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

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@ -2,9 +2,9 @@
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
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(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(192,29): 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(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(222,29): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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
grk-cw7.vcxproj -> D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\Debug\projekt_grk.exe

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

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

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@ -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);
}

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@ -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);
}

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@ -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);
}

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@ -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);
}

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@ -22,7 +22,6 @@ namespace texture {
GLuint venus;
GLuint earth;
GLuint moon;
GLuint ship;
GLuint sun;
GLuint mars;
GLuint jupiter;
@ -34,31 +33,37 @@ namespace texture {
GLuint venusNormal;
GLuint earthNormal;
GLuint asteroidNormal;
GLuint shipNormal;
GLuint marsNormal;
GLuint jupiterNormal;
GLuint saturnNormal;
GLuint uranusNormal;
GLuint neptuneNormal;
GLuint ship;
GLuint shipNormal;
GLuint shipMetalness;
GLuint shipRoughness;
GLuint grid;
}
GLuint program;
GLuint programSun;
GLuint programTex;
GLuint programEarth;
GLuint programProcTex;
GLuint programSkyBox;
GLuint programSpaceShip;
Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext;
Core::RenderContext sphereContext;
Core::RenderContext cubeContext;
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 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);
Core::DrawContext(context);
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);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//skybox
drawObjectSkyBox(cubeContext, glm::translate(cameraPos));
@ -248,8 +277,10 @@ void renderScene(GLFWwindow* window)
renderPlanets();
// obliczanie orientacji statku
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::mat4 specshipCameraRotrationMatrix = glm::mat4({
spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
@ -257,10 +288,13 @@ void renderScene(GLFWwindow* window)
0.,0.,0.,1.,
});
//spaceship drawing
drawObjectTexture(shipContext,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),
texture::ship, texture::shipNormal
drawSpaceShip(shipContext,
glm::translate(spaceshipPos) *
specshipCameraRotrationMatrix *
glm::eulerAngleY(glm::pi<float>()) *
glm::scale(glm::vec3(0.04f)), //pomniejszenie statku
texture::ship, texture::shipNormal, texture::shipMetalness, texture::shipRoughness
);
glUseProgram(0);
@ -290,21 +324,19 @@ void init(GLFWwindow* window)
glEnable(GL_DEPTH_TEST);
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");
programEarth = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.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");
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.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/spaceship.obj", shipContext);
loadModelToContext("./models/new_spaceship.obj", shipContext);
loadModelToContext("./models/cube.obj", cubeContext);
texture::mercury = Core::LoadTexture("textures/mercury/mercury.jpg");
texture::venus = Core::LoadTexture("textures/venus/venus.jpg");
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::sun = Core::LoadTexture("textures/sun/sun.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::venusNormal = Core::LoadTexture("textures/venus/venus_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::marsNormal = Core::LoadTexture("textures/mars/mars_normal.jpg");
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::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);
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 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
float angleSpeed = 0.005f;
float moveSpeed = 0.0025f;
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;
cameraDir = spaceshipDir;
//cameraDir = glm::normalize(-cameraPos);
}
// funkcja jest glowna petla
void renderLoop(GLFWwindow* window) {
while (!glfwWindowShouldClose(window))
{
processInput(window);
renderScene(window);

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