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3 Commits
5006149c8d
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master
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ae516a8007 | |||
6fd22a85d8 |
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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BIN
PBRWithSpecular.png
(Stored with Git LFS)
Normal file
BIN
PBRWithSpecular.png
(Stored with Git LFS)
Normal file
Binary file not shown.
111
Shaders/BRDFIntegration.fs
Normal file
111
Shaders/BRDFIntegration.fs
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@ -0,0 +1,111 @@
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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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@ -0,0 +1,10 @@
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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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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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15
Shaders/HDRSkybox.fs
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15
Shaders/HDRSkybox.fs
Normal file
@ -0,0 +1,15 @@
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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
Normal file
16
Shaders/HDRSkybox.vs
Normal file
@ -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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35
Shaders/irradienceconv.fs
Normal file
35
Shaders/irradienceconv.fs
Normal file
@ -0,0 +1,35 @@
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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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const float PI = 3.14159265359;
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void main(){
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vec3 normal = normalize(localPos);
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vec3 irradiance = vec3(0.0);
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vec3 up = vec3(0.0, 1.0, 0.0);
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vec3 right = normalize(cross(up, normal));
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up = normalize(cross(normal, right));
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float sampleDelta = 0.025;
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float nrSamples = 0.0;
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for(float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta){
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for(float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta){
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// spherical to cartesian
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vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
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// tangent space to world
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vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * normal;
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irradiance += texture(environmentMap, sampleVec).rgb * cos(theta) * sin(theta);
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nrSamples++;
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}
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}
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irradiance = PI * irradiance * (1.0 / float(nrSamples));
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FragColor = vec4(irradiance,1.0);
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}
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@ -13,6 +13,11 @@ 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 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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@ -21,9 +26,9 @@ const float PI = 3.14159265359;
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// ratio Refraction vs Reflection (F function)
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// ratio Refraction vs Reflection (F function)
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vec3 fresnelSchlick (float cosTheta, vec3 F0)
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vec3 fresnelSchlick (float cosTheta, vec3 F0, float roughness)
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{
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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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return F0 + (max(vec3(1.0- roughness), F0)- F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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}
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// Calculate Normal distribution (D function)
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// Calculate Normal distribution (D function)
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@ -76,6 +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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@ -86,7 +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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@ -102,7 +111,7 @@ void main(){
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float NDF = DistributionGGX(N,H, roughness);
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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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float G = GeometrySmith(N,V,L, roughness);
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vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
|
vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0, roughness);
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|
|
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vec3 kS = F;
|
vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
|
vec3 kD = vec3(1.0) - kS;
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@ -118,8 +127,23 @@ void main(){
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
|
Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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}
|
}
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|
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|
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|
||||||
// Calculate the ambient term and add it
|
// Calculate the ambient term and add it
|
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vec3 ambient = vec3(0.03) * albedo * ao;
|
vec3 kS = fresnelSchlick(max(dot(N,V), 0.0), F0, roughness);
|
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|
vec3 kD = 1.0 - kS;
|
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|
kD *= 1.0 - metallic;
|
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|
vec3 irradiance = texture(irradianceMap, N).rgb;
|
||||||
|
vec3 diffuse = irradiance* albedo;
|
||||||
|
|
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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;
|
||||||
|
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);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
vec3 ambient = (kD * diffuse + specular) * ao;
|
||||||
vec3 color = ambient + Lo;
|
vec3 color = ambient + Lo;
|
||||||
|
|
||||||
// HDR tonemapping
|
// HDR tonemapping
|
||||||
|
71
Shaders/prefilter.fs
Normal file
71
Shaders/prefilter.fs
Normal file
@ -0,0 +1,71 @@
|
|||||||
|
#version 460 core
|
||||||
|
out vec4 FragColor;
|
||||||
|
in vec3 localPos;
|
||||||
|
|
||||||
|
uniform samplerCube environmentMap;
|
||||||
|
uniform float roughness;
|
||||||
|
|
||||||
|
const float PI = 3.14159265359;
|
||||||
|
|
||||||
|
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness){
|
||||||
|
float a = roughness*roughness;
|
||||||
|
|
||||||
|
float phi = 2.0 * PI * Xi.x;
|
||||||
|
float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
|
||||||
|
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
|
||||||
|
|
||||||
|
// Spherical to cartesian
|
||||||
|
vec3 H;
|
||||||
|
H.x = cos(phi) * sinTheta;
|
||||||
|
H.y = sin(phi) * sinTheta;
|
||||||
|
H.z = cosTheta;
|
||||||
|
|
||||||
|
// tangent space to world sample vector
|
||||||
|
vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
|
||||||
|
vec3 tangent = normalize(cross(up,N));
|
||||||
|
vec3 bitangent = cross(N, tangent);
|
||||||
|
vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
|
||||||
|
|
||||||
|
return normalize(sampleVec);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Generate Van Der Corput sequence
|
||||||
|
float RadicalInverse_VdC(uint bits){
|
||||||
|
bits = (bits << 16u) | (bits >> 16u);
|
||||||
|
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||||
|
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||||
|
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||||
|
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||||
|
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||||
|
}
|
||||||
|
|
||||||
|
vec2 Hammersley(uint i, uint N){
|
||||||
|
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
vec3 N = normalize(localPos);
|
||||||
|
vec3 R = N;
|
||||||
|
vec3 V = R;
|
||||||
|
|
||||||
|
const uint SAMPLE_COUNT = 1024u;
|
||||||
|
float totalWeight = 0.0;
|
||||||
|
vec3 prefilteredColor = vec3(0.0);
|
||||||
|
for(uint i = 0u; i < SAMPLE_COUNT; ++i)
|
||||||
|
{
|
||||||
|
vec2 Xi = Hammersley(i, SAMPLE_COUNT);
|
||||||
|
vec3 H = ImportanceSampleGGX(Xi, N, roughness);
|
||||||
|
vec3 L = normalize(2.0 * dot(V,H) * H - V );
|
||||||
|
|
||||||
|
float NdotL = max(dot(N, L), 0.0);
|
||||||
|
if(NdotL > 0.0){
|
||||||
|
prefilteredColor += texture(environmentMap, L).rgb * NdotL;
|
||||||
|
totalWeight += NdotL;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
prefilteredColor = prefilteredColor / totalWeight;
|
||||||
|
|
||||||
|
FragColor = vec4(prefilteredColor, 1.0);
|
||||||
|
}
|
13
Shaders/skybox2.vs
Normal file
13
Shaders/skybox2.vs
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
#version 460 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
|
||||||
|
out vec3 localPos;
|
||||||
|
|
||||||
|
uniform mat4 projection;
|
||||||
|
uniform mat4 view;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
localPos = aPos;
|
||||||
|
gl_Position = projection * view * vec4(localPos ,1.0);
|
||||||
|
}
|
BIN
Textures/Iron-Scuffed/albedo.png
(Stored with Git LFS)
Normal file
BIN
Textures/Iron-Scuffed/albedo.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/Iron-Scuffed/ao.png
(Stored with Git LFS)
Normal file
BIN
Textures/Iron-Scuffed/ao.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/Iron-Scuffed/metallic.png
(Stored with Git LFS)
Normal file
BIN
Textures/Iron-Scuffed/metallic.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/Iron-Scuffed/normal.png
(Stored with Git LFS)
Normal file
BIN
Textures/Iron-Scuffed/normal.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/Iron-Scuffed/roughness.png
(Stored with Git LFS)
Normal file
BIN
Textures/Iron-Scuffed/roughness.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/beaten-down-brick/albedo.png
(Stored with Git LFS)
Normal file
BIN
Textures/beaten-down-brick/albedo.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/beaten-down-brick/ao.png
(Stored with Git LFS)
Normal file
BIN
Textures/beaten-down-brick/ao.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/beaten-down-brick/beaten-down-brick_height.png
(Stored with Git LFS)
Normal file
BIN
Textures/beaten-down-brick/beaten-down-brick_height.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/beaten-down-brick/metallic.png
(Stored with Git LFS)
Normal file
BIN
Textures/beaten-down-brick/metallic.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/beaten-down-brick/normal.png
(Stored with Git LFS)
Normal file
BIN
Textures/beaten-down-brick/normal.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/beaten-down-brick/roughness.png
(Stored with Git LFS)
Normal file
BIN
Textures/beaten-down-brick/roughness.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/night_2k.hdr
(Stored with Git LFS)
Normal file
BIN
Textures/night_2k.hdr
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/photostudio.hdr
(Stored with Git LFS)
Normal file
BIN
Textures/photostudio.hdr
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/space-cruiser/albedo.png
(Stored with Git LFS)
Normal file
BIN
Textures/space-cruiser/albedo.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/space-cruiser/ao.png
(Stored with Git LFS)
Normal file
BIN
Textures/space-cruiser/ao.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/space-cruiser/metallic.png
(Stored with Git LFS)
Normal file
BIN
Textures/space-cruiser/metallic.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/space-cruiser/normal.png
(Stored with Git LFS)
Normal file
BIN
Textures/space-cruiser/normal.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/space-cruiser/roughness.png
(Stored with Git LFS)
Normal file
BIN
Textures/space-cruiser/roughness.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/space-cruiser/space-cruiser-panels2_height.png
(Stored with Git LFS)
Normal file
BIN
Textures/space-cruiser/space-cruiser-panels2_height.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -17,6 +17,7 @@ void Skybox::Destroy() {
|
|||||||
std::cout << "Skybox destroyed!" << std::endl;
|
std::cout << "Skybox destroyed!" << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Skybox::loadCubeTextures(const std::vector<std::string>& texture_faces)
|
void Skybox::loadCubeTextures(const std::vector<std::string>& texture_faces)
|
||||||
{
|
{
|
||||||
glGenTextures(1, &id);
|
glGenTextures(1, &id);
|
||||||
|
@ -9,4 +9,5 @@ struct Texture{
|
|||||||
std::string path;
|
std::string path;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
Texture* CreateTexture(unsigned int width, unsigned int height);
|
Texture* CreateTexture(unsigned int width, unsigned int height);
|
@ -11,9 +11,11 @@
|
|||||||
#include <glm/gtc/type_ptr.hpp>
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
#include "../Primitives/Scene.h"
|
#include "../Primitives/Scene.h"
|
||||||
#include "../model.h"
|
#include "../model.h"
|
||||||
|
#include "../Utils.h"
|
||||||
static enum class RenderPass {
|
static enum class RenderPass {
|
||||||
NONE = 0,
|
NONE = 0,
|
||||||
SKYBOX,
|
SKYBOX,
|
||||||
|
HDR_SKYBOX,
|
||||||
DEFAULT,
|
DEFAULT,
|
||||||
PBR
|
PBR
|
||||||
};
|
};
|
||||||
@ -43,8 +45,119 @@ unsigned int normal;
|
|||||||
unsigned int metallic;
|
unsigned int metallic;
|
||||||
unsigned int roughness;
|
unsigned int roughness;
|
||||||
unsigned int ao;
|
unsigned int ao;
|
||||||
|
|
||||||
|
|
||||||
|
unsigned int cubeVAO = 0;
|
||||||
|
unsigned int cubeVBO = 0;
|
||||||
|
void renderCube() {
|
||||||
|
if (cubeVAO == 0) {
|
||||||
|
float vertices[] = {
|
||||||
|
// back face
|
||||||
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||||
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||||
|
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||||
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||||
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||||
|
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
|
||||||
|
// front face
|
||||||
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||||
|
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
||||||
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||||
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||||
|
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
||||||
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||||
|
// left face
|
||||||
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||||
|
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||||
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||||
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||||
|
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||||
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||||
|
// right face
|
||||||
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||||
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||||
|
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||||
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||||
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||||
|
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||||
|
// bottom face
|
||||||
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||||
|
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||||
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||||
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||||
|
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||||
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||||
|
// top face
|
||||||
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
||||||
|
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||||
|
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||||
|
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||||
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
||||||
|
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||||
|
};
|
||||||
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
|
glGenBuffers(1, &cubeVBO);
|
||||||
|
// fill buffer
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
// link vertex attributes
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// render Cube
|
||||||
|
glBindVertexArray(cubeVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int quadVAO = 0;
|
||||||
|
unsigned int quadVBO;
|
||||||
|
void renderQuad()
|
||||||
|
{
|
||||||
|
if (quadVAO == 0)
|
||||||
|
{
|
||||||
|
float quadVertices[] = {
|
||||||
|
// positions // texture Coords
|
||||||
|
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
};
|
||||||
|
// setup plane VAO
|
||||||
|
glGenVertexArrays(1, &quadVAO);
|
||||||
|
glGenBuffers(1, &quadVBO);
|
||||||
|
glBindVertexArray(quadVAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
}
|
||||||
|
glBindVertexArray(quadVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
unsigned int brdfLUTTexture;
|
||||||
|
unsigned int prefilterMap;
|
||||||
|
unsigned int irradianceMap;
|
||||||
|
unsigned int envCubemap;
|
||||||
|
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);
|
||||||
@ -70,17 +183,239 @@ void Renderer::Setup()
|
|||||||
// Load shaders
|
// Load shaders
|
||||||
shaders[static_cast<int>(RenderPass::SKYBOX)] = Shader();
|
shaders[static_cast<int>(RenderPass::SKYBOX)] = Shader();
|
||||||
shaders[static_cast<int>(RenderPass::SKYBOX)].Load("../Shaders/skybox.vs", "../Shaders/Cubemap.fs");
|
shaders[static_cast<int>(RenderPass::SKYBOX)].Load("../Shaders/skybox.vs", "../Shaders/Cubemap.fs");
|
||||||
|
shaders[static_cast<int>(RenderPass::HDR_SKYBOX)] = Shader();
|
||||||
|
shaders[static_cast<int>(RenderPass::HDR_SKYBOX)].Load("../Shaders/HDRSkybox.vs", "../Shaders/HDRSkybox.fs");
|
||||||
shaders[static_cast<int>(RenderPass::DEFAULT)] = Shader();
|
shaders[static_cast<int>(RenderPass::DEFAULT)] = Shader();
|
||||||
shaders[static_cast<int>(RenderPass::DEFAULT)].Load("../Shaders/shader.vs", "../Shaders/shader.fs");
|
shaders[static_cast<int>(RenderPass::DEFAULT)].Load("../Shaders/shader.vs", "../Shaders/shader.fs");
|
||||||
shaders[static_cast<int>(RenderPass::PBR)] = Shader();
|
shaders[static_cast<int>(RenderPass::PBR)] = Shader();
|
||||||
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
|
||||||
|
unsigned int captureFBO, captureRBO;
|
||||||
|
glGenFramebuffers(1, &captureFBO);
|
||||||
|
glGenRenderbuffers(1, &captureRBO);
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
|
||||||
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
|
||||||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureRBO);
|
||||||
|
|
||||||
|
glGenTextures(1, &envCubemap);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
|
||||||
|
for (unsigned int i = 0; i < 6; ++i) {
|
||||||
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 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);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
|
||||||
|
glm::mat4 captureProjection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
|
||||||
|
glm::mat4 captureViews[] = {
|
||||||
|
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)),
|
||||||
|
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)),
|
||||||
|
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)),
|
||||||
|
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)),
|
||||||
|
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)),
|
||||||
|
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))
|
||||||
|
};
|
||||||
|
|
||||||
|
auto eqShader = Shader();
|
||||||
|
eqShader.Load("../Shaders/HDRMap.vs", "../Shaders/HDRMap.fs");
|
||||||
|
|
||||||
|
auto hdrTexture = LoadIBL("../Textures/night_2k.hdr");
|
||||||
|
|
||||||
|
eqShader.use();
|
||||||
|
eqShader.setInt("equirectangularMap", 0);
|
||||||
|
eqShader.setMat4("projection", captureProjection);
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, hdrTexture);
|
||||||
|
|
||||||
|
glViewport(0, 0, 512, 512);
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < 6; ++i) {
|
||||||
|
eqShader.setMat4("view", captureViews[i]);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, envCubemap, 0);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
renderCube();
|
||||||
|
}
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
|
||||||
|
// Generate irradiancemap
|
||||||
|
glGenTextures(1, &irradianceMap);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
|
||||||
|
for (unsigned int i = 0; i < 6; ++i) {
|
||||||
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 32, 32, 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);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
|
||||||
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 32, 32);
|
||||||
|
|
||||||
|
|
||||||
|
auto irradianceShader = Shader();
|
||||||
|
irradianceShader.Load("../Shaders/skybox2.vs", "../Shaders/irradienceconv.fs");
|
||||||
|
irradianceShader.use();
|
||||||
|
irradianceShader.setInt("environmentMap", 0);
|
||||||
|
irradianceShader.setMat4("projection", captureProjection);
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
|
||||||
|
|
||||||
|
glViewport(0, 0, 32, 32);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
|
||||||
|
for (unsigned int i = 0; i < 6; ++i) {
|
||||||
|
irradianceShader.setMat4("view", captureViews[i]);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradianceMap, 0);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
renderCube();
|
||||||
|
}
|
||||||
|
glViewport(0, 0, 800, 600); // restore viewport;
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
std::vector<float> m_skyboxVertices = {
|
||||||
|
// positions
|
||||||
|
-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,
|
||||||
|
|
||||||
|
-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);
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -127,8 +462,6 @@ void Renderer::resize(int width, int height ) {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
unsigned int sphereVAO = 0;
|
unsigned int sphereVAO = 0;
|
||||||
unsigned int indexCount;
|
unsigned int indexCount;
|
||||||
void renderSphere() {
|
void renderSphere() {
|
||||||
@ -221,9 +554,6 @@ void renderSphere() {
|
|||||||
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
|
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Renderer::Render(Scene& scene)
|
void Renderer::Render(Scene& scene)
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -235,6 +565,7 @@ 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 +583,28 @@ 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
|
||||||
@ -284,6 +637,10 @@ void Renderer::Render(Scene& scene)
|
|||||||
shader.setInt("metallicMap", 2);
|
shader.setInt("metallicMap", 2);
|
||||||
shader.setInt("roughnessMap", 3);
|
shader.setInt("roughnessMap", 3);
|
||||||
shader.setInt("aoMap", 4);
|
shader.setInt("aoMap", 4);
|
||||||
|
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();
|
||||||
@ -302,11 +659,20 @@ void Renderer::Render(Scene& scene)
|
|||||||
glActiveTexture(GL_TEXTURE3);
|
glActiveTexture(GL_TEXTURE3);
|
||||||
glBindTexture(GL_TEXTURE_2D, roughness);
|
glBindTexture(GL_TEXTURE_2D, roughness);
|
||||||
|
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE4);
|
glActiveTexture(GL_TEXTURE4);
|
||||||
glBindTexture(GL_TEXTURE_2D, ao);
|
glBindTexture(GL_TEXTURE_2D, ao);
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE5);
|
||||||
|
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
|
||||||
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) {
|
||||||
@ -367,16 +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
|
||||||
|
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())
|
||||||
{
|
{
|
||||||
|
Reference in New Issue
Block a user