769 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			769 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "Renderer.h"
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#include <iostream>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stdio.h>
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#include <cmath>
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#include <vector>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "../Primitives/Scene.h"
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#include "../model.h"
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#include "../Utils.h"
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static enum class RenderPass {
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    NONE = 0,
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    SKYBOX,
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    HDR_SKYBOX,
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    DEFAULT,
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    PBR
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};
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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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unsigned int albedo;
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unsigned int normal;
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unsigned int metallic;
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unsigned int roughness;
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unsigned int ao;
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unsigned int cubeVAO = 0; 
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unsigned int cubeVBO = 0;
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void renderCube() {
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    if (cubeVAO == 0) {
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        float vertices[] = {
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            // back face
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            -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
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             1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 1.0f, // top-right
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             1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 0.0f, // bottom-right         
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             1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 1.0f, // top-right
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            -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
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            -1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 1.0f, // top-left
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            // front face
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            -1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 0.0f, // bottom-left
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             1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 0.0f, // bottom-right
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             1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 1.0f, // top-right
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             1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 1.0f, // top-right
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            -1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 1.0f, // top-left
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            -1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 0.0f, // bottom-left
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            // left face
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            -1.0f,  1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-right
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            -1.0f,  1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 1.0f, // top-left
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            -1.0f, -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-left
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            -1.0f, -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-left
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            -1.0f, -1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 0.0f, // bottom-right
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            -1.0f,  1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-right
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            // right face
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             1.0f,  1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-left
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             1.0f, -1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-right
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             1.0f,  1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 1.0f, // top-right         
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             1.0f, -1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-right
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             1.0f,  1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-left
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             1.0f, -1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 0.0f, // bottom-left     
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             // bottom face
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             -1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 1.0f, // top-right
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              1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 1.0f, // top-left
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              1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 0.0f, // bottom-left
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              1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 0.0f, // bottom-left
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             -1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 0.0f, // bottom-right
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             -1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 1.0f, // top-right
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             // top face
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             -1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 1.0f, // top-left
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              1.0f,  1.0f , 1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 0.0f, // bottom-right
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              1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 1.0f, // top-right     
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              1.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 0.0f, // bottom-right
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             -1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 1.0f, // top-left
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             -1.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 0.0f  // bottom-left        
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        };
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        glGenVertexArrays(1, &cubeVAO);
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        glGenBuffers(1, &cubeVBO);
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        // fill buffer
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        glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
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        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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        // link vertex attributes
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        glBindVertexArray(cubeVAO);
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        glEnableVertexAttribArray(0);
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        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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        glEnableVertexAttribArray(1);
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        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
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        glEnableVertexAttribArray(2);
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        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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        glBindBuffer(GL_ARRAY_BUFFER, 0);
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        glBindVertexArray(0);
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    }
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    // render Cube
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    glBindVertexArray(cubeVAO);
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    glDrawArrays(GL_TRIANGLES, 0, 36);
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    glBindVertexArray(0);
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}
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unsigned int 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 envCubemap;
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unsigned int envMapVAO;
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void Renderer::Setup()
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{
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    glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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    // Create ScreenVAO
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    glGenVertexArrays(1, &ScreenVAO);
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    glBindVertexArray(ScreenVAO);
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    glGenBuffers(1, &VBO);
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    glBindBuffer(GL_ARRAY_BUFFER, VBO);
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    glBufferData(GL_ARRAY_BUFFER, ScreenVertices.size() * sizeof(float), &ScreenVertices[0], GL_STATIC_DRAW);
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    glEnableVertexAttribArray(0);
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    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
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    glEnableVertexAttribArray(1);
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    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
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    glBindVertexArray(0);
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    // Enable features
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    glEnable(GL_DEPTH_TEST);
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    glEnable(GL_STENCIL_TEST);
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    glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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    glEnable(GL_MULTISAMPLE);
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    // Load shaders 
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    shaders[static_cast<int>(RenderPass::SKYBOX)] = Shader();
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    shaders[static_cast<int>(RenderPass::SKYBOX)].Load("../Shaders/skybox.vs", "../Shaders/Cubemap.fs");
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    shaders[static_cast<int>(RenderPass::HDR_SKYBOX)] = Shader();
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    shaders[static_cast<int>(RenderPass::HDR_SKYBOX)].Load("../Shaders/HDRSkybox.vs", "../Shaders/HDRSkybox.fs");
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    shaders[static_cast<int>(RenderPass::DEFAULT)] = Shader();
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    shaders[static_cast<int>(RenderPass::DEFAULT)].Load("../Shaders/shader.vs", "../Shaders/shader.fs");
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    shaders[static_cast<int>(RenderPass::PBR)] = Shader();
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    shaders[static_cast<int>(RenderPass::PBR)].Load("../Shaders/pbr.vs", "../Shaders/pbr.fs");
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    albedo = TextureFromFile("../Textures/space-cruiser/albedo.png", ".");
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    normal = TextureFromFile("../Textures/space-cruiser/normal.png", ".");
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    metallic = TextureFromFile("../Textures/space-cruiser/metallic.png", ".");
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    roughness = TextureFromFile("../Textures/space-cruiser/roughness.png", ".");
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    ao = TextureFromFile("../Textures/space-cruiser/ao.png",".");
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    // Create the skybox from an HDR equirectangular environment map 
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    unsigned int captureFBO, captureRBO;
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    glGenFramebuffers(1, &captureFBO);
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    glGenRenderbuffers(1, &captureRBO);
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    glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
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    glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
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    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
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    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureRBO);
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    glGenTextures(1, &envCubemap);
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    glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
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    for (unsigned int i = 0; i < 6; ++i) {
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        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 0, GL_RGB, GL_FLOAT, nullptr);
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    }
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    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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    glm::mat4 captureProjection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
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    glm::mat4 captureViews[] = {
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        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f,  0.0f,  0.0f), glm::vec3(0.0f, -1.0f,  0.0f)),
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        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-1.0f,  0.0f,  0.0f), glm::vec3(0.0f, -1.0f,  0.0f)),
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        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f,  1.0f,  0.0f), glm::vec3(0.0f,  0.0f,  1.0f)),
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        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f,  0.0f), glm::vec3(0.0f,  0.0f, -1.0f)),
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        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f,  0.0f,  1.0f), glm::vec3(0.0f, -1.0f,  0.0f)),
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        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f,  0.0f, -1.0f), glm::vec3(0.0f, -1.0f,  0.0f))
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    };
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    auto eqShader = Shader();
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    eqShader.Load("../Shaders/HDRMap.vs", "../Shaders/HDRMap.fs");
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    auto hdrTexture = LoadIBL("../Textures/night_2k.hdr");
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    eqShader.use();
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    eqShader.setInt("equirectangularMap", 0);
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    eqShader.setMat4("projection", captureProjection);
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    glActiveTexture(GL_TEXTURE0);
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    glBindTexture(GL_TEXTURE_2D, hdrTexture);
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    glViewport(0, 0, 512, 512);
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    glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
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    for (unsigned int i = 0; i < 6; ++i) {
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        eqShader.setMat4("view", captureViews[i]);
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        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, envCubemap, 0);
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        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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        renderCube();
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    }
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    glBindFramebuffer(GL_FRAMEBUFFER, 0);
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    // Generate irradiancemap
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    glGenTextures(1, &irradianceMap);
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    glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
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    for (unsigned int i = 0; i < 6; ++i) {
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        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 32, 32, 0, GL_RGB, GL_FLOAT, nullptr);
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    }
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    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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    glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
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    glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
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    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 32, 32);
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    auto irradianceShader = Shader();
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    irradianceShader.Load("../Shaders/skybox2.vs", "../Shaders/irradienceconv.fs");
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    irradianceShader.use();
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    irradianceShader.setInt("environmentMap", 0);
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    irradianceShader.setMat4("projection", captureProjection);
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    glActiveTexture(GL_TEXTURE0);
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    glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
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    glViewport(0, 0, 32, 32);
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    glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
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    for (unsigned int i = 0; i < 6; ++i) {
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        irradianceShader.setMat4("view", captureViews[i]);
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        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);
 | 
						|
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::resize(int width, int height ) {
 | 
						|
    framebuffer = FrameBuffer();
 | 
						|
    
 | 
						|
    framebuffer.Bind();
 | 
						|
 | 
						|
    ColourBuffer = CreateTexture(width, height);
 | 
						|
 | 
						|
    framebuffer.Attach(*ColourBuffer);
 | 
						|
 | 
						|
    renderbufferObject = RenderBuffer();
 | 
						|
 | 
						|
    renderbufferObject.Bind();
 | 
						|
 | 
						|
    renderbufferObject.UseDepthAndStencil(width, height);
 | 
						|
 | 
						|
    framebuffer.Attach(renderbufferObject);
 | 
						|
 | 
						|
    if (framebuffer.IsComplete() == false) {
 | 
						|
        std::cout << "ERROR::FRAMEBUFFER::Framebuffer is not complete! " << std::endl;
 | 
						|
    }
 | 
						|
 | 
						|
    renderbufferObject.Unbind();
 | 
						|
 | 
						|
    OutlineEffect = FrameBuffer();
 | 
						|
    OutlineEffect.Bind();
 | 
						|
 | 
						|
    colourAttachment = CreateTexture(width, height);
 | 
						|
    OutlineEffect.Attach(*colourAttachment);
 | 
						|
 | 
						|
    auto renderBuffer = RenderBuffer();
 | 
						|
    renderBuffer.Bind();
 | 
						|
    renderBuffer.UseDepthAndStencil(width, height);
 | 
						|
 | 
						|
    renderBuffer.Unbind();
 | 
						|
 | 
						|
    glad_glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderBuffer.id);
 | 
						|
 | 
						|
    OutlineEffect.Unbind();
 | 
						|
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
unsigned int sphereVAO = 0;
 | 
						|
unsigned int indexCount;
 | 
						|
void renderSphere() {
 | 
						|
    if (sphereVAO == 0) {
 | 
						|
        glGenVertexArrays(1, &sphereVAO);
 | 
						|
 | 
						|
        unsigned int vbo, ebo;
 | 
						|
        glGenBuffers(1, &vbo);
 | 
						|
        glGenBuffers(1, &ebo);
 | 
						|
 | 
						|
        std::vector<glm::vec3> positions;
 | 
						|
        std::vector<glm::vec2> uv;
 | 
						|
        std::vector<glm::vec3> normals;
 | 
						|
        std::vector<unsigned int> indices;
 | 
						|
 | 
						|
        const unsigned int X_SEGMENTS = 64;
 | 
						|
        const unsigned int Y_SEGMENTS = 64;
 | 
						|
        const float PI = 3.14159265359f;
 | 
						|
        for (unsigned int x = 0; x <= X_SEGMENTS; ++x) {
 | 
						|
            for (unsigned int y = 0; y <= Y_SEGMENTS; ++y) {
 | 
						|
                float xSegment = (float)x / (float)X_SEGMENTS;
 | 
						|
                float ySegment = (float)y / (float)Y_SEGMENTS;
 | 
						|
                float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
 | 
						|
                float yPos = std::cos(ySegment * PI);
 | 
						|
                float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
 | 
						|
 | 
						|
                positions.push_back(glm::vec3(xPos, yPos, zPos));
 | 
						|
                uv.push_back(glm::vec2(xSegment, ySegment));
 | 
						|
                normals.push_back(glm::vec3(xPos, yPos, zPos));
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        bool oddRow = false;
 | 
						|
        for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
 | 
						|
        {
 | 
						|
            if (!oddRow) // even rows: y == 0, y == 2; and so on
 | 
						|
            {
 | 
						|
                for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
 | 
						|
                {
 | 
						|
                    indices.push_back(y * (X_SEGMENTS + 1) + x);
 | 
						|
                    indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
 | 
						|
                }
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                for (int x = X_SEGMENTS; x >= 0; --x)
 | 
						|
                {
 | 
						|
                    indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
 | 
						|
                    indices.push_back(y * (X_SEGMENTS + 1) + x);
 | 
						|
                }
 | 
						|
            }
 | 
						|
            oddRow = !oddRow;
 | 
						|
        }
 | 
						|
        indexCount = static_cast<unsigned int>(indices.size());
 | 
						|
 | 
						|
        std::vector<float> data;
 | 
						|
        for (unsigned int i = 0; i < positions.size(); ++i)
 | 
						|
        {
 | 
						|
            data.push_back(positions[i].x);
 | 
						|
            data.push_back(positions[i].y);
 | 
						|
            data.push_back(positions[i].z);
 | 
						|
            if (normals.size() > 0)
 | 
						|
            {
 | 
						|
                data.push_back(normals[i].x);
 | 
						|
                data.push_back(normals[i].y);
 | 
						|
                data.push_back(normals[i].z);
 | 
						|
            }
 | 
						|
            if (uv.size() > 0)
 | 
						|
            {
 | 
						|
                data.push_back(uv[i].x);
 | 
						|
                data.push_back(uv[i].y);
 | 
						|
            }
 | 
						|
        }
 | 
						|
        glBindVertexArray(sphereVAO);
 | 
						|
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
 | 
						|
        glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
 | 
						|
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
 | 
						|
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
 | 
						|
        unsigned int stride = (3 + 2 + 3) * sizeof(float);
 | 
						|
        glEnableVertexAttribArray(0);
 | 
						|
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
 | 
						|
        glEnableVertexAttribArray(1);
 | 
						|
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
 | 
						|
        glEnableVertexAttribArray(2);
 | 
						|
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
 | 
						|
 | 
						|
    }
 | 
						|
 | 
						|
    glBindVertexArray(sphereVAO);
 | 
						|
    glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::Render(Scene& scene)
 | 
						|
{
 | 
						|
   
 | 
						|
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
 | 
						|
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
 | 
						|
 | 
						|
    glm::mat4 projection = glm::perspective(glm::radians(scene.MainCamera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
 | 
						|
    auto view = scene.MainCamera.GetViewMatrix();
 | 
						|
    auto model = glm::mat4(1.0f);   
 | 
						|
 | 
						|
    // Skybox 
 | 
						|
#if false
 | 
						|
    glDepthMask(GL_FALSE);
 | 
						|
    Shader shader = shaders.at(static_cast<int>(RenderPass::SKYBOX));
 | 
						|
 | 
						|
    shader.use();
 | 
						|
 | 
						|
    shader.setMat4("projection", projection);
 | 
						|
    auto centeredView = glm::mat4(glm::mat3(scene.MainCamera.GetViewMatrix()));
 | 
						|
    shader.setMat4("view", centeredView);
 | 
						|
 | 
						|
    glActiveTexture(GL_TEXTURE0);
 | 
						|
    scene.skybox.Bind();
 | 
						|
 | 
						|
    glDrawArrays(GL_TRIANGLES, 0, 36);
 | 
						|
 | 
						|
    scene.skybox.Unbind();
 | 
						|
 | 
						|
    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
 | 
						|
    shader = shaders.at(static_cast<int>(RenderPass::DEFAULT));
 | 
						|
 | 
						|
    shader.use();
 | 
						|
    shader.setVec3("cameraPos", scene.MainCamera.Position);
 | 
						|
    shader.setInt("skybox", 11);
 | 
						|
 | 
						|
    glActiveTexture(GL_TEXTURE11);
 | 
						|
    scene.skybox.Bind();
 | 
						|
    glActiveTexture(GL_TEXTURE0);
 | 
						|
 | 
						|
    model = glm::translate(model, glm::vec3(20.0f, 0.0f, 0.0f));
 | 
						|
    shader.setMat4("model", model);
 | 
						|
    shader.setMat4("view", view);
 | 
						|
    shader.setMat4("projection", projection);
 | 
						|
    for (auto entity : scene.entities) {
 | 
						|
        entity.Draw(shader);
 | 
						|
    }
 | 
						|
    scene.skybox.Unbind();
 | 
						|
    
 | 
						|
 | 
						|
    // PBR 
 | 
						|
    shader = shaders.at(static_cast<int>(RenderPass::PBR));
 | 
						|
 | 
						|
    shader.use();
 | 
						|
    shader.setInt("albedoMap", 0);
 | 
						|
    shader.setInt("normalMap", 1);
 | 
						|
    shader.setInt("metallicMap", 2);
 | 
						|
    shader.setInt("roughnessMap", 3);
 | 
						|
    shader.setInt("aoMap", 4);
 | 
						|
    shader.setInt("irradianceMap", 5);
 | 
						|
    shader.setInt("prefilterMap", 6);
 | 
						|
    shader.setInt("brdfLUT", 7);
 | 
						|
 | 
						|
 | 
						|
    shader.setMat4("projection", projection);
 | 
						|
    view = scene.MainCamera.GetViewMatrix();
 | 
						|
    shader.setMat4("view", view);
 | 
						|
    shader.setVec3("camPos", scene.MainCamera.Position);
 | 
						|
 | 
						|
    glActiveTexture(GL_TEXTURE0);
 | 
						|
    glBindTexture(GL_TEXTURE_2D, albedo);
 | 
						|
 | 
						|
    glActiveTexture(GL_TEXTURE1);
 | 
						|
    glBindTexture(GL_TEXTURE_2D, normal);
 | 
						|
 | 
						|
    glActiveTexture(GL_TEXTURE2);
 | 
						|
    glBindTexture(GL_TEXTURE_2D, metallic);
 | 
						|
 | 
						|
    glActiveTexture(GL_TEXTURE3);
 | 
						|
    glBindTexture(GL_TEXTURE_2D, roughness);
 | 
						|
 | 
						|
    glActiveTexture(GL_TEXTURE4);
 | 
						|
    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);
 | 
						|
    for (int row = 0; row < nrRows; ++row) {
 | 
						|
        for (int col = 0; col < nrColumns; ++col) {
 | 
						|
 | 
						|
            model = glm::mat4(1.0f);
 | 
						|
            model = glm::translate(model, glm::vec3(
 | 
						|
                (col - (nrColumns / 2)) * spacing,
 | 
						|
                (row - (nrRows / 2)) * spacing,
 | 
						|
                0.0f
 | 
						|
            ));
 | 
						|
 | 
						|
            shader.setMat4("model", model);
 | 
						|
            shader.setMat3("normalMatrix", glm::transpose(glm::inverse(glm::mat3(model))));
 | 
						|
            renderSphere();
 | 
						|
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    // Render light source
 | 
						|
    for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i) {
 | 
						|
        glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
 | 
						|
        newPos = lightPositions[i];
 | 
						|
        shader.setVec3("lightPositions[" + std::to_string(i)+"]", newPos);
 | 
						|
        shader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
 | 
						|
 | 
						|
        model = glm::mat4(1.0f);
 | 
						|
        model = glm::translate(model, newPos);
 | 
						|
        model = glm::scale(model, glm::vec3(0.5f));
 | 
						|
        shader.setMat4("model", model);
 | 
						|
        shader.setMat3("normalMatrix", glm::transpose(glm::inverse(glm::mat3(model))));
 | 
						|
 | 
						|
        renderSphere();
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
    /*
 | 
						|
    Shader OutlineShader;
 | 
						|
    OutlineShader.Load("../Shaders/shader.vs", "../Shaders/outlineshader.fs");
 | 
						|
 | 
						|
    glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
 | 
						|
    glStencilMask(0x00);
 | 
						|
    glDisable(GL_DEPTH_TEST);
 | 
						|
 | 
						|
    //OutlineEffect.Bind();
 | 
						|
    //glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
 | 
						|
    //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 | 
						|
 | 
						|
    OutlineShader.use();
 | 
						|
    OutlineShader.setMat4("model", glm::scale(glm::mat4(1.0f), glm::vec3(1.05f, 1.05f, 1.05f)));
 | 
						|
    OutlineShader.setMat4("view", view);
 | 
						|
    OutlineShader.setMat4("projection", projection);
 | 
						|
    OutlineShader.setVec3("outlineColor", glm::vec3(0.28f, 0.10f, 0.26f));
 | 
						|
 | 
						|
    for (auto entity : scene.entities) {
 | 
						|
        entity.Draw(OutlineShader);
 | 
						|
    }
 | 
						|
 | 
						|
    glStencilFunc(GL_ALWAYS, 1, 0xFF);
 | 
						|
    glStencilMask(0xFF);
 | 
						|
                
 | 
						|
    */
 | 
						|
 | 
						|
    
 | 
						|
    // 4. draw result to screen
 | 
						|
    /*
 | 
						|
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
 | 
						|
    
 | 
						|
    glDisable(GL_DEPTH_TEST);
 | 
						|
 | 
						|
    Shader shader;
 | 
						|
    shader.Load("../Shaders/Framebuffers.vs", "../Shaders/Framebuffers.fs");
 | 
						|
    shader.use();
 | 
						|
    shader.setInt("screenTexture",0);
 | 
						|
    glBindVertexArray(ScreenVAO);
 | 
						|
 | 
						|
    glBindTexture(GL_TEXTURE_2D, ColourBuffer->id);
 | 
						|
 | 
						|
    glDrawArrays(GL_TRIANGLES, 0, 6);
 | 
						|
 | 
						|
 | 
						|
    // Reset stencil 
 | 
						|
    glEnable(GL_DEPTH_TEST);
 | 
						|
    */
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::Shutdown() {
 | 
						|
 | 
						|
 | 
						|
    framebuffer.Unbind();
 | 
						|
}
 |