Source/model tweaks for updated revision.

This commit is contained in:
Joey de Vries
2020-05-04 10:57:08 +02:00
parent 66d51ae668
commit f36653f736
41 changed files with 2067 additions and 20932 deletions

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@@ -1,13 +1,13 @@
# Blender MTL # Blender MTL File: 'None'
# Material Count: 1 # Material Count: 1
newmtl Material.001 newmtl Mars
Ns 96.078431 Ns 96.078443
Ka 0.000000 0.000000 0.000000 Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000 Kd 0.640000 0.640000 0.640000
Ks 0.087302 0.087302 0.087302 Ks 0.500000 0.500000 0.500000
Ke 0.0 0.0 0.0
Ni 1.000000 Ni 1.000000
d 1.000000 d 1.000000
illum 2 illum 2
map_Kd planet_Quom1200.png map_Kd mars.png
map_Bump planet_Quom1200.png

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@@ -0,0 +1,2 @@
From TurboSquid, by Gerhald3D: https://www.turbosquid.com/3d-models/realistic-mars-photorealistic-2k-3d-1277433
Slightly modified by Joey de Vries: keep only planet layer, assign diffuse texture to material slot, desaturated texture somewhat.

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@@ -9,5 +9,4 @@ Ks 0.007937 0.007937 0.007937
Ni 1.000000 Ni 1.000000
d 1.000000 d 1.000000
illum 2 illum 2
map_Kd rock.png
map_Bump rock.png map_Bump rock.png

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@@ -20,8 +20,8 @@ void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

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@@ -20,8 +20,8 @@ void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

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@@ -9,8 +9,8 @@
void framebuffer_size_callback(GLFWwindow* window, int width, int height); void framebuffer_size_callback(GLFWwindow* window, int width, int height);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
int main() int main()
{ {

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@@ -19,8 +19,8 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 55.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 55.0f));

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@@ -19,8 +19,8 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 155.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 155.0f));

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@@ -19,8 +19,8 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

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@@ -20,8 +20,8 @@ void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

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@@ -20,8 +20,8 @@ void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
@@ -248,7 +248,7 @@ int main()
// vegetation // vegetation
glBindVertexArray(transparentVAO); glBindVertexArray(transparentVAO);
glBindTexture(GL_TEXTURE_2D, transparentTexture); glBindTexture(GL_TEXTURE_2D, transparentTexture);
for (GLuint i = 0; i < vegetation.size(); i++) for (unsigned int i = 0; i < vegetation.size(); i++)
{ {
model = glm::mat4(1.0f); model = glm::mat4(1.0f);
model = glm::translate(model, vegetation[i]); model = glm::translate(model, vegetation[i]);

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@@ -20,8 +20,8 @@ void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

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@@ -20,8 +20,8 @@ void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
@@ -182,7 +182,7 @@ int main()
// load textures // load textures
// ------------- // -------------
unsigned int cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str()); unsigned int cubeTexture = loadTexture(FileSystem::getPath("resources/textures/container.jpg").c_str());
unsigned int floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str()); unsigned int floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
// shader configuration // shader configuration

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@@ -20,8 +20,8 @@ void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
@@ -182,7 +182,7 @@ int main()
// load textures // load textures
// ------------- // -------------
unsigned int cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str()); unsigned int cubeTexture = loadTexture(FileSystem::getPath("resources/textures/container.jpg").c_str());
unsigned int floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str()); unsigned int floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
// shader configuration // shader configuration

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@@ -21,8 +21,8 @@ unsigned int loadTexture(const char *path);
unsigned int loadCubemap(vector<std::string> faces); unsigned int loadCubemap(vector<std::string> faces);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
@@ -195,7 +195,7 @@ int main()
// load textures // load textures
// ------------- // -------------
unsigned int cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str()); unsigned int cubeTexture = loadTexture(FileSystem::getPath("resources/textures/container.jpg").c_str());
vector<std::string> faces vector<std::string> faces
{ {

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@@ -21,8 +21,8 @@ unsigned int loadTexture(const char *path);
unsigned int loadCubemap(vector<std::string> faces); unsigned int loadCubemap(vector<std::string> faces);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

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@@ -18,8 +18,8 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

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@@ -9,8 +9,8 @@
void framebuffer_size_callback(GLFWwindow* window, int width, int height); void framebuffer_size_callback(GLFWwindow* window, int width, int height);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
int main() int main()
{ {

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@@ -19,8 +19,8 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

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@@ -19,8 +19,8 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
@@ -81,7 +81,8 @@ int main()
// load models // load models
// ----------- // -----------
Model nanosuit(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj")); stbi_set_flip_vertically_on_load(true);
Model backpack(FileSystem::getPath("resources/objects/backpack/backpack.obj"));
// render loop // render loop
// ----------- // -----------
@@ -112,7 +113,7 @@ int main()
shader.setMat4("model", model); shader.setMat4("model", model);
// draw model as usual // draw model as usual
nanosuit.Draw(shader); backpack.Draw(shader);
// then draw model with normal visualizing geometry shader // then draw model with normal visualizing geometry shader
normalShader.use(); normalShader.use();
@@ -120,7 +121,7 @@ int main()
normalShader.setMat4("view", view); normalShader.setMat4("view", view);
normalShader.setMat4("model", model); normalShader.setMat4("model", model);
nanosuit.Draw(normalShader); backpack.Draw(normalShader);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// ------------------------------------------------------------------------------- // -------------------------------------------------------------------------------

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@@ -20,8 +20,8 @@ void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path); unsigned int loadTexture(const char *path);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
bool blinn = false; bool blinn = false;
bool blinnKeyPressed = false; bool blinnKeyPressed = false;

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@@ -20,8 +20,8 @@ void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path, bool gammaCorrection); unsigned int loadTexture(const char *path, bool gammaCorrection);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
bool gammaEnabled = false; bool gammaEnabled = false;
bool gammaKeyPressed = false; bool gammaKeyPressed = false;

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@@ -23,8 +23,8 @@ void renderCube();
void renderQuad(); void renderQuad();
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

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@@ -23,8 +23,8 @@ void renderCube();
void renderQuad(); void renderQuad();
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

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@@ -23,8 +23,8 @@ void renderCube();
void renderQuad(); void renderQuad();
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

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@@ -22,8 +22,8 @@ void renderScene(const Shader &shader);
void renderCube(); void renderCube();
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
bool shadows = true; bool shadows = true;
bool shadowsKeyPressed = false; bool shadowsKeyPressed = false;

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@@ -22,8 +22,8 @@ void renderScene(const Shader &shader);
void renderCube(); void renderCube();
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
bool shadows = true; bool shadows = true;
bool shadowsKeyPressed = false; bool shadowsKeyPressed = false;

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@@ -21,8 +21,8 @@ unsigned int loadTexture(const char *path);
void renderQuad(); void renderQuad();
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

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@@ -21,8 +21,8 @@ unsigned int loadTexture(const char *path);
void renderQuad(); void renderQuad();
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
float heightScale = 0.1; float heightScale = 0.1;
// camera // camera

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@@ -21,8 +21,8 @@ unsigned int loadTexture(const char *path);
void renderQuad(); void renderQuad();
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
float heightScale = 0.1; float heightScale = 0.1;
// camera // camera

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@@ -21,8 +21,8 @@ unsigned int loadTexture(const char *path);
void renderQuad(); void renderQuad();
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
float heightScale = 0.1; float heightScale = 0.1;
// camera // camera

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@@ -22,8 +22,8 @@ void renderQuad();
void renderCube(); void renderCube();
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
bool hdr = true; bool hdr = true;
bool hdrKeyPressed = false; bool hdrKeyPressed = false;
float exposure = 1.0f; float exposure = 1.0f;

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@@ -22,8 +22,8 @@ void renderQuad();
void renderCube(); void renderCube();
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
bool bloom = true; bool bloom = true;
bool bloomKeyPressed = false; bool bloomKeyPressed = false;
float exposure = 1.0f; float exposure = 1.0f;

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@@ -21,8 +21,8 @@ void renderQuad();
void renderCube(); void renderCube();
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 880;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 5.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));

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@@ -21,8 +21,8 @@ void renderQuad();
void renderCube(); void renderCube();
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
// camera // camera
Camera camera(glm::vec3(0.0f, 0.0f, 5.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));

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@@ -15,8 +15,8 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window); void processInput(GLFWwindow *window);
// settings // settings
const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 720; const unsigned int SCR_HEIGHT = 600;
GLenum glCheckError_(const char *file, int line) GLenum glCheckError_(const char *file, int line)