General clean up
This commit is contained in:
@@ -3,7 +3,7 @@ out vec2 FragColor;
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in vec2 TexCoords;
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in vec2 TexCoords;
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const float PI = 3.14159265359;
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const float PI = 3.14159265359;
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// ----------------------------------------------------------------------------
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// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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// efficient VanDerCorpus calculation.
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// efficient VanDerCorpus calculation.
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float RadicalInverse_VdC(uint bits)
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float RadicalInverse_VdC(uint bits)
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@@ -15,12 +15,12 @@ float RadicalInverse_VdC(uint bits)
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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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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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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}
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// ----------------------------------------------------------------------------
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vec2 Hammersley(uint i, uint N)
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vec2 Hammersley(uint i, uint N)
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{
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{
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return vec2(float(i)/float(N), RadicalInverse_VdC(i));
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return vec2(float(i)/float(N), RadicalInverse_VdC(i));
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}
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}
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// ----------------------------------------------------------------------------
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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{
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{
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float a = roughness*roughness;
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float a = roughness*roughness;
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@@ -43,7 +43,7 @@ vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
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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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return normalize(sampleVec);
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}
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}
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// ----------------------------------------------------------------------------
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float GeometrySchlickGGX(float NdotV, float roughness)
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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{
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// note that we use a different k for IBL
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// note that we use a different k for IBL
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@@ -55,7 +55,7 @@ float GeometrySchlickGGX(float NdotV, float roughness)
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return nom / denom;
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return nom / denom;
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}
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}
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// ----------------------------------------------------------------------------
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotV = max(dot(N, V), 0.0);
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@@ -65,7 +65,7 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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return ggx1 * ggx2;
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return ggx1 * ggx2;
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}
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}
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// ----------------------------------------------------------------------------
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vec2 IntegrateBRDF(float NdotV, float roughness)
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vec2 IntegrateBRDF(float NdotV, float roughness)
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{
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{
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vec3 V;
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vec3 V;
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@@ -79,8 +79,8 @@ vec2 IntegrateBRDF(float NdotV, float roughness)
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vec3 N = vec3(0.0, 0.0, 1.0);
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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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const uint SAMPLE_COUNT = 1024u;
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for(uint i = 0u; i < SAMPLE_COUNT; ++i)
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for(uint i = 0u; i < SAMPLE_COUNT; ++i) {
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{
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// generates a sample vector that's biased towards the
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// generates a sample vector that's biased towards the
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// preferred alignment direction (importance sampling).
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// preferred alignment direction (importance sampling).
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vec2 Xi = Hammersley(i, SAMPLE_COUNT);
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vec2 Xi = Hammersley(i, SAMPLE_COUNT);
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@@ -91,8 +91,8 @@ vec2 IntegrateBRDF(float NdotV, float roughness)
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float NdotH = max(H.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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float VdotH = max(dot(V, H), 0.0);
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if(NdotL > 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 = GeometrySmith(N, V, L, roughness);
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float G_Vis = (G * VdotH) / (NdotH * NdotV);
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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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float Fc = pow(1.0 - VdotH, 5.0);
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@@ -105,7 +105,7 @@ vec2 IntegrateBRDF(float NdotV, float roughness)
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B /= float(SAMPLE_COUNT);
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B /= float(SAMPLE_COUNT);
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return vec2(A, B);
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return vec2(A, B);
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}
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}
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// ----------------------------------------------------------------------------
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void main()
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void main()
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{
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{
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vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y);
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vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y);
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@@ -1,4 +1,5 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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layout (location = 1) in vec2 aTexCoords;
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@@ -1,4 +1,5 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 0) in vec3 aPos;
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out vec3 WorldPos;
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out vec3 WorldPos;
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@@ -1,10 +1,12 @@
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#version 330 core
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#version 330 core
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out vec4 FragColor;
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out vec4 FragColor;
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in vec3 WorldPos;
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in vec3 WorldPos;
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uniform sampler2D equirectangularMap;
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uniform sampler2D equirectangularMap;
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const vec2 invAtan = vec2(0.1591, 0.3183);
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const vec2 invAtan = vec2(0.1591, 0.3183);
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vec2 SampleSphericalMap(vec3 v)
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vec2 SampleSphericalMap(vec3 v)
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{
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{
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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@@ -131,6 +131,7 @@ float shadow_factor(vec4 frag_pos_light_space)
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float closest_depth = texture(shadow_map, proj_coords.xy + vec2(i, j) * delta).r;
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float closest_depth = texture(shadow_map, proj_coords.xy + vec2(i, j) * delta).r;
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shadow += (current_depth - bias > closest_depth) ? 1.0 : 0.0;
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shadow += (current_depth - bias > closest_depth) ? 1.0 : 0.0;
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}
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}
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shadow /= 9;
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shadow /= 9;
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return shadow;
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return shadow;
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}
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}
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@@ -1,105 +0,0 @@
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#version 330 core
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struct Light {
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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out vec4 FragColor;
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in vec3 frag_normal;
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in vec3 fragPos;
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in vec4 frag_pos_light_space;
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uniform sampler2D shadow_map;
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uniform vec3 viewPos;
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uniform float perceptualRoughness; // [0, 1]
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uniform float metallic; // [0, 1]
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uniform float reflectance; // [0, 1]
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uniform vec3 baseColor;
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uniform Light light;
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float shadow_factor(vec4 frag_pos_light_space)
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{
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vec3 proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
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proj_coords = proj_coords * 0.5 + 0.5;
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float closest_depth = texture(shadow_map, proj_coords.xy).r;
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float current_depth = proj_coords.z;
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float bias = 0.005;
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float shadow = 0;
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vec2 delta = 1.0 / textureSize(shadow_map, 0);
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for (int i = -1; i < 2; i++)
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for (int j = -1; j < 2; j++) {
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float closest_depth = texture(shadow_map, proj_coords.xy + vec2(i, j) * delta).r;
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shadow += (current_depth - bias > closest_depth) ? 1.0 : 0.0;
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}
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shadow /= 9;
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return shadow;
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}
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float D_GGX(float NoH, float a) {
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float a2 = a * a;
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float f = (NoH * a2 - NoH) * NoH + 1.0;
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return a2 / (PI * f * f);
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}
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vec3 F_Schlick(float u, vec3 f0) {
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return f0 + (vec3(1.0) - f0) * pow(1.0 - u, 5.0);
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}
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float V_SmithGGXCorrelated(float NoV, float NoL, float a) {
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float a2 = a * a;
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float GGXL = NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);
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float GGXV = NoL * sqrt((-NoV * a2 + NoV) * NoV + a2);
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return 0.5 / (GGXV + GGXL);
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}
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float Fd_Lambert() {
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return 1.0 / PI;
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}
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void main()
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{
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// NOTE: frag_normal is normalized by the vertex shader
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/*
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vec3 l = normalize(light.direction);
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vec3 v = viewDir;
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vec3 n = frag_normal;
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vec3 h = normalize(v + l);
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vec3 diffuseColor = (1.0 - metallic) * baseColor.rgb;
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vec3 f0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + baseColor * metallic;
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float NoV = abs(dot(n, v)) + 1e-5;
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float NoL = clamp(dot(n, l), 0.0, 1.0);
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float NoH = clamp(dot(n, h), 0.0, 1.0);
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float LoH = clamp(dot(l, h), 0.0, 1.0);
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float roughness = perceptualRoughness * perceptualRoughness;
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float D = D_GGX(NoH, roughness);
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vec3 F = F_Schlick(LoH, f0);
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float V = V_SmithGGXCorrelated(NoV, NoL, roughness);
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// specular BRDF
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vec3 Fr = (D * V) * F;
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//vec3 energyCompensation = 1.0 + f0 * (1.0 / dfg.y - 1.0);
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//// Scale the specular lobe to account for multiscattering
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//Fr *= pixel.energyCompensation;
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// diffuse BRDF
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vec3 Fd = diffuseColor * Fd_Lambert();
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// apply lighting...
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float shadow = shadow_factor(frag_pos_light_space);
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*/
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vec3 result = vec3(1, 0, 0); // Fd + Fr * (1 - shadow);
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FragColor = vec4(result, 1.0);
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}
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@@ -1,113 +0,0 @@
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#version 330 core
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// https://github.com/Nadrin/PBR/blob/master/data/shaders/glsl/pbr_fs.glsl
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#define PI 3.1415926538
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out vec4 FragColor;
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in vec3 frag_normal;
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in vec3 fragPos;
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in vec4 frag_pos_light_space;
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uniform sampler2D shadow_map;
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uniform vec3 viewPos;
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uniform float perceptualRoughness; // [0, 1]
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uniform float metallic; // [0, 1]
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uniform float reflectance; // [0, 1]
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uniform vec3 baseColor;
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uniform vec3 lightDir;
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uniform vec3 lightColor;
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float shadow_factor(vec4 frag_pos_light_space);
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float D_GGX(float NoH, float a) {
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float a2 = a * a;
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float f = (NoH * a2 - NoH) * NoH + 1.0;
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return a2 / (PI * f * f);
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}
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vec3 F_Schlick(float u, vec3 f0) {
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return f0 + (vec3(1.0) - f0) * pow(1.0 - u, 5.0);
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}
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float V_SmithGGXCorrelated(float NoV, float NoL, float a) {
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float a2 = a * a;
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float GGXL = NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);
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float GGXV = NoL * sqrt((-NoV * a2 + NoV) * NoV + a2);
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return 0.5 / (GGXV + GGXL);
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}
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float Fd_Lambert()
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{
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return 1.0 / PI;
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}
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void main()
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{
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vec3 l = normalize(lightDir);
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vec3 v = normalize(viewPos - fragPos);
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vec3 n = frag_normal;
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vec3 h = normalize(v + l);
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float light_intensity = 1;
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vec3 albedo = baseColor;
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vec3 diffuseColor = (1.0 - metallic) * baseColor;
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vec3 f0 = 0.16 * reflectance * reflectance * (1.0 - metallic)
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+ baseColor * metallic;
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float NoV = abs(dot(n, v)) + 1e-5;
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float NoL = clamp(dot(n, l), 0.0, 1.0);
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float NoH = clamp(dot(n, h), 0.0, 1.0);
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float LoH = clamp(dot(l, h), 0.0, 1.0);
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float roughness = perceptualRoughness * perceptualRoughness;
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float D = D_GGX(NoH, roughness);
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vec3 F = F_Schlick(LoH, f0);
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float V = V_SmithGGXCorrelated(NoV, NoL, roughness);
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// specular BRDF
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float denominator = 4.0 * max(dot(n, v), 0.0) * max(dot(n, l), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 Fr = (D * V) * F / denominator;
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vec3 radiance = lightColor;
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vec3 light = ((vec3(1.0) - F) * (1.0 - metallic) * albedo / PI + Fr) * radiance * NoL;
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float shadow = shadow_factor(frag_pos_light_space);
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vec3 ambient = vec3(0.03) * albedo;
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vec3 color = (ambient + light) * (1 - shadow);
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/*
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// HDR tonemapping
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color = color / (color + vec3(1.0));
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// gamma correct
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color = pow(color, vec3(1.0/2.2));
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*/
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FragColor = vec4(color, 1.0);
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}
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float shadow_factor(vec4 frag_pos_light_space)
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{
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vec3 proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
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proj_coords = proj_coords * 0.5 + 0.5;
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float closest_depth = texture(shadow_map, proj_coords.xy).r;
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float current_depth = proj_coords.z;
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float bias = 0.005;
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float shadow = 0;
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vec2 delta = 1.0 / textureSize(shadow_map, 0);
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for (int i = -1; i < 2; i++)
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for (int j = -1; j < 2; j++) {
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float closest_depth = texture(shadow_map, proj_coords.xy + vec2(i, j) * delta).r;
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shadow += (current_depth - bias > closest_depth) ? 1.0 : 0.0;
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}
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shadow /= 9;
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return shadow;
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}
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@@ -6,7 +6,7 @@ uniform samplerCube environmentMap;
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uniform float roughness;
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uniform float roughness;
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const float PI = 3.14159265359;
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const float PI = 3.14159265359;
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// ----------------------------------------------------------------------------
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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{
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{
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||||||
float a = roughness*roughness;
|
float a = roughness*roughness;
|
||||||
@@ -20,7 +20,7 @@ float DistributionGGX(vec3 N, vec3 H, float roughness)
|
|||||||
|
|
||||||
return nom / denom;
|
return nom / denom;
|
||||||
}
|
}
|
||||||
// ----------------------------------------------------------------------------
|
|
||||||
// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
|
// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
|
||||||
// efficient VanDerCorpus calculation.
|
// efficient VanDerCorpus calculation.
|
||||||
float RadicalInverse_VdC(uint bits)
|
float RadicalInverse_VdC(uint bits)
|
||||||
@@ -32,12 +32,12 @@ float RadicalInverse_VdC(uint bits)
|
|||||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||||
}
|
}
|
||||||
// ----------------------------------------------------------------------------
|
|
||||||
vec2 Hammersley(uint i, uint N)
|
vec2 Hammersley(uint i, uint N)
|
||||||
{
|
{
|
||||||
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
|
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
|
||||||
}
|
}
|
||||||
// ----------------------------------------------------------------------------
|
|
||||||
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
|
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
|
||||||
{
|
{
|
||||||
float a = roughness*roughness;
|
float a = roughness*roughness;
|
||||||
@@ -60,7 +60,7 @@ vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
|
|||||||
vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
|
vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
|
||||||
return normalize(sampleVec);
|
return normalize(sampleVec);
|
||||||
}
|
}
|
||||||
// ----------------------------------------------------------------------------
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 N = normalize(WorldPos);
|
vec3 N = normalize(WorldPos);
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
#version 330 core
|
#version 330 core
|
||||||
|
|
||||||
out vec4 FragColor;
|
out vec4 FragColor;
|
||||||
in vec2 TexCoords;
|
in vec2 TexCoords;
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
#version 330 core
|
#version 330 core
|
||||||
|
|
||||||
layout (location=0) in vec3 aPos;
|
layout (location=0) in vec3 aPos;
|
||||||
layout (location=1) in vec3 aNormal;
|
layout (location=1) in vec3 aNormal;
|
||||||
layout (location=2) in vec2 aTexCoords;
|
layout (location=2) in vec2 aTexCoords;
|
||||||
|
|||||||
+51
-24
@@ -34,9 +34,7 @@ static unsigned int irradianceMap;
|
|||||||
static unsigned int prefilterMap;
|
static unsigned int prefilterMap;
|
||||||
static unsigned int brdfLUTTexture;
|
static unsigned int brdfLUTTexture;
|
||||||
|
|
||||||
/*
|
// Shader program handles
|
||||||
* Shader program handles
|
|
||||||
*/
|
|
||||||
static unsigned int background_program;
|
static unsigned int background_program;
|
||||||
static unsigned int shader_program;
|
static unsigned int shader_program;
|
||||||
static unsigned int shadow_program;
|
static unsigned int shadow_program;
|
||||||
@@ -45,8 +43,7 @@ static unsigned int skybox_program;
|
|||||||
static GLFWwindow *window_;
|
static GLFWwindow *window_;
|
||||||
|
|
||||||
static unsigned int
|
static unsigned int
|
||||||
compile_shader(const char *vertex_file,
|
compile_shader(const char *vertex_file, const char *fragment_file)
|
||||||
const char *fragment_file)
|
|
||||||
{
|
{
|
||||||
int success;
|
int success;
|
||||||
char infolog[512];
|
char infolog[512];
|
||||||
@@ -239,9 +236,9 @@ unsigned int cubeVBO = 0;
|
|||||||
void renderCube()
|
void renderCube()
|
||||||
{
|
{
|
||||||
// initialize (if necessary)
|
// initialize (if necessary)
|
||||||
if (cubeVAO == 0)
|
if (cubeVAO == 0) {
|
||||||
{
|
|
||||||
float vertices[] = {
|
float vertices[] = {
|
||||||
|
|
||||||
// back face
|
// 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, 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, 1.0f, // top-right
|
||||||
@@ -249,6 +246,7 @@ void renderCube()
|
|||||||
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, 0.0f, // bottom-left
|
-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
|
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
|
||||||
|
|
||||||
// front face
|
// 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, 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, 0.0f, // bottom-right
|
||||||
@@ -256,6 +254,7 @@ void renderCube()
|
|||||||
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, 1.0f, // top-left
|
||||||
-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, 0.0f, // bottom-left
|
||||||
|
|
||||||
// left face
|
// 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, 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, 1.0f, 1.0f, // top-left
|
||||||
@@ -263,6 +262,7 @@ void renderCube()
|
|||||||
-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, 0.0f, 0.0f, // bottom-right
|
||||||
-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, 0.0f, // top-right
|
||||||
|
|
||||||
// right face
|
// 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, 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, 0.0f, 1.0f, // bottom-right
|
||||||
@@ -270,6 +270,7 @@ void renderCube()
|
|||||||
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, 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, 1.0f, 0.0f, // top-left
|
||||||
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||||
|
|
||||||
// bottom face
|
// 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, 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, 1.0f, // top-left
|
||||||
@@ -277,6 +278,7 @@ void renderCube()
|
|||||||
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, 0.0f, // bottom-right
|
||||||
-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, 0.0f, 1.0f, // top-right
|
||||||
|
|
||||||
// top face
|
// 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, 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, 0.0f, // bottom-right
|
||||||
@@ -285,11 +287,14 @@ void renderCube()
|
|||||||
-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, 1.0f, // top-left
|
||||||
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||||
};
|
};
|
||||||
|
|
||||||
glGenVertexArrays(1, &cubeVAO);
|
glGenVertexArrays(1, &cubeVAO);
|
||||||
glGenBuffers(1, &cubeVBO);
|
glGenBuffers(1, &cubeVBO);
|
||||||
|
|
||||||
// fill buffer
|
// fill buffer
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
// link vertex attributes
|
// link vertex attributes
|
||||||
glBindVertexArray(cubeVAO);
|
glBindVertexArray(cubeVAO);
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
@@ -301,6 +306,7 @@ void renderCube()
|
|||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// render Cube
|
// render Cube
|
||||||
glBindVertexArray(cubeVAO);
|
glBindVertexArray(cubeVAO);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
@@ -313,8 +319,8 @@ unsigned int quadVAO = 0;
|
|||||||
unsigned int quadVBO;
|
unsigned int quadVBO;
|
||||||
void renderQuad()
|
void renderQuad()
|
||||||
{
|
{
|
||||||
if (quadVAO == 0)
|
if (quadVAO == 0) {
|
||||||
{
|
|
||||||
float quadVertices[] = {
|
float quadVertices[] = {
|
||||||
// positions // texture Coords
|
// positions // texture Coords
|
||||||
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
@@ -322,17 +328,24 @@ void renderQuad()
|
|||||||
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
};
|
};
|
||||||
|
|
||||||
// setup plane VAO
|
// setup plane VAO
|
||||||
|
|
||||||
glGenVertexArrays(1, &quadVAO);
|
glGenVertexArrays(1, &quadVAO);
|
||||||
glGenBuffers(1, &quadVBO);
|
glGenBuffers(1, &quadVBO);
|
||||||
|
|
||||||
glBindVertexArray(quadVAO);
|
glBindVertexArray(quadVAO);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||||
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||||
|
|
||||||
glEnableVertexAttribArray(1);
|
glEnableVertexAttribArray(1);
|
||||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
}
|
}
|
||||||
|
|
||||||
glBindVertexArray(quadVAO);
|
glBindVertexArray(quadVAO);
|
||||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
@@ -342,19 +355,40 @@ void init_graphics(void *window)
|
|||||||
{
|
{
|
||||||
window_ = window;
|
window_ = window;
|
||||||
|
|
||||||
shader_program = compile_shader("assets/shaders/vertex.glsl", "assets/shaders/fragment.glsl");
|
// Compile the main shaders
|
||||||
shadow_program = compile_shader("assets/shaders/shadow_vertex.glsl", "assets/shaders/shadow_fragment.glsl");
|
shader_program = compile_shader(
|
||||||
|
"assets/shaders/vertex.glsl",
|
||||||
|
"assets/shaders/fragment.glsl");
|
||||||
|
|
||||||
unsigned int equirectangular_to_cubemap_program = compile_shader("assets/shaders/cubemap_vertex.glsl", "assets/shaders/equirectangular_to_cubemap_fragment.glsl");
|
// The program which calculates the shadow map
|
||||||
unsigned int irradiance_convolution_program = compile_shader("assets/shaders/cubemap_vertex.glsl", "assets/shaders/irradiance_convolution_fragment.glsl");
|
shadow_program = compile_shader(
|
||||||
background_program = compile_shader("assets/shaders/background_vertex.glsl", "assets/shaders/background_fragment.glsl");
|
"assets/shaders/shadow_vertex.glsl",
|
||||||
|
"assets/shaders/shadow_fragment.glsl");
|
||||||
|
|
||||||
|
// Program to compute a cubemap from an image (only necessary at startup)
|
||||||
|
unsigned int equirectangular_to_cubemap_program = compile_shader(
|
||||||
|
"assets/shaders/cubemap_vertex.glsl",
|
||||||
|
"assets/shaders/equirectangular_to_cubemap_fragment.glsl");
|
||||||
|
|
||||||
|
// Apply a low pass filter on the cubemap based on the roughness
|
||||||
|
// parameter (only necessary at startup)
|
||||||
|
unsigned int irradiance_convolution_program = compile_shader(
|
||||||
|
"assets/shaders/cubemap_vertex.glsl",
|
||||||
|
"assets/shaders/irradiance_convolution_fragment.glsl");
|
||||||
|
|
||||||
|
// Render the high resolution cubemap
|
||||||
|
background_program = compile_shader(
|
||||||
|
"assets/shaders/background_vertex.glsl",
|
||||||
|
"assets/shaders/background_fragment.glsl");
|
||||||
|
|
||||||
|
// Load the sphere mesh from memory
|
||||||
{
|
{
|
||||||
VertexArray vertices = make_sphere_mesh(0.5);
|
VertexArray vertices = make_sphere_mesh(0.5);
|
||||||
mesh_buffers[MODEL_SPHERE-1] = create_gpu_mesh_buffer(vertices);
|
mesh_buffers[MODEL_SPHERE-1] = create_gpu_mesh_buffer(vertices);
|
||||||
free(vertices.data);
|
free(vertices.data);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Load the cube mesh from memory
|
||||||
{
|
{
|
||||||
VertexArray vertices = make_cube_mesh();
|
VertexArray vertices = make_cube_mesh();
|
||||||
mesh_buffers[MODEL_CUBE-1] = create_gpu_mesh_buffer(vertices);
|
mesh_buffers[MODEL_CUBE-1] = create_gpu_mesh_buffer(vertices);
|
||||||
@@ -392,8 +426,7 @@ void init_graphics(void *window)
|
|||||||
stbi_image_free(data);
|
stbi_image_free(data);
|
||||||
}
|
}
|
||||||
|
|
||||||
// pbr: set up projection and view matrices for capturing data onto the 6 cubemap face directions
|
// Set up projection and view matrices for capturing data onto the 6 cubemap face directions
|
||||||
// ----------------------------------------------------------------------------------------------
|
|
||||||
Matrix4 captureProjection = perspective_matrix(deg2rad(90.0f), 1.0f, 0.1f, 10.0f);
|
Matrix4 captureProjection = perspective_matrix(deg2rad(90.0f), 1.0f, 0.1f, 10.0f);
|
||||||
Matrix4 captureViews[] = {
|
Matrix4 captureViews[] = {
|
||||||
lookat_matrix((Vector3) {0.0f, 0.0f, 0.0f}, (Vector3) {1.0f, 0.0f, 0.0f}, (Vector3) {0.0f, -1.0f, 0.0f}),
|
lookat_matrix((Vector3) {0.0f, 0.0f, 0.0f}, (Vector3) {1.0f, 0.0f, 0.0f}, (Vector3) {0.0f, -1.0f, 0.0f}),
|
||||||
@@ -425,7 +458,7 @@ void init_graphics(void *window)
|
|||||||
|
|
||||||
glViewport(0, 0, 512, 512); // don't forget to configure the viewport to the capture dimensions.
|
glViewport(0, 0, 512, 512); // don't forget to configure the viewport to the capture dimensions.
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
|
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
|
||||||
for (unsigned int i = 0; i < 6; ++i) {
|
for (unsigned int i = 0; i < 6; i++) {
|
||||||
glUniformMatrix4fv(glGetUniformLocation(equirectangular_to_cubemap_program, "view"), 1, false, (float*) &captureViews[i]);
|
glUniformMatrix4fv(glGetUniformLocation(equirectangular_to_cubemap_program, "view"), 1, false, (float*) &captureViews[i]);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, envCubemap, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, envCubemap, 0);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
@@ -437,13 +470,11 @@ void init_graphics(void *window)
|
|||||||
|
|
||||||
{
|
{
|
||||||
// pbr: create an irradiance cubemap, and re-scale capture FBO to irradiance scale.
|
// pbr: create an irradiance cubemap, and re-scale capture FBO to irradiance scale.
|
||||||
// --------------------------------------------------------------------------------
|
|
||||||
glGenTextures(1, &irradianceMap);
|
glGenTextures(1, &irradianceMap);
|
||||||
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
|
||||||
for (unsigned int i = 0; i < 6; ++i)
|
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, NULL);
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 32, 32, 0, GL_RGB, GL_FLOAT, NULL);
|
||||||
}
|
|
||||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
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_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_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||||
@@ -590,10 +621,6 @@ void init_graphics(void *window)
|
|||||||
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glDepthFunc(GL_LEQUAL);
|
glDepthFunc(GL_LEQUAL);
|
||||||
|
|
||||||
//glEnable(GL_DEPTH_TEST);
|
|
||||||
//glEnable(GL_CULL_FACE);
|
|
||||||
//glCullFace(GL_BACK);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
typedef struct {
|
typedef struct {
|
||||||
|
|||||||
+12
@@ -174,6 +174,18 @@ int main(void)
|
|||||||
draw_model(piece_models[board.pieces[i][j].type], (Vector3) {cell_w * (i + 0.5), 0, cell_d * (j + 0.5)}, (Vector3) {1, 1, 1}, (Vector3) {0, rotation, 0}, piece_material);
|
draw_model(piece_models[board.pieces[i][j].type], (Vector3) {cell_w * (i + 0.5), 0, cell_d * (j + 0.5)}, (Vector3) {1, 1, 1}, (Vector3) {0, rotation, 0}, piece_material);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
Material material = {.baseColor={1, 1, 1}, .metallic=1.0, .perceptualRoughness=0, .reflectance=0};
|
||||||
|
Vector3 pos = {cell_w * (4 + 0.5), 0, cell_d * (4 + 0.5)};
|
||||||
|
draw_model(piece_models[PIECE_KING], pos, (Vector3) {1, 1, 1}, (Vector3) {0, 0, 0}, material);
|
||||||
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
Material material = {.baseColor={0, 0, 0}, .metallic=1.0, .perceptualRoughness=0, .reflectance=0};
|
||||||
|
Vector3 pos = {cell_w * (5 + 0.5), 0, cell_d * (4 + 0.5)};
|
||||||
|
draw_model(piece_models[PIECE_KING], pos, (Vector3) {1, 1, 1}, (Vector3) {0, 0, 0}, material);
|
||||||
|
}
|
||||||
|
|
||||||
update_graphics();
|
update_graphics();
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
|
|||||||
Reference in New Issue
Block a user