prbTexture+ammo_count #10
@ -1,14 +1,12 @@
|
|||||||
# Blender 3.4.1 MTL File: 'StarShip2.blend'
|
#
|
||||||
# www.blender.org
|
#
|
||||||
|
#
|
||||||
|
|
||||||
newmtl Material.003
|
newmtl Siatka _Material.003
|
||||||
Ka 1.000000 1.000000 1.000000
|
|
||||||
Ks 0.500000 0.500000 0.500000
|
|
||||||
Ni 1.450000
|
|
||||||
d 1.000000
|
|
||||||
illum 2
|
illum 2
|
||||||
map_Kd C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Base_color.jpg
|
Ka 1.000000 1.000000 1.000000
|
||||||
map_Ns C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Roughness.jpg
|
Kd 1.000000 1.000000 1.000000
|
||||||
map_refl C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Metallic.jpg
|
Ks 0.500000 0.500000 0.500000
|
||||||
map_Ke C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Emissive.jpg
|
Ns 0.000000
|
||||||
map_Bump -bm 1.000000 C:/Users/dovgo/OneDrive/Desktop/3D/Texture/StarShip2/Material.001_Normal_DirectX.jpg
|
map_Kd Material.001_Base_color.jpg
|
||||||
|
|
||||||
|
File diff suppressed because it is too large
Load Diff
@ -70,11 +70,11 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0){
|
|||||||
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
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){
|
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V, vec3 texcolorRGB){
|
||||||
float diffuse=max(0,dot(normal,lightDir));
|
float diffuse=max(0,dot(normal,lightDir));
|
||||||
|
|
||||||
vec3 F0 = vec3(0.04);
|
vec3 F0 = vec3(0.04);
|
||||||
F0 = mix(F0, albedo , metallic);
|
F0 = mix(F0, texcolorRGB , metallic);
|
||||||
|
|
||||||
vec3 H = normalize(V + lightDir);
|
vec3 H = normalize(V + lightDir);
|
||||||
|
|
||||||
@ -91,7 +91,7 @@ vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V, vec3 albedo){
|
|||||||
vec3 specular = numerator / denominator;
|
vec3 specular = numerator / denominator;
|
||||||
|
|
||||||
float NdotL = max(dot(normal, lightDir), 0.0);
|
float NdotL = max(dot(normal, lightDir), 0.0);
|
||||||
return (kD * albedo / PI + specular) * radiance * NdotL;
|
return (kD * texcolorRGB / PI + specular) * radiance * NdotL;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -10,6 +10,8 @@
|
|||||||
#include "../GameUtils.h"
|
#include "../GameUtils.h"
|
||||||
#include "../Spaceship.h"
|
#include "../Spaceship.h"
|
||||||
|
|
||||||
|
#include "Texture.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) {
|
void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) {
|
||||||
@ -201,6 +203,7 @@ void Core::drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMat
|
|||||||
glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
|
glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
|
||||||
;
|
;
|
||||||
//glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
|
//glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
|
||||||
|
Core::SetActiveTexture(textureID, "textureSampler", program, 0);
|
||||||
glUniform1i(glGetUniformLocation(program, "textureSampler"), 0);
|
glUniform1i(glGetUniformLocation(program, "textureSampler"), 0);
|
||||||
|
|
||||||
glUniform3f(glGetUniformLocation(program, "cameraPos"), spaceship->cameraPos.x, spaceship->cameraPos.y, spaceship->cameraPos.z);
|
glUniform3f(glGetUniformLocation(program, "cameraPos"), spaceship->cameraPos.x, spaceship->cameraPos.y, spaceship->cameraPos.z);
|
||||||
|
@ -30,7 +30,6 @@
|
|||||||
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||||
|
|
||||||
int WIDTH = 500, HEIGHT = 500;
|
int WIDTH = 500, HEIGHT = 500;
|
||||||
|
|
||||||
namespace models {
|
namespace models {
|
||||||
Core::RenderContext marbleBustContext;
|
Core::RenderContext marbleBustContext;
|
||||||
Core::RenderContext spaceshipContext;
|
Core::RenderContext spaceshipContext;
|
||||||
@ -128,14 +127,18 @@ 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);
|
||||||
|
|
||||||
Core::SetActiveTexture(texture::spaceshipTexture, "textureSampler", programTex, 0);
|
|
||||||
glUseProgram(programTex);
|
glUseProgram(programTex);
|
||||||
|
//Core::SetActiveTexture(texture::spaceshipTexture, "textureSampler", programTex, 0);
|
||||||
drawObjectPBRTexture(models::spaceshipContext,
|
drawObjectPBRTexture(models::spaceshipContext,
|
||||||
spaceship->calculateModelMatrix(),
|
spaceship->calculateModelMatrix(),
|
||||||
texture::spaceshipTexture,
|
texture::spaceshipTexture,
|
||||||
spaceship->roughness, spaceship->metallic, programTex
|
spaceship->roughness, spaceship->metallic, programTex
|
||||||
);
|
);
|
||||||
|
|
||||||
|
//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
|
||||||
|
drawObjectPBRTexture(models::sphereContext, glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(1.0f)), texture::earthTexture, 0.3, 0.0, programTex);
|
||||||
|
//glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) *
|
||||||
Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
|
Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
|
||||||
drawObjectPBRTexture(models::sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), texture::earthTexture, 0.3, 0.0, programTex);
|
drawObjectPBRTexture(models::sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), texture::earthTexture, 0.3, 0.0, programTex);
|
||||||
|
|
||||||
@ -212,7 +215,6 @@ void init(GLFWwindow* window)
|
|||||||
GameUtils* gameUtils = GameUtils::getInstance();
|
GameUtils* gameUtils = GameUtils::getInstance();
|
||||||
spriteRenderer = new Core::SpriteRenderer();
|
spriteRenderer = new Core::SpriteRenderer();
|
||||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
program = gameUtils->shaderLoader->CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
program = gameUtils->shaderLoader->CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
||||||
@ -245,8 +247,6 @@ 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");
|
texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/Material.001_Base_color.jpg");
|
||||||
texture::earthTexture = Core::LoadTexture("./textures/spaceship/earth_daymap.jpg");
|
texture::earthTexture = Core::LoadTexture("./textures/spaceship/earth_daymap.jpg");
|
||||||
//texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/541.jpg");
|
|
||||||
|
|
||||||
|
|
||||||
spaceship->createParticles();
|
spaceship->createParticles();
|
||||||
createSuns();
|
createSuns();
|
||||||
|
Loading…
Reference in New Issue
Block a user