6 #define GLM_ENABLE_EXPERIMENTAL
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8 #include <glm/glm.hpp>
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9 #include <glm/gtx/rotate_vector.hpp>
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10 #include <glm/gtc/matrix_transform.hpp>
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11 #include <glm/gtc/type_ptr.hpp>
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13 #include <SFML/OpenGL.hpp>
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14 #include <SFML/Graphics.hpp>
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17 #include <imgui-SFML.h>
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19 #include <assimp/Importer.hpp>
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20 #include <assimp/postprocess.h>
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21 #include <assimp/scene.h>
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29 - 1 - distanceToBackside in frag_irradiance
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30 - ShadowMap Perspective (no projection?)
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31 - (Implement Gaussian Blur)
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32 - LightDir nicht immer zu 0 0 0
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36 float samplePositions[] = {
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37 0.000000f, 0.000000f,
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38 1.633992f, 0.036795f,
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39 0.177801f, 1.717593f,
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40 -0.194906f, 0.091094f,
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41 -0.239737f, -0.220217f,
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42 -0.003530f, -0.118219f,
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43 1.320107f, -0.181542f,
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44 5.970690f, 0.253378f,
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45 -1.089250f, 4.958349f,
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46 -4.015465f, 4.156699f,
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47 -4.063099f, -4.110150f,
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48 -0.638605f, -6.297663f,
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49 2.542348f, -3.245901f
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52 float sampleWeights[] = {
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53 0.220441f, 0.487000f, 0.635000f,
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54 0.076356f, 0.064487f, 0.039097f,
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55 0.116515f, 0.103222f, 0.064912f,
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56 0.064844f, 0.086388f, 0.062272f,
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57 0.131798f, 0.151695f, 0.103676f,
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58 0.025690f, 0.042728f, 0.033003f,
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59 0.048593f, 0.064740f, 0.046131f,
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60 0.048092f, 0.003042f, 0.000400f,
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61 0.048845f, 0.005406f, 0.001222f,
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62 0.051322f, 0.006034f, 0.001420f,
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63 0.061428f, 0.009152f, 0.002511f,
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64 0.030936f, 0.002868f, 0.000652f,
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65 0.073580f, 0.023239f, 0.009703f
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69 std::vector<float> vertices;
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70 std::vector<GLuint> indices;
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73 if (VAO == 0) initVAO();
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74 glBindVertexArray(VAO);
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75 glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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76 glBindVertexArray(0);
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82 glGenBuffers(1, &VBO);
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85 glGenBuffers(1, &EBO);
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87 glGenVertexArrays(1, &VAO);
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89 glBindVertexArray(VAO);
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91 glBindBuffer(GL_ARRAY_BUFFER, VBO);
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92 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(),
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93 vertices.data(), GL_STATIC_DRAW);
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95 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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96 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(),
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97 indices.data(), GL_STATIC_DRAW);
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99 glEnableVertexAttribArray(0);
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100 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 8, (void*)(0));
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101 glEnableVertexAttribArray(1);
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102 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 8, (void*)(sizeof(float) * 3));
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103 glEnableVertexAttribArray(2);
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104 glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 8, (void*)(sizeof(float) * 6));
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106 glBindVertexArray(0);
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112 glm::vec3 pos = glm::vec3(0, 0, -1);
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113 glm::vec2 rot = glm::vec2(0, 0);
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115 void update(sf::Window &window) {
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116 int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2;
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117 int mouseDeltaY = sf::Mouse::getPosition(window).y - window.getSize().y / 2;
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119 rot.x += mouseDeltaX;
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120 rot.y += mouseDeltaY;
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122 forward = glm::rotate(glm::vec3(0, 0, 1), rot.y / angleFactor, glm::vec3(1, 0, 0));
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123 forward = glm::rotate(forward, -rot.x / angleFactor, glm::vec3(0, 1, 0));
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125 glm::vec3 left = glm::rotate(glm::vec3(0, 0, 1), -rot.x / angleFactor + glm::radians(90.0f), glm::vec3(0, 1, 0));
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127 if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::LShift))
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132 if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
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133 pos += forward / moveFactor;
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134 if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
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135 pos -= forward / moveFactor;
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136 if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
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137 pos += left / moveFactor;
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138 if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
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139 pos -= left / moveFactor;
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145 rot.x = fmod(rot.x, glm::radians(360.0f) * angleFactor);
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146 rot.y = fmod(rot.y, glm::radians(360.0f) * angleFactor);
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149 glm::mat4 getViewMatrix() {
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150 forward = glm::rotate(glm::vec3(0, 0, 1), rot.y / angleFactor, glm::vec3(1, 0, 0));
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151 forward = glm::rotate(forward, -rot.x / angleFactor, glm::vec3(0, 1, 0));
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152 glm::mat4 result = glm::lookAt(pos, pos + forward, up);
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157 glm::vec3 forward = glm::vec3(0, 0, 1);
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158 glm::vec3 up = glm::vec3(0, 1, 0);
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160 const float angleFactor = 200;
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161 float moveFactor = 20;
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165 glm::vec2 rot = glm::vec2(0, 0);
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168 void update(sf::Window &window) {
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169 int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2;
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170 int mouseDeltaY = sf::Mouse::getPosition(window).y - window.getSize().y / 2;
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172 rot.x += mouseDeltaX;
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173 rot.y += mouseDeltaY;
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178 void limit(float minY, float maxY) {
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179 float angleX = rot.x / angleFactor;
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180 float angleY = rot.y / angleFactor;
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182 rot.x = fmod(rot.x, glm::radians(360.0f) * angleFactor);
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184 if (angleY > glm::radians(maxY))
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185 rot.y = glm::radians(maxY) * angleFactor;
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186 if (angleY < glm::radians(minY))
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187 rot.y = glm::radians(minY) * angleFactor;
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190 glm::vec3 getPos() {
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191 float angle = rot.y / angleFactor;
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193 float camY = sin(angle) * exp(radius);
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194 float camZ = cos(angle) * exp(radius);
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196 glm::vec3 result(0.0, camY, camZ);
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197 return glm::rotate(result, -rot.x / angleFactor, glm::vec3(0, 1, 0));
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200 glm::mat4 getViewMatrix() {
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201 float angle = rot.y / angleFactor;
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203 float camY = sin(angle) * exp(radius);
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204 float camZ = cos(angle) * exp(radius);
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205 glm::mat4 result = glm::lookAt(glm::vec3(0.0, camY, camZ), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
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206 result = glm::rotate(result, rot.x / angleFactor, glm::vec3(0, 1, 0));
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212 const float angleFactor = 200;
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215 std::string readFile(std::string filename) {
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216 std::ifstream ifs(filename, std::ios::binary);
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217 std::string result, line;
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218 while (std::getline(ifs, line))
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219 result += line + "\n";
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224 model loadModel(const std::string &filename) {
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225 Assimp::Importer importer;
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227 const aiScene *scene = importer.ReadFile(
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228 filename, aiProcess_CalcTangentSpace | aiProcess_Triangulate |
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229 aiProcess_SortByPType | aiProcess_GenSmoothNormals);
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233 for (int i = 0; i < scene->mMeshes[0]->mNumVertices; i++) {
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234 aiVector3D v = scene->mMeshes[0]->mVertices[i];
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235 aiVector3D n = scene->mMeshes[0]->mNormals[i];
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236 aiVector3D t = scene->mMeshes[0]->mTextureCoords[0][i];
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237 result.vertices.push_back(v.x * 100);
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238 result.vertices.push_back(v.y * 100);
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239 result.vertices.push_back(v.z * 100);
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240 result.vertices.push_back(n.x);
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241 result.vertices.push_back(n.y);
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242 result.vertices.push_back(n.z);
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243 result.vertices.push_back(t.x);
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244 result.vertices.push_back(t.y);
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247 for (int i = 0; i < scene->mMeshes[0]->mNumFaces; i++) {
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248 aiFace f = scene->mMeshes[0]->mFaces[i];
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249 for (int j = 0; j < f.mNumIndices; j++) {
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250 result.indices.push_back(f.mIndices[j]);
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257 GLuint compileShaders(const char *vertFilename, const char *fragFilename) {
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258 GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
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259 std::string vertSource = readFile(vertFilename);
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260 const char *vertAddr = vertSource.c_str();
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261 glShaderSource(vertShader, 1, &vertAddr, NULL);
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262 glCompileShader(vertShader);
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266 glGetShaderiv(vertShader, GL_COMPILE_STATUS, &success);
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268 glGetShaderInfoLog(vertShader, 512, NULL, infoLog);
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269 printf("Error compiling vertex shader(%s): %s\n", vertFilename, infoLog);
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272 GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
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273 std::string fragSource = readFile(fragFilename);
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274 const char *fragAddr = fragSource.c_str();
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275 glShaderSource(fragShader, 1, &fragAddr, NULL);
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276 glCompileShader(fragShader);
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278 glGetShaderiv(fragShader, GL_COMPILE_STATUS, &success);
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280 glGetShaderInfoLog(fragShader, 512, NULL, infoLog);
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281 printf("Error compiling fragment shader(%s): %s\n", fragFilename, infoLog);
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284 // Link Shader Program
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286 GLuint shaderProgram = glCreateProgram();
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287 glAttachShader(shaderProgram, vertShader);
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288 glAttachShader(shaderProgram, fragShader);
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289 glLinkProgram(shaderProgram);
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291 glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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293 glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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294 printf("Error linking shader program: %s\n", infoLog);
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297 glDeleteShader(vertShader);
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298 glDeleteShader(fragShader);
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300 return shaderProgram;
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303 struct framebuffer {
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304 framebuffer(const char *vertFilename, const char *fragFilename, int width, int height) {
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305 glGenFramebuffers(1, &fbo);
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306 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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308 glGenTextures(1, &renderTexture);
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309 glBindTexture(GL_TEXTURE_2D, renderTexture);
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310 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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311 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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312 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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313 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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314 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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315 //glBindTexture(GL_TEXTURE_2D, 0);
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316 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);
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318 glGenRenderbuffers(1, &rbo);
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319 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
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320 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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321 //glBindRenderbuffer(GL_RENDERBUFFER, 0);
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322 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
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324 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
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325 printf("Successfully created framebuffer\n");
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327 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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329 screenShaderProgram = compileShaders(vertFilename, fragFilename);
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330 glUseProgram(screenShaderProgram);
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331 glUniform1i(glGetUniformLocation(screenShaderProgram, "screenTexture"), 0);
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335 glGenBuffers(1, &screenVBO);
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337 glGenVertexArrays(1, &screenVAO);
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339 glBindVertexArray(screenVAO);
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341 float screenVerts[] = {
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342 -1.0f, +1.0f, +0.0f, +1.0f,
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343 -1.0f, -1.0f, +0.0f, +0.0f,
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344 +1.0f, -1.0f, +1.0f, +0.0f,
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346 -1.0f, +1.0f, +0.0f, +1.0f,
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347 +1.0f, -1.0f, +1.0f, +0.0f,
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348 +1.0f, +1.0f, +1.0f, +1.0f,
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351 glBindBuffer(GL_ARRAY_BUFFER, screenVBO);
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352 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4,
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353 screenVerts, GL_STATIC_DRAW);
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355 glEnableVertexAttribArray(0);
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356 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(0));
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357 glEnableVertexAttribArray(1);
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358 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2));
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360 glBindVertexArray(0);
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363 glDeleteFramebuffers(1, &fbo);
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367 GLuint renderTexture;
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369 GLuint screenShaderProgram;
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377 const int width = 1600, height = 900;
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379 sf::ContextSettings settings;
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380 settings.depthBits = 24;
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381 settings.antialiasingLevel = 0;
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382 settings.majorVersion = 4;
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383 settings.minorVersion = 6;
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385 sf::RenderWindow window(sf::VideoMode(1600, 900), "Subsurface Scattering",
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386 sf::Style::Default, settings);
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387 window.setVerticalSyncEnabled(true);
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389 ImGui::SFML::Init(window);
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393 if (glewInit() != GLEW_OK) {
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396 GLuint shaderProgramIrradiance = compileShaders("shaders/ts_vert_irradiance.glsl", "shaders/ts_frag_irradiance.glsl");
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397 GLuint shaderProgramCombine = compileShaders("shaders/ts_vert.glsl", "shaders/ts_frag.glsl");
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399 //model m = loadModel("models/Isotrop-upperjaw.ply");
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400 model m = loadModel("models/african_head/african_head.obj");
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407 glm::mat4 model = glm::scale(glm::mat4(1.0f), glm::vec3(0.01f, 0.01f, 0.01f));
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409 glm::mat4 view, lightView;
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411 glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f);
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412 glm::mat4 lightProj = glm::perspective(glm::radians(90.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f);
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415 framebuffer fb_shadowmap("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height);
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416 framebuffer fb_irradiance("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height);
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421 bool wireframe = false;
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422 bool freecam = false;
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423 int renderState = 1;
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424 float color[3] = { 0.7f, 0.4f, 0.4f };
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425 glm::vec3 lightPos = glm::vec3(0.0f, 0.0f, 0.25f);
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426 float transmittanceScale = 0.005f;
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427 float powBase = 2.718;
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428 float powFactor = 1;
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431 auto options = DefaultOptions;
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433 sf::Clock deltaClock;
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435 bool prevMouse = false;
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437 bool running = true;
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442 while (window.pollEvent(event)) {
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443 ImGui::SFML::ProcessEvent(event);
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445 if (event.type == sf::Event::EventType::Closed) {
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447 } else if (event.type == sf::Event::EventType::Resized) {
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448 glViewport(0, 0, event.size.width, event.size.height);
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449 } else if (event.type == sf::Event::EventType::KeyReleased) {
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450 using keys = sf::Keyboard;
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451 switch (event.key.code) {
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456 } else if (event.type == sf::Event::EventType::MouseWheelScrolled) {
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457 if (! options.freecam) {
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458 arcCam.radius -= event.mouseWheelScroll.delta / 5.0f;
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465 if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
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466 window.setMouseCursorVisible(false);
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469 if (options.freecam)
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470 freeCam.update(window);
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472 arcCam.update(window);
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476 sf::Mouse::setPosition(sf::Vector2i(
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477 window.getSize().x / 2,
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478 window.getSize().y / 2
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481 window.setMouseCursorVisible(true);
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484 prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right);
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486 // Render Shadowmap
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488 glBindFramebuffer(GL_FRAMEBUFFER, fb_irradiance.fbo);
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489 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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490 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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491 glEnable(GL_DEPTH_TEST);
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493 if (options.wireframe)
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494 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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496 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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498 glUseProgram(shaderProgramIrradiance);
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500 if (options.freecam)
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501 view = freeCam.getViewMatrix();
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503 view = arcCam.getViewMatrix();
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505 glUniformMatrix4fv(
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506 glGetUniformLocation(shaderProgramIrradiance, "model"),
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507 1, GL_FALSE, glm::value_ptr(model));
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508 glUniformMatrix4fv(
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509 glGetUniformLocation(shaderProgramIrradiance, "view"),
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510 1, GL_FALSE, glm::value_ptr(view));
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511 glUniformMatrix4fv(
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512 glGetUniformLocation(shaderProgramIrradiance, "projection"),
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513 1, GL_FALSE, glm::value_ptr(proj));
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516 glGetUniformLocation(shaderProgramIrradiance, "objectColor"),
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519 glGetUniformLocation(shaderProgramIrradiance, "lightColor"),
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522 glGetUniformLocation(shaderProgramIrradiance, "lightPos"),
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523 1, glm::value_ptr(options.lightPos));
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525 glGetUniformLocation(shaderProgramIrradiance, "viewPos"),
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526 1, glm::value_ptr(options.freecam ? freeCam.pos : arcCam.getPos()));
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532 // Render fbo to screen
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534 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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535 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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536 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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537 glEnable(GL_DEPTH_TEST);
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539 if (options.wireframe)
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540 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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542 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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544 glUseProgram(shaderProgramCombine);
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546 if (options.freecam)
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547 view = freeCam.getViewMatrix();
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549 view = arcCam.getViewMatrix();
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551 glUniformMatrix4fv(
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552 glGetUniformLocation(shaderProgramCombine, "model"),
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553 1, GL_FALSE, glm::value_ptr(model));
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554 glUniformMatrix4fv(
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555 glGetUniformLocation(shaderProgramCombine, "view"),
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556 1, GL_FALSE, glm::value_ptr(view));
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557 glUniformMatrix4fv(
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558 glGetUniformLocation(shaderProgramCombine, "projection"),
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559 1, GL_FALSE, glm::value_ptr(proj));
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562 glGetUniformLocation(shaderProgramCombine, "objectColor"),
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565 glGetUniformLocation(shaderProgramCombine, "lightColor"),
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568 glGetUniformLocation(shaderProgramCombine, "lightPos"),
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569 1, glm::value_ptr(options.lightPos));
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571 glGetUniformLocation(shaderProgramCombine, "viewPos"),
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572 1, glm::value_ptr(options.freecam ? freeCam.pos : arcCam.getPos()));
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574 glUniform1i(glGetUniformLocation(shaderProgramCombine, "screenWidth"), window.getSize().x);
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575 glUniform1i(glGetUniformLocation(shaderProgramCombine, "screenHeight"), window.getSize().y);
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576 glUniform1i(glGetUniformLocation(shaderProgramCombine, "renderState"), options.renderState);
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577 glUniform2fv(glGetUniformLocation(shaderProgramCombine, "samplePositions"), 13, samplePositions);
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578 glUniform3fv(glGetUniformLocation(shaderProgramCombine, "sampleWeights"), 13, sampleWeights);
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579 glUniform1f(glGetUniformLocation(shaderProgramCombine, "transmittanceScale"), options.transmittanceScale);
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581 glUniform1i(glGetUniformLocation(shaderProgramCombine, "irradianceTexture"), 0);
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582 glActiveTexture(GL_TEXTURE0 + 0);
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583 glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture);
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585 // glBindVertexArray(fb_irradiance.screenVAO);
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586 // glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "shadowmapTexture"), 0);
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587 // glActiveTexture(GL_TEXTURE0 + 0);
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588 // glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture);
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589 // glDrawArrays(GL_TRIANGLES, 0, 6);
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590 // glBindVertexArray(0);
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596 ImGui::SFML::Update(window, deltaClock.restart());
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598 ImGui::Begin("Options");
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599 ImGui::Checkbox("Wireframe", &options.wireframe);
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600 ImGui::Checkbox("Free Cam", &options.freecam);
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601 ImGui::InputInt("Render State", &options.renderState);
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602 ImGui::DragFloat3("Color", options.color, 0.01, 0, 1);
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603 ImGui::DragFloat("Transmittance Scale", &options.transmittanceScale, 0.0001f, 0, 0.3);
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604 ImGui::DragFloat("Pow Base", &options.powBase, 0.01f, 0, 4);
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605 ImGui::DragFloat("Pow Factor", &options.powFactor, 0.01f, 0, 3);
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606 ImGui::DragFloat3("Light Pos", glm::value_ptr(options.lightPos), 0.01, -5, 5);
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607 if (options.freecam) {
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608 ImGui::LabelText("Position", "%f %f %f", freeCam.pos.x, freeCam.pos.y, freeCam.pos.z);
\r
609 ImGui::LabelText("Rotation", "%f %f", freeCam.rot.x, freeCam.rot.y);
\r
610 if (ImGui::Button("Reset")) {
\r
611 freeCam.pos = glm::vec3(0, 0, -1);
\r
612 freeCam.rot = glm::vec2(0);
\r
613 options = DefaultOptions;
\r
616 ImGui::LabelText("Rotation", "%f %f", arcCam.rot.x, arcCam.rot.y);
\r
617 ImGui::DragFloat("Radius", &arcCam.radius, 0.01f, -1.0f, 1.0f);
\r
618 if (ImGui::Button("Reset")) {
\r
619 arcCam.rot = glm::vec2(0);
\r
621 options = DefaultOptions;
\r
626 ImGui::SFML::Render(window);
\r