Specular BDRF
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BIN
PBRWithSpecular.png
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PBRWithSpecular.png
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111
Shaders/BRDFIntegration.fs
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111
Shaders/BRDFIntegration.fs
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#version 460 core
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out vec2 FragColor;
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in vec2 TexCoords;
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const float PI = 3.14159265359;
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// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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// efficient VanDerCorpus calculation.
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float RadicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N)
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{
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return vec2(float(i)/float(N), RadicalInverse_VdC(i));
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}
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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float a = roughness;
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float k = (a * a) / 2.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness){
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float a = roughness*roughness;
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float phi = 2.0 * PI * Xi.x;
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float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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// Spherical to cartesian
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vec3 H;
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H.x = cos(phi) * sinTheta;
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H.y = sin(phi) * sinTheta;
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H.z = cosTheta;
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// tangent space to world sample vector
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vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 tangent = normalize(cross(up,N));
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vec3 bitangent = cross(N, tangent);
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vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
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return normalize(sampleVec);
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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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vec2 IntegrateBRDF (float NdotV, float roughness){
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vec3 V;
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V.x = sqrt(1.0 - NdotV * NdotV);
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V.y = 0.0;
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V.z = NdotV;
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float A = 0.0;
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float B = 0.0;
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vec3 N = vec3(0.0,0.0,1.0);
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const uint SAMPLE_COUNT = 1024u;
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for(uint i = 0u; i < SAMPLE_COUNT; ++i){
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vec2 Xi = Hammersley(i, SAMPLE_COUNT);
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vec3 H = ImportanceSampleGGX(Xi, N, roughness);
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vec3 L = normalize(2.0 * dot(V, H) * H - V);
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float NdotL = max(L.z, 0.0);
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float NdotH = max(H.z, 0.0);
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float VdotH = max(dot(V, H), 0.0);
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if(NdotL > 0.0)
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{
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float G = GeometrySmith(N, V, L, roughness);
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float G_Vis = (G * VdotH) / (NdotH * NdotV);
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float Fc = pow(1.0 - VdotH, 5.0);
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A += (1.0 - Fc) * G_Vis;
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B += Fc * G_Vis;
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}
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}
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A /= float(SAMPLE_COUNT);
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B /= float(SAMPLE_COUNT);
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return vec2(A, B);
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}
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void main()
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{
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vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y);
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FragColor = integratedBRDF;
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}
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10
Shaders/BRDFIntegration.vs
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10
Shaders/BRDFIntegration.vs
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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 vec2 aTexCoords;
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out vec2 TexCoords;
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void main(){
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos, 1.0);
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}
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@ -7,7 +7,6 @@ uniform samplerCube environmentMap;
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void main(){
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void main(){
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vec3 envColor = texture(environmentMap, localPos).rgb;
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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 = envColor /(envColor + vec3(1.0));
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envColor = pow(envColor, vec3(1.0/2.2));
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envColor = pow(envColor, vec3(1.0/2.2));
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@ -12,9 +12,12 @@ uniform sampler2D metallicMap;
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uniform sampler2D normalMap;
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uniform sampler2D normalMap;
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uniform sampler2D roughnessMap;
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uniform sampler2D roughnessMap;
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uniform sampler2D aoMap;
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uniform sampler2D aoMap;
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uniform samplerCube irradianceMap;
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uniform samplerCube irradianceMap;
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uniform samplerCube prefilterMap;
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uniform sampler2D brdfLUT;
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uniform vec3 lightPositions[4];
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uniform vec3 lightPositions[4];
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uniform vec3 lightColors[4];
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uniform vec3 lightColors[4];
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@ -78,6 +81,8 @@ vec3 getNormalFromNormalMap(){
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return normalize(TBN * tangentNormal);
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return normalize(TBN * tangentNormal);
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}
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}
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void main(){
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void main(){
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vec3 albedo = pow(texture(albedoMap, TexCoords).rgb, vec3(2.2));
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vec3 albedo = pow(texture(albedoMap, TexCoords).rgb, vec3(2.2));
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@ -88,7 +93,9 @@ void main(){
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vec3 N = getNormalFromNormalMap();
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vec3 N = getNormalFromNormalMap();
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vec3 V = normalize(camPos - WorldPos);
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vec3 V = normalize(camPos - WorldPos);
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vec3 R = reflect(-V, N);
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vec3 F0 = vec3(0.04);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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F0 = mix(F0, albedo, metallic);
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@ -128,7 +135,15 @@ void main(){
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kD *= 1.0 - metallic;
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kD *= 1.0 - metallic;
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vec3 irradiance = texture(irradianceMap, N).rgb;
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vec3 irradiance = texture(irradianceMap, N).rgb;
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vec3 diffuse = irradiance* albedo;
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vec3 diffuse = irradiance* albedo;
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vec3 ambient = (kD * diffuse) * ao;
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const float MAX_REFLECTION_LOD = 4.0;
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vec3 prefilterColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
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vec2 envBRDF = texture(brdfLUT, vec2(max(dot(N,V), 0.0), roughness)).rg;
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vec3 specular = prefilterColor * (kS * envBRDF.x + envBRDF.y);
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vec3 ambient = (kD * diffuse + specular) * ao;
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vec3 color = ambient + Lo;
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vec3 color = ambient + Lo;
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// HDR tonemapping
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// HDR tonemapping
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Shaders/prefilter.fs
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Shaders/prefilter.fs
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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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uniform float roughness;
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const float PI = 3.14159265359;
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness){
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float a = roughness*roughness;
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float phi = 2.0 * PI * Xi.x;
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float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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// Spherical to cartesian
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vec3 H;
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H.x = cos(phi) * sinTheta;
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H.y = sin(phi) * sinTheta;
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H.z = cosTheta;
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// tangent space to world sample vector
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vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 tangent = normalize(cross(up,N));
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vec3 bitangent = cross(N, tangent);
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vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
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return normalize(sampleVec);
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}
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// Generate Van Der Corput sequence
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float RadicalInverse_VdC(uint bits){
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N){
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return vec2(float(i)/float(N), RadicalInverse_VdC(i));
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}
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void main(){
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vec3 N = normalize(localPos);
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vec3 R = N;
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vec3 V = R;
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const uint SAMPLE_COUNT = 1024u;
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float totalWeight = 0.0;
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vec3 prefilteredColor = vec3(0.0);
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for(uint i = 0u; i < SAMPLE_COUNT; ++i)
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{
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vec2 Xi = Hammersley(i, SAMPLE_COUNT);
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vec3 H = ImportanceSampleGGX(Xi, N, roughness);
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vec3 L = normalize(2.0 * dot(V,H) * H - V );
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float NdotL = max(dot(N, L), 0.0);
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if(NdotL > 0.0){
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prefilteredColor += texture(environmentMap, L).rgb * NdotL;
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totalWeight += NdotL;
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}
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}
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prefilteredColor = prefilteredColor / totalWeight;
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FragColor = vec4(prefilteredColor, 1.0);
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}
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Textures/Iron-Scuffed/albedo.png
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Textures/Iron-Scuffed/albedo.png
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Textures/Iron-Scuffed/ao.png
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Textures/Iron-Scuffed/ao.png
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Textures/Iron-Scuffed/metallic.png
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Textures/Iron-Scuffed/metallic.png
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Textures/Iron-Scuffed/normal.png
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Textures/Iron-Scuffed/normal.png
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Textures/Iron-Scuffed/roughness.png
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Textures/Iron-Scuffed/roughness.png
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Textures/beaten-down-brick/albedo.png
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Textures/beaten-down-brick/albedo.png
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Textures/beaten-down-brick/ao.png
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Textures/beaten-down-brick/ao.png
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Textures/beaten-down-brick/beaten-down-brick_height.png
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Textures/beaten-down-brick/beaten-down-brick_height.png
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Textures/beaten-down-brick/metallic.png
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Textures/beaten-down-brick/metallic.png
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Textures/beaten-down-brick/normal.png
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Textures/beaten-down-brick/normal.png
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Textures/beaten-down-brick/roughness.png
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Textures/beaten-down-brick/roughness.png
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Textures/night_2k.hdr
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Textures/night_2k.hdr
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Textures/space-cruiser/albedo.png
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Textures/space-cruiser/albedo.png
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Textures/space-cruiser/ao.png
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Textures/space-cruiser/ao.png
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Textures/space-cruiser/metallic.png
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Textures/space-cruiser/metallic.png
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Textures/space-cruiser/normal.png
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Textures/space-cruiser/normal.png
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Textures/space-cruiser/roughness.png
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Textures/space-cruiser/roughness.png
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Textures/space-cruiser/space-cruiser-panels2_height.png
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Textures/space-cruiser/space-cruiser-panels2_height.png
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@ -119,12 +119,45 @@ void renderCube() {
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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unsigned int quadVAO = 0;
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unsigned int quadVBO;
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void renderQuad()
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{
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if (quadVAO == 0)
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{
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float quadVertices[] = {
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// positions // texture Coords
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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};
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// setup plane VAO
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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}
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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}
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unsigned int brdfLUTTexture;
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unsigned int prefilterMap;
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unsigned int irradianceMap;
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unsigned int irradianceMap;
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unsigned int envCubemap;
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unsigned int envCubemap;
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||||||
unsigned int envMapVAO;
|
unsigned int envMapVAO;
|
||||||
void Renderer::Setup()
|
void Renderer::Setup()
|
||||||
{
|
{
|
||||||
|
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||||
// Create ScreenVAO
|
// Create ScreenVAO
|
||||||
glGenVertexArrays(1, &ScreenVAO);
|
glGenVertexArrays(1, &ScreenVAO);
|
||||||
glBindVertexArray(ScreenVAO);
|
glBindVertexArray(ScreenVAO);
|
||||||
@ -158,11 +191,11 @@ void Renderer::Setup()
|
|||||||
shaders[static_cast<int>(RenderPass::PBR)].Load("../Shaders/pbr.vs", "../Shaders/pbr.fs");
|
shaders[static_cast<int>(RenderPass::PBR)].Load("../Shaders/pbr.vs", "../Shaders/pbr.fs");
|
||||||
|
|
||||||
|
|
||||||
albedo = TextureFromFile("../Textures/rusted_iron/albedo.png", ".");
|
albedo = TextureFromFile("../Textures/space-cruiser/albedo.png", ".");
|
||||||
normal = TextureFromFile("../Textures/rusted_iron/normal.png", ".");
|
normal = TextureFromFile("../Textures/space-cruiser/normal.png", ".");
|
||||||
metallic = TextureFromFile("../Textures/rusted_iron/metallic.png", ".");
|
metallic = TextureFromFile("../Textures/space-cruiser/metallic.png", ".");
|
||||||
roughness = TextureFromFile("../Textures/rusted_iron/roughness.png", ".");
|
roughness = TextureFromFile("../Textures/space-cruiser/roughness.png", ".");
|
||||||
ao = TextureFromFile("../Textures/rusted_iron/ao.png",".");
|
ao = TextureFromFile("../Textures/space-cruiser/ao.png",".");
|
||||||
|
|
||||||
|
|
||||||
// Create the skybox from an HDR equirectangular environment map
|
// Create the skybox from an HDR equirectangular environment map
|
||||||
@ -199,7 +232,7 @@ void Renderer::Setup()
|
|||||||
auto eqShader = Shader();
|
auto eqShader = Shader();
|
||||||
eqShader.Load("../Shaders/HDRMap.vs", "../Shaders/HDRMap.fs");
|
eqShader.Load("../Shaders/HDRMap.vs", "../Shaders/HDRMap.fs");
|
||||||
|
|
||||||
auto hdrTexture = LoadIBL("../Textures/photostudio.hdr");
|
auto hdrTexture = LoadIBL("../Textures/night_2k.hdr");
|
||||||
|
|
||||||
eqShader.use();
|
eqShader.use();
|
||||||
eqShader.setInt("equirectangularMap", 0);
|
eqShader.setInt("equirectangularMap", 0);
|
||||||
@ -319,6 +352,71 @@ void Renderer::Setup()
|
|||||||
|
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
glGenTextures(1, &prefilterMap);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, prefilterMap);
|
||||||
|
for (unsigned int i = 0; i < 6; ++i) {
|
||||||
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 128, 128, 0, GL_RGB, GL_FLOAT, nullptr);
|
||||||
|
}
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
|
||||||
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
||||||
|
|
||||||
|
auto prefilterShader = Shader();
|
||||||
|
prefilterShader.Load("../Shaders/skybox2.vs", "../Shaders/prefilter.fs");
|
||||||
|
prefilterShader.setInt("environmentMap", 0);
|
||||||
|
prefilterShader.setMat4("projection", captureProjection);
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
|
||||||
|
unsigned int maxMipLevels = 5;
|
||||||
|
for (unsigned int mip = 0; mip < maxMipLevels; ++mip) {
|
||||||
|
unsigned int mipWidth = 128 * std::pow(0.5, mip);
|
||||||
|
unsigned int mipHeight = 128 * std::pow(0.5, mip);
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
|
||||||
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
|
||||||
|
glViewport(0, 0, mipWidth, mipHeight);
|
||||||
|
|
||||||
|
float roughness = (float)mip / (float)(maxMipLevels - 1);
|
||||||
|
prefilterShader.setFloat("roughness", roughness);
|
||||||
|
for (unsigned int i = 0; i < 6; ++i) {
|
||||||
|
prefilterShader.setMat4("view", captureViews[i]);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilterMap, mip);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
renderCube();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
glGenTextures(1, &brdfLUTTexture);
|
||||||
|
|
||||||
|
// Pre-allocate enough memory for the LUT texture
|
||||||
|
glBindTexture(GL_TEXTURE_2D, brdfLUTTexture);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, 512, 512, 0, GL_RG, GL_FLOAT, 0);
|
||||||
|
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);
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
|
||||||
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdfLUTTexture, 0);
|
||||||
|
|
||||||
|
glViewport(0, 0, 512, 512);
|
||||||
|
auto brdfShader = Shader();
|
||||||
|
brdfShader.Load("../Shaders/BRDFIntegration.vs", "../Shaders/BRDFIntegration.fs");
|
||||||
|
|
||||||
|
brdfShader.use();
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
renderQuad();
|
||||||
|
|
||||||
|
glViewport(0, 0, 800, 600); // reset viewport
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -540,6 +638,9 @@ void Renderer::Render(Scene& scene)
|
|||||||
shader.setInt("roughnessMap", 3);
|
shader.setInt("roughnessMap", 3);
|
||||||
shader.setInt("aoMap", 4);
|
shader.setInt("aoMap", 4);
|
||||||
shader.setInt("irradianceMap", 5);
|
shader.setInt("irradianceMap", 5);
|
||||||
|
shader.setInt("prefilterMap", 6);
|
||||||
|
shader.setInt("brdfLUT", 7);
|
||||||
|
|
||||||
|
|
||||||
shader.setMat4("projection", projection);
|
shader.setMat4("projection", projection);
|
||||||
view = scene.MainCamera.GetViewMatrix();
|
view = scene.MainCamera.GetViewMatrix();
|
||||||
@ -564,6 +665,12 @@ void Renderer::Render(Scene& scene)
|
|||||||
glActiveTexture(GL_TEXTURE5);
|
glActiveTexture(GL_TEXTURE5);
|
||||||
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE6);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, prefilterMap);
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE7);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, brdfLUTTexture);
|
||||||
|
|
||||||
|
|
||||||
// Render Spheres
|
// Render Spheres
|
||||||
model = glm::mat4(1.0f);
|
model = glm::mat4(1.0f);
|
||||||
@ -626,16 +733,10 @@ void Renderer::Render(Scene& scene)
|
|||||||
entity.Draw(OutlineShader);
|
entity.Draw(OutlineShader);
|
||||||
}
|
}
|
||||||
|
|
||||||
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||||
glStencilMask(0xFF);
|
glStencilMask(0xFF);
|
||||||
|
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// 4. draw result to screen
|
// 4. draw result to screen
|
||||||
|
Loading…
Reference in New Issue
Block a user