new ship + texturing
This commit is contained in:
parent
a15c1f9c6c
commit
67fa38035c
@ -57,7 +57,7 @@ public:
|
|||||||
0.,0.,0.,1.,
|
0.,0.,0.,1.,
|
||||||
});
|
});
|
||||||
|
|
||||||
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) {
|
||||||
|
@ -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>
|
||||||
|
14
grk/project/models/StarShip2.mtl
Normal file
14
grk/project/models/StarShip2.mtl
Normal file
@ -0,0 +1,14 @@
|
|||||||
|
# Blender 3.4.1 MTL File: 'StarShip2.blend'
|
||||||
|
# www.blender.org
|
||||||
|
|
||||||
|
newmtl Material.003
|
||||||
|
Ka 1.000000 1.000000 1.000000
|
||||||
|
Ks 0.500000 0.500000 0.500000
|
||||||
|
Ni 1.450000
|
||||||
|
d 1.000000
|
||||||
|
illum 2
|
||||||
|
map_Kd C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Base_color.jpg
|
||||||
|
map_Ns C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Roughness.jpg
|
||||||
|
map_refl C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Metallic.jpg
|
||||||
|
map_Ke C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Emissive.jpg
|
||||||
|
map_Bump -bm 1.000000 C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Normal_DirectX.jpg
|
61172
grk/project/models/StarShip2.obj
Normal file
61172
grk/project/models/StarShip2.obj
Normal file
File diff suppressed because it is too large
Load Diff
@ -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
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 albedo){
|
||||||
|
float diffuse=max(0,dot(normal,lightDir));
|
||||||
|
|
||||||
|
vec3 F0 = vec3(0.04);
|
||||||
|
F0 = mix(F0, albedo , 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 * albedo / 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
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;
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
@ -188,6 +188,46 @@ 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);
|
||||||
|
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);
|
||||||
}
|
}
|
@ -21,9 +21,18 @@ GLuint Core::LoadTexture( const char * filepath )
|
|||||||
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);
|
if (image) {
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
|
||||||
SOIL_free_image_data(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;
|
||||||
}
|
}
|
||||||
|
@ -39,6 +39,7 @@ namespace models {
|
|||||||
}
|
}
|
||||||
namespace texture {
|
namespace texture {
|
||||||
GLuint cubemapTexture;
|
GLuint cubemapTexture;
|
||||||
|
GLuint spaceshipTexture;
|
||||||
GLuint spriteTexture;
|
GLuint spriteTexture;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -94,6 +95,7 @@ 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();
|
||||||
@ -123,10 +125,13 @@ void renderScene(GLFWwindow* window)
|
|||||||
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,
|
//Core::SetActiveTexture(texture::spaceshipTexture, "textureSampler", programTex, 0);
|
||||||
|
|
||||||
|
glUseProgram(programTex);
|
||||||
|
drawObjectPBRTexture(models::spaceshipContext,
|
||||||
spaceship->calculateModelMatrix(),
|
spaceship->calculateModelMatrix(),
|
||||||
spaceship->color,
|
texture::spaceshipTexture,
|
||||||
spaceship->roughness, spaceship->metallic, program
|
spaceship->roughness, spaceship->metallic, programTex
|
||||||
);
|
);
|
||||||
|
|
||||||
glUseProgram(programSprite);
|
glUseProgram(programSprite);
|
||||||
@ -209,11 +214,14 @@ void init(GLFWwindow* window)
|
|||||||
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);
|
||||||
@ -230,6 +238,8 @@ void init(GLFWwindow* window)
|
|||||||
};
|
};
|
||||||
|
|
||||||
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
|
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
|
||||||
|
texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/Material.001_Base_color.jpg");
|
||||||
|
|
||||||
|
|
||||||
spaceship->createParticles();
|
spaceship->createParticles();
|
||||||
createSuns();
|
createSuns();
|
||||||
|
BIN
grk/project/textures/spaceship/Material.001_Base_color.jpg
Normal file
BIN
grk/project/textures/spaceship/Material.001_Base_color.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.5 MiB |
BIN
grk/project/textures/spaceship/Material.001_Emissive.jpg
Normal file
BIN
grk/project/textures/spaceship/Material.001_Emissive.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 309 KiB |
BIN
grk/project/textures/spaceship/Material.001_Metallic.jpg
Normal file
BIN
grk/project/textures/spaceship/Material.001_Metallic.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.1 MiB |
BIN
grk/project/textures/spaceship/Material.001_Mixed_AO.jpg
Normal file
BIN
grk/project/textures/spaceship/Material.001_Mixed_AO.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.9 MiB |
BIN
grk/project/textures/spaceship/Material.001_Normal_DirectX.jpg
Normal file
BIN
grk/project/textures/spaceship/Material.001_Normal_DirectX.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.9 MiB |
BIN
grk/project/textures/spaceship/Material.001_Roughness.jpg
Normal file
BIN
grk/project/textures/spaceship/Material.001_Roughness.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.3 MiB |
Loading…
Reference in New Issue
Block a user