HDR skybox
This commit is contained in:
@ -11,9 +11,11 @@
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#include <glm/gtc/type_ptr.hpp>
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#include "../Primitives/Scene.h"
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#include "../model.h"
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#include "../Utils.h"
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static enum class RenderPass {
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NONE = 0,
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SKYBOX,
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HDR_SKYBOX,
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DEFAULT,
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PBR
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};
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@ -43,6 +45,84 @@ unsigned int normal;
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unsigned int metallic;
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unsigned int roughness;
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unsigned int ao;
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unsigned int cubeVAO = 0;
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unsigned int cubeVBO = 0;
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void renderCube() {
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if (cubeVAO == 0) {
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float vertices[] = {
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// back face
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
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1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
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-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
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// front face
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
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1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
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-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
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// left face
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
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-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
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-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
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-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
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-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
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// right face
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
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1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
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1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
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1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
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// bottom face
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
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1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
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1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
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-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
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-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
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// top face
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
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1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
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1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
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1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
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-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
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};
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glGenVertexArrays(1, &cubeVAO);
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glGenBuffers(1, &cubeVBO);
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// fill buffer
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glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// link vertex attributes
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glBindVertexArray(cubeVAO);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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// render Cube
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glBindVertexArray(cubeVAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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}
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unsigned int envCubemap;
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unsigned int envMapVAO;
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void Renderer::Setup()
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{
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// Create ScreenVAO
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@ -70,6 +150,8 @@ void Renderer::Setup()
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// Load shaders
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shaders[static_cast<int>(RenderPass::SKYBOX)] = Shader();
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shaders[static_cast<int>(RenderPass::SKYBOX)].Load("../Shaders/skybox.vs", "../Shaders/Cubemap.fs");
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shaders[static_cast<int>(RenderPass::HDR_SKYBOX)] = Shader();
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shaders[static_cast<int>(RenderPass::HDR_SKYBOX)].Load("../Shaders/HDRSkybox.vs", "../Shaders/HDRSkybox.fs");
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shaders[static_cast<int>(RenderPass::DEFAULT)] = Shader();
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shaders[static_cast<int>(RenderPass::DEFAULT)].Load("../Shaders/shader.vs", "../Shaders/shader.fs");
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shaders[static_cast<int>(RenderPass::PBR)] = Shader();
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@ -83,6 +165,122 @@ void Renderer::Setup()
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ao = TextureFromFile("../Textures/rusted_iron/ao.png",".");
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// Create the skybox from an HDR equirectangular environment map
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unsigned int captureFBO, captureRBO;
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glGenFramebuffers(1, &captureFBO);
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glGenRenderbuffers(1, &captureRBO);
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glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
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glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureRBO);
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glGenTextures(1, &envCubemap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
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for (unsigned int i = 0; i < 6; ++i) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 0, GL_RGB, GL_FLOAT, nullptr);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glm::mat4 captureProjection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
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glm::mat4 captureViews[] = {
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glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
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glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
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glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)),
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glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)),
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glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
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glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f))
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};
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auto eqShader = Shader();
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eqShader.Load("../Shaders/HDRMap.vs", "../Shaders/HDRMap.fs");
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auto hdrTexture = LoadIBL("../Textures/photostudio.hdr");
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eqShader.use();
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eqShader.setInt("equirectangularMap", 0);
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eqShader.setMat4("projection", captureProjection);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, hdrTexture);
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glViewport(0, 0, 512, 512);
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glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
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for (unsigned int i = 0; i < 6; ++i) {
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eqShader.setMat4("view", captureViews[i]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, envCubemap, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderCube();
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, 800, 600); // restore viewport;
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std::vector<float> m_skyboxVertices = {
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// positions
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, 1.0f
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};
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unsigned int envMapVBO;
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glGenVertexArrays(1, &envMapVAO);
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glBindVertexArray(envMapVAO);
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glGenBuffers(1, &envMapVBO);
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glBindBuffer(GL_ARRAY_BUFFER, envMapVBO);
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glBufferData(GL_ARRAY_BUFFER, m_skyboxVertices.size() * sizeof(float), &m_skyboxVertices[0], GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glBindVertexArray(0);
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}
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void Renderer::resize(int width, int height ) {
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@ -222,8 +420,6 @@ void renderSphere() {
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}
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void Renderer::Render(Scene& scene)
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{
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@ -235,6 +431,7 @@ void Renderer::Render(Scene& scene)
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auto model = glm::mat4(1.0f);
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// Skybox
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#if false
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glDepthMask(GL_FALSE);
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Shader shader = shaders.at(static_cast<int>(RenderPass::SKYBOX));
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@ -252,6 +449,28 @@ void Renderer::Render(Scene& scene)
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scene.skybox.Unbind();
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glDepthMask(GL_TRUE);
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#endif
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//HDR Environment Skybox
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Shader shader = shaders.at(static_cast<int>(RenderPass::HDR_SKYBOX));
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glDepthFunc(GL_LEQUAL);
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shader.use();
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shader.setMat4("projection", projection);
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shader.setMat4("view", scene.MainCamera.GetViewMatrix());
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glBindVertexArray(envMapVAO);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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glBindVertexArray(0);
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glDepthFunc(GL_LESS);
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// Phong lighting
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@ -306,7 +525,7 @@ void Renderer::Render(Scene& scene)
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, ao);
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// Render Spheres
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model = glm::mat4(1.0f);
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for (int row = 0; row < nrRows; ++row) {
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for (int col = 0; col < nrColumns; ++col) {
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Reference in New Issue
Block a user