PBR statku, czyszczenie kodu

This commit is contained in:
mikgaw@st.amu.edu.pl 2024-02-27 10:10:17 +01:00
parent b3e7db568d
commit 04dedc2dfd
35 changed files with 61363 additions and 81 deletions

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -2,9 +2,9 @@
main.cpp main.cpp
C:\Program Files (x86)\Windows Kits\10\Include\10.0.22000.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra C:\Program Files (x86)\Windows Kits\10\Include\10.0.22000.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra
D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123,1): message : zobacz poprzednią definicję „APIENTRY” D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123,1): message : zobacz poprzednią definicję „APIENTRY”
D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(91,10): warning C4305: "inicjowanie": obcięcie z "double" do "float" D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(96,10): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(174,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(204,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(192,29): warning C4305: "inicjowanie": obcięcie z "double" do "float" D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(222,29): warning C4305: "inicjowanie": obcięcie z "double" do "float"
Box.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO” Box.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
LINK : warning LNK4098: domyślna biblioteka „MSVCRT” powoduje konflikt z innymi bibliotekami; użyj opcji /NODEFAULTLIB:biblioteka LINK : warning LNK4098: domyślna biblioteka „MSVCRT” powoduje konflikt z innymi bibliotekami; użyj opcji /NODEFAULTLIB:biblioteka
grk-cw7.vcxproj -> D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\Debug\projekt_grk.exe grk-cw7.vcxproj -> D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\Debug\projekt_grk.exe

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -39,12 +39,12 @@
<ItemGroup> <ItemGroup>
<None Include="shaders\shader_5_1.frag" /> <None Include="shaders\shader_5_1.frag" />
<None Include="shaders\shader_5_1.vert" /> <None Include="shaders\shader_5_1.vert" />
<None Include="shaders\shader_5_1_tex.frag" />
<None Include="shaders\shader_5_1_tex.vert" />
<None Include="shaders\shader_5_1_tex_copy.frag" /> <None Include="shaders\shader_5_1_tex_copy.frag" />
<None Include="shaders\shader_5_1_tex_copy.vert" /> <None Include="shaders\shader_5_1_tex_copy.vert" />
<None Include="shaders\shader_5_sun.frag" /> <None Include="shaders\shader_sun.frag" />
<None Include="shaders\shader_5_sun.vert" /> <None Include="shaders\shader_sun.vert" />
<None Include="shaders\shader_pbr.frag" />
<None Include="shaders\shader_pbr.vert" />
<None Include="shaders\shader_skybox.frag" /> <None Include="shaders\shader_skybox.frag" />
<None Include="shaders\shader_skybox.vert" /> <None Include="shaders\shader_skybox.vert" />
</ItemGroup> </ItemGroup>

View File

@ -91,10 +91,10 @@
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="shaders\shader_5_sun.frag"> <None Include="shaders\shader_sun.frag">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_5_sun.vert"> <None Include="shaders\shader_sun.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_5_1.frag"> <None Include="shaders\shader_5_1.frag">
@ -103,12 +103,6 @@
<None Include="shaders\shader_5_1.vert"> <None Include="shaders\shader_5_1.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_5_1_tex.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_5_1_tex.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_5_1_tex_copy.frag"> <None Include="shaders\shader_5_1_tex_copy.frag">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
@ -121,5 +115,11 @@
<None Include="shaders\shader_skybox.vert"> <None Include="shaders\shader_skybox.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_pbr.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_pbr.vert">
<Filter>Shader Files</Filter>
</None>
</ItemGroup> </ItemGroup>
</Project> </Project>

File diff suppressed because it is too large Load Diff

View File

@ -1,21 +0,0 @@
#version 430 core
float AMBIENT = 0.1;
uniform vec3 color;
uniform vec3 lightPos;
uniform sampler2D colorTexture;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vecTex;
out vec4 outColor;
void main()
{
vec3 lightDir = normalize(lightPos-worldPos);
vec3 normal = normalize(vecNormal);
vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
float diffuse=max(0,dot(normal,lightDir));
outColor = vec4(textureColor*min(1,AMBIENT+diffuse), 1.0);
}

View File

@ -1,23 +0,0 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
out vec3 vecNormal;
out vec3 worldPos;
out vec2 vecTex;
void main()
{
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
vecTex = vertexTexCoord;
vecTex.y = 1.0 - vecTex.y;
gl_Position = transformation * vec4(vertexPosition, 1.0);
}

View File

@ -0,0 +1,74 @@
#version 430 core
const float DIFFUSE_INTENSITY = 0.6;
const float MAX_RENDER_DISTANCE = 16.0;
float surfaceRoughness;
float metalnessValue;
uniform vec3 primaryColor;
uniform sampler2D colorTexture;
uniform sampler2D normalMap;
uniform sampler2D metalnessMap;
uniform sampler2D roughnessMap;
in vec3 worldPos;
in vec2 vecTex;
in vec3 viewDirTS;
in vec3 lightDirTS;
in float distanceToCamera;
out vec4 fragmentColor;
float calculateMicrofacetDistribution(float roughness, vec3 normal, vec3 halfVector) {
float NdotH = max(0.0, dot(normal, halfVector));
float roughnessSq = roughness * roughness;
float denom = 3.14159 * pow(NdotH * NdotH * (roughnessSq - 1.0) + 1.0, 2.0);
return roughnessSq / denom;
}
float calculateGeometryTerm(float roughness, float NdotV, float NdotL) {
float k = pow(roughness + 1.0, 2.0) / 8.0;
return NdotV / (NdotV * (1.0 - k) + k) * NdotL / (NdotL * (1.0 - k) + k);
}
vec3 calculateFresnelTerm(float metallic, vec3 F0, float VdotH) {
return F0 + (1.0 - F0) * pow(1.0 - VdotH, 5.0);
}
void main() {
vec3 textureColor = texture(colorTexture, vecTex).xyz;
metalnessValue = texture(metalnessMap, vecTex).r;
surfaceRoughness = texture(roughnessMap, vecTex).r;
vec3 normal = texture(normalMap, vecTex).xyz;
normal = normalize(normal);
vec3 viewDir = normalize(viewDirTS);
vec3 lightDir = normalize(lightDirTS);
vec3 halfVector = normalize(lightDir + viewDir);
float microfacetDistribution = calculateMicrofacetDistribution(surfaceRoughness, normal, halfVector);
float NdotV = max(0.0, dot(normal, viewDir));
float NdotL = max(dot(normal, lightDir), 0.0000001);
float geometryTerm = calculateGeometryTerm(surfaceRoughness, NdotV, NdotL);
vec3 F0 = mix(vec3(0.04), vec3(1.0), vec3(metalnessValue));
float VdotH = max(0.00001, dot(viewDir, halfVector));
vec3 fresnelTerm = calculateFresnelTerm(metalnessValue, F0, VdotH);
vec3 specular = (microfacetDistribution * geometryTerm * fresnelTerm) / (4.0 * NdotL * NdotV + 0.00001);
vec3 diffuseReflectance = vec3(1.0) - fresnelTerm;
vec3 BRDF = diffuseReflectance * (textureColor / 3.1458493) + specular;
if (distanceToCamera > MAX_RENDER_DISTANCE) {
discard;
}
float diffuse = max(0.0001, dot(normal, lightDir));
fragmentColor = vec4(BRDF * (DIFFUSE_INTENSITY + diffuse) * 1.5, 1.0);
}

View File

@ -0,0 +1,45 @@
#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 worldPos;
out vec2 vecTex;
uniform vec3 lightPos;
uniform vec3 cameraPos;
out vec3 viewDirTS;
out vec3 lightDirTS;
out float distanceToCamera;
mat3 TBN;
void main()
{
vec3 tangent = normalize(mat3(modelMatrix) * vertexTangent);
vec3 bitangent = normalize(mat3(modelMatrix) * vertexBitangent);
vec3 normal = normalize(mat3(modelMatrix) * vertexNormal);
TBN = transpose(mat3(tangent, bitangent, normal));
vec3 worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
vec3 viewDir = normalize(cameraPos - worldPos);
vec3 lightDir = normalize(lightPos - worldPos);
viewDirTS = vec3(TBN * viewDir);
lightDirTS = vec3(TBN * lightDir);
vecTex = vertexTexCoord;
vecTex.y = 1.0 - vecTex.y;
distanceToCamera = length(worldPos - cameraPos);
gl_Position = transformation * vec4(vertexPosition, 1.0);
}

View File

@ -22,7 +22,6 @@ namespace texture {
GLuint venus; GLuint venus;
GLuint earth; GLuint earth;
GLuint moon; GLuint moon;
GLuint ship;
GLuint sun; GLuint sun;
GLuint mars; GLuint mars;
GLuint jupiter; GLuint jupiter;
@ -34,31 +33,37 @@ namespace texture {
GLuint venusNormal; GLuint venusNormal;
GLuint earthNormal; GLuint earthNormal;
GLuint asteroidNormal; GLuint asteroidNormal;
GLuint shipNormal;
GLuint marsNormal; GLuint marsNormal;
GLuint jupiterNormal; GLuint jupiterNormal;
GLuint saturnNormal; GLuint saturnNormal;
GLuint uranusNormal; GLuint uranusNormal;
GLuint neptuneNormal; GLuint neptuneNormal;
GLuint ship;
GLuint shipNormal;
GLuint shipMetalness;
GLuint shipRoughness;
GLuint grid; GLuint grid;
} }
GLuint program; GLuint program;
GLuint programSun; GLuint programSun;
GLuint programTex; GLuint programTex;
GLuint programEarth;
GLuint programProcTex;
GLuint programSkyBox; GLuint programSkyBox;
GLuint programSpaceShip;
Core::Shader_Loader shaderLoader; Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext; Core::RenderContext shipContext;
Core::RenderContext sphereContext; Core::RenderContext sphereContext;
Core::RenderContext cubeContext; Core::RenderContext cubeContext;
glm::vec3 cameraPos = glm::vec3(-4.f, 0, 0); glm::vec3 cameraPos = glm::vec3(-4.f, 0, 0);
glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f); glm::vec3 cameraDir = glm::vec3(1.f, 0, 0.f);
glm::vec3 spaceshipPos = glm::vec3(-4.f, 0, 0); glm::vec3 spaceshipPos = glm::vec3(-4.f, 0, 0);
glm::vec3 spaceshipDir = glm::vec3(1.f, 0.f, 0.f); glm::vec3 spaceshipDir = glm::vec3(1.f, 0.f, 0.f);
@ -157,6 +162,31 @@ void drawObjectSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID); glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
Core::DrawContext(context); Core::DrawContext(context);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
}
void drawSpaceShip(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint normalMapId, GLuint metalnessTexture, GLuint roughnessTexture) {
glUseProgram(programSpaceShip);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(programSpaceShip, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(programSpaceShip, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform3f(glGetUniformLocation(programSpaceShip, "lightPos"), 0, 0, 0);
Core::SetActiveTexture(normalMapId, "normalSampler", programSpaceShip, 1);
Core::SetActiveTexture(textureID, "colorTexture", programSpaceShip, 0);
glUniform1i(glGetUniformLocation(programSpaceShip, "metalnessTexture"), 2);
glUniform1i(glGetUniformLocation(programSpaceShip, "roughnessTexture"), 3);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, metalnessTexture);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, roughnessTexture);
glUniform3f(glGetUniformLocation(programSpaceShip, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
Core::DrawContext(context);
} }
@ -237,7 +267,6 @@ void renderScene(GLFWwindow* window)
glClearColor(0.0f, 0.3f, 0.3f, 1.0f); glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//skybox //skybox
drawObjectSkyBox(cubeContext, glm::translate(cameraPos)); drawObjectSkyBox(cubeContext, glm::translate(cameraPos));
@ -248,8 +277,10 @@ void renderScene(GLFWwindow* window)
renderPlanets(); renderPlanets();
// obliczanie orientacji statku
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir)); glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
glm::mat4 specshipCameraRotrationMatrix = glm::mat4({ glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0, spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0, spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
@ -257,10 +288,13 @@ void renderScene(GLFWwindow* window)
0.,0.,0.,1., 0.,0.,0.,1.,
}); });
//spaceship drawing
drawObjectTexture(shipContext, drawSpaceShip(shipContext,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()), glm::translate(spaceshipPos) *
texture::ship, texture::shipNormal specshipCameraRotrationMatrix *
glm::eulerAngleY(glm::pi<float>()) *
glm::scale(glm::vec3(0.04f)), //pomniejszenie statku
texture::ship, texture::shipNormal, texture::shipMetalness, texture::shipRoughness
); );
glUseProgram(0); glUseProgram(0);
@ -290,21 +324,19 @@ void init(GLFWwindow* window)
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
program = shaderLoader.CreateProgram("shaders/shader_5_1.vert", "shaders/shader_5_1.frag"); program = shaderLoader.CreateProgram("shaders/shader_5_1.vert", "shaders/shader_5_1.frag");
//programTex = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.frag");
programTex = shaderLoader.CreateProgram("shaders/shader_5_1_tex_copy.vert", "shaders/shader_5_1_tex_copy.frag"); programTex = shaderLoader.CreateProgram("shaders/shader_5_1_tex_copy.vert", "shaders/shader_5_1_tex_copy.frag");
programEarth = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.frag"); programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
programProcTex = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_5_sun.vert", "shaders/shader_5_sun.frag");
programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag"); programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
programSpaceShip = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
loadModelToContext("./models/sphere.obj", sphereContext); loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/spaceship.obj", shipContext); loadModelToContext("./models/new_spaceship.obj", shipContext);
loadModelToContext("./models/cube.obj", cubeContext); loadModelToContext("./models/cube.obj", cubeContext);
texture::mercury = Core::LoadTexture("textures/mercury/mercury.jpg"); texture::mercury = Core::LoadTexture("textures/mercury/mercury.jpg");
texture::venus = Core::LoadTexture("textures/venus/venus.jpg"); texture::venus = Core::LoadTexture("textures/venus/venus.jpg");
texture::earth = Core::LoadTexture("textures/earth/earth.png"); texture::earth = Core::LoadTexture("textures/earth/earth.png");
texture::ship = Core::LoadTexture("textures/spaceship/spaceship.jpg");
texture::moon = Core::LoadTexture("textures/earths_moon/moon.jpg"); texture::moon = Core::LoadTexture("textures/earths_moon/moon.jpg");
texture::sun = Core::LoadTexture("textures/sun/sun.jpg"); texture::sun = Core::LoadTexture("textures/sun/sun.jpg");
texture::mars = Core::LoadTexture("textures/mars/mars.jpg"); texture::mars = Core::LoadTexture("textures/mars/mars.jpg");
@ -316,7 +348,6 @@ void init(GLFWwindow* window)
texture::mercuryNormal = Core::LoadTexture("textures/mercury/mercury_normal.png"); texture::mercuryNormal = Core::LoadTexture("textures/mercury/mercury_normal.png");
texture::venusNormal = Core::LoadTexture("textures/venus/venus_normal.png"); texture::venusNormal = Core::LoadTexture("textures/venus/venus_normal.png");
texture::earthNormal = Core::LoadTexture("textures/earth/earth_normal.png"); texture::earthNormal = Core::LoadTexture("textures/earth/earth_normal.png");
texture::shipNormal = Core::LoadTexture("textures/spaceship/spaceship_normal.jpg");
texture::asteroidNormal = Core::LoadTexture("textures/earths_moon/moon_normal.jpg"); texture::asteroidNormal = Core::LoadTexture("textures/earths_moon/moon_normal.jpg");
texture::marsNormal = Core::LoadTexture("textures/mars/mars_normal.jpg"); texture::marsNormal = Core::LoadTexture("textures/mars/mars_normal.jpg");
texture::jupiterNormal = Core::LoadTexture("textures/jupiter/jupiter_normal.png"); texture::jupiterNormal = Core::LoadTexture("textures/jupiter/jupiter_normal.png");
@ -324,8 +355,13 @@ void init(GLFWwindow* window)
texture::uranusNormal = Core::LoadTexture("textures/uranus/uranus_normal.png"); texture::uranusNormal = Core::LoadTexture("textures/uranus/uranus_normal.png");
texture::neptuneNormal = Core::LoadTexture("textures/neptune/neptune_normal.png"); texture::neptuneNormal = Core::LoadTexture("textures/neptune/neptune_normal.png");
texture::ship = Core::LoadTexture("textures/new_spaceship/black_and_blue/ship_texture.jpg");
texture::shipNormal = Core::LoadTexture("textures/new_spaceship/ship_normal.jpg");
texture::shipMetalness = Core::LoadTexture("textures/new_spaceship/ship_metalic.jpg");
texture::shipRoughness = Core::LoadTexture("textures/new_spaceship/ship_roughness.jpg");
//tutaj skybox start
//skybox
glGenTextures(1, &textureID); glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID); glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
@ -369,6 +405,7 @@ void processInput(GLFWwindow* window)
{ {
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f); glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
float angleSpeed = 0.005f; float angleSpeed = 0.005f;
float moveSpeed = 0.0025f; float moveSpeed = 0.0025f;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
@ -393,15 +430,13 @@ void processInput(GLFWwindow* window)
cameraPos = spaceshipPos - 1.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.5f; cameraPos = spaceshipPos - 1.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.5f;
cameraDir = spaceshipDir; cameraDir = spaceshipDir;
//cameraDir = glm::normalize(-cameraPos);
} }
// funkcja jest glowna petla
void renderLoop(GLFWwindow* window) { void renderLoop(GLFWwindow* window) {
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
processInput(window); processInput(window);
renderScene(window); renderScene(window);

Binary file not shown.

After

Width:  |  Height:  |  Size: 309 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.9 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 312 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.4 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.4 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 307 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.1 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.9 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.3 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.5 MiB