FIrst step in Physically based rendering
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106
Shaders/pbr.fs
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106
Shaders/pbr.fs
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@ -0,0 +1,106 @@
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#version 460 core
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out vec4 FragColor;
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in vec2 TexCoords;
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in vec3 WorldPos;
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in vec3 Normal;
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uniform vec3 camPos;
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uniform vec3 albedo;
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uniform float metallic;
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uniform float roughness;
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uniform float ao;
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uniform vec3 lightPositions[4];
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uniform vec3 lightColors[4];
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const float PI = 3.14159265359;
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// ratio Refraction vs Reflection (F function)
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vec3 fresnelSchlick (float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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// Calculate Normal distribution (D function)
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float DistributionGGX(vec3 N , vec3 H, float roughness){
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float num = a2;
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float denom = (NdotH2 * ( a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return num / denom;
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}
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// G function
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float GeometrySchlickGGX(float NdotV, float roughness){
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N,L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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void main(){
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vec3 N = normalize(Normal);
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vec3 V = normalize(camPos - WorldPos);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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// Calculate the light contributions of each light source
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vec3 Lo = vec3(0.0);
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for( int i = 0; i < 4; ++i)
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{
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vec3 L = normalize(lightPositions[i] - WorldPos);
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vec3 H = normalize(V + L);
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float distance = length(lightPositions[i] - WorldPos);
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float attenuation = 1.0/ (distance*distance);
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vec3 radiance = lightColors[i] * attenuation;
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float NDF = DistributionGGX(N,H, roughness);
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float G = GeometrySmith(N,V,L, roughness);
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vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N,V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator /denominator;
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float NdotL = max(dot(N,L), 0.0);
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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}
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// Calculate the ambient term and add it
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vec3 ambient = vec3(0.03) * albedo * ao;
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vec3 color = ambient + Lo;
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// Gamma correct the result
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color = color / (color + vec3(1.0));
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color = pow(color, vec3(1.0/2.2));
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FragColor = vec4(color, 1.0);
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}
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22
Shaders/pbr.vs
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22
Shaders/pbr.vs
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@ -0,0 +1,22 @@
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#version 460 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec2 TexCoords;
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out vec3 WorldPos;
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out vec3 Normal;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform mat3 normalMatrix;
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void main()
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{
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TexCoords = aTexCoords;
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WorldPos = vec3(model * vec4(aPos, 1.0));
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Normal = normalMatrix * aNormal;
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gl_Position = projection * view * vec4(WorldPos, 1.0);
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}
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@ -111,6 +111,11 @@ void Shader::setMat4(const std::string &name, glm::mat4 value)const{
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &value[0][0] );
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}
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void Shader::setMat3(const std::string& name, glm::mat3 value) const
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{
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glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &value[0][0]);
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}
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void Shader::setVec3(const std::string &name, glm::vec3 value)const{
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value.x);
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}
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@ -22,6 +22,7 @@ class Shader
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void setInt(const std::string &name, int value)const;
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void setFloat(const std::string &name, float value)const;
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void setMat4(const std::string &name, glm::mat4 value)const;
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void setMat3(const std::string& name, glm::mat3 value)const;
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void setVec3(const std::string &name, glm::vec3 value) const ;
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};
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@ -14,11 +14,29 @@ static enum class RenderPass {
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NONE = 0,
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SKYBOX,
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DEFAULT,
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PBR
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};
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const int num_passes = static_cast<int>(RenderPass::DEFAULT) ;
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Texture* colourAttachment;
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glm::vec3 lightPositions[] = {
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glm::vec3(-10.0f, 10.0f, 10.0f),
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glm::vec3(10.0f, 10.0f, 10.0f),
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glm::vec3(-10.0f, -10.0f, 10.0f),
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glm::vec3(10.0f, -10.0f, 10.0f)
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};
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glm::vec3 lightColors[] = {
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glm::vec3(300.0f, 300.0f, 300.0f),
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glm::vec3(300.0f, 300.0f, 300.0f),
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glm::vec3(300.0f, 300.0f, 300.0f),
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glm::vec3(300.0f, 300.0f, 300.0f)
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};
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int nrRows = 7;
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int nrColumns = 7;
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float spacing = 2.5;
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void Renderer::Setup()
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{
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@ -49,6 +67,8 @@ void Renderer::Setup()
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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::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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shaders[static_cast<int>(RenderPass::PBR)].Load("../Shaders/pbr.vs", "../Shaders/pbr.fs");
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}
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@ -94,10 +114,107 @@ void Renderer::resize(int width, int height ) {
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}
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unsigned int sphereVAO = 0;
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unsigned int indexCount;
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void renderSphere() {
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if (sphereVAO == 0) {
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glGenVertexArrays(1, &sphereVAO);
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unsigned int vbo, ebo;
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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std::vector<glm::vec3> positions;
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std::vector<glm::vec2> uv;
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std::vector<glm::vec3> normals;
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std::vector<unsigned int> indices;
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const unsigned int X_SEGMENTS = 64;
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const unsigned int Y_SEGMENTS = 64;
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const float PI = 3.14159265359f;
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x) {
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for (unsigned int y = 0; y <= Y_SEGMENTS; ++y) {
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float xSegment = (float)x / (float)X_SEGMENTS;
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float ySegment = (float)y / (float)Y_SEGMENTS;
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float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
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float yPos = std::cos(ySegment * PI);
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float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
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positions.push_back(glm::vec3(xPos, yPos, zPos));
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uv.push_back(glm::vec2(xSegment, ySegment));
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normals.push_back(glm::vec3(xPos, yPos, zPos));
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}
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}
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bool oddRow = false;
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for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
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{
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if (!oddRow) // even rows: y == 0, y == 2; and so on
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{
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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}
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}
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else
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{
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for (int x = X_SEGMENTS; x >= 0; --x)
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{
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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}
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}
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oddRow = !oddRow;
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}
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indexCount = static_cast<unsigned int>(indices.size());
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std::vector<float> data;
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for (unsigned int i = 0; i < positions.size(); ++i)
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{
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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data.push_back(positions[i].z);
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if (normals.size() > 0)
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{
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data.push_back(normals[i].x);
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data.push_back(normals[i].y);
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data.push_back(normals[i].z);
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}
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if (uv.size() > 0)
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{
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data.push_back(uv[i].x);
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data.push_back(uv[i].y);
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}
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}
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glBindVertexArray(sphereVAO);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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unsigned int stride = (3 + 2 + 3) * sizeof(float);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
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}
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glBindVertexArray(sphereVAO);
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glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
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}
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void Renderer::Render(Scene& scene)
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{
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static RenderPass currentPass = RenderPass::SKYBOX;
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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@ -105,7 +222,7 @@ void Renderer::Render(Scene& scene)
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auto view = scene.MainCamera.GetViewMatrix();
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auto model = glm::mat4(1.0f);
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std::cout << "SKYBOX PASS!" << std::endl;
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// Skybox
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glDepthMask(GL_FALSE);
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Shader shader = shaders.at(static_cast<int>(RenderPass::SKYBOX));
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@ -124,7 +241,7 @@ void Renderer::Render(Scene& scene)
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glDepthMask(GL_TRUE);
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std::cout << "DEFAULT PASS!" << std::endl;
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// Phong lighting
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shader = shaders.at(static_cast<int>(RenderPass::DEFAULT));
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shader.use();
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@ -135,7 +252,7 @@ void Renderer::Render(Scene& scene)
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scene.skybox.Bind();
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glActiveTexture(GL_TEXTURE0);
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model = glm::translate(model, glm::vec3(20.0f, 0.0f, 0.0f));
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shader.setMat4("model", model);
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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@ -143,6 +260,59 @@ void Renderer::Render(Scene& scene)
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entity.Draw(shader);
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}
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scene.skybox.Unbind();
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// PBR
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shader = shaders.at(static_cast<int>(RenderPass::PBR));
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shader.use();
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shader.setVec3("albedo", glm::vec3(0.5f, 0.0f, 0.0f));
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shader.setFloat("ao", 1.0f);
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shader.setMat4("projection", projection);
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view = scene.MainCamera.GetViewMatrix();
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shader.setMat4("view", view);
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shader.setVec3("camPos", scene.MainCamera.Position);
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model = glm::mat4(1.0f);
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for (int row = 0; row < nrRows; ++row) {
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shader.setFloat("metallic", (float)row / (float)nrRows);
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for (int col = 0; col < nrColumns; ++col) {
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shader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
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model = glm::mat4(1.0f);
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model = glm::translate(model, glm::vec3(
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(col - (nrColumns / 2)) * spacing,
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(row - (nrRows / 2)) * spacing,
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0.0f
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));
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shader.setMat4("model", model);
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shader.setMat3("normalMatrix", glm::transpose(glm::inverse(glm::mat3(model))));
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renderSphere();
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}
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}
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// Render light source
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for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i) {
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glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
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newPos = lightPositions[i];
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shader.setVec3("lightPositions[" + std::to_string(i)+"]", newPos);
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shader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
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model = glm::mat4(1.0f);
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model = glm::translate(model, newPos);
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model = glm::scale(model, glm::vec3(0.5f));
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shader.setMat4("model", model);
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shader.setMat3("normalMatrix", glm::transpose(glm::inverse(glm::mat3(model))));
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renderSphere();
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}
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/*
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Shader OutlineShader;
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@ -53,6 +53,8 @@ public:
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scene.MainCamera = Camera(glm::vec3(0.0f, 0.0f, 8.0f));
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std::vector<std::string> faces = {
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"../Textures/skybox/right.jpg",
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"../Textures/skybox/left.jpg",
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@ -67,7 +69,8 @@ public:
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renderer.resize(WIDTH, HEIGHT);
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renderer.Setup();
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while(!window.shouldClose())
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