create multiple suns #4

Merged
s473616 merged 1 commits from multiple_suns into master 2024-01-20 21:03:03 +01:00
5 changed files with 62 additions and 77 deletions
Showing only changes of commit 1e913c61e6 - Show all commits

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@ -9,11 +9,8 @@ uniform vec3 cameraPos;
uniform vec3 color; uniform vec3 color;
//uniform vec3 sunDir; uniform vec3 lightPositions[100];
//uniform vec3 sunColor; uniform vec3 lightColors[100];
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 spotlightPos; uniform vec3 spotlightPos;
uniform vec3 spotlightColor; uniform vec3 spotlightColor;
@ -32,7 +29,7 @@ out vec4 outColor;
in vec3 viewDirTS; in vec3 viewDirTS;
in vec3 lightDirTS; in vec3 lightDirTS[4];
in vec3 spotlightDirTS; in vec3 spotlightDirTS;
in vec3 sunDirTS; in vec3 sunDirTS;
@ -74,13 +71,11 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0){
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){ vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
float diffuse=max(0,dot(normal,lightDir)); float diffuse=max(0,dot(normal,lightDir));
//vec3 V = normalize(cameraPos-worldPos);
vec3 F0 = vec3(0.04); vec3 F0 = vec3(0.04);
F0 = mix(F0, color, metallic); F0 = mix(F0, color, metallic);
vec3 H = normalize(V + lightDir); vec3 H = normalize(V + lightDir);
// cook-torrance brdf
float NDF = DistributionGGX(normal, H, roughness); float NDF = DistributionGGX(normal, H, roughness);
float G = GeometrySmith(normal, V, lightDir, roughness); float G = GeometrySmith(normal, V, lightDir, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
@ -93,7 +88,6 @@ vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001; float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
vec3 specular = numerator / denominator; vec3 specular = numerator / denominator;
// add to outgoing radiance Lo
float NdotL = max(dot(normal, lightDir), 0.0); float NdotL = max(dot(normal, lightDir), 0.0);
return (kD * color / PI + specular) * radiance * NdotL; return (kD * color / PI + specular) * radiance * NdotL;
} }
@ -101,35 +95,29 @@ vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
void main() void main()
{ {
//vec3 normal = vec3(0,0,1);
vec3 normal = normalize(vecNormal); vec3 normal = normalize(vecNormal);
//vec3 viewDir = normalize(viewDirTS);
vec3 viewDir = normalize(cameraPos-worldPos); vec3 viewDir = normalize(cameraPos-worldPos);
//vec3 lightDir = normalize(lightDirTS); vec3 lightDirs[4];
vec3 lightDir = normalize(lightPos-worldPos); vec3 ambient = AMBIENT * color;
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 ambient = AMBIENT*color;
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
vec3 ilumination;
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor * 300,normal,viewDir);
//flashlight
//vec3 spotlightDir= normalize(spotlightDirTS);
vec3 spotlightDir= normalize(spotlightPos-worldPos); vec3 spotlightDir= normalize(spotlightPos-worldPos);
float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1); float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2); vec3 attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir); ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//sun
//ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1); outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
//outColor = vec4(roughness,metallic,0,1);
//outColor = vec4(test;
} }

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@ -12,15 +12,13 @@ uniform mat4 modelMatrix;
out vec3 vecNormal; out vec3 vecNormal;
out vec3 worldPos; out vec3 worldPos;
uniform vec3 lightPos; uniform vec3 lightsPositions[100];
uniform vec3 spotlightPos; uniform vec3 spotlightPos;
uniform vec3 cameraPos; uniform vec3 cameraPos;
//uniform vec3 sunDir;
out vec3 viewDirTS; out vec3 viewDirTS;
out vec3 lightDirTS; out vec3 lightDirTS[100];
out vec3 spotlightDirTS; out vec3 spotlightDirTS;
//out vec3 sunDirTS;
void main() void main()
{ {
@ -34,10 +32,12 @@ void main()
vec3 V = normalize(cameraPos-worldPos); vec3 V = normalize(cameraPos-worldPos);
viewDirTS = TBN*V; viewDirTS = TBN*V;
vec3 L = normalize(lightPos-worldPos);
lightDirTS = TBN*L; for (int i = 0; i < 100; ++i) {
vec3 L = normalize(lightsPositions[i]-worldPos);
lightDirTS[i] = TBN*L;
}
vec3 SL = normalize(spotlightPos-worldPos); vec3 SL = normalize(spotlightPos-worldPos);
spotlightDirTS = TBN*SL; spotlightDirTS = TBN*SL;
//sunDirTS = TBN*sunDir;
} }

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@ -166,22 +166,20 @@ void Core::drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, gl
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);
const int NUM_LIGHTS = 23;
glm::vec3 lightsPositions[NUM_LIGHTS];
glm::vec3 lightsColors[NUM_LIGHTS];
glm::vec3 lightsDirections[NUM_LIGHTS];
/*glUniform3f(glGetUniformLocation(program, "sunDir"), sun.sunDir.x, sun.sunDir.y, sun.sunDir.z);
glUniform3f(glGetUniformLocation(program, "sunColor"), sun.sunColor.x, sun.sunColor.y, sun.sunColor.z);*/
std::list<Sun*>* suns = GameUtils::getInstance()->getSuns(); std::list<Sun*>* suns = GameUtils::getInstance()->getSuns();
glm::vec3 firstSunPos = suns->front()->getPosition();
glm::vec3 firstSunColor = suns->front()->getColor();
glUniform3f(glGetUniformLocation(program, "lightPos"), firstSunPos.x, firstSunPos.y, firstSunPos.z); glm::vec3 lightsPositions[100];
glUniform3f(glGetUniformLocation(program, "lightColor"), firstSunColor.x, firstSunColor.y, firstSunColor.z); 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, "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, "spotlightPos"), spaceship->spotlightPos.x, spaceship->spotlightPos.y, spaceship->spotlightPos.z);

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@ -73,6 +73,5 @@ 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 drawFireball(const glm::mat4& model, float radius, const glm::mat4& view, const glm::mat4& cameraMatrix);
void loadModelToContext(std::string path, Core::RenderContext& context); void loadModelToContext(std::string path, Core::RenderContext& context);
} }

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@ -36,6 +36,8 @@ namespace texture {
GLuint cubemapTexture; GLuint cubemapTexture;
} }
void createGalaxy(glm::vec3 galaxyPosition);
GLuint depthMapFBO; GLuint depthMapFBO;
GLuint depthMap; GLuint depthMap;
@ -58,7 +60,7 @@ float lastTime = -1.f;
float deltaTime = 0.f; 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 updateDeltaTime(float time) { void updateDeltaTime(float time) {
if (lastTime < 0) { if (lastTime < 0) {
lastTime = time; lastTime = time;
@ -130,35 +132,32 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
void createSuns() { void createSuns() {
GameUtils* gu = GameUtils::getInstance(); createGalaxy(glm::vec3(0.f));
sun = new Sun(programSun, models::sphereContext, glm::vec3(0, 2, 0), glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(0.9f, 0.9f, 0.7f) * 5, 1); createGalaxy(glm::vec3(0.f, 50.f, 200.f));
Planet* planet = new Planet(sun, 20.f, 0.25f, 1.f, models::sphereContext);
planets.push_back(planet);
Planet* moon = new Planet(planet, 5.f, 1.f, 0.2f, models::sphereContext);
planets.push_back(moon);
gu->getSuns()->push_back(sun);
Planet* planet2 = new Planet(sun, 50.f, 0.5f, 1.5f, models::sphereContext);
planets.push_back(planet2);
/*suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-80, 20, 50), glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(1.0f, 0.8f, 0.2f), 4.0));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(50, 40, -30), glm::vec3(-0.73633f, 0.451106, 0.023226f), glm::vec3(0.9f, 0.5f, 0.1f), 3.5));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(0, -60, 100), glm::vec3(-0.53633f, 0.551106, 0.043226f), glm::vec3(0.8f, 0.2f, 0.2f), 4.5));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(20, 80, -70), glm::vec3(0.33633f, 0.651106, 0.063226f), glm::vec3(0.5f, 0.7f, 0.9f), 3.8));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-60, -20, 30), glm::vec3(-0.23633f, 0.751106, 0.083226f), glm::vec3(0.7f, 0.2f, 0.7f), 4.2));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(70, -50, -80), glm::vec3(-0.03633f, 0.851106, 0.103226f), glm::vec3(0.1f, 0.3f, 0.9f), 3.9));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(10, 30, 60), glm::vec3(0.13633f, -0.951106, -0.123226f), glm::vec3(0.6f, 0.9f, 0.4f), 4.3));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-40, -80, -50), glm::vec3(0.33633f, -0.851106, -0.143226f), glm::vec3(0.7f, 0.5f, 0.2f), 3.7));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(90, 70, 20), glm::vec3(0.53633f, -0.751106, -0.163226f), glm::vec3(0.4f, 0.1f, 0.9f), 4.1));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-30, 10, -40), glm::vec3(0.73633f, -0.651106, -0.183226f), glm::vec3(0.8f, 0.4f, 0.1f), 4.4));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(150, -100, 80), glm::vec3(0.33633f, -0.951106, -0.143226f), glm::vec3(0.2f, 0.8f, 0.5f), 3.9));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-120, 50, -60), glm::vec3(0.73633f, 0.551106, 0.103226f), glm::vec3(0.9f, 0.2f, 0.7f), 3.6));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(0, 120, -150), glm::vec3(-0.23633f, -0.751106, 0.083226f), glm::vec3(0.5f, 0.6f, 0.9f), 3.4));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-180, -50, 120), glm::vec3(0.13633f, 0.351106, -0.003226f), glm::vec3(0.7f, 0.9f, 0.2f), 4.2));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(60, -150, 180), glm::vec3(-0.93633f, -0.451106, -0.023226f), glm::vec3(0.3f, 0.7f, 0.8f), 3.8));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(100, 80, -120), glm::vec3(0.53633f, -0.651106, 0.163226f), glm::vec3(0.8f, 0.1f, 0.4f), 4.5));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-50, -180, 150), glm::vec3(-0.33633f, 0.951106, -0.083226f), glm::vec3(0.4f, 0.8f, 0.6f), 3.5));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(200, 150, -100), glm::vec3(0.03633f, 0.151106, 0.103226f), glm::vec3(0.6f, 0.2f, 0.9f), 3.9));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-150, -100, -50), glm::vec3(0.83633f, -0.251106, -0.123226f), glm::vec3(0.7f, 0.5f, 0.8f), 4.1));*/
} }
void createGalaxy(glm::vec3 galaxyPosition) {
float planetsSizes[] = { 1.f, 1.5f, 0.8f, 1.2f, 0.2f };
createSolarSystem(galaxyPosition + glm::vec3(0, 2, 0), 3, planetsSizes, 5, 15.f, 0.2f);
float planetsSizes2[] = { 0.6f, 1.1f, 0.9f };
createSolarSystem(galaxyPosition + glm::vec3(150, 5, 0), 2, planetsSizes2, 3, 15.f, 0.2f);
float planetsSizes3[] = { 0.7f, 1.5f, 1.2f, 1.f };
createSolarSystem(galaxyPosition + glm::vec3(-20, -30, 50), 4, planetsSizes3, 4, 20.f, 0.2f);
float planetSizes4[] = { 1.f, 0.5f };
createSolarSystem(galaxyPosition + glm::vec3(100, 20, -50), 5, planetsSizes3, 2, 25.f, 0.2f);
}
void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef) {
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);
gu->getSuns()->push_back(sun);
for (int i = 0; i < numberOfPlanets; i++) {
float distanceFromSum = (i + 1) * planetsDistance;
Planet* planet = new Planet(sun, distanceFromSum, i * 0.1f + planetSpeedCoef, planetSizes[i], models::sphereContext);
planets.push_back(planet);
}
}
void init(GLFWwindow* window) void init(GLFWwindow* window)
{ {
GameUtils* gameUtils = GameUtils::getInstance(); GameUtils* gameUtils = GameUtils::getInstance();
@ -183,6 +182,7 @@ void init(GLFWwindow* window)
"bkg2_top3.png", "bkg2_top3.png",
"bkg2_bottom4.png", "bkg2_bottom4.png",
"bkg2_front5.png", "bkg2_front5.png",
"bkg2_back6.png"
}; };
texture::cubemapTexture = Core::LoadCubemap(cubeFaces); texture::cubemapTexture = Core::LoadCubemap(cubeFaces);