bloom gotowy
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0a5a4c43b2
commit
2adc47f750
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37
.vs/grk-cw/v17/DocumentLayout.json
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37
.vs/grk-cw/v17/DocumentLayout.json
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@ -0,0 +1,37 @@
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{
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"Version": 1,
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"WorkspaceRootPath": "D:\\STUDIA_sem5\\GRAFIKA-PROJEKT\\grk\\",
|
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"Documents": [
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{
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||||
"AbsoluteMoniker": "D:0:0:{F2FC2E8F-CBA6-49D7-8B73-4BFBCB64D310}|projekt_grk\\grk-cw7.vcxproj|D:\\STUDIA_sem5\\GRAFIKA-PROJEKT\\grk\\projekt_grk\\src\\ex_7_1.hpp||{D0E1A5C6-B359-4E41-9B60-3365922C2A22}",
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"RelativeMoniker": "D:0:0:{F2FC2E8F-CBA6-49D7-8B73-4BFBCB64D310}|projekt_grk\\grk-cw7.vcxproj|solutionrelative:projekt_grk\\src\\ex_7_1.hpp||{D0E1A5C6-B359-4E41-9B60-3365922C2A22}"
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}
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],
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"DocumentGroupContainers": [
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{
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"Orientation": 0,
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"VerticalTabListWidth": 256,
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"DocumentGroups": [
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{
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"DockedWidth": 200,
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"SelectedChildIndex": 0,
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"Children": [
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{
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"$type": "Document",
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"DocumentIndex": 0,
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"Title": "ex_7_1.hpp",
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"DocumentMoniker": "D:\\STUDIA_sem5\\GRAFIKA-PROJEKT\\grk\\projekt_grk\\src\\ex_7_1.hpp",
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"RelativeDocumentMoniker": "projekt_grk\\src\\ex_7_1.hpp",
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"ToolTip": "D:\\STUDIA_sem5\\GRAFIKA-PROJEKT\\grk\\projekt_grk\\src\\ex_7_1.hpp",
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"RelativeToolTip": "projekt_grk\\src\\ex_7_1.hpp",
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"ViewState": "AQIAABICAAAAAAAAAAAAAEoCAAAAAAAA",
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"Icon": "ae27a6b0-e345-4288-96df-5eaf394ee369.000680|",
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"WhenOpened": "2024-02-27T10:49:30.827Z",
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"EditorCaption": ""
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}
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]
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}
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]
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}
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]
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}
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BIN
.vs/grk-cw/v17/Solution.VC.db
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.vs/grk-cw/v17/Solution.VC.db
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.vs/grk-cw/v17/ipch/AutoPCH/97bba2bfcfe917a6/EX_7_1.ipch
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.vs/grk-cw/v17/ipch/AutoPCH/97bba2bfcfe917a6/EX_7_1.ipch
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@ -1,10 +1,19 @@
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C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets(531,5): warning MSB8028: Katalog pośredni (Debug\) zawiera pliki udostępnione z innego projektu (grk-cw3.vcxproj, grk-cw4.vcxproj, grk-cw5.vcxproj, grk-cw6.vcxproj, grk-cw7.vcxproj). Może to spowodować niepoprawne zachowanie podczas oczyszczania i ponownej kompilacji.
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main.cpp
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C:\Program Files (x86)\Windows Kits\10\Include\10.0.22000.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123,1): message : zobacz poprzednią definicję „APIENTRY”
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(96,10): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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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
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(222,29): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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(kompilowanie pliku źródłowego „src/main.cpp”)
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123,1):
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zobacz poprzednią definicję „APIENTRY”
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(110,10): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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(kompilowanie pliku źródłowego „src/main.cpp”)
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(332,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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(kompilowanie pliku źródłowego „src/main.cpp”)
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D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(350,29): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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(kompilowanie pliku źródłowego „src/main.cpp”)
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Box.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
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LINK : warning LNK4098: domyślna biblioteka „MSVCRT” powoduje konflikt z innymi bibliotekami; użyj opcji /NODEFAULTLIB:biblioteka
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grk-cw7.vcxproj -> D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\Debug\projekt_grk.exe
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1
projekt_grk/Debug/projekt_grk.tlog/link.secondary.1.tlog
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1
projekt_grk/Debug/projekt_grk.tlog/link.secondary.1.tlog
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^D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\BOX.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\CAMERA.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\IMAGE_DXT.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\IMAGE_HELPER.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\MAIN.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\RENDER_UTILS.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\SHADER_LOADER.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\SOIL.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\STB_IMAGE_AUG.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\TEXTURE.OBJ
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@ -1,2 +1,2 @@
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PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.36.32532:TargetPlatformVersion=10.0.22000.0:
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PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.39.33519:TargetPlatformVersion=10.0.22000.0:
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Debug|Win32|D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\|
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@ -41,6 +41,10 @@
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<None Include="shaders\shader_5_1.vert" />
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<None Include="shaders\shader_5_1_tex_copy.frag" />
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<None Include="shaders\shader_5_1_tex_copy.vert" />
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<None Include="shaders\shader_bloom.frag" />
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<None Include="shaders\shader_bloom.vert" />
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<None Include="shaders\shader_blur.frag" />
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<None Include="shaders\shader_blur.vert" />
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<None Include="shaders\shader_sun.frag" />
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<None Include="shaders\shader_sun.vert" />
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<None Include="shaders\shader_pbr.frag" />
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@ -121,5 +121,17 @@
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<None Include="shaders\shader_pbr.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_bloom.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_bloom.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_blur.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_blur.vert">
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<Filter>Shader Files</Filter>
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</None>
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</ItemGroup>
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</Project>
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23
projekt_grk/shaders/shader_bloom.frag
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projekt_grk/shaders/shader_bloom.frag
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#version 430 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D scene;
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uniform sampler2D bloomBlur;
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uniform bool bloom;
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uniform float exposure;
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void main()
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{
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const float gamma = 1.5;
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vec3 hdrColor = texture(scene, TexCoords).rgb;
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vec3 bloomColor = texture(bloomBlur, TexCoords).rgb;
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if(bloom)
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hdrColor += bloomColor; // additive blending
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// tone mapping
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vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
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// also gamma correct while we're at it
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result = pow(result, vec3(1.0 / gamma));
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FragColor = vec4(result, 1.0);
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}
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projekt_grk/shaders/shader_bloom.vert
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projekt_grk/shaders/shader_bloom.vert
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#version 430 core
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layout (location = 7) in vec3 aPos;
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layout (location = 8) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos, 1.0);
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}
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projekt_grk/shaders/shader_blur.frag
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projekt_grk/shaders/shader_blur.frag
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#version 430 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D image;
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uniform int count;
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uniform bool horizontal;
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uniform float weight[5] = float[] (0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162);
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void main()
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{
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vec2 tex_offset = 1.0 / textureSize(image, 0); // gets size of single texel
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vec3 result = texture(image, TexCoords).rgb * weight[0];
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if(horizontal)
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{
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for(int i = 1; i < count; ++i)
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{
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result += texture(image, TexCoords + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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result += texture(image, TexCoords - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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}
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}
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else
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{
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for(int i = 1; i < 5; ++i)
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{
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result += texture(image, TexCoords + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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result += texture(image, TexCoords - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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}
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}
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FragColor = vec4(result, 1.0);
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}
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projekt_grk/shaders/shader_blur.vert
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projekt_grk/shaders/shader_blur.vert
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#version 430 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos, 1.0);
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}
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#version 430 core
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec4 BrightColor;
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uniform samplerCube skybox;
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in vec3 texCoord;
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out vec4 out_color;
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void main()
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{
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out_color = texture(skybox,texCoord);
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}
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vec4 texColor = texture(skybox, texCoord);
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float brightness = dot(texColor.rgb, vec3(0.2126, 0.7152, 0.0722));
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if (brightness > 0.2)
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BrightColor = vec4(texColor.rgb, 1.0);
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else
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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outColor = texColor;
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}
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#version 430 core
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec4 BrightColor;
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uniform float exposition;
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uniform sampler2D sunTexture;
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in vec2 TexCoords;
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out vec4 outColor;
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void main()
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{
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vec3 textureColor = texture(sunTexture, TexCoords).xyz;
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vec3 adjustedColor = textureColor * exposition;
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outColor = vec4(clamp(adjustedColor, 0.0, 1.0), 1.0);
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vec3 finalColor = clamp(adjustedColor, 0.0, 1.0);
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outColor = vec4(finalColor, 1.0);
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float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
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if(brightness > 0.2)
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BrightColor = vec4(finalColor, 1.0);
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else
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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GLuint programTex;
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GLuint programSkyBox;
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GLuint programSpaceShip;
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GLuint programBlur;
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GLuint programBloom;
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Core::Shader_Loader shaderLoader;
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Core::RenderContext shipContext;
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float aspectRatio = 1.f;
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unsigned int textureID;
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unsigned int hdrFBO;
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unsigned int colorBuffers[2];
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unsigned int pingpongFBO[2];
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unsigned int pingpongColorbuffers[2];
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unsigned int rboDepth;
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int HDR_WIDTH;
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int HDR_HEIGHT;
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int blur_count = 5;
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float bloom_exposure = 2.0f;
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bool bloom = true;
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glm::mat4 createCameraMatrix()
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{
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@ -110,6 +124,91 @@ glm::mat4 createPerspectiveMatrix()
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return perspectiveMatrix;
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}
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unsigned int quadVAO = 0;
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unsigned int quadVBO;
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void renderQuad()
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{
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if (quadVAO == 0)
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{
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float quadVertices[] = {
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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};
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
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// locations 7 i 8 aby nie by³o kolizii z shaderem statku
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(8);
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glVertexAttribPointer(8, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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}
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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}
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void blur(GLFWwindow* window) {
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glfwGetWindowSize(window, &HDR_WIDTH, &HDR_HEIGHT);
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glGenFramebuffers(2, pingpongFBO);
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glGenTextures(2, pingpongColorbuffers);
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for (unsigned int i = 0; i < 2; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]);
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glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, HDR_WIDTH, HDR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // we clamp to the edge as the blur filter would otherwise sample repeated texture values!
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpongColorbuffers[i], 0);
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// also check if framebuffers are complete (no need for depth buffer)
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "Framebuffer not complete!" << std::endl;
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}
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}
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void initRBOandHDR(GLFWwindow* window) {
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glfwGetWindowSize(window, &HDR_WIDTH, &HDR_HEIGHT);
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glGenFramebuffers(1, &hdrFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
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glGenTextures(2, colorBuffers);
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for (unsigned int i = 0; i < 2; i++) {
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glBindTexture(GL_TEXTURE_2D, colorBuffers[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, HDR_WIDTH, HDR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, colorBuffers[i], 0);
|
||||
}
|
||||
|
||||
glGenRenderbuffers(1, &rboDepth);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, HDR_WIDTH, HDR_HEIGHT);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
|
||||
|
||||
unsigned int attachments[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
|
||||
glDrawBuffers(2, attachments);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "Framebuffer not complete!" << std::endl;
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color) {
|
||||
GLuint prog = program;
|
||||
glUseProgram(prog);
|
||||
@ -149,6 +248,36 @@ void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture
|
||||
Core::DrawContext(context);
|
||||
}
|
||||
|
||||
void drawSunBlur() {
|
||||
bool horizontal = true, first_iteration = true;
|
||||
unsigned int amount = 10;
|
||||
glUseProgram(programBlur);
|
||||
glUniform1i(glGetUniformLocation(programBlur, "count"), blur_count);
|
||||
for (unsigned int i = 0; i < amount; i++)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
|
||||
glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
|
||||
glBindTexture(GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongColorbuffers[!horizontal]);
|
||||
renderQuad();
|
||||
horizontal = !horizontal;
|
||||
if (first_iteration)
|
||||
first_iteration = false;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glUseProgram(programBloom);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]);
|
||||
glUniform1i(glGetUniformLocation(programBloom, "bloom"), bloom);
|
||||
glUniform1f(glGetUniformLocation(programBloom, "exposure"), bloom_exposure);
|
||||
renderQuad();
|
||||
}
|
||||
|
||||
void drawObjectSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glUseProgram(programSkyBox);
|
||||
@ -190,7 +319,6 @@ void drawSpaceShip(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
|
||||
|
||||
}
|
||||
|
||||
|
||||
void renderPlanet(float time, float orbitRadius, float orbitRotationSpeed, float selfRotationSpeed, float scale, GLuint planetTexture, GLuint normalTexture) {
|
||||
glm::mat4 planetTransform = glm::rotate(glm::mat4(1.0f), time * orbitRotationSpeed, glm::vec3(0, 1, 0)) // orbitowanie dooko³a s³oñca
|
||||
* glm::translate(glm::vec3(orbitRadius, 0, 0)) // translacja na odp. odleg³oœæ
|
||||
@ -267,6 +395,9 @@ void renderScene(GLFWwindow* window)
|
||||
glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
//skybox
|
||||
drawObjectSkyBox(cubeContext, glm::translate(cameraPos));
|
||||
|
||||
@ -276,7 +407,6 @@ void renderScene(GLFWwindow* window)
|
||||
//rendering all the planets
|
||||
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));
|
||||
@ -297,12 +427,18 @@ void renderScene(GLFWwindow* window)
|
||||
texture::ship, texture::shipNormal, texture::shipMetalness, texture::shipRoughness
|
||||
);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
drawSunBlur();
|
||||
|
||||
|
||||
glUseProgram(0);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
aspectRatio = width / float(height);
|
||||
initRBOandHDR(window);
|
||||
blur(window);
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
void loadModelToContext(std::string path, Core::RenderContext& context)
|
||||
@ -321,6 +457,7 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
|
||||
void init(GLFWwindow* window)
|
||||
{
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
initRBOandHDR(window);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
program = shaderLoader.CreateProgram("shaders/shader_5_1.vert", "shaders/shader_5_1.frag");
|
||||
@ -328,6 +465,8 @@ void init(GLFWwindow* window)
|
||||
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");
|
||||
programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag");
|
||||
programBloom = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.frag");
|
||||
|
||||
|
||||
loadModelToContext("./models/sphere.obj", sphereContext);
|
||||
@ -360,7 +499,6 @@ void init(GLFWwindow* window)
|
||||
texture::shipMetalness = Core::LoadTexture("textures/new_spaceship/ship_metalic.jpg");
|
||||
texture::shipRoughness = Core::LoadTexture("textures/new_spaceship/ship_roughness.jpg");
|
||||
|
||||
|
||||
//skybox
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
|
||||
@ -393,6 +531,13 @@ void init(GLFWwindow* window)
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
//skybox end
|
||||
|
||||
blur(window);
|
||||
|
||||
glUseProgram(programBlur);
|
||||
glUniform1i(glGetUniformLocation(programBloom, "image"), 0);
|
||||
glUseProgram(programBloom);
|
||||
glUniform1i(glGetUniformLocation(programBloom, "scene"), 0);
|
||||
glUniform1i(glGetUniformLocation(programBloom, "bloomBlur"), 1);
|
||||
}
|
||||
|
||||
void shutdown(GLFWwindow* window)
|
||||
@ -400,7 +545,6 @@ void shutdown(GLFWwindow* window)
|
||||
shaderLoader.DeleteProgram(program);
|
||||
}
|
||||
|
||||
//obsluga wejscia
|
||||
void processInput(GLFWwindow* window)
|
||||
{
|
||||
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
|
||||
@ -432,13 +576,10 @@ void processInput(GLFWwindow* window)
|
||||
cameraDir = spaceshipDir;
|
||||
}
|
||||
|
||||
|
||||
void renderLoop(GLFWwindow* window) {
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
|
||||
processInput(window);
|
||||
|
||||
renderScene(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user