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2 Commits
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...
planets_te
Author | SHA1 | Date | |
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90e88b0dc2 | ||
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7097be100e |
@ -1,4 +1,5 @@
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#include <list>
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#include <list>
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#include <tuple>
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#include "Sun.h"
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#include "Sun.h"
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#include "Bullet.h"
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#include "Bullet.h"
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#include "src/Shader_Loader.h"
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#include "src/Shader_Loader.h"
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@ -12,10 +13,12 @@ private:
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{
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{
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this->suns = new std::list<Sun*>();
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this->suns = new std::list<Sun*>();
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this->shaderLoader = new Core::Shader_Loader();
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this->shaderLoader = new Core::Shader_Loader();
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this->planetsTextures = new std::list<std::tuple<GLuint, GLuint>>();
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}
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}
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std::list<Sun*>* suns;
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std::list<Sun*>* suns;
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std::list<Bullet*> bullets;
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std::list<Bullet*> bullets;
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float aspectRatio;
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float aspectRatio;
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std::list<std::tuple<GLuint, GLuint>>* planetsTextures;
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public:
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public:
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@ -35,6 +38,10 @@ public:
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return suns;
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return suns;
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}
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}
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std::list<std::tuple<GLuint, GLuint>>* getPlanetsTextures() {
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return planetsTextures;
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}
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static GameUtils* getInstance()
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static GameUtils* getInstance()
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{
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{
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static GameUtils instance; // Jedna i jedyna instancja
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static GameUtils instance; // Jedna i jedyna instancja
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@ -2,6 +2,7 @@
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#include "glm.hpp"
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#include "glm.hpp"
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#include "ext.hpp"
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#include "ext.hpp"
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#include "src/Render_Utils.h"
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#include "src/Render_Utils.h"
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#include <tuple>
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#pragma once
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#pragma once
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class Planet : public GameObject
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class Planet : public GameObject
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@ -14,15 +15,17 @@ private:
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float scale;
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float scale;
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glm::vec3 position;
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glm::vec3 position;
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glm::mat4 positionMatrix;
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glm::mat4 positionMatrix;
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std::tuple<GLuint, GLuint> texture;
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public:
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public:
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Planet(GameObject* center, float distanceFromCenter, float rotationSpeed, float scale, Core::RenderContext sphereContext) {
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Planet(GameObject* center, float distanceFromCenter, float rotationSpeed, float scale, Core::RenderContext sphereContext, std::tuple<GLuint, GLuint> texture) {
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this->center = center;
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this->center = center;
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this->distanceFromCenter = distanceFromCenter;
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this->distanceFromCenter = distanceFromCenter;
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this->rotationSpeed = rotationSpeed;
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this->rotationSpeed = rotationSpeed;
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this->sphereContext = sphereContext;
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this->sphereContext = sphereContext;
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this->scale = scale;
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this->scale = scale;
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this->position = glm::vec3(0);
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this->position = glm::vec3(0);
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this->texture = texture;
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}
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}
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glm::mat4 getPositionMatrix() override {
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glm::mat4 getPositionMatrix() override {
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@ -37,6 +40,6 @@ public:
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float rotationAngle = glm::radians(time * rotationSpeed);
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float rotationAngle = glm::radians(time * rotationSpeed);
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positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed) * glm::translate(glm::vec3(distanceFromCenter, 0, 0));
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positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed) * glm::translate(glm::vec3(distanceFromCenter, 0, 0));
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glm::mat4 modelMatrix = positionMatrix * glm::scale(glm::vec3(scale));
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glm::mat4 modelMatrix = positionMatrix * glm::scale(glm::vec3(scale));
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Core::drawObjectPBR(sphereContext, modelMatrix, glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
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Core::drawObjectPBRTexture(sphereContext, modelMatrix, std::get<0>(texture), std::get<1>(texture), 0.3, 0.0, program);
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}
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}
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};
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};
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123
grk/project/draw_obj_text_pbr.frag
Normal file
@ -0,0 +1,123 @@
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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 colorTexture;
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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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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 vec2 vecTextCoord;
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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 colorTex){
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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, colorTex, 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 * colorTex / PI + specular) * radiance * NdotL;
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}
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void main()
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{
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vec3 normal = normalize(vecNormal);
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vec3 viewDir = normalize(cameraPos-worldPos);
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vec3 lightDirs[100];
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vec3 texColor = texture(colorTexture, vecTextCoord).rgb;
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vec3 ambient = AMBIENT * texColor;
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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);
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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);
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outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
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}
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46
grk/project/draw_obj_text_pbr.vert
Normal file
@ -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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uniform vec3 lightsPositions[100];
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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 spotlightDirTS;
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out vec2 vecTextCoord;
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void main()
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{
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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 < 100; ++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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vecTextCoord = vertexTexCoord;
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}
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@ -45,6 +45,8 @@
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<ClInclude Include="Sun.h" />
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<ClInclude Include="Sun.h" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="draw_obj_text_pbr.frag" />
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<None Include="draw_obj_text_pbr.vert" />
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<None Include="fireball.frag" />
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<None Include="fireball.frag" />
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<None Include="fireball.vert" />
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<None Include="fireball.vert" />
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<None Include="shaders\shader_9_1.frag" />
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<None Include="shaders\shader_9_1.frag" />
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@ -55,6 +57,8 @@
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<None Include="shaders\shader_skybox.vert" />
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<None Include="shaders\shader_skybox.vert" />
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<None Include="shaders\test.frag" />
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<None Include="shaders\test.frag" />
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<None Include="shaders\test.vert" />
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<None Include="shaders\test.vert" />
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<None Include="tex.frag" />
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<None Include="tex.vert" />
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</ItemGroup>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<PropertyGroup Label="Globals">
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<ProjectGuid>{5BACD057-4B83-4CB6-A367-40A10BCE2149}</ProjectGuid>
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<ProjectGuid>{5BACD057-4B83-4CB6-A367-40A10BCE2149}</ProjectGuid>
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@ -139,5 +139,19 @@
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<None Include="shaders\shader_skybox.vert">
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<None Include="shaders\shader_skybox.vert">
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<Filter>Shader Files</Filter>
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<Filter>Shader Files</Filter>
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</None>
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</None>
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<None Include="fireball.frag" />
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<None Include="fireball.vert" />
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<None Include="draw_obj_text_pbr.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="draw_obj_text_pbr.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="tex.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="tex.frag">
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<Filter>Shader Files</Filter>
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</None>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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123
grk/project/shaders/draw_obj_text_pbr.frag
Normal file
@ -0,0 +1,123 @@
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#version 430 core
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|
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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 colorTexture;
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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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|
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uniform float metallic;
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uniform float roughness;
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|
||||||
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uniform float exposition;
|
||||||
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|
||||||
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in vec3 vecNormal;
|
||||||
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in vec3 worldPos;
|
||||||
|
|
||||||
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out vec4 outColor;
|
||||||
|
|
||||||
|
|
||||||
|
in vec3 viewDirTS;
|
||||||
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in vec3 lightDirTS[4];
|
||||||
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in vec3 spotlightDirTS;
|
||||||
|
in vec3 sunDirTS;
|
||||||
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|
||||||
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in vec3 test;
|
||||||
|
|
||||||
|
float DistributionGGX(vec3 normal, vec3 H, float roughness){
|
||||||
|
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);
|
||||||
|
denom = PI * denom * denom;
|
||||||
|
|
||||||
|
return num / denom;
|
||||||
|
}
|
||||||
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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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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);
|
||||||
|
|
||||||
|
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){
|
||||||
|
float diffuse=max(0,dot(normal,lightDir));
|
||||||
|
|
||||||
|
vec3 F0 = vec3(0.04);
|
||||||
|
F0 = mix(F0, texture(colorTexture, vec2(0.5, 0.5)).rgb, 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 * texture(colorTexture, vec2(0.5, 0.5)).rgb / PI + specular) * radiance * NdotL;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 normal = normalize(vecNormal);
|
||||||
|
|
||||||
|
vec3 viewDir = normalize(cameraPos-worldPos);
|
||||||
|
|
||||||
|
vec3 lightDirs[4];
|
||||||
|
vec3 ambient = AMBIENT * texture(colorTexture, vec2(0.5, 0.5)).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);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
|
||||||
|
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
|
||||||
|
}
|
43
grk/project/shaders/draw_obj_text_pbr.vert
Normal file
@ -0,0 +1,43 @@
|
|||||||
|
#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;
|
||||||
|
|
||||||
|
uniform vec3 lightsPositions[100];
|
||||||
|
uniform vec3 spotlightPos;
|
||||||
|
uniform vec3 cameraPos;
|
||||||
|
|
||||||
|
out vec3 viewDirTS;
|
||||||
|
out vec3 lightDirTS[100];
|
||||||
|
out vec3 spotlightDirTS;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
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 < 100; ++i) {
|
||||||
|
vec3 L = normalize(lightsPositions[i]-worldPos);
|
||||||
|
lightDirTS[i] = TBN*L;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 SL = normalize(spotlightPos-worldPos);
|
||||||
|
spotlightDirTS = TBN*SL;
|
||||||
|
}
|
@ -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;
|
||||||
@ -29,7 +29,7 @@ out vec4 outColor;
|
|||||||
|
|
||||||
|
|
||||||
in vec3 viewDirTS;
|
in vec3 viewDirTS;
|
||||||
in vec3 lightDirTS[4];
|
in vec3 lightDirTS[8];
|
||||||
in vec3 spotlightDirTS;
|
in vec3 spotlightDirTS;
|
||||||
in vec3 sunDirTS;
|
in vec3 sunDirTS;
|
||||||
|
|
||||||
@ -99,11 +99,11 @@ void main()
|
|||||||
|
|
||||||
vec3 viewDir = normalize(cameraPos-worldPos);
|
vec3 viewDir = normalize(cameraPos-worldPos);
|
||||||
|
|
||||||
vec3 lightDirs[4];
|
vec3 lightDirs[8];
|
||||||
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;
|
||||||
}
|
}
|
||||||
|
@ -9,6 +9,7 @@
|
|||||||
#include <assimp/postprocess.h>
|
#include <assimp/postprocess.h>
|
||||||
#include "../GameUtils.h"
|
#include "../GameUtils.h"
|
||||||
#include "../Spaceship.h"
|
#include "../Spaceship.h"
|
||||||
|
#include "./Texture.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -168,6 +169,44 @@ void Core::drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, gl
|
|||||||
|
|
||||||
std::list<Sun*>* suns = GameUtils::getInstance()->getSuns();
|
std::list<Sun*>* suns = GameUtils::getInstance()->getSuns();
|
||||||
|
|
||||||
|
glm::vec3 lightsPositions[8];
|
||||||
|
glm::vec3 lightsColors[8];
|
||||||
|
|
||||||
|
int i = 0;
|
||||||
|
for (Sun* sun : *suns) {
|
||||||
|
lightsPositions[i] = sun->getPosition();
|
||||||
|
lightsColors[i] = sun->getColor();
|
||||||
|
++i;
|
||||||
|
}
|
||||||
|
|
||||||
|
glUniform3fv(glGetUniformLocation(program, "lightPositions"), 8, glm::value_ptr(lightsPositions[0]));
|
||||||
|
glUniform3fv(glGetUniformLocation(program, "lightColors"), 8, 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::drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, GLuint normal, float roughness, float metallic, GLuint program) {
|
||||||
|
Spaceship* spaceship = Spaceship::getInstance();
|
||||||
|
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
|
||||||
|
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
|
||||||
|
Core::SetActiveTexture(texture, "colorTexture", program, 0);
|
||||||
|
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);
|
||||||
|
glUniform1i(glGetUniformLocation(program, "colorTexture"), 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 lightsPositions[100];
|
||||||
glm::vec3 lightsColors[100];
|
glm::vec3 lightsColors[100];
|
||||||
|
|
||||||
|
@ -73,5 +73,6 @@ 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 drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, GLuint normal, float roughness, float metallic, GLuint program);
|
||||||
void loadModelToContext(std::string path, Core::RenderContext& context);
|
void loadModelToContext(std::string path, Core::RenderContext& context);
|
||||||
}
|
}
|
@ -68,7 +68,8 @@ GLuint Core::LoadCubemap(const std::vector<std::string>& faces)
|
|||||||
|
|
||||||
void Core::SetActiveTexture(GLuint textureID, const char * shaderVariableName, GLuint programID, int textureUnit)
|
void Core::SetActiveTexture(GLuint textureID, const char * shaderVariableName, GLuint programID, int textureUnit)
|
||||||
{
|
{
|
||||||
glUniform1i(glGetUniformLocation(programID, shaderVariableName), textureUnit);
|
int location = glGetUniformLocation(programID, shaderVariableName);
|
||||||
|
glUniform1i(location, textureUnit);
|
||||||
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
||||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||||
}
|
}
|
||||||
|
@ -46,6 +46,7 @@ GLuint programSun;
|
|||||||
GLuint programTest;
|
GLuint programTest;
|
||||||
GLuint programTex;
|
GLuint programTex;
|
||||||
GLuint programCubemap;
|
GLuint programCubemap;
|
||||||
|
GLuint programTextPBR;
|
||||||
|
|
||||||
std::list<Planet*> planets;
|
std::list<Planet*> planets;
|
||||||
Sun* sun;
|
Sun* sun;
|
||||||
@ -61,6 +62,7 @@ float deltaTime = 0.f;
|
|||||||
|
|
||||||
Spaceship* spaceship = Spaceship::getInstance();
|
Spaceship* spaceship = Spaceship::getInstance();
|
||||||
void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef);
|
void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef);
|
||||||
|
void loadPlanetsTexturesWithNormals();
|
||||||
void updateDeltaTime(float time) {
|
void updateDeltaTime(float time) {
|
||||||
if (lastTime < 0) {
|
if (lastTime < 0) {
|
||||||
lastTime = time;
|
lastTime = time;
|
||||||
@ -99,12 +101,14 @@ void renderScene(GLFWwindow* window)
|
|||||||
sun->draw();
|
sun->draw();
|
||||||
}
|
}
|
||||||
|
|
||||||
glUseProgram(program);
|
glUseProgram(programTextPBR);
|
||||||
|
|
||||||
for (Planet* p : planets) {
|
for (Planet* p : planets) {
|
||||||
p->draw(time, program);
|
p->draw(time, programTextPBR);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
glUseProgram(program);
|
||||||
|
|
||||||
spaceship->renderBullets(glfwGetTime(), program);
|
spaceship->renderBullets(glfwGetTime(), program);
|
||||||
|
|
||||||
//drawObjectPBR(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)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
|
//drawObjectPBR(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)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
|
||||||
@ -147,13 +151,21 @@ void createGalaxy(glm::vec3 galaxyPosition) {
|
|||||||
createSolarSystem(galaxyPosition + glm::vec3(100, 20, -50), 5, planetsSizes3, 2, 25.f, 0.2f);
|
createSolarSystem(galaxyPosition + glm::vec3(100, 20, -50), 5, planetsSizes3, 2, 25.f, 0.2f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::tuple<GLuint, GLuint> getRandomPlanetTexture() {
|
||||||
|
std::list<std::tuple<GLuint, GLuint>>* planetsTextures = GameUtils::getInstance()->getPlanetsTextures();
|
||||||
|
std::srand(static_cast<unsigned int>(std::time(nullptr)));
|
||||||
|
int index = std::rand() % planetsTextures->size();
|
||||||
|
auto iterator = std::next(planetsTextures->begin(), 0);
|
||||||
|
return *iterator;
|
||||||
|
}
|
||||||
|
|
||||||
void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef) {
|
void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef) {
|
||||||
GameUtils* gu = GameUtils::getInstance();
|
GameUtils* gu = GameUtils::getInstance();
|
||||||
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++) {
|
||||||
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, getRandomPlanetTexture());
|
||||||
planets.push_back(planet);
|
planets.push_back(planet);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -169,6 +181,7 @@ 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");
|
||||||
|
programTextPBR = gameUtils->shaderLoader->CreateProgram("shaders/draw_obj_text_pbr.vert", "shaders/draw_obj_text_pbr.frag");
|
||||||
|
|
||||||
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
|
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
|
||||||
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
|
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
|
||||||
@ -186,10 +199,25 @@ void init(GLFWwindow* window)
|
|||||||
};
|
};
|
||||||
|
|
||||||
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
|
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
|
||||||
|
loadPlanetsTexturesWithNormals();
|
||||||
|
|
||||||
|
|
||||||
createSuns();
|
createSuns();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void loadPlanetsTexturesWithNormals()
|
||||||
|
{
|
||||||
|
std::list<std::tuple<GLuint, GLuint>>* planetsTextures = GameUtils::getInstance()->getPlanetsTextures();
|
||||||
|
std::tuple<GLuint, GLuint> p1 = std::tuple<GLuint, GLuint>(Core::LoadTexture("./textures/planets/lol.png"), Core::LoadTexture("./textures/planets/planet1normal.png"));
|
||||||
|
std::tuple<GLuint, GLuint> p2 = std::tuple<GLuint, GLuint>(Core::LoadTexture("./textures/planets/planet2.png"), Core::LoadTexture("./textures/planets/planet2normal.png"));
|
||||||
|
std::tuple<GLuint, GLuint> p3 = std::tuple<GLuint, GLuint>(Core::LoadTexture("./textures/planets/planet3.png"), Core::LoadTexture("./textures/planets/planet3normal.png"));
|
||||||
|
std::tuple<GLuint, GLuint> p4 = std::tuple<GLuint, GLuint>(Core::LoadTexture("./textures/planets/planet4.png"), Core::LoadTexture("./textures/planets/planet4normal.png"));
|
||||||
|
planetsTextures->push_back(p1);
|
||||||
|
planetsTextures->push_back(p2);
|
||||||
|
planetsTextures->push_back(p3);
|
||||||
|
planetsTextures->push_back(p4);
|
||||||
|
}
|
||||||
|
|
||||||
void shutdown(GLFWwindow* window)
|
void shutdown(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
GameUtils::getInstance()->shaderLoader->DeleteProgram(program);
|
GameUtils::getInstance()->shaderLoader->DeleteProgram(program);
|
||||||
|
BIN
grk/project/textures/planets/earth_daymap.jpg
Normal file
After Width: | Height: | Size: 452 KiB |
BIN
grk/project/textures/planets/lol.png
Normal file
After Width: | Height: | Size: 6.6 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 |