bloom gotowy #2

Merged
s473620 merged 1 commits from sun_bloom into master 2024-02-28 19:22:27 +01:00
43 changed files with 317 additions and 19 deletions

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@ -1,10 +1,19 @@
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. 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.
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” (kompilowanie pliku źródłowego „src/main.cpp”)
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\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123,1):
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 zobacz poprzednią definicję „APIENTRY”
D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(222,29): warning C4305: "inicjowanie": obcięcie z "double" do "float"
D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(110,10): warning C4305: "inicjowanie": obcięcie z "double" do "float"
(kompilowanie pliku źródłowego „src/main.cpp”)
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
(kompilowanie pliku źródłowego „src/main.cpp”)
D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(350,29): warning C4305: "inicjowanie": obcięcie z "double" do "float"
(kompilowanie pliku źródłowego „src/main.cpp”)
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

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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 @@
PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.36.32532:TargetPlatformVersion=10.0.22000.0: PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.39.33519:TargetPlatformVersion=10.0.22000.0:
Debug|Win32|D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\| Debug|Win32|D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\|

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@ -41,6 +41,10 @@
<None Include="shaders\shader_5_1.vert" /> <None Include="shaders\shader_5_1.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_bloom.frag" />
<None Include="shaders\shader_bloom.vert" />
<None Include="shaders\shader_blur.frag" />
<None Include="shaders\shader_blur.vert" />
<None Include="shaders\shader_sun.frag" /> <None Include="shaders\shader_sun.frag" />
<None Include="shaders\shader_sun.vert" /> <None Include="shaders\shader_sun.vert" />
<None Include="shaders\shader_pbr.frag" /> <None Include="shaders\shader_pbr.frag" />

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@ -121,5 +121,17 @@
<None Include="shaders\shader_pbr.vert"> <None Include="shaders\shader_pbr.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_bloom.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_blur.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_blur.vert">
<Filter>Shader Files</Filter>
</None>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -0,0 +1,23 @@
#version 430 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D scene;
uniform sampler2D bloomBlur;
uniform bool bloom;
uniform float exposure;
void main()
{
const float gamma = 1.5;
vec3 hdrColor = texture(scene, TexCoords).rgb;
vec3 bloomColor = texture(bloomBlur, TexCoords).rgb;
if(bloom)
hdrColor += bloomColor; // additive blending
// tone mapping
vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
// also gamma correct while we're at it
result = pow(result, vec3(1.0 / gamma));
FragColor = vec4(result, 1.0);
}

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@ -0,0 +1,11 @@
#version 430 core
layout (location = 7) in vec3 aPos;
layout (location = 8) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
TexCoords = aTexCoords;
gl_Position = vec4(aPos, 1.0);
}

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#version 430 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D image;
uniform int count;
uniform bool horizontal;
uniform float weight[5] = float[] (0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162);
void main()
{
vec2 tex_offset = 1.0 / textureSize(image, 0); // gets size of single texel
vec3 result = texture(image, TexCoords).rgb * weight[0];
if(horizontal)
{
for(int i = 1; i < count; ++i)
{
result += texture(image, TexCoords + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
result += texture(image, TexCoords - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
}
}
else
{
for(int i = 1; i < 5; ++i)
{
result += texture(image, TexCoords + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(image, TexCoords - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
}
}
FragColor = vec4(result, 1.0);
}

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@ -0,0 +1,11 @@
#version 430 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
TexCoords = aTexCoords;
gl_Position = vec4(aPos, 1.0);
}

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@ -1,12 +1,21 @@
#version 430 core #version 430 core
layout (location = 0) out vec4 outColor;
layout (location = 1) out vec4 BrightColor;
uniform samplerCube skybox; uniform samplerCube skybox;
in vec3 texCoord; in vec3 texCoord;
out vec4 out_color;
void main() void main()
{ {
out_color = texture(skybox,texCoord); vec4 texColor = texture(skybox, texCoord);
float brightness = dot(texColor.rgb, vec3(0.2126, 0.7152, 0.0722));
if (brightness > 0.2)
BrightColor = vec4(texColor.rgb, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
outColor = texColor;
} }

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@ -1,15 +1,22 @@
#version 430 core #version 430 core
layout (location = 0) out vec4 outColor;
layout (location = 1) out vec4 BrightColor;
uniform float exposition; uniform float exposition;
uniform sampler2D sunTexture; uniform sampler2D sunTexture;
in vec2 TexCoords; in vec2 TexCoords;
out vec4 outColor;
void main() void main()
{ {
vec3 textureColor = texture(sunTexture, TexCoords).xyz; vec3 textureColor = texture(sunTexture, TexCoords).xyz;
vec3 adjustedColor = textureColor * exposition; vec3 adjustedColor = textureColor * exposition;
vec3 finalColor = clamp(adjustedColor, 0.0, 1.0);
outColor = vec4(finalColor, 1.0);
outColor = vec4(clamp(adjustedColor, 0.0, 1.0), 1.0); float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 0.2)
BrightColor = vec4(finalColor, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
} }

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@ -55,6 +55,8 @@ GLuint programSun;
GLuint programTex; GLuint programTex;
GLuint programSkyBox; GLuint programSkyBox;
GLuint programSpaceShip; GLuint programSpaceShip;
GLuint programBlur;
GLuint programBloom;
Core::Shader_Loader shaderLoader; Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext; Core::RenderContext shipContext;
@ -72,6 +74,18 @@ GLuint VAO,VBO;
float aspectRatio = 1.f; float aspectRatio = 1.f;
unsigned int textureID; unsigned int textureID;
unsigned int hdrFBO;
unsigned int colorBuffers[2];
unsigned int pingpongFBO[2];
unsigned int pingpongColorbuffers[2];
unsigned int rboDepth;
int HDR_WIDTH;
int HDR_HEIGHT;
int blur_count = 5;
float bloom_exposure = 2.0f;
bool bloom = true;
glm::mat4 createCameraMatrix() glm::mat4 createCameraMatrix()
{ {
@ -110,6 +124,91 @@ glm::mat4 createPerspectiveMatrix()
return perspectiveMatrix; return perspectiveMatrix;
} }
unsigned int quadVAO = 0;
unsigned int quadVBO;
void renderQuad()
{
if (quadVAO == 0)
{
float quadVertices[] = {
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
// locations 7 i 8 aby nie by³o kolizii z shaderem statku
glEnableVertexAttribArray(7);
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
void blur(GLFWwindow* window) {
glfwGetWindowSize(window, &HDR_WIDTH, &HDR_HEIGHT);
glGenFramebuffers(2, pingpongFBO);
glGenTextures(2, pingpongColorbuffers);
for (unsigned int i = 0; i < 2; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]);
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, HDR_WIDTH, HDR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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!
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpongColorbuffers[i], 0);
// also check if framebuffers are complete (no need for depth buffer)
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "Framebuffer not complete!" << std::endl;
}
}
void initRBOandHDR(GLFWwindow* window) {
glfwGetWindowSize(window, &HDR_WIDTH, &HDR_HEIGHT);
glGenFramebuffers(1, &hdrFBO);
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
glGenTextures(2, colorBuffers);
for (unsigned int i = 0; i < 2; i++) {
glBindTexture(GL_TEXTURE_2D, colorBuffers[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, HDR_WIDTH, HDR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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) { void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color) {
GLuint prog = program; GLuint prog = program;
glUseProgram(prog); glUseProgram(prog);
@ -149,6 +248,36 @@ void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture
Core::DrawContext(context); 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) { void drawObjectSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glUseProgram(programSkyBox); 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) { 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::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 * 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); 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);
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//skybox //skybox
drawObjectSkyBox(cubeContext, glm::translate(cameraPos)); drawObjectSkyBox(cubeContext, glm::translate(cameraPos));
@ -276,7 +407,6 @@ void renderScene(GLFWwindow* window)
//rendering all the planets //rendering all the planets
renderPlanets(); renderPlanets();
// obliczanie orientacji statku // 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));
@ -297,12 +427,18 @@ void renderScene(GLFWwindow* window)
texture::ship, texture::shipNormal, texture::shipMetalness, texture::shipRoughness texture::ship, texture::shipNormal, texture::shipMetalness, texture::shipRoughness
); );
glBindFramebuffer(GL_FRAMEBUFFER, 0);
drawSunBlur();
glUseProgram(0); glUseProgram(0);
glfwSwapBuffers(window); glfwSwapBuffers(window);
} }
void framebuffer_size_callback(GLFWwindow* window, int width, int height) void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{ {
aspectRatio = width / float(height); aspectRatio = width / float(height);
initRBOandHDR(window);
blur(window);
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
} }
void loadModelToContext(std::string path, Core::RenderContext& context) void loadModelToContext(std::string path, Core::RenderContext& context)
@ -321,6 +457,7 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
void init(GLFWwindow* window) void init(GLFWwindow* window)
{ {
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
initRBOandHDR(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");
@ -328,6 +465,8 @@ void init(GLFWwindow* window)
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag"); programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_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"); 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); loadModelToContext("./models/sphere.obj", sphereContext);
@ -360,7 +499,6 @@ void init(GLFWwindow* window)
texture::shipMetalness = Core::LoadTexture("textures/new_spaceship/ship_metalic.jpg"); texture::shipMetalness = Core::LoadTexture("textures/new_spaceship/ship_metalic.jpg");
texture::shipRoughness = Core::LoadTexture("textures/new_spaceship/ship_roughness.jpg"); texture::shipRoughness = Core::LoadTexture("textures/new_spaceship/ship_roughness.jpg");
//skybox //skybox
glGenTextures(1, &textureID); glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, 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); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
//skybox end //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) void shutdown(GLFWwindow* window)
@ -400,7 +545,6 @@ void shutdown(GLFWwindow* window)
shaderLoader.DeleteProgram(program); shaderLoader.DeleteProgram(program);
} }
//obsluga wejscia
void processInput(GLFWwindow* window) 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)));
@ -432,13 +576,10 @@ void processInput(GLFWwindow* window)
cameraDir = spaceshipDir; cameraDir = spaceshipDir;
} }
void renderLoop(GLFWwindow* window) { void renderLoop(GLFWwindow* window) {
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
processInput(window); processInput(window);
renderScene(window); renderScene(window);
glfwPollEvents(); glfwPollEvents();
} }