General clean up

This commit is contained in:
2024-10-15 18:56:25 +02:00
parent 3cc58e0b4b
commit 5e402d9077
17 changed files with 657 additions and 829 deletions
+6 -6
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@@ -7,10 +7,10 @@ uniform samplerCube environmentMap;
void main() void main()
{ {
vec3 envColor = texture(environmentMap, WorldPos).rgb; vec3 envColor = texture(environmentMap, WorldPos).rgb;
// HDR tonemap and gamma correct // HDR tonemap and gamma correct
envColor = envColor / (envColor + vec3(1.0)); envColor = envColor / (envColor + vec3(1.0));
envColor = pow(envColor, vec3(1.0/2.2)); envColor = pow(envColor, vec3(1.0/2.2));
FragColor = vec4(envColor, 1.0); FragColor = vec4(envColor, 1.0);
} }
+1 -1
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@@ -8,7 +8,7 @@ out vec3 WorldPos;
void main() void main()
{ {
WorldPos = aPos; WorldPos = aPos;
mat4 rotView = mat4(mat3(view)); mat4 rotView = mat4(mat3(view));
vec4 clipPos = projection * rotView * vec4(WorldPos, 1.0); vec4 clipPos = projection * rotView * vec4(WorldPos, 1.0);
+58 -58
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@@ -3,24 +3,24 @@ out vec2 FragColor;
in vec2 TexCoords; in vec2 TexCoords;
const float PI = 3.14159265359; const float PI = 3.14159265359;
// ----------------------------------------------------------------------------
// 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)
{ {
bits = (bits << 16u) | (bits >> 16u); bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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;
@@ -36,78 +36,78 @@ vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
H.z = cosTheta; H.z = cosTheta;
// from tangent-space H vector to world-space sample vector // from tangent-space H vector to world-space sample vector
vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 tangent = normalize(cross(up, N)); vec3 tangent = normalize(cross(up, N));
vec3 bitangent = cross(N, tangent); vec3 bitangent = cross(N, tangent);
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);
} }
// ----------------------------------------------------------------------------
float GeometrySchlickGGX(float NdotV, float roughness) float GeometrySchlickGGX(float NdotV, float roughness)
{ {
// note that we use a different k for IBL // note that we use a different k for IBL
float a = roughness; float a = roughness;
float k = (a * a) / 2.0; float k = (a * a) / 2.0;
float nom = NdotV; float nom = NdotV;
float denom = NdotV * (1.0 - k) + k; float denom = NdotV * (1.0 - k) + k;
return nom / denom; return nom / denom;
} }
// ----------------------------------------------------------------------------
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{ {
float NdotV = max(dot(N, V), 0.0); float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0); float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness); float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness); float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2; return ggx1 * ggx2;
} }
// ----------------------------------------------------------------------------
vec2 IntegrateBRDF(float NdotV, float roughness) vec2 IntegrateBRDF(float NdotV, float roughness)
{ {
vec3 V; vec3 V;
V.x = sqrt(1.0 - NdotV*NdotV); V.x = sqrt(1.0 - NdotV*NdotV);
V.y = 0.0; V.y = 0.0;
V.z = NdotV; V.z = NdotV;
float A = 0.0; float A = 0.0;
float B = 0.0; float B = 0.0;
vec3 N = vec3(0.0, 0.0, 1.0); vec3 N = vec3(0.0, 0.0, 1.0);
const uint SAMPLE_COUNT = 1024u;
for(uint i = 0u; i < SAMPLE_COUNT; ++i)
{
// generates a sample vector that's biased towards the
// preferred alignment direction (importance sampling).
vec2 Xi = Hammersley(i, SAMPLE_COUNT);
vec3 H = ImportanceSampleGGX(Xi, N, roughness);
vec3 L = normalize(2.0 * dot(V, H) * H - V);
float NdotL = max(L.z, 0.0); const uint SAMPLE_COUNT = 1024u;
float NdotH = max(H.z, 0.0); for(uint i = 0u; i < SAMPLE_COUNT; ++i) {
float VdotH = max(dot(V, H), 0.0);
if(NdotL > 0.0) // generates a sample vector that's biased towards the
{ // preferred alignment direction (importance sampling).
float G = GeometrySmith(N, V, L, roughness); vec2 Xi = Hammersley(i, SAMPLE_COUNT);
float G_Vis = (G * VdotH) / (NdotH * NdotV); vec3 H = ImportanceSampleGGX(Xi, N, roughness);
float Fc = pow(1.0 - VdotH, 5.0); vec3 L = normalize(2.0 * dot(V, H) * H - V);
A += (1.0 - Fc) * G_Vis; float NdotL = max(L.z, 0.0);
B += Fc * G_Vis; float NdotH = max(H.z, 0.0);
} float VdotH = max(dot(V, H), 0.0);
}
A /= float(SAMPLE_COUNT); if(NdotL > 0.0) {
B /= float(SAMPLE_COUNT);
return vec2(A, B); float G = GeometrySmith(N, V, L, roughness);
float G_Vis = (G * VdotH) / (NdotH * NdotV);
float Fc = pow(1.0 - VdotH, 5.0);
A += (1.0 - Fc) * G_Vis;
B += Fc * G_Vis;
}
}
A /= float(SAMPLE_COUNT);
B /= float(SAMPLE_COUNT);
return vec2(A, B);
} }
// ----------------------------------------------------------------------------
void main() void main()
{ {
vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y); vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y);
FragColor = integratedBRDF; FragColor = integratedBRDF;
} }
+1
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@@ -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 vec2 aTexCoords; layout (location = 1) in vec2 aTexCoords;
+1
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@@ -1,4 +1,5 @@
#version 330 core #version 330 core
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
out vec3 WorldPos; out vec3 WorldPos;
@@ -1,31 +1,33 @@
#version 330 core #version 330 core
out vec4 FragColor; out vec4 FragColor;
in vec3 WorldPos; in vec3 WorldPos;
uniform sampler2D equirectangularMap; uniform sampler2D equirectangularMap;
const vec2 invAtan = vec2(0.1591, 0.3183); const vec2 invAtan = vec2(0.1591, 0.3183);
vec2 SampleSphericalMap(vec3 v) vec2 SampleSphericalMap(vec3 v)
{ {
vec2 uv = vec2(atan(v.z, v.x), asin(v.y)); vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
uv *= invAtan; uv *= invAtan;
uv += 0.5; uv += 0.5;
return uv; return uv;
} }
void main() void main()
{ {
vec2 uv = SampleSphericalMap(normalize(WorldPos)); vec2 uv = SampleSphericalMap(normalize(WorldPos));
vec3 color = texture(equirectangularMap, uv).rgb; vec3 color = texture(equirectangularMap, uv).rgb;
// reinhard tone mapping // reinhard tone mapping
vec3 mapped = color / (color + vec3(1.0)); vec3 mapped = color / (color + vec3(1.0));
// gamma correction // gamma correction
//float gamma = 2.2; //float gamma = 2.2;
//mapped = pow(mapped, vec3(1.0 / gamma)); //mapped = pow(mapped, vec3(1.0 / gamma));
color = mapped; color = mapped;
FragColor = vec4(color, 1.0); FragColor = vec4(color, 1.0);
} }
+53 -52
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@@ -29,66 +29,66 @@ uniform sampler2D brdfLUT;
float shadow_factor(vec4 frag_pos_light_space); float shadow_factor(vec4 frag_pos_light_space);
float distribGGX(float NoH, float a) { float distribGGX(float NoH, float a) {
float a2 = a * a; float a2 = a * a;
float f = (NoH * a2 - NoH) * NoH + 1.0; float f = (NoH * a2 - NoH) * NoH + 1.0;
return a2 / (PI * f * f); return a2 / (PI * f * f);
} }
vec3 fresnelSchlick(float u, vec3 f0) { vec3 fresnelSchlick(float u, vec3 f0) {
return f0 + (vec3(1.0) - f0) * pow(1.0 - u, 5.0); return f0 + (vec3(1.0) - f0) * pow(1.0 - u, 5.0);
} }
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
{ {
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0); return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
} }
float geometrySmith(float NoV, float NoL, float a) { float geometrySmith(float NoV, float NoL, float a) {
float a2 = a * a; float a2 = a * a;
float GGXL = NoV * sqrt((-NoL * a2 + NoL) * NoL + a2); float GGXL = NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);
float GGXV = NoL * sqrt((-NoV * a2 + NoV) * NoV + a2); float GGXV = NoL * sqrt((-NoV * a2 + NoV) * NoV + a2);
return 0.5 / (GGXV + GGXL); return 0.5 / (GGXV + GGXL);
} }
void main() void main()
{ {
vec3 l = normalize(lightDir); vec3 l = normalize(lightDir);
vec3 v = normalize(viewPos - fragPos); vec3 v = normalize(viewPos - fragPos);
vec3 n = frag_normal; vec3 n = frag_normal;
vec3 h = normalize(v + l); vec3 h = normalize(v + l);
float light_intensity = 1; float light_intensity = 1;
float perceptualRoughness2 = max(perceptualRoughness, 0.089); float perceptualRoughness2 = max(perceptualRoughness, 0.089);
float roughness = perceptualRoughness2 * perceptualRoughness2; float roughness = perceptualRoughness2 * perceptualRoughness2;
vec3 f0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + baseColor * metallic; vec3 f0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + baseColor * metallic;
float NoV = abs(dot(n, v)) + 1e-5; float NoV = abs(dot(n, v)) + 1e-5;
float NoL = clamp(dot(n, l), 0.0, 1.0); float NoL = clamp(dot(n, l), 0.0, 1.0);
float NoH = clamp(dot(n, h), 0.0, 1.0); float NoH = clamp(dot(n, h), 0.0, 1.0);
float LoH = clamp(dot(l, h), 0.0, 1.0); float LoH = clamp(dot(l, h), 0.0, 1.0);
vec3 color = vec3(0); vec3 color = vec3(0);
float shadow = shadow_factor(frag_pos_light_space); float shadow = shadow_factor(frag_pos_light_space);
// Direct lighting // Direct lighting
{ {
float D = distribGGX(NoH, roughness); float D = distribGGX(NoH, roughness);
vec3 F = fresnelSchlick(LoH, f0); vec3 F = fresnelSchlick(LoH, f0);
float V = geometrySmith(NoV, NoL, roughness); float V = geometrySmith(NoV, NoL, roughness);
vec3 specular = (F * D * V) / (4.0 * NoV * NoL + 0.0001); vec3 specular = (F * D * V) / (4.0 * NoV * NoL + 0.0001);
vec3 diffuse = (1 - F) * (1 - metallic) * baseColor / PI; vec3 diffuse = (1 - F) * (1 - metallic) * baseColor / PI;
color = (1 - shadow) * (diffuse + specular) * lightColor * light_intensity * NoL; color = (1 - shadow) * (diffuse + specular) * lightColor * light_intensity * NoL;
} }
// Ambient lighting with IBL // Ambient lighting with IBL
vec3 ambient; vec3 ambient;
{ {
vec3 F = fresnelSchlickRoughness(NoV, f0, roughness); vec3 F = fresnelSchlickRoughness(NoV, f0, roughness);
vec3 irradiance = texture(irradianceMap, n).rgb; vec3 irradiance = texture(irradianceMap, n).rgb;
@@ -105,32 +105,33 @@ void main()
float ao = 1; float ao = 1;
ambient = ((1 - F) * (1 - metallic) * diffuse + specular) * ao; ambient = ((1 - F) * (1 - metallic) * diffuse + specular) * ao;
} }
color = color + ambient; color = color + ambient;
color = color / (color + vec3(1.0)); // HDR tonemapping color = color / (color + vec3(1.0)); // HDR tonemapping
color = pow(color, vec3(1.0/2.2)); // gamma correct color = pow(color, vec3(1.0/2.2)); // gamma correct
FragColor = vec4(color, 1.0); FragColor = vec4(color, 1.0);
} }
float shadow_factor(vec4 frag_pos_light_space) float shadow_factor(vec4 frag_pos_light_space)
{ {
vec3 proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w; vec3 proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
proj_coords = proj_coords * 0.5 + 0.5; proj_coords = proj_coords * 0.5 + 0.5;
float closest_depth = texture(shadow_map, proj_coords.xy).r; float closest_depth = texture(shadow_map, proj_coords.xy).r;
float current_depth = proj_coords.z; float current_depth = proj_coords.z;
float bias = 0.005; float bias = 0.005;
float shadow = 0; float shadow = 0;
vec2 delta = 1.0 / textureSize(shadow_map, 0); vec2 delta = 1.0 / textureSize(shadow_map, 0);
for (int i = -1; i < 2; i++) for (int i = -1; i < 2; i++)
for (int j = -1; j < 2; j++) { for (int j = -1; j < 2; j++) {
float closest_depth = texture(shadow_map, proj_coords.xy + vec2(i, j) * delta).r; float closest_depth = texture(shadow_map, proj_coords.xy + vec2(i, j) * delta).r;
shadow += (current_depth - bias > closest_depth) ? 1.0 : 0.0; shadow += (current_depth - bias > closest_depth) ? 1.0 : 0.0;
} }
shadow /= 9;
return shadow; shadow /= 9;
return shadow;
} }
-105
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@@ -1,105 +0,0 @@
#version 330 core
struct Light {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
out vec4 FragColor;
in vec3 frag_normal;
in vec3 fragPos;
in vec4 frag_pos_light_space;
uniform sampler2D shadow_map;
uniform vec3 viewPos;
uniform float perceptualRoughness; // [0, 1]
uniform float metallic; // [0, 1]
uniform float reflectance; // [0, 1]
uniform vec3 baseColor;
uniform Light light;
float shadow_factor(vec4 frag_pos_light_space)
{
vec3 proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
proj_coords = proj_coords * 0.5 + 0.5;
float closest_depth = texture(shadow_map, proj_coords.xy).r;
float current_depth = proj_coords.z;
float bias = 0.005;
float shadow = 0;
vec2 delta = 1.0 / textureSize(shadow_map, 0);
for (int i = -1; i < 2; i++)
for (int j = -1; j < 2; j++) {
float closest_depth = texture(shadow_map, proj_coords.xy + vec2(i, j) * delta).r;
shadow += (current_depth - bias > closest_depth) ? 1.0 : 0.0;
}
shadow /= 9;
return shadow;
}
float D_GGX(float NoH, float a) {
float a2 = a * a;
float f = (NoH * a2 - NoH) * NoH + 1.0;
return a2 / (PI * f * f);
}
vec3 F_Schlick(float u, vec3 f0) {
return f0 + (vec3(1.0) - f0) * pow(1.0 - u, 5.0);
}
float V_SmithGGXCorrelated(float NoV, float NoL, float a) {
float a2 = a * a;
float GGXL = NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);
float GGXV = NoL * sqrt((-NoV * a2 + NoV) * NoV + a2);
return 0.5 / (GGXV + GGXL);
}
float Fd_Lambert() {
return 1.0 / PI;
}
void main()
{
// NOTE: frag_normal is normalized by the vertex shader
/*
vec3 l = normalize(light.direction);
vec3 v = viewDir;
vec3 n = frag_normal;
vec3 h = normalize(v + l);
vec3 diffuseColor = (1.0 - metallic) * baseColor.rgb;
vec3 f0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + baseColor * metallic;
float NoV = abs(dot(n, v)) + 1e-5;
float NoL = clamp(dot(n, l), 0.0, 1.0);
float NoH = clamp(dot(n, h), 0.0, 1.0);
float LoH = clamp(dot(l, h), 0.0, 1.0);
float roughness = perceptualRoughness * perceptualRoughness;
float D = D_GGX(NoH, roughness);
vec3 F = F_Schlick(LoH, f0);
float V = V_SmithGGXCorrelated(NoV, NoL, roughness);
// specular BRDF
vec3 Fr = (D * V) * F;
//vec3 energyCompensation = 1.0 + f0 * (1.0 / dfg.y - 1.0);
//// Scale the specular lobe to account for multiscattering
//Fr *= pixel.energyCompensation;
// diffuse BRDF
vec3 Fd = diffuseColor * Fd_Lambert();
// apply lighting...
float shadow = shadow_factor(frag_pos_light_space);
*/
vec3 result = vec3(1, 0, 0); // Fd + Fr * (1 - shadow);
FragColor = vec4(result, 1.0);
}
-113
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@@ -1,113 +0,0 @@
#version 330 core
// https://github.com/Nadrin/PBR/blob/master/data/shaders/glsl/pbr_fs.glsl
#define PI 3.1415926538
out vec4 FragColor;
in vec3 frag_normal;
in vec3 fragPos;
in vec4 frag_pos_light_space;
uniform sampler2D shadow_map;
uniform vec3 viewPos;
uniform float perceptualRoughness; // [0, 1]
uniform float metallic; // [0, 1]
uniform float reflectance; // [0, 1]
uniform vec3 baseColor;
uniform vec3 lightDir;
uniform vec3 lightColor;
float shadow_factor(vec4 frag_pos_light_space);
float D_GGX(float NoH, float a) {
float a2 = a * a;
float f = (NoH * a2 - NoH) * NoH + 1.0;
return a2 / (PI * f * f);
}
vec3 F_Schlick(float u, vec3 f0) {
return f0 + (vec3(1.0) - f0) * pow(1.0 - u, 5.0);
}
float V_SmithGGXCorrelated(float NoV, float NoL, float a) {
float a2 = a * a;
float GGXL = NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);
float GGXV = NoL * sqrt((-NoV * a2 + NoV) * NoV + a2);
return 0.5 / (GGXV + GGXL);
}
float Fd_Lambert()
{
return 1.0 / PI;
}
void main()
{
vec3 l = normalize(lightDir);
vec3 v = normalize(viewPos - fragPos);
vec3 n = frag_normal;
vec3 h = normalize(v + l);
float light_intensity = 1;
vec3 albedo = baseColor;
vec3 diffuseColor = (1.0 - metallic) * baseColor;
vec3 f0 = 0.16 * reflectance * reflectance * (1.0 - metallic)
+ baseColor * metallic;
float NoV = abs(dot(n, v)) + 1e-5;
float NoL = clamp(dot(n, l), 0.0, 1.0);
float NoH = clamp(dot(n, h), 0.0, 1.0);
float LoH = clamp(dot(l, h), 0.0, 1.0);
float roughness = perceptualRoughness * perceptualRoughness;
float D = D_GGX(NoH, roughness);
vec3 F = F_Schlick(LoH, f0);
float V = V_SmithGGXCorrelated(NoV, NoL, roughness);
// specular BRDF
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
vec3 Fr = (D * V) * F / denominator;
vec3 radiance = lightColor;
vec3 light = ((vec3(1.0) - F) * (1.0 - metallic) * albedo / PI + Fr) * radiance * NoL;
float shadow = shadow_factor(frag_pos_light_space);
vec3 ambient = vec3(0.03) * albedo;
vec3 color = (ambient + light) * (1 - shadow);
/*
// HDR tonemapping
color = color / (color + vec3(1.0));
// gamma correct
color = pow(color, vec3(1.0/2.2));
*/
FragColor = vec4(color, 1.0);
}
float shadow_factor(vec4 frag_pos_light_space)
{
vec3 proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
proj_coords = proj_coords * 0.5 + 0.5;
float closest_depth = texture(shadow_map, proj_coords.xy).r;
float current_depth = proj_coords.z;
float bias = 0.005;
float shadow = 0;
vec2 delta = 1.0 / textureSize(shadow_map, 0);
for (int i = -1; i < 2; i++)
for (int j = -1; j < 2; j++) {
float closest_depth = texture(shadow_map, proj_coords.xy + vec2(i, j) * delta).r;
shadow += (current_depth - bias > closest_depth) ? 1.0 : 0.0;
}
shadow /= 9;
return shadow;
}
@@ -7,37 +7,37 @@ uniform samplerCube environmentMap;
const float PI = 3.14159265359; const float PI = 3.14159265359;
void main() void main()
{ {
// The world vector acts as the normal of a tangent surface // The world vector acts as the normal of a tangent surface
// from the origin, aligned to WorldPos. Given this normal, calculate all // from the origin, aligned to WorldPos. Given this normal, calculate all
// incoming radiance of the environment. The result of this radiance // incoming radiance of the environment. The result of this radiance
// is the radiance of light coming from -Normal direction, which is what // is the radiance of light coming from -Normal direction, which is what
// we use in the PBR shader to sample irradiance. // we use in the PBR shader to sample irradiance.
vec3 N = normalize(WorldPos); vec3 N = normalize(WorldPos);
vec3 irradiance = vec3(0.0); vec3 irradiance = vec3(0.0);
// tangent space calculation from origin point
vec3 up = vec3(0.0, 1.0, 0.0);
vec3 right = normalize(cross(up, N));
up = normalize(cross(N, right));
float sampleDelta = 0.025;
float nrSamples = 0.0;
for(float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta)
{
for(float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta)
{
// spherical to cartesian (in tangent space)
vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
// tangent space to world
vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * N;
irradiance += texture(environmentMap, sampleVec).rgb * cos(theta) * sin(theta); // tangent space calculation from origin point
nrSamples++; vec3 up = vec3(0.0, 1.0, 0.0);
} vec3 right = normalize(cross(up, N));
} up = normalize(cross(N, right));
irradiance = PI * irradiance * (1.0 / float(nrSamples));
float sampleDelta = 0.025;
FragColor = vec4(irradiance, 1.0); float nrSamples = 0.0;
for(float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta)
{
for(float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta)
{
// spherical to cartesian (in tangent space)
vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
// tangent space to world
vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * N;
irradiance += texture(environmentMap, sampleVec).rgb * cos(theta) * sin(theta);
nrSamples++;
}
}
irradiance = PI * irradiance * (1.0 / float(nrSamples));
FragColor = vec4(irradiance, 1.0);
} }
+58 -58
View File
@@ -6,101 +6,101 @@ uniform samplerCube environmentMap;
uniform float roughness; uniform float roughness;
const float PI = 3.14159265359; const float PI = 3.14159265359;
// ----------------------------------------------------------------------------
float DistributionGGX(vec3 N, vec3 H, float roughness) float DistributionGGX(vec3 N, vec3 H, float roughness)
{ {
float a = roughness*roughness; float a = roughness*roughness;
float a2 = a*a; float a2 = a*a;
float NdotH = max(dot(N, H), 0.0); float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH; float NdotH2 = NdotH*NdotH;
float nom = a2; float nom = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0); float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom; denom = PI * denom * denom;
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)
{ {
bits = (bits << 16u) | (bits >> 16u); bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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;
float phi = 2.0 * PI * Xi.x; float phi = 2.0 * PI * Xi.x;
float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y)); float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
float sinTheta = sqrt(1.0 - cosTheta*cosTheta); float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
// from spherical coordinates to cartesian coordinates - halfway vector // from spherical coordinates to cartesian coordinates - halfway vector
vec3 H; vec3 H;
H.x = cos(phi) * sinTheta; H.x = cos(phi) * sinTheta;
H.y = sin(phi) * sinTheta; H.y = sin(phi) * sinTheta;
H.z = cosTheta; H.z = cosTheta;
// from tangent-space H vector to world-space sample vector // from tangent-space H vector to world-space sample vector
vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 tangent = normalize(cross(up, N)); vec3 tangent = normalize(cross(up, N));
vec3 bitangent = cross(N, tangent); vec3 bitangent = cross(N, tangent);
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);
// make the simplifying assumption that V equals R equals the normal
vec3 R = N;
vec3 V = R;
const uint SAMPLE_COUNT = 1024u; // make the simplifying assumption that V equals R equals the normal
vec3 prefilteredColor = vec3(0.0); vec3 R = N;
float totalWeight = 0.0; vec3 V = R;
for(uint i = 0u; i < SAMPLE_COUNT; ++i)
{
// generates a sample vector that's biased towards the preferred alignment direction (importance sampling).
vec2 Xi = Hammersley(i, SAMPLE_COUNT);
vec3 H = ImportanceSampleGGX(Xi, N, roughness);
vec3 L = normalize(2.0 * dot(V, H) * H - V);
float NdotL = max(dot(N, L), 0.0); const uint SAMPLE_COUNT = 1024u;
if(NdotL > 0.0) vec3 prefilteredColor = vec3(0.0);
{ float totalWeight = 0.0;
// sample from the environment's mip level based on roughness/pdf
float D = DistributionGGX(N, H, roughness);
float NdotH = max(dot(N, H), 0.0);
float HdotV = max(dot(H, V), 0.0);
float pdf = D * NdotH / (4.0 * HdotV) + 0.0001;
float resolution = 512.0; // resolution of source cubemap (per face) for(uint i = 0u; i < SAMPLE_COUNT; ++i)
float saTexel = 4.0 * PI / (6.0 * resolution * resolution); {
float saSample = 1.0 / (float(SAMPLE_COUNT) * pdf + 0.0001); // generates a sample vector that's biased towards the preferred alignment direction (importance sampling).
vec2 Xi = Hammersley(i, SAMPLE_COUNT);
vec3 H = ImportanceSampleGGX(Xi, N, roughness);
vec3 L = normalize(2.0 * dot(V, H) * H - V);
float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel); float NdotL = max(dot(N, L), 0.0);
if(NdotL > 0.0)
prefilteredColor += textureLod(environmentMap, L, mipLevel).rgb * NdotL; {
totalWeight += NdotL; // sample from the environment's mip level based on roughness/pdf
} float D = DistributionGGX(N, H, roughness);
} float NdotH = max(dot(N, H), 0.0);
float HdotV = max(dot(H, V), 0.0);
float pdf = D * NdotH / (4.0 * HdotV) + 0.0001;
prefilteredColor = prefilteredColor / totalWeight; float resolution = 512.0; // resolution of source cubemap (per face)
float saTexel = 4.0 * PI / (6.0 * resolution * resolution);
float saSample = 1.0 / (float(SAMPLE_COUNT) * pdf + 0.0001);
FragColor = vec4(prefilteredColor, 1.0); float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);
prefilteredColor += textureLod(environmentMap, L, mipLevel).rgb * NdotL;
totalWeight += NdotL;
}
}
prefilteredColor = prefilteredColor / totalWeight;
FragColor = vec4(prefilteredColor, 1.0);
} }
+3 -2
View File
@@ -1,11 +1,12 @@
#version 330 core #version 330 core
out vec4 FragColor; out vec4 FragColor;
in vec2 TexCoords; in vec2 TexCoords;
uniform sampler2D tex; uniform sampler2D tex;
void main() void main()
{ {
vec3 color = texture(tex, TexCoords).rgb; vec3 color = texture(tex, TexCoords).rgb;
FragColor = vec4(color, 1.0); FragColor = vec4(color, 1.0);
} }
+2 -2
View File
@@ -2,6 +2,6 @@
void main() void main()
{ {
// This is implicit: // This is implicit:
// gl_FragDepth = gl_FragCoord.z; // gl_FragDepth = gl_FragCoord.z;
} }
+1 -1
View File
@@ -6,5 +6,5 @@ uniform mat4 model;
void main() void main()
{ {
gl_Position = light_space_matrix * model * vec4(aPos, 1.0); gl_Position = light_space_matrix * model * vec4(aPos, 1.0);
} }
+5 -4
View File
@@ -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;
@@ -17,8 +18,8 @@ out vec4 frag_pos_light_space;
void main() void main()
{ {
gl_Position = projection * view * model * vec4(aPos, 1.0); gl_Position = projection * view * model * vec4(aPos, 1.0);
fragPos = vec3(model * vec4(aPos, 1.0)); fragPos = vec3(model * vec4(aPos, 1.0));
frag_normal = normalize(mat3(norm) * aNormal); frag_normal = normalize(mat3(norm) * aNormal);
frag_pos_light_space = light_space_matrix * model * vec4(aPos, 1); frag_pos_light_space = light_space_matrix * model * vec4(aPos, 1);
} }
+345 -318
View File
@@ -13,9 +13,9 @@
#include "graphics.h" #include "graphics.h"
typedef struct { typedef struct {
unsigned int vao; unsigned int vao;
unsigned int vbo; unsigned int vbo;
int num_vertices; int num_vertices;
} GPUMeshBuffer; } GPUMeshBuffer;
#define MAX_MESH_BUFFERS 128 #define MAX_MESH_BUFFERS 128
@@ -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;
@@ -45,70 +43,69 @@ 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];
char *vertex_str = load_file(vertex_file, NULL); char *vertex_str = load_file(vertex_file, NULL);
if (vertex_str == NULL) { if (vertex_str == NULL) {
fprintf(stderr, "Couldn't load file '%s'\n", vertex_file); fprintf(stderr, "Couldn't load file '%s'\n", vertex_file);
return 0; return 0;
} }
char *fragment_str = load_file(fragment_file, NULL); char *fragment_str = load_file(fragment_file, NULL);
if (fragment_str == NULL) { if (fragment_str == NULL) {
fprintf(stderr, "Couldn't load file '%s'\n", fragment_file); fprintf(stderr, "Couldn't load file '%s'\n", fragment_file);
free(vertex_str); free(vertex_str);
return 0; return 0;
} }
unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER); unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_str, NULL); glShaderSource(vertex_shader, 1, &vertex_str, NULL);
glCompileShader(vertex_shader); glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success); glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if(!success) { if(!success) {
glGetShaderInfoLog(vertex_shader, sizeof(infolog), NULL, infolog); glGetShaderInfoLog(vertex_shader, sizeof(infolog), NULL, infolog);
fprintf(stderr, "Couldn't compile vertex shader '%s' (%s)\n", vertex_file, infolog); fprintf(stderr, "Couldn't compile vertex shader '%s' (%s)\n", vertex_file, infolog);
free(vertex_str); free(vertex_str);
free(fragment_str); free(fragment_str);
return 0; return 0;
} }
unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_str, NULL); glShaderSource(fragment_shader, 1, &fragment_str, NULL);
glCompileShader(fragment_shader); glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success); glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if(!success) { if(!success) {
glGetShaderInfoLog(fragment_shader, sizeof(infolog), NULL, infolog); glGetShaderInfoLog(fragment_shader, sizeof(infolog), NULL, infolog);
fprintf(stderr, "Couldn't compile fragment shader '%s' (%s)\n", fragment_file, infolog); fprintf(stderr, "Couldn't compile fragment shader '%s' (%s)\n", fragment_file, infolog);
free(vertex_str); free(vertex_str);
free(fragment_str); free(fragment_str);
return 0; return 0;
} }
unsigned int shader_program = glCreateProgram(); unsigned int shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader); glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader); glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program); glLinkProgram(shader_program);
glGetProgramiv(shader_program, GL_LINK_STATUS, &success); glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
if(!success) { if(!success) {
glGetProgramInfoLog(shader_program, sizeof(infolog), NULL, infolog); glGetProgramInfoLog(shader_program, sizeof(infolog), NULL, infolog);
fprintf(stderr, "Couldn't link shader program (%s)\n", infolog); fprintf(stderr, "Couldn't link shader program (%s)\n", infolog);
free(vertex_str); free(vertex_str);
free(fragment_str); free(fragment_str);
return 0; return 0;
} }
glDeleteShader(vertex_shader); glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader); glDeleteShader(fragment_shader);
free(vertex_str); free(vertex_str);
free(fragment_str); free(fragment_str);
return shader_program; return shader_program;
} }
static void set_uniform_m4(unsigned int program, const char *name, Matrix4 value) static void set_uniform_m4(unsigned int program, const char *name, Matrix4 value)
@@ -153,31 +150,31 @@ static void set_uniform_f(unsigned int program, const char *name, float value)
static GPUMeshBuffer create_gpu_mesh_buffer(VertexArray vertices) static GPUMeshBuffer create_gpu_mesh_buffer(VertexArray vertices)
{ {
GPUMeshBuffer buffer; GPUMeshBuffer buffer;
glGenVertexArrays(1, &buffer.vao); glGenVertexArrays(1, &buffer.vao);
glGenBuffers(1, &buffer.vbo); glGenBuffers(1, &buffer.vbo);
glBindVertexArray(buffer.vao); glBindVertexArray(buffer.vao);
glBindBuffer(GL_ARRAY_BUFFER, buffer.vbo); glBindBuffer(GL_ARRAY_BUFFER, buffer.vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertices.size, vertices.data, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertices.size, vertices.data, GL_STATIC_DRAW);
// positions // positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
// normals // normals
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) (offsetof(Vertex, nx))); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) (offsetof(Vertex, nx)));
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
// texture coordinates // texture coordinates
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) (offsetof(Vertex, tx))); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) (offsetof(Vertex, tx)));
glEnableVertexAttribArray(2); glEnableVertexAttribArray(2);
buffer.num_vertices = vertices.size; buffer.num_vertices = vertices.size;
return buffer; return buffer;
} }
ModelID load_3d_model(const char *file) ModelID load_3d_model(const char *file)
@@ -209,26 +206,26 @@ void free_3d_model(ModelID id)
static void draw_mesh_for_shadow_map(GPUMeshBuffer buffer, Matrix4 model) static void draw_mesh_for_shadow_map(GPUMeshBuffer buffer, Matrix4 model)
{ {
glUseProgram(shadow_program); glUseProgram(shadow_program);
set_uniform_m4(shadow_program, "model", model); set_uniform_m4(shadow_program, "model", model);
glBindVertexArray(buffer.vao); glBindVertexArray(buffer.vao);
glDrawArrays(GL_TRIANGLES, 0, buffer.num_vertices); glDrawArrays(GL_TRIANGLES, 0, buffer.num_vertices);
} }
static void draw_mesh(GPUMeshBuffer buffer, Matrix4 model, Material material) static void draw_mesh(GPUMeshBuffer buffer, Matrix4 model, Material material)
{ {
Matrix4 temp; Matrix4 temp;
assert(invert(model, &temp)); assert(invert(model, &temp));
Matrix4 normal = transpose(temp); Matrix4 normal = transpose(temp);
glUseProgram(shader_program); glUseProgram(shader_program);
set_uniform_f(shader_program, "perceptualRoughness", material.perceptualRoughness); set_uniform_f(shader_program, "perceptualRoughness", material.perceptualRoughness);
set_uniform_f(shader_program, "metallic", material.metallic); set_uniform_f(shader_program, "metallic", material.metallic);
set_uniform_f(shader_program, "reflectance", material.reflectance); set_uniform_f(shader_program, "reflectance", material.reflectance);
set_uniform_v3(shader_program, "baseColor", material.baseColor); set_uniform_v3(shader_program, "baseColor", material.baseColor);
set_uniform_m4(shader_program, "model", model); set_uniform_m4(shader_program, "model", model);
set_uniform_m4(shader_program, "norm", normal); set_uniform_m4(shader_program, "norm", normal);
glBindVertexArray(buffer.vao); glBindVertexArray(buffer.vao);
glDrawArrays(GL_TRIANGLES, 0, buffer.num_vertices); glDrawArrays(GL_TRIANGLES, 0, buffer.num_vertices);
@@ -238,73 +235,82 @@ unsigned int cubeVAO = 0;
unsigned int cubeVBO = 0; 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
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
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
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left // front face
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, 0.0f, 0.0f, // bottom-left
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 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, 1.0f, 1.0f, // top-right
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
// left 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, -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 // left face
-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, 1.0f, 0.0f, // top-right
-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, 1.0f, 1.0f, // top-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, 1.0f, // bottom-left
-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, 0.0f, 1.0f, // bottom-left
// right face -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-left -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, 0.0f, 1.0f, // bottom-right
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right // right face
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, 1.0f, // bottom-right
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, 1.0f, 1.0f, // top-right
// bottom face 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // 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, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // 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, 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 // bottom face
-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 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
// top face 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, 1.0f, // top-left 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-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, 1.0f, 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, 0.0f, // bottom-right
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left // top face
-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, 1.0f, // top-left
}; 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
glGenVertexArrays(1, &cubeVAO); 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
glGenBuffers(1, &cubeVBO); 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
// fill buffer -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); };
// link vertex attributes
glBindVertexArray(cubeVAO); glGenVertexArrays(1, &cubeVAO);
glEnableVertexAttribArray(0); glGenBuffers(1, &cubeVBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1); // fill buffer
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glEnableVertexAttribArray(2); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0); // link vertex attributes
glBindVertexArray(0); glBindVertexArray(cubeVAO);
} glEnableVertexAttribArray(0);
// render Cube glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glBindVertexArray(cubeVAO); glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLES, 0, 36); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glBindVertexArray(0); glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// render Cube
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
} }
// renderQuad() renders a 1x1 XY quad in NDC // renderQuad() renders a 1x1 XY quad in NDC
@@ -313,195 +319,220 @@ 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,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 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
glGenVertexArrays(1, &quadVAO); // setup plane VAO
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO); glGenVertexArrays(1, &quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO); glGenBuffers(1, &quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0); glBindVertexArray(quadVAO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
}
glBindVertexArray(quadVAO); glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glBindVertexArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
} }
void init_graphics(void *window) void init_graphics(void *window)
{ {
window_ = window; window_ = window;
shader_program = compile_shader("assets/shaders/vertex.glsl", "assets/shaders/fragment.glsl");
shadow_program = compile_shader("assets/shaders/shadow_vertex.glsl", "assets/shaders/shadow_fragment.glsl");
unsigned int equirectangular_to_cubemap_program = compile_shader("assets/shaders/cubemap_vertex.glsl", "assets/shaders/equirectangular_to_cubemap_fragment.glsl"); // Compile the main shaders
unsigned int irradiance_convolution_program = compile_shader("assets/shaders/cubemap_vertex.glsl", "assets/shaders/irradiance_convolution_fragment.glsl"); shader_program = compile_shader(
background_program = compile_shader("assets/shaders/background_vertex.glsl", "assets/shaders/background_fragment.glsl"); "assets/shaders/vertex.glsl",
"assets/shaders/fragment.glsl");
{ // The program which calculates the shadow map
VertexArray vertices = make_sphere_mesh(0.5); shadow_program = compile_shader(
mesh_buffers[MODEL_SPHERE-1] = create_gpu_mesh_buffer(vertices); "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);
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();
mesh_buffers[MODEL_CUBE-1] = create_gpu_mesh_buffer(vertices);
free(vertices.data);
}
{ {
VertexArray vertices = make_cube_mesh(); glGenFramebuffers(1, &captureFBO);
mesh_buffers[MODEL_CUBE-1] = create_gpu_mesh_buffer(vertices); glGenRenderbuffers(1, &captureRBO);
free(vertices.data);
}
{ glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
glGenFramebuffers(1, &captureFBO); glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
glGenRenderbuffers(1, &captureRBO); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureRBO);
}
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); {
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO); stbi_set_flip_vertically_on_load(true);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512); int width, height, nrComponents;
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureRBO); float *data = stbi_loadf("assets/spruit_sunrise_4k.hdr", &width, &height, &nrComponents, 0);
} if (!data) {
fprintf(stderr, "Couldn't load map\n");
abort();
}
{ glGenTextures(1, &hdrTexture);
stbi_set_flip_vertically_on_load(true); glBindTexture(GL_TEXTURE_2D, hdrTexture);
int width, height, nrComponents; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, data); // note how we specify the texture's data value to be float
float *data = stbi_loadf("assets/spruit_sunrise_4k.hdr", &width, &height, &nrComponents, 0);
if (!data) {
fprintf(stderr, "Couldn't load map\n");
abort();
}
glGenTextures(1, &hdrTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, hdrTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, data); // note how we specify the texture's data value to be float glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); stbi_image_free(data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); }
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data); // 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 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}),
lookat_matrix((Vector3) {0.0f, 0.0f, 0.0f}, (Vector3) {0.0f, 1.0f, 0.0f}, (Vector3) {0.0f, 0.0f, 1.0f}),
lookat_matrix((Vector3) {0.0f, 0.0f, 0.0f}, (Vector3) {0.0f, -1.0f, 0.0f}, (Vector3) {0.0f, 0.0f, -1.0f}),
lookat_matrix((Vector3) {0.0f, 0.0f, 0.0f}, (Vector3) {0.0f, 0.0f, 1.0f}, (Vector3) {0.0f, -1.0f, 0.0f}),
lookat_matrix((Vector3) {0.0f, 0.0f, 0.0f}, (Vector3) {0.0f, 0.0f, -1.0f}, (Vector3) {0.0f, -1.0f, 0.0f})
};
{
glGenTextures(1, &envCubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
for (unsigned int i = 0; i < 6; ++i)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// pbr: set up projection and view matrices for capturing data onto the 6 cubemap face directions // pbr: convert HDR equirectangular environment map to cubemap equivalent
// ---------------------------------------------------------------------------------------------- // ----------------------------------------------------------------------
Matrix4 captureProjection = perspective_matrix(deg2rad(90.0f), 1.0f, 0.1f, 10.0f); glUseProgram(equirectangular_to_cubemap_program);
Matrix4 captureViews[] = { glUniform1i(glGetUniformLocation(equirectangular_to_cubemap_program, "equirectangularMap"), 0);
lookat_matrix((Vector3) {0.0f, 0.0f, 0.0f}, (Vector3) {1.0f, 0.0f, 0.0f}, (Vector3) {0.0f, -1.0f, 0.0f}), glUniformMatrix4fv(glGetUniformLocation(equirectangular_to_cubemap_program, "projection"), 1, false, (float*) &captureProjection);
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) {0.0f, 1.0f, 0.0f}, (Vector3) {0.0f, 0.0f, 1.0f}),
lookat_matrix((Vector3) {0.0f, 0.0f, 0.0f}, (Vector3) {0.0f, -1.0f, 0.0f}, (Vector3) {0.0f, 0.0f, -1.0f}),
lookat_matrix((Vector3) {0.0f, 0.0f, 0.0f}, (Vector3) {0.0f, 0.0f, 1.0f}, (Vector3) {0.0f, -1.0f, 0.0f}),
lookat_matrix((Vector3) {0.0f, 0.0f, 0.0f}, (Vector3) {0.0f, 0.0f, -1.0f}, (Vector3) {0.0f, -1.0f, 0.0f})
};
{
glGenTextures(1, &envCubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
for (unsigned int i = 0; i < 6; ++i)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// pbr: convert HDR equirectangular environment map to cubemap equivalent glActiveTexture(GL_TEXTURE0);
// ---------------------------------------------------------------------- glBindTexture(GL_TEXTURE_2D, hdrTexture);
glUseProgram(equirectangular_to_cubemap_program);
glUniform1i(glGetUniformLocation(equirectangular_to_cubemap_program, "equirectangularMap"), 0);
glUniformMatrix4fv(glGetUniformLocation(equirectangular_to_cubemap_program, "projection"), 1, false, (float*) &captureProjection);
glActiveTexture(GL_TEXTURE0); glViewport(0, 0, 512, 512); // don't forget to configure the viewport to the capture dimensions.
glBindTexture(GL_TEXTURE_2D, hdrTexture); glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
for (unsigned int i = 0; i < 6; 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);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, 512, 512); // don't forget to configure the viewport to the capture dimensions. renderCube();
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); }
for (unsigned int i = 0; i < 6; ++i) { glBindFramebuffer(GL_FRAMEBUFFER, 0);
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);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderCube(); {
} // pbr: create an irradiance cubemap, and re-scale capture FBO to irradiance scale.
glBindFramebuffer(GL_FRAMEBUFFER, 0); glGenTextures(1, &irradianceMap);
} glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
for (unsigned int i = 0; i < 6; ++i)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 32, 32, 0, GL_RGB, GL_FLOAT, NULL);
{ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// pbr: create an irradiance cubemap, and re-scale capture FBO to irradiance scale. 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);
glGenTextures(1, &irradianceMap); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO); glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 32, 32); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 32, 32);
} }
{ {
glUseProgram(irradiance_convolution_program); glUseProgram(irradiance_convolution_program);
glUniform1i(glGetUniformLocation(irradiance_convolution_program, "environmentMap"), 0); glUniform1i(glGetUniformLocation(irradiance_convolution_program, "environmentMap"), 0);
glUniformMatrix4fv(glGetUniformLocation(irradiance_convolution_program, "projection"), 1, GL_FALSE, (float*) &captureProjection); glUniformMatrix4fv(glGetUniformLocation(irradiance_convolution_program, "projection"), 1, GL_FALSE, (float*) &captureProjection);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
glViewport(0, 0, 32, 32); // don't forget to configure the viewport to the capture dimensions. glViewport(0, 0, 32, 32); // 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(irradiance_convolution_program, "view"), 1, GL_FALSE, (float*) &captureViews[i]); glUniformMatrix4fv(glGetUniformLocation(irradiance_convolution_program, "view"), 1, GL_FALSE, (float*) &captureViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradianceMap, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradianceMap, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderCube(); renderCube();
} }
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
} }
{ {
int w, h; int w, h;
glfwGetWindowSize(window, &w, &h); glfwGetWindowSize(window, &w, &h);
Matrix4 projection = perspective_matrix(deg2rad(30.0f), (float) w / (float) h, 0.1f, 100.0f); Matrix4 projection = perspective_matrix(deg2rad(30.0f), (float) w / (float) h, 0.1f, 100.0f);
glUseProgram(background_program); glUseProgram(background_program);
glUniformMatrix4fv(glGetUniformLocation(background_program, "projection"), 1, false, (float*) &projection); glUniformMatrix4fv(glGetUniformLocation(background_program, "projection"), 1, false, (float*) &projection);
} }
{ {
glGenFramebuffers(1, &depth_map_fbo); glGenFramebuffers(1, &depth_map_fbo);
glGenTextures(1, &depth_map); glGenTextures(1, &depth_map);
glBindTexture(GL_TEXTURE_2D, depth_map); glBindTexture(GL_TEXTURE_2D, depth_map);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glBindFramebuffer(GL_FRAMEBUFFER, depth_map_fbo); glBindFramebuffer(GL_FRAMEBUFFER, depth_map_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_map, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_map, 0);
glDrawBuffer(GL_NONE); glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE); glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
} }
{ {
glGenTextures(1, &prefilterMap); glGenTextures(1, &prefilterMap);
@@ -569,8 +600,8 @@ void init_graphics(void *window)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 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_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO); glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
@@ -586,14 +617,10 @@ void init_graphics(void *window)
unsigned int rect_program = compile_shader("assets/shaders/brdf_vertex.glsl", "assets/shaders/rect_fragment.glsl"); unsigned int rect_program = compile_shader("assets/shaders/brdf_vertex.glsl", "assets/shaders/rect_fragment.glsl");
unsigned int depth_render_buffer; unsigned int depth_render_buffer;
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 {
+78 -66
View File
@@ -11,23 +11,23 @@
static void error_callback(int error, const char* description) static void error_callback(int error, const char* description)
{ {
fprintf(stderr, "Error: %s\n", description); fprintf(stderr, "Error: %s\n", description);
} }
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{ {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE); glfwSetWindowShouldClose(window, GLFW_TRUE);
} }
void framebuffer_size_callback(GLFWwindow* window, int width, int height) void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{ {
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
} }
void cursor_pos_callback(GLFWwindow *window, double x, double y) void cursor_pos_callback(GLFWwindow *window, double x, double y)
{ {
rotate_camera(x, y); rotate_camera(x, y);
} }
typedef enum { typedef enum {
@@ -41,85 +41,85 @@ typedef enum {
} PieceType; } PieceType;
typedef struct { typedef struct {
bool is_black; bool is_black;
PieceType type; PieceType type;
} Piece; } Piece;
typedef struct { typedef struct {
Piece pieces[8][8]; Piece pieces[8][8];
} Board; } Board;
void init_board(Board *board) void init_board(Board *board)
{ {
for (int i = 0; i < 8; i++) for (int i = 0; i < 8; i++)
for (int j = 0; j < 8; j++) { for (int j = 0; j < 8; j++) {
board->pieces[i][j] = (Piece) {false, PIECE_VOID}; board->pieces[i][j] = (Piece) {false, PIECE_VOID};
} }
for (int i = 0; i < 8; i++) { for (int i = 0; i < 8; i++) {
board->pieces[i][1] = (Piece) {true, PIECE_PAWN}; board->pieces[i][1] = (Piece) {true, PIECE_PAWN};
board->pieces[i][6] = (Piece) {false, PIECE_PAWN}; board->pieces[i][6] = (Piece) {false, PIECE_PAWN};
} }
board->pieces[3][0] = (Piece) {true, PIECE_KING}; board->pieces[3][0] = (Piece) {true, PIECE_KING};
board->pieces[3][7] = (Piece) {false, PIECE_KING}; board->pieces[3][7] = (Piece) {false, PIECE_KING};
board->pieces[4][0] = (Piece) {true, PIECE_QUEEN}; board->pieces[4][0] = (Piece) {true, PIECE_QUEEN};
board->pieces[4][7] = (Piece) {false, PIECE_QUEEN}; board->pieces[4][7] = (Piece) {false, PIECE_QUEEN};
board->pieces[2][7] = (Piece) {false, PIECE_BISHOP}; board->pieces[2][7] = (Piece) {false, PIECE_BISHOP};
board->pieces[5][7] = (Piece) {false, PIECE_BISHOP}; board->pieces[5][7] = (Piece) {false, PIECE_BISHOP};
board->pieces[2][0] = (Piece) {true, PIECE_BISHOP}; board->pieces[2][0] = (Piece) {true, PIECE_BISHOP};
board->pieces[5][0] = (Piece) {true, PIECE_BISHOP}; board->pieces[5][0] = (Piece) {true, PIECE_BISHOP};
board->pieces[1][7] = (Piece) {false, PIECE_KNIGHT}; board->pieces[1][7] = (Piece) {false, PIECE_KNIGHT};
board->pieces[6][7] = (Piece) {false, PIECE_KNIGHT}; board->pieces[6][7] = (Piece) {false, PIECE_KNIGHT};
board->pieces[1][0] = (Piece) {true, PIECE_KNIGHT}; board->pieces[1][0] = (Piece) {true, PIECE_KNIGHT};
board->pieces[6][0] = (Piece) {true, PIECE_KNIGHT}; board->pieces[6][0] = (Piece) {true, PIECE_KNIGHT};
board->pieces[0][0] = (Piece) {true, PIECE_ROOK}; board->pieces[0][0] = (Piece) {true, PIECE_ROOK};
board->pieces[7][0] = (Piece) {true, PIECE_ROOK}; board->pieces[7][0] = (Piece) {true, PIECE_ROOK};
board->pieces[0][7] = (Piece) {false, PIECE_ROOK}; board->pieces[0][7] = (Piece) {false, PIECE_ROOK};
board->pieces[7][7] = (Piece) {false, PIECE_ROOK}; board->pieces[7][7] = (Piece) {false, PIECE_ROOK};
/* /*
board->pieces[3][4] = {false, PIECE_KING}; board->pieces[3][4] = {false, PIECE_KING};
board->pieces[4][5] = {false, PIECE_PAWN}; board->pieces[4][5] = {false, PIECE_PAWN};
board->pieces[4][6] = {false, PIECE_PAWN}; board->pieces[4][6] = {false, PIECE_PAWN};
*/ */
} }
int main(void) int main(void)
{ {
glfwSetErrorCallback(error_callback); glfwSetErrorCallback(error_callback);
if (!glfwInit()) if (!glfwInit())
return -1; return -1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(2*640, 2*480, "3D Chess", NULL, NULL); GLFWwindow *window = glfwCreateWindow(2*640, 2*480, "3D Chess", NULL, NULL);
if (!window) { if (!window) {
glfwTerminate(); glfwTerminate();
return -1; return -1;
} }
glfwSetKeyCallback(window, key_callback); glfwSetKeyCallback(window, key_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, cursor_pos_callback); glfwSetCursorPosCallback(window, cursor_pos_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("Failed to initialize GLAD\n"); printf("Failed to initialize GLAD\n");
return -1; return -1;
} }
glfwSwapInterval(1); glfwSwapInterval(1);
init_graphics(window); init_graphics(window);
@@ -139,7 +139,7 @@ int main(void)
printf("Couldn't load model\n"); printf("Couldn't load model\n");
piece_models[i] = MODEL_SPHERE; piece_models[i] = MODEL_SPHERE;
} }
Board board; Board board;
init_board(&board); init_board(&board);
@@ -174,12 +174,24 @@ 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);
} }
update_graphics(); {
glfwSwapBuffers(window); Material material = {.baseColor={1, 1, 1}, .metallic=1.0, .perceptualRoughness=0, .reflectance=0};
glfwPollEvents(); 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);
}
glfwDestroyWindow(window); {
glfwTerminate(); Material material = {.baseColor={0, 0, 0}, .metallic=1.0, .perceptualRoughness=0, .reflectance=0};
return 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();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
} }