new ship + texturing
This commit is contained in:
parent
a15c1f9c6c
commit
67fa38035c
@ -57,7 +57,7 @@ public:
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0.,0.,0.,1.,
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});
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return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f));
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return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.02f));
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}
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void setPerticlesParameters(float speed, float generationInterval) {
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@ -62,6 +62,8 @@
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<None Include="shaders\shader_skybox.vert" />
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<None Include="shaders\shader_sprite.frag" />
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<None Include="shaders\shader_sprite.vert" />
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<None Include="shaders\shader_tex.frag" />
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<None Include="shaders\shader_tex.vert" />
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<None Include="shaders\test.frag" />
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<None Include="shaders\test.vert" />
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</ItemGroup>
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14
grk/project/models/StarShip2.mtl
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14
grk/project/models/StarShip2.mtl
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@ -0,0 +1,14 @@
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# Blender 3.4.1 MTL File: 'StarShip2.blend'
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# www.blender.org
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newmtl Material.003
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Ka 1.000000 1.000000 1.000000
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Ks 0.500000 0.500000 0.500000
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Ni 1.450000
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d 1.000000
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illum 2
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map_Kd C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Base_color.jpg
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map_Ns C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Roughness.jpg
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map_refl C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Metallic.jpg
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map_Ke C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Emissive.jpg
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map_Bump -bm 1.000000 C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Normal_DirectX.jpg
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61172
grk/project/models/StarShip2.obj
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61172
grk/project/models/StarShip2.obj
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File diff suppressed because it is too large
Load Diff
@ -9,8 +9,8 @@ uniform vec3 cameraPos;
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uniform vec3 color;
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uniform vec3 lightPositions[100];
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uniform vec3 lightColors[100];
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uniform vec3 lightPositions[8];
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uniform vec3 lightColors[8];
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uniform vec3 spotlightPos;
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uniform vec3 spotlightColor;
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@ -103,7 +103,7 @@ void main()
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vec3 ambient = AMBIENT * color;
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vec3 ilumination = ambient;
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for (int i = 0; i < 100; ++i) {
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for (int i = 0; i < 8; ++i) {
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lightDirs[i] = normalize(lightPositions[i] - worldPos);
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vec3 attenuatedlightColor = lightColors[i] / pow(length(lightPositions[i] - worldPos), 2);
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ilumination = ilumination+PBRLight(lightDirs[i], attenuatedlightColor * 300, normal, viewDir);
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@ -12,12 +12,12 @@ uniform mat4 modelMatrix;
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out vec3 vecNormal;
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out vec3 worldPos;
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uniform vec3 lightsPositions[100];
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uniform vec3 lightsPositions[8];
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uniform vec3 spotlightPos;
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uniform vec3 cameraPos;
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out vec3 viewDirTS;
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out vec3 lightDirTS[100];
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out vec3 lightDirTS[8];
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out vec3 spotlightDirTS;
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void main()
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@ -33,7 +33,7 @@ void main()
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vec3 V = normalize(cameraPos-worldPos);
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viewDirTS = TBN*V;
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for (int i = 0; i < 100; ++i) {
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for (int i = 0; i < 8; ++i) {
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vec3 L = normalize(lightsPositions[i]-worldPos);
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lightDirTS[i] = TBN*L;
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}
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128
grk/project/shaders/shader_tex.frag
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grk/project/shaders/shader_tex.frag
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#version 430 core
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float AMBIENT = 0.03;
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float PI = 3.14;
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uniform sampler2D depthMap;
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uniform vec3 cameraPos;
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uniform sampler2D textureSampler;
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uniform vec3 lightPositions[100];
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uniform vec3 lightColors[100];
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uniform vec3 spotlightPos;
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uniform vec3 spotlightColor;
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uniform vec3 spotlightConeDir;
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uniform vec3 spotlightPhi;
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uniform float metallic;
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uniform float roughness;
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uniform float exposition;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 TexCoords;
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out vec4 outColor;
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in vec3 viewDirTS;
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in vec3 lightDirTS[4];
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in vec3 spotlightDirTS;
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in vec3 sunDirTS;
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in vec3 test;
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float DistributionGGX(vec3 normal, vec3 H, float roughness){
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(normal, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float num = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return num / denom;
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}
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float GeometrySchlickGGX(float NdotV, float roughness){
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
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float NdotV = max(dot(normal, V), 0.0);
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float NdotL = max(dot(normal, lightDir), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0){
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V, vec3 albedo){
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float diffuse=max(0,dot(normal,lightDir));
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo , metallic);
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vec3 H = normalize(V + lightDir);
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float NDF = DistributionGGX(normal, H, roughness);
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float G = GeometrySmith(normal, V, lightDir, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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float NdotL = max(dot(normal, lightDir), 0.0);
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return (kD * albedo / PI + specular) * radiance * NdotL;
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}
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void main()
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{
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vec4 texColor = texture(textureSampler, TexCoords);
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vec3 normal = normalize(vecNormal);
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vec3 viewDir = normalize(cameraPos-worldPos);
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vec3 lightDirs[4];
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vec3 ambient = AMBIENT * texColor.rgb;
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vec3 ilumination = ambient;
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for (int i = 0; i < 100; ++i) {
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lightDirs[i] = normalize(lightPositions[i] - worldPos);
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vec3 attenuatedlightColor = lightColors[i] / pow(length(lightPositions[i] - worldPos), 2);
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ilumination = ilumination+PBRLight(lightDirs[i], attenuatedlightColor * 300, normal, viewDir, texColor.rgb);
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}
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vec3 spotlightDir= normalize(spotlightPos-worldPos);
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float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
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vec3 attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
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ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir, texColor.rgb);
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outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
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}
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46
grk/project/shaders/shader_tex.vert
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46
grk/project/shaders/shader_tex.vert
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@ -0,0 +1,46 @@
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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 modelMatrix;
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out vec3 vecNormal;
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out vec3 worldPos;
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out vec2 TexCoords;
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uniform vec3 lightsPositions[10];
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uniform vec3 spotlightPos;
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uniform vec3 cameraPos;
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out vec3 viewDirTS;
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out vec3 lightDirTS[10];
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out vec3 spotlightDirTS;
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void main()
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{
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TexCoords = vertexTexCoord;
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worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
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vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
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vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
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mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
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vec3 V = normalize(cameraPos-worldPos);
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viewDirTS = TBN*V;
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for (int i = 0; i < 9; ++i) {
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vec3 L = normalize(lightsPositions[i]-worldPos);
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lightDirTS[i] = TBN*L;
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}
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vec3 SL = normalize(spotlightPos-worldPos);
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spotlightDirTS = TBN*SL;
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}
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@ -188,6 +188,46 @@ void Core::drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, gl
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Core::DrawContext(context);
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}
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void Core::drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, float roughness, float metallic, GLuint program) {
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Spaceship* spaceship = Spaceship::getInstance();
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniform1f(glGetUniformLocation(program, "exposition"), 1.f);
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glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
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glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
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;
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//glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
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glUniform1i(glGetUniformLocation(program, "textureSampler"), 0);
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glUniform3f(glGetUniformLocation(program, "cameraPos"), spaceship->cameraPos.x, spaceship->cameraPos.y, spaceship->cameraPos.z);
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std::list<Sun*>* suns = GameUtils::getInstance()->getSuns();
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glm::vec3 lightsPositions[100];
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glm::vec3 lightsColors[100];
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int i = 0;
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for (Sun* sun : *suns) {
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lightsPositions[i] = sun->getPosition();
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lightsColors[i] = sun->getColor();
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++i;
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}
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glUniform3fv(glGetUniformLocation(program, "lightPositions"), 100, glm::value_ptr(lightsPositions[0]));
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glUniform3fv(glGetUniformLocation(program, "lightColors"), 100, glm::value_ptr(lightsColors[0]));
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glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spaceship->spotlightConeDir.x, spaceship->spotlightConeDir.y, spaceship->spotlightConeDir.z);
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glUniform3f(glGetUniformLocation(program, "spotlightPos"), spaceship->spotlightPos.x, spaceship->spotlightPos.y, spaceship->spotlightPos.z);
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glUniform3f(glGetUniformLocation(program, "spotlightColor"), spaceship->spotlightColor.x, spaceship->spotlightColor.y, spaceship->spotlightColor.z);
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glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spaceship->spotlightPhi);
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Core::DrawContext(context);
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}
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void Core::drawSkybox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint program) {
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Spaceship* spaceship = Spaceship::getInstance();
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glDisable(GL_DEPTH_TEST);
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@ -74,4 +74,5 @@ namespace Core
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glm::mat4 createPerspectiveMatrix();
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program);
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void loadModelToContext(std::string path, Core::RenderContext& context);
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void drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, float roughness, float metallic, GLuint program);
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}
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@ -21,9 +21,18 @@ GLuint Core::LoadTexture( const char * filepath )
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unsigned char* image = SOIL_load_image(filepath, &w, &h, 0, SOIL_LOAD_RGBA);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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SOIL_free_image_data(image);
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if (image) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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SOIL_free_image_data(image);
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}
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else {
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std::cerr << "Texture loading failed for path: " << filepath << std::endl;
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}
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
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//glGenerateMipmap(GL_TEXTURE_2D);
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//SOIL_free_image_data(image);
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return id;
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}
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@ -39,6 +39,7 @@ namespace models {
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}
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namespace texture {
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GLuint cubemapTexture;
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GLuint spaceshipTexture;
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GLuint spriteTexture;
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}
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@ -94,6 +95,7 @@ void renderShadowapSun() {
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}
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void renderScene(GLFWwindow* window)
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{
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glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float time = glfwGetTime();
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@ -123,10 +125,13 @@ void renderScene(GLFWwindow* window)
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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)),
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glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0, program);
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drawObjectPBR(models::spaceshipContext,
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//Core::SetActiveTexture(texture::spaceshipTexture, "textureSampler", programTex, 0);
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glUseProgram(programTex);
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drawObjectPBRTexture(models::spaceshipContext,
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spaceship->calculateModelMatrix(),
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spaceship->color,
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spaceship->roughness, spaceship->metallic, program
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texture::spaceshipTexture,
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spaceship->roughness, spaceship->metallic, programTex
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);
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glUseProgram(programSprite);
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@ -209,11 +214,14 @@ void init(GLFWwindow* window)
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programTest = gameUtils->shaderLoader->CreateProgram("shaders/test.vert", "shaders/test.frag");
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programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
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programCubemap = gameUtils->shaderLoader->CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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programTex = gameUtils->shaderLoader->CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
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programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
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programParticle = gameUtils->shaderLoader->CreateProgram("shaders/particle.vert", "shaders/particle.frag");
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loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
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loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
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loadModelToContext("./models/StarShip2.obj", models::spaceshipContext);
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loadModelToContext("./models/sphere.obj", models::sphereContext);
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loadModelToContext("./models/cube.obj", models::cubeContext);
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Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
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@ -230,6 +238,8 @@ void init(GLFWwindow* window)
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};
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texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
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texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/Material.001_Base_color.jpg");
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spaceship->createParticles();
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createSuns();
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BIN
grk/project/textures/spaceship/Material.001_Base_color.jpg
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grk/project/textures/spaceship/Material.001_Base_color.jpg
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grk/project/textures/spaceship/Material.001_Emissive.jpg
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grk/project/textures/spaceship/Material.001_Emissive.jpg
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grk/project/textures/spaceship/Material.001_Metallic.jpg
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grk/project/textures/spaceship/Material.001_Mixed_AO.jpg
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grk/project/textures/spaceship/Material.001_Normal_DirectX.jpg
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