monety #4
@ -1,7 +1,12 @@
|
||||
{
|
||||
"Version": 1,
|
||||
"WorkspaceRootPath": "C:\\Users\\maksg\\Documents\\Grafika_2024\\",
|
||||
"Documents": [],
|
||||
"WorkspaceRootPath": "D:\\STUDIA_sem5\\GRAFIKA-PROJEKT\\grk\\",
|
||||
"Documents": [
|
||||
{
|
||||
"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}",
|
||||
"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}"
|
||||
}
|
||||
],
|
||||
"DocumentGroupContainers": [
|
||||
{
|
||||
"Orientation": 0,
|
||||
@ -9,11 +14,20 @@
|
||||
"DocumentGroups": [
|
||||
{
|
||||
"DockedWidth": 200,
|
||||
"SelectedChildIndex": -1,
|
||||
"SelectedChildIndex": 0,
|
||||
"Children": [
|
||||
{
|
||||
"$type": "Bookmark",
|
||||
"Name": "ST:128:0:{116d2292-e37d-41cd-a077-ebacac4c8cc4}"
|
||||
"$type": "Document",
|
||||
"DocumentIndex": 0,
|
||||
"Title": "ex_7_1.hpp",
|
||||
"DocumentMoniker": "D:\\STUDIA_sem5\\GRAFIKA-PROJEKT\\grk\\projekt_grk\\src\\ex_7_1.hpp",
|
||||
"RelativeDocumentMoniker": "projekt_grk\\src\\ex_7_1.hpp",
|
||||
"ToolTip": "D:\\STUDIA_sem5\\GRAFIKA-PROJEKT\\grk\\projekt_grk\\src\\ex_7_1.hpp",
|
||||
"RelativeToolTip": "projekt_grk\\src\\ex_7_1.hpp",
|
||||
"ViewState": "AQIAABICAAAAAAAAAAAAAEoCAAAAAAAA",
|
||||
"Icon": "ae27a6b0-e345-4288-96df-5eaf394ee369.000680|",
|
||||
"WhenOpened": "2024-02-27T10:49:30.827Z",
|
||||
"EditorCaption": ""
|
||||
}
|
||||
]
|
||||
}
|
||||
|
BIN
.vs/grk-cw/v17/ipch/AutoPCH/97bba2bfcfe917a6/EX_7_1.ipch
Normal file
BIN
.vs/grk-cw/v17/ipch/AutoPCH/fb10e04556d1f6f7/CAMERA.ipch
Normal file
@ -1,4 +1,4 @@
|
||||
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
|
||||
C:\Program Files (x86)\Windows Kits\10\Include\10.0.22621.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra
|
||||
(kompilowanie pliku źródłowego „src/main.cpp”)
|
||||
@ -17,6 +17,20 @@ C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(255,13): warnin
|
||||
C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(273,29): warning C4305: "inicjowanie": obcięcie z "double" do "float"
|
||||
(kompilowanie pliku źródłowego „src/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
|
||||
(kompilowanie pliku źródłowego „src/main.cpp”)
|
||||
D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123,1):
|
||||
zobacz poprzednią definicję „APIENTRY”
|
||||
|
||||
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”
|
||||
LINK : warning LNK4098: domyślna biblioteka „MSVCRT” powoduje konflikt z innymi bibliotekami; użyj opcji /NODEFAULTLIB:biblioteka
|
||||
grk-cw7.vcxproj -> C:\Users\maksg\Documents\Grafika_2024\Debug\projekt_grk.exe
|
||||
|
@ -1 +1 @@
|
||||
^C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\BOX.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\CAMERA.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\IMAGE_DXT.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\IMAGE_HELPER.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\MAIN.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\RENDER_UTILS.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\SHADER_LOADER.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\SOIL.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\STB_IMAGE_AUG.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\TEXTURE.OBJ
|
||||
^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
|
||||
|
@ -1,2 +1,2 @@
|
||||
PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.39.33519:TargetPlatformVersion=10.0.22621.0:
|
||||
Debug|Win32|C:\Users\maksg\Documents\Grafika_2024\|
|
||||
PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.39.33519:TargetPlatformVersion=10.0.22000.0:
|
||||
Debug|Win32|D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\|
|
||||
|
@ -39,14 +39,18 @@
|
||||
<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_coin.frag" />
|
||||
<None Include="shaders\shader_coin.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.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>
|
||||
|
@ -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>
|
||||
@ -127,5 +121,23 @@
|
||||
<None Include="shaders\shader_coin.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>
|
||||
<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>
|
||||
</Project>
|
61172
projekt_grk/models/new_spaceship.obj
Normal 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);
|
||||
}
|
@ -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);
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
#version 430 core
|
||||
|
||||
uniform float exposition;
|
||||
uniform sampler2D sunTexture;
|
||||
|
||||
in vec2 TexCoords;
|
||||
out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 textureColor = texture(sunTexture, TexCoords).xyz;
|
||||
vec3 adjustedColor = textureColor * exposition;
|
||||
|
||||
outColor = vec4(clamp(adjustedColor, 0.0, 1.0), 1.0);
|
||||
}
|
23
projekt_grk/shaders/shader_bloom.frag
Normal file
@ -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);
|
||||
}
|
11
projekt_grk/shaders/shader_bloom.vert
Normal file
@ -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);
|
||||
}
|
33
projekt_grk/shaders/shader_blur.frag
Normal file
@ -0,0 +1,33 @@
|
||||
#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);
|
||||
}
|
11
projekt_grk/shaders/shader_blur.vert
Normal file
@ -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);
|
||||
}
|
74
projekt_grk/shaders/shader_pbr.frag
Normal 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);
|
||||
}
|
45
projekt_grk/shaders/shader_pbr.vert
Normal 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);
|
||||
}
|
@ -1,12 +1,21 @@
|
||||
#version 430 core
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
layout (location = 1) out vec4 BrightColor;
|
||||
|
||||
uniform samplerCube skybox;
|
||||
|
||||
in vec3 texCoord;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
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;
|
||||
}
|
22
projekt_grk/shaders/shader_sun.frag
Normal file
@ -0,0 +1,22 @@
|
||||
#version 430 core
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
layout (location = 1) out vec4 BrightColor;
|
||||
uniform float exposition;
|
||||
uniform sampler2D sunTexture;
|
||||
|
||||
in vec2 TexCoords;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 textureColor = texture(sunTexture, TexCoords).xyz;
|
||||
vec3 adjustedColor = textureColor * exposition;
|
||||
vec3 finalColor = clamp(adjustedColor, 0.0, 1.0);
|
||||
outColor = vec4(finalColor, 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);
|
||||
}
|
@ -21,7 +21,6 @@ namespace texture {
|
||||
GLuint venus;
|
||||
GLuint earth;
|
||||
GLuint moon;
|
||||
GLuint ship;
|
||||
GLuint sun;
|
||||
GLuint mars;
|
||||
GLuint jupiter;
|
||||
@ -33,24 +32,31 @@ 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 programCoin;
|
||||
GLuint programSpaceShip;
|
||||
GLuint programBlur;
|
||||
GLuint programBloom;
|
||||
Core::Shader_Loader shaderLoader;
|
||||
|
||||
Core::RenderContext shipContext;
|
||||
@ -58,8 +64,9 @@ Core::RenderContext sphereContext;
|
||||
Core::RenderContext cubeContext;
|
||||
Core::RenderContext cylinderContext;
|
||||
|
||||
|
||||
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);
|
||||
@ -85,6 +92,18 @@ float zCordinatesOfCoin[maxSize] = {
|
||||
float xCordinatesOfCollectedCoin[maxSize] = {};
|
||||
float zCordinatesOfCollectedCoin[maxSize] = {};
|
||||
|
||||
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()
|
||||
{
|
||||
@ -123,6 +142,91 @@ glm::mat4 createPerspectiveMatrix()
|
||||
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 by<62>o 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) {
|
||||
GLuint prog = program;
|
||||
glUseProgram(prog);
|
||||
@ -225,6 +329,36 @@ 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);
|
||||
@ -238,14 +372,38 @@ 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);
|
||||
|
||||
}
|
||||
|
||||
|
||||
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
|
||||
* glm::rotate(glm::mat4(1.0f), time * selfRotationSpeed, glm::vec3(0, 1, 0)) //obrót planety wokó³ w³asnej osi
|
||||
glm::mat4 planetTransform = glm::rotate(glm::mat4(1.0f), time * orbitRotationSpeed, glm::vec3(0, 1, 0)) // orbitowanie dooko<EFBFBD>a s<>o<EFBFBD>ca
|
||||
* glm::translate(glm::vec3(orbitRadius, 0, 0)) // translacja na odp. odleg<EFBFBD>o<EFBFBD><EFBFBD>
|
||||
* glm::rotate(glm::mat4(1.0f), time * selfRotationSpeed, glm::vec3(0, 1, 0)) //obr<EFBFBD>t planety wok<6F> w<>asnej osi
|
||||
* glm::scale(glm::vec3(scale)); //skalowanie planety
|
||||
|
||||
drawObjectTexture(sphereContext, planetTransform, planetTexture, normalTexture);
|
||||
@ -299,7 +457,7 @@ void renderPlanets() {
|
||||
renderPlanet(time, venusOrbitRadius, venusRotationSpeed, venusSelfRotationSpeed, venusScale, texture::venus, texture::venusNormal);
|
||||
renderPlanet(time, earthOrbitRadius, earthRotationSpeed, earthSelfRotationSpeed, earthScale, texture::earth, texture::earthNormal);
|
||||
|
||||
//earths moon, musi byæ inaczej renderowany bo on nie orbituje wokó³ s³oñca tylko ziemi. PóŸniej to mo¿na jakoœ lepiej rozwi¹zaæ.
|
||||
//earths moon, musi by<EFBFBD> inaczej renderowany bo on nie orbituje wok<6F> s<>o<EFBFBD>ca tylko ziemi. P<>niej to mo<6D>na jako<6B> lepiej rozwi<77>za<7A>.
|
||||
drawObjectTexture(sphereContext,
|
||||
glm::eulerAngleY(time * earthRotationSpeed) * glm::translate(glm::vec3(earthOrbitRadius, 0, 0)) * glm::eulerAngleY(time * moonRotationSpeed) * glm::translate(glm::vec3(moonOrbitRadius, 0, 0)) * glm::scale(glm::vec3(moonScale)),
|
||||
texture::moon,
|
||||
@ -318,6 +476,8 @@ 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));
|
||||
@ -331,8 +491,10 @@ void renderScene(GLFWwindow* window)
|
||||
renderPlanets();
|
||||
|
||||
renderCoins();
|
||||
// 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,
|
||||
@ -340,18 +502,27 @@ 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
|
||||
);
|
||||
|
||||
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)
|
||||
@ -370,26 +541,27 @@ 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");
|
||||
//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");
|
||||
programCoin = shaderLoader.CreateProgram("shaders/shader_coin.vert", "shaders/shader_coin.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/spaceship.obj", shipContext);
|
||||
loadModelToContext("./models/new_spaceship.obj", shipContext);
|
||||
loadModelToContext("./models/cube.obj", cubeContext);
|
||||
loadModelToContext("./models/cylinder.obj", cylinderContext);
|
||||
|
||||
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");
|
||||
@ -401,7 +573,6 @@ 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");
|
||||
@ -409,8 +580,12 @@ 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);
|
||||
|
||||
@ -418,7 +593,7 @@ void init(GLFWwindow* window)
|
||||
"textures/skybox/right.png",
|
||||
"textures/skybox/left.png",
|
||||
"textures/skybox/top.png",
|
||||
"textures/skybox/bottaom.png",
|
||||
"textures/skybox/bottom.png",
|
||||
"textures/skybox/back.png",
|
||||
"textures/skybox/front.png"
|
||||
};
|
||||
@ -442,6 +617,13 @@ 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)
|
||||
@ -449,11 +631,11 @@ 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)));
|
||||
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) {
|
||||
@ -478,17 +660,12 @@ 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);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
BIN
projekt_grk/textures/new_spaceship/Material.001_Emissive.jpg
Normal file
After Width: | Height: | Size: 309 KiB |
BIN
projekt_grk/textures/new_spaceship/Material.001_Mixed_AO.jpg
Normal file
After Width: | Height: | Size: 2.9 MiB |
After Width: | Height: | Size: 312 KiB |
After Width: | Height: | Size: 2.4 MiB |
After Width: | Height: | Size: 2.4 MiB |
After Width: | Height: | Size: 307 KiB |
BIN
projekt_grk/textures/new_spaceship/ship_metalic.jpg
Normal file
After Width: | Height: | Size: 3.1 MiB |
BIN
projekt_grk/textures/new_spaceship/ship_normal.jpg
Normal file
After Width: | Height: | Size: 2.9 MiB |
BIN
projekt_grk/textures/new_spaceship/ship_roughness.jpg
Normal file
After Width: | Height: | Size: 1.3 MiB |
BIN
projekt_grk/textures/new_spaceship/ship_texture.jpg
Normal file
After Width: | Height: | Size: 2.5 MiB |
Before Width: | Height: | Size: 910 KiB After Width: | Height: | Size: 891 KiB |
Before Width: | Height: | Size: 797 KiB After Width: | Height: | Size: 772 KiB |