", "./textures/planets/planet1normal.png"},
|
||||||
|
{"./textures/planets/planet2.png", "./textures/planets/planet2normal.png"},
|
||||||
|
{"./textures/planets/planet3.png", "./textures/planets/planet3normal.png"},
|
||||||
|
{"./textures/planets/planet4.png", "./textures/planets/planet4normal.png"}
|
||||||
|
};
|
||||||
|
|
||||||
|
for (const auto& paths : texturePaths) {
|
||||||
|
GLuint textureID = Core::LoadTexture(paths.first.c_str());
|
||||||
|
GLuint normalMapID = Core::LoadTexture(paths.second.c_str());
|
||||||
|
planetTextures.push_back({ textureID, normalMapID });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void init(GLFWwindow* window)
|
void init(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
GameUtils* gameUtils = GameUtils::getInstance();
|
GameUtils* gameUtils = GameUtils::getInstance();
|
||||||
spriteRenderer = new Core::SpriteRenderer();
|
spriteRenderer = new Core::SpriteRenderer();
|
||||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
program = gameUtils->shaderLoader->CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
program = gameUtils->shaderLoader->CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
||||||
programTest = gameUtils->shaderLoader->CreateProgram("shaders/test.vert", "shaders/test.frag");
|
programTest = gameUtils->shaderLoader->CreateProgram("shaders/test.vert", "shaders/test.frag");
|
||||||
programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
|
programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
|
||||||
programCubemap = gameUtils->shaderLoader->CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
programCubemap = gameUtils->shaderLoader->CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
||||||
|
programTex = gameUtils->shaderLoader->CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
|
||||||
|
|
||||||
|
|
||||||
programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
|
programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
|
||||||
programParticle = gameUtils->shaderLoader->CreateProgram("shaders/particle.vert", "shaders/particle.frag");
|
programParticle = gameUtils->shaderLoader->CreateProgram("shaders/particle.vert", "shaders/particle.frag");
|
||||||
|
|
||||||
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
|
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
|
||||||
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
|
loadModelToContext("./models/StarShip2.obj", models::spaceshipContext);
|
||||||
loadModelToContext("./models/sphere.obj", models::sphereContext);
|
loadModelToContext("./models/sphere.obj", models::sphereContext);
|
||||||
loadModelToContext("./models/cube.obj", models::cubeContext);
|
loadModelToContext("./models/cube.obj", models::cubeContext);
|
||||||
Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
|
Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
|
||||||
@ -229,7 +285,10 @@ void init(GLFWwindow* window)
|
|||||||
"bkg2_back6.png"
|
"bkg2_back6.png"
|
||||||
};
|
};
|
||||||
|
|
||||||
|
loadPlanetsTextures();
|
||||||
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
|
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
|
||||||
|
texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/Material.001_Base_color.jpg");
|
||||||
|
texture::earthTexture = Core::LoadTexture("./textures/planets/8k_earth_daymap.jpg");
|
||||||
|
|
||||||
spaceship->createParticles();
|
spaceship->createParticles();
|
||||||
createSuns();
|
createSuns();
|
||||||
|
BIN
grk/project/textures/planets/8k_earth_clouds.jpg
Normal file
After Width: | Height: | Size: 11 MiB |
BIN
grk/project/textures/planets/8k_earth_daymap.jpg
Normal file
After Width: | Height: | Size: 4.4 MiB |
BIN
grk/project/textures/planets/8k_earth_nightmap.jpg
Normal file
After Width: | Height: | Size: 3.0 MiB |
BIN
grk/project/textures/planets/8k_earth_normal_map.jpg
Normal file
After Width: | Height: | Size: 1.1 MiB |
BIN
grk/project/textures/planets/earth_daymap.jpg
Normal file
After Width: | Height: | Size: 452 KiB |
BIN
grk/project/textures/planets/planet1.png
Normal file
After Width: | Height: | Size: 3.1 MiB |
BIN
grk/project/textures/planets/planet1normal.png
Normal file
After Width: | Height: | Size: 1.7 MiB |
BIN
grk/project/textures/planets/planet2.png
Normal file
After Width: | Height: | Size: 2.4 MiB |
BIN
grk/project/textures/planets/planet2normal.png
Normal file
After Width: | Height: | Size: 2.1 MiB |
BIN
grk/project/textures/planets/planet3.png
Normal file
After Width: | Height: | Size: 3.7 MiB |
BIN
grk/project/textures/planets/planet3normal.png
Normal file
After Width: | Height: | Size: 2.2 MiB |
BIN
grk/project/textures/planets/planet4.png
Normal file
After Width: | Height: | Size: 3.3 MiB |
BIN
grk/project/textures/planets/planet4normal.png
Normal file
After Width: | Height: | Size: 2.3 MiB |
BIN
grk/project/textures/spaceship/Material.001_Base_color.jpg
Normal file
After Width: | Height: | Size: 2.5 MiB |
BIN
grk/project/textures/spaceship/Material.001_Emissive.jpg
Normal file
After Width: | Height: | Size: 309 KiB |
BIN
grk/project/textures/spaceship/Material.001_Metallic.jpg
Normal file
After Width: | Height: | Size: 3.1 MiB |
BIN
grk/project/textures/spaceship/Material.001_Mixed_AO.jpg
Normal file
After Width: | Height: | Size: 2.9 MiB |
BIN
grk/project/textures/spaceship/Material.001_Normal_DirectX.jpg
Normal file
After Width: | Height: | Size: 2.9 MiB |
BIN
grk/project/textures/spaceship/Material.001_Roughness.jpg
Normal file
After Width: | Height: | Size: 1.3 MiB |