HDR skybox
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1
.gitattributes
vendored
1
.gitattributes
vendored
@ -2,3 +2,4 @@
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*.mtl filter=lfs diff=lfs merge=lfs -text
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*.mtl filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.hdr filter=lfs diff=lfs merge=lfs -text
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22
Shaders/HDRMap.fs
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22
Shaders/HDRMap.fs
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@ -0,0 +1,22 @@
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#version 460 core
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out vec4 FragColor;
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in vec3 localPos;
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uniform sampler2D equirectangularMap;
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const vec2 invAtan = vec2(0.1591, 0.3183);
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vec2 SampleSphericalMap(vec3 v)
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{
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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uv *= invAtan;
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uv += 0.5;
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return uv;
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}
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void main(){
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vec2 uv = SampleSphericalMap(localPos);
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vec3 color = texture(equirectangularMap, uv).rgb;
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FragColor = vec4(color,1.0);
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}
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12
Shaders/HDRMap.vs
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12
Shaders/HDRMap.vs
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@ -0,0 +1,12 @@
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#version 460 core
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layout (location = 0) in vec3 aPos;
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out vec3 localPos;
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uniform mat4 projection;
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uniform mat4 view;
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void main(){
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localPos = aPos;
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gl_Position = projection * view * vec4(localPos, 1.0);
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}
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16
Shaders/HDRSkybox.fs
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16
Shaders/HDRSkybox.fs
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@ -0,0 +1,16 @@
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#version 460 core
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out vec4 FragColor;
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in vec3 localPos;
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uniform samplerCube environmentMap;
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void main(){
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vec3 envColor = texture(environmentMap, localPos).rgb;
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envColor = envColor /(envColor + vec3(1.0));
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envColor = pow(envColor, vec3(1.0/2.2));
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FragColor = vec4(envColor,1.0);
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}
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16
Shaders/HDRSkybox.vs
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16
Shaders/HDRSkybox.vs
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@ -0,0 +1,16 @@
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#version 460 core
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layout (location = 0) in vec3 aPos;
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uniform mat4 projection;
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uniform mat4 view;
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out vec3 localPos;
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void main(){
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localPos = aPos;
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mat4 rotView = mat4(mat3(view));
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vec4 clipPos = projection * rotView * vec4(localPos,1.0);
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gl_Position = clipPos.xyww;
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}
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BIN
Textures/photostudio.hdr
(Stored with Git LFS)
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BIN
Textures/photostudio.hdr
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -17,6 +17,7 @@ void Skybox::Destroy() {
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std::cout << "Skybox destroyed!" << std::endl;
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std::cout << "Skybox destroyed!" << std::endl;
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}
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}
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void Skybox::loadCubeTextures(const std::vector<std::string>& texture_faces)
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void Skybox::loadCubeTextures(const std::vector<std::string>& texture_faces)
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{
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{
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glGenTextures(1, &id);
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glGenTextures(1, &id);
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@ -9,4 +9,5 @@ struct Texture{
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std::string path;
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std::string path;
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};
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};
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Texture* CreateTexture(unsigned int width, unsigned int height);
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Texture* CreateTexture(unsigned int width, unsigned int height);
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@ -11,9 +11,11 @@
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "../Primitives/Scene.h"
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#include "../Primitives/Scene.h"
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#include "../model.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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static enum class RenderPass {
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NONE = 0,
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NONE = 0,
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SKYBOX,
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SKYBOX,
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HDR_SKYBOX,
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DEFAULT,
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DEFAULT,
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PBR
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PBR
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};
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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 metallic;
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unsigned int roughness;
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unsigned int roughness;
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unsigned int ao;
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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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void Renderer::Setup()
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{
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{
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// Create ScreenVAO
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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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// Load shaders
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shaders[static_cast<int>(RenderPass::SKYBOX)] = Shader();
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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::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)] = 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::DEFAULT)].Load("../Shaders/shader.vs", "../Shaders/shader.fs");
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shaders[static_cast<int>(RenderPass::PBR)] = Shader();
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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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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,
|
||||||
|
-1.0f, -1.0f, -1.0f,
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
-1.0f, 1.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
1.0f, -1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, -1.0f,
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
-1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, -1.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
1.0f, 1.0f, -1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
-1.0f, 1.0f, 1.0f,
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
|
||||||
|
-1.0f, -1.0f, -1.0f,
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
1.0f, -1.0f, 1.0f
|
||||||
|
};
|
||||||
|
unsigned int envMapVBO;
|
||||||
|
|
||||||
|
glGenVertexArrays(1, &envMapVAO);
|
||||||
|
glBindVertexArray(envMapVAO);
|
||||||
|
|
||||||
|
glGenBuffers(1, &envMapVBO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, envMapVBO);
|
||||||
|
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, m_skyboxVertices.size() * sizeof(float), &m_skyboxVertices[0], GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||||||
|
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::resize(int width, int height ) {
|
void Renderer::resize(int width, int height ) {
|
||||||
@ -222,8 +420,6 @@ void renderSphere() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Renderer::Render(Scene& scene)
|
void Renderer::Render(Scene& scene)
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -235,6 +431,7 @@ void Renderer::Render(Scene& scene)
|
|||||||
auto model = glm::mat4(1.0f);
|
auto model = glm::mat4(1.0f);
|
||||||
|
|
||||||
// Skybox
|
// Skybox
|
||||||
|
#if false
|
||||||
glDepthMask(GL_FALSE);
|
glDepthMask(GL_FALSE);
|
||||||
Shader shader = shaders.at(static_cast<int>(RenderPass::SKYBOX));
|
Shader shader = shaders.at(static_cast<int>(RenderPass::SKYBOX));
|
||||||
|
|
||||||
@ -252,6 +449,28 @@ void Renderer::Render(Scene& scene)
|
|||||||
scene.skybox.Unbind();
|
scene.skybox.Unbind();
|
||||||
|
|
||||||
glDepthMask(GL_TRUE);
|
glDepthMask(GL_TRUE);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//HDR Environment Skybox
|
||||||
|
Shader shader = shaders.at(static_cast<int>(RenderPass::HDR_SKYBOX));
|
||||||
|
|
||||||
|
glDepthFunc(GL_LEQUAL);
|
||||||
|
|
||||||
|
shader.use();
|
||||||
|
|
||||||
|
shader.setMat4("projection", projection);
|
||||||
|
shader.setMat4("view", scene.MainCamera.GetViewMatrix());
|
||||||
|
|
||||||
|
glBindVertexArray(envMapVAO);
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
glDepthFunc(GL_LESS);
|
||||||
|
|
||||||
|
|
||||||
// Phong lighting
|
// Phong lighting
|
||||||
@ -306,7 +525,7 @@ void Renderer::Render(Scene& scene)
|
|||||||
glActiveTexture(GL_TEXTURE4);
|
glActiveTexture(GL_TEXTURE4);
|
||||||
glBindTexture(GL_TEXTURE_2D, ao);
|
glBindTexture(GL_TEXTURE_2D, ao);
|
||||||
|
|
||||||
|
// Render Spheres
|
||||||
model = glm::mat4(1.0f);
|
model = glm::mat4(1.0f);
|
||||||
for (int row = 0; row < nrRows; ++row) {
|
for (int row = 0; row < nrRows; ++row) {
|
||||||
for (int col = 0; col < nrColumns; ++col) {
|
for (int col = 0; col < nrColumns; ++col) {
|
||||||
|
32
src/Utils.h
Normal file
32
src/Utils.h
Normal file
@ -0,0 +1,32 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <string>
|
||||||
|
#include <iostream>
|
||||||
|
#include <stb_image.h>
|
||||||
|
#include <glad/glad.h>
|
||||||
|
|
||||||
|
|
||||||
|
int LoadIBL(std::string file_path) {
|
||||||
|
stbi_set_flip_vertically_on_load(true);
|
||||||
|
int width, height, nrComponents;
|
||||||
|
float* data = stbi_loadf(file_path.c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
unsigned int hdrTexture;
|
||||||
|
|
||||||
|
if (data) {
|
||||||
|
glGenTextures(1, &hdrTexture);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, hdrTexture);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, data);
|
||||||
|
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
std::cout << "Failed to load HDR image." << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
return hdrTexture;
|
||||||
|
}
|
@ -71,8 +71,6 @@ public:
|
|||||||
renderer.Setup();
|
renderer.Setup();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||||
while(!window.shouldClose())
|
while(!window.shouldClose())
|
||||||
{
|
{
|
||||||
|
Loading…
Reference in New Issue
Block a user