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) * 6, (void*)(0));
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101 glEnableVertexAttribArray(1);
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102 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(sizeof(float) * 3));
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104 glBindVertexArray(0);
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110 glm::vec3 pos = glm::vec3(0, 0, -1);
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111 glm::vec2 rot = glm::vec2(0, 0);
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113 void update(sf::Window &window) {
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114 int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2;
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115 int mouseDeltaY = sf::Mouse::getPosition(window).y - window.getSize().y / 2;
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117 rot.x += mouseDeltaX;
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118 rot.y += mouseDeltaY;
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120 forward = glm::rotate(glm::vec3(0, 0, 1), rot.y / angleFactor, glm::vec3(1, 0, 0));
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121 forward = glm::rotate(forward, -rot.x / angleFactor, glm::vec3(0, 1, 0));
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123 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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125 if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::LShift))
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130 if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
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131 pos += forward / moveFactor;
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132 if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
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133 pos -= forward / moveFactor;
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134 if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
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135 pos += left / moveFactor;
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136 if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
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137 pos -= left / moveFactor;
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143 rot.x = fmod(rot.x, glm::radians(360.0f) * angleFactor);
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144 rot.y = fmod(rot.y, glm::radians(360.0f) * angleFactor);
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147 glm::mat4 getViewMatrix() {
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148 forward = glm::rotate(glm::vec3(0, 0, 1), rot.y / angleFactor, glm::vec3(1, 0, 0));
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149 forward = glm::rotate(forward, -rot.x / angleFactor, glm::vec3(0, 1, 0));
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150 glm::mat4 result = glm::lookAt(pos, pos + forward, up);
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155 glm::vec3 forward = glm::vec3(0, 0, 1);
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156 glm::vec3 up = glm::vec3(0, 1, 0);
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158 const float angleFactor = 200;
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159 float moveFactor = 20;
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163 glm::vec2 rot = glm::vec2(0, 0);
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166 void update(sf::Window &window) {
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167 int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2;
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168 int mouseDeltaY = sf::Mouse::getPosition(window).y - window.getSize().y / 2;
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170 rot.x += mouseDeltaX;
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171 rot.y += mouseDeltaY;
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176 void limit(float minY, float maxY) {
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177 float angleX = rot.x / angleFactor;
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178 float angleY = rot.y / angleFactor;
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180 rot.x = fmod(rot.x, glm::radians(360.0f) * angleFactor);
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182 if (angleY > glm::radians(maxY))
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183 rot.y = glm::radians(maxY) * angleFactor;
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184 if (angleY < glm::radians(minY))
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185 rot.y = glm::radians(minY) * angleFactor;
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188 glm::vec3 getPos() {
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189 float angle = rot.y / angleFactor;
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191 float camY = sin(angle) * exp(radius);
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192 float camZ = cos(angle) * exp(radius);
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194 glm::vec3 result(0.0, camY, camZ);
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195 return glm::rotate(result, -rot.x / angleFactor, glm::vec3(0, 1, 0));
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198 glm::mat4 getViewMatrix() {
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199 float angle = rot.y / angleFactor;
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201 float camY = sin(angle) * exp(radius);
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202 float camZ = cos(angle) * exp(radius);
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203 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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204 result = glm::rotate(result, rot.x / angleFactor, glm::vec3(0, 1, 0));
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210 const float angleFactor = 200;
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213 std::string readFile(std::string filename) {
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214 std::ifstream ifs(filename, std::ios::binary);
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215 std::string result, line;
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216 while (std::getline(ifs, line))
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217 result += line + "\n";
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222 model loadModel(const std::string &filename) {
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223 Assimp::Importer importer;
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225 const aiScene *scene = importer.ReadFile(
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226 filename, aiProcess_CalcTangentSpace | aiProcess_Triangulate |
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227 aiProcess_SortByPType | aiProcess_GenSmoothNormals |
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228 aiProcess_GenUVCoords);
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232 printf("uv channels: %d\n", scene->mMeshes[0]->GetNumUVChannels());
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234 for (int i = 0; i < scene->mMeshes[0]->mNumVertices; i++) {
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235 aiVector3D v = scene->mMeshes[0]->mVertices[i];
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236 aiVector3D n = scene->mMeshes[0]->mNormals[i];
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237 result.vertices.push_back(v.x);
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238 result.vertices.push_back(v.y);
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239 result.vertices.push_back(v.z);
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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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245 for (int i = 0; i < scene->mMeshes[0]->mNumFaces; i++) {
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246 aiFace f = scene->mMeshes[0]->mFaces[i];
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247 for (int j = 0; j < f.mNumIndices; j++) {
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248 result.indices.push_back(f.mIndices[j]);
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255 GLuint compileShaders(const char *vertFilename, const char *fragFilename) {
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256 GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
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257 std::string vertSource = readFile(vertFilename);
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258 const char *vertAddr = vertSource.c_str();
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259 glShaderSource(vertShader, 1, &vertAddr, NULL);
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260 glCompileShader(vertShader);
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264 glGetShaderiv(vertShader, GL_COMPILE_STATUS, &success);
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266 glGetShaderInfoLog(vertShader, 512, NULL, infoLog);
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267 printf("Error compiling vertex shader(%s): %s\n", vertFilename, infoLog);
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270 GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
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271 std::string fragSource = readFile(fragFilename);
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272 const char *fragAddr = fragSource.c_str();
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273 glShaderSource(fragShader, 1, &fragAddr, NULL);
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274 glCompileShader(fragShader);
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276 glGetShaderiv(fragShader, GL_COMPILE_STATUS, &success);
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278 glGetShaderInfoLog(fragShader, 512, NULL, infoLog);
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279 printf("Error compiling fragment shader(%s): %s\n", fragFilename, infoLog);
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282 // Link Shader Program
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284 GLuint shaderProgram = glCreateProgram();
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285 glAttachShader(shaderProgram, vertShader);
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286 glAttachShader(shaderProgram, fragShader);
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287 glLinkProgram(shaderProgram);
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289 glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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291 glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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292 printf("Error linking shader program: %s\n", infoLog);
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295 glDeleteShader(vertShader);
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296 glDeleteShader(fragShader);
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298 return shaderProgram;
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301 struct framebuffer {
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302 framebuffer(const char *vertFilename, const char *fragFilename, int width, int height) {
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303 glGenFramebuffers(1, &fbo);
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304 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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306 glGenTextures(1, &renderTexture);
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307 glBindTexture(GL_TEXTURE_2D, renderTexture);
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308 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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309 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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310 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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311 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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312 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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313 //glBindTexture(GL_TEXTURE_2D, 0);
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314 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);
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316 glGenRenderbuffers(1, &rbo);
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317 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
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318 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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319 //glBindRenderbuffer(GL_RENDERBUFFER, 0);
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320 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
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322 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
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323 printf("Successfully created framebuffer\n");
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325 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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327 screenShaderProgram = compileShaders(vertFilename, fragFilename);
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328 glUseProgram(screenShaderProgram);
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329 glUniform1i(glGetUniformLocation(screenShaderProgram, "screenTexture"), 0);
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333 glGenBuffers(1, &screenVBO);
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335 glGenVertexArrays(1, &screenVAO);
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337 glBindVertexArray(screenVAO);
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339 float screenVerts[] = {
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340 -1.0f, +1.0f, +0.0f, +1.0f,
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341 -1.0f, -1.0f, +0.0f, +0.0f,
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342 +1.0f, -1.0f, +1.0f, +0.0f,
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344 -1.0f, +1.0f, +0.0f, +1.0f,
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345 +1.0f, -1.0f, +1.0f, +0.0f,
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346 +1.0f, +1.0f, +1.0f, +1.0f,
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349 glBindBuffer(GL_ARRAY_BUFFER, screenVBO);
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350 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4,
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351 screenVerts, GL_STATIC_DRAW);
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353 glEnableVertexAttribArray(0);
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354 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(0));
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355 glEnableVertexAttribArray(1);
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356 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2));
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358 glBindVertexArray(0);
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361 glDeleteFramebuffers(1, &fbo);
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365 GLuint renderTexture;
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367 GLuint screenShaderProgram;
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375 const int width = 1600, height = 900;
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377 sf::ContextSettings settings;
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378 settings.depthBits = 24;
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379 settings.antialiasingLevel = 0;
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380 settings.majorVersion = 4;
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381 settings.minorVersion = 6;
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383 sf::RenderWindow window(sf::VideoMode(1600, 900), "Subsurface Scattering",
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384 sf::Style::Default, settings);
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385 window.setVerticalSyncEnabled(true);
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387 ImGui::SFML::Init(window);
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391 if (glewInit() != GLEW_OK) {
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394 GLuint shaderProgramShadowmap = compileShaders("shaders/vert_shadowmap.glsl", "shaders/frag_shadowmap.glsl");
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395 GLuint shaderProgramIrradiance = compileShaders("shaders/vert_irradiance.glsl", "shaders/frag_irradiance.glsl");
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397 model m = loadModel("models/Isotrop-upperjaw.ply");
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404 glm::mat4 model = glm::scale(glm::mat4(1.0f), glm::vec3(0.01f, 0.01f, 0.01f));
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406 glm::mat4 view, lightView;
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408 glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f);
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409 glm::mat4 lightProj = glm::perspective(glm::radians(90.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f);
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413 framebuffer fb_shadowmap("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height);
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414 framebuffer fb_irradiance("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height);
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419 bool wireframe = false;
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420 bool freecam = false;
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421 int renderState = 2;
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422 float color[3] = { 0.7f, 0.4f, 0.4f };
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423 glm::vec3 lightPos = glm::vec3(0.0f, 0.0f, 0.03f);
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424 float transmittanceScale = 0.025f;
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426 float powFactor = 1.5;
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429 auto options = DefaultOptions;
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431 sf::Clock deltaClock;
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433 bool prevMouse = false;
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435 bool running = true;
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440 while (window.pollEvent(event)) {
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441 ImGui::SFML::ProcessEvent(event);
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443 if (event.type == sf::Event::EventType::Closed) {
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445 } else if (event.type == sf::Event::EventType::Resized) {
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446 glViewport(0, 0, event.size.width, event.size.height);
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447 } else if (event.type == sf::Event::EventType::KeyReleased) {
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448 using keys = sf::Keyboard;
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449 switch (event.key.code) {
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454 } else if (event.type == sf::Event::EventType::MouseWheelScrolled) {
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455 if (! options.freecam) {
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456 arcCam.radius -= event.mouseWheelScroll.delta / 5.0f;
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463 if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
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464 window.setMouseCursorVisible(false);
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467 if (options.freecam)
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468 freeCam.update(window);
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470 arcCam.update(window);
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474 sf::Mouse::setPosition(sf::Vector2i(
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475 window.getSize().x / 2,
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476 window.getSize().y / 2
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479 window.setMouseCursorVisible(true);
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482 prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right);
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484 // Render Shadowmap to fbo
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486 glClampColor(GL_CLAMP_READ_COLOR, GL_FALSE);
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487 glClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
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488 glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
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490 glBindFramebuffer(GL_FRAMEBUFFER, fb_shadowmap.fbo);
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491 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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492 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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493 glEnable(GL_DEPTH_TEST);
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495 if (options.wireframe)
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496 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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498 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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500 glUseProgram(shaderProgramShadowmap);
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502 if (options.freecam)
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503 view = freeCam.getViewMatrix();
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505 view = arcCam.getViewMatrix();
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507 lightView = glm::lookAt(options.lightPos, glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
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509 glUniformMatrix4fv(
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510 glGetUniformLocation(shaderProgramShadowmap, "model"),
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511 1, GL_FALSE, glm::value_ptr(model));
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512 glUniformMatrix4fv(
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513 glGetUniformLocation(shaderProgramShadowmap, "lightView"),
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514 1, GL_FALSE, glm::value_ptr(lightView));
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515 glUniformMatrix4fv(
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516 glGetUniformLocation(shaderProgramShadowmap, "projection"),
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517 1, GL_FALSE, glm::value_ptr(lightProj));
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520 glGetUniformLocation(shaderProgramShadowmap, "lightPos"),
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521 1, glm::value_ptr(options.lightPos));
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525 // Render irradiance map to fbo
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527 glBindFramebuffer(GL_FRAMEBUFFER, fb_irradiance.fbo);
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528 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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529 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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530 glEnable(GL_DEPTH_TEST);
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532 if (options.wireframe)
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533 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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535 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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537 glUseProgram(shaderProgramIrradiance);
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539 glUniformMatrix4fv(
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540 glGetUniformLocation(shaderProgramIrradiance, "model"),
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541 1, GL_FALSE, glm::value_ptr(model));
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542 glUniformMatrix4fv(
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543 glGetUniformLocation(shaderProgramIrradiance, "view"),
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544 1, GL_FALSE, glm::value_ptr(view));
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545 glUniformMatrix4fv(
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546 glGetUniformLocation(shaderProgramIrradiance, "lightView"),
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547 1, GL_FALSE, glm::value_ptr(lightView));
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548 glUniformMatrix4fv(
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549 glGetUniformLocation(shaderProgramIrradiance, "lightViewInv"),
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550 1, GL_FALSE, glm::value_ptr(glm::inverse(lightView)));
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551 glUniformMatrix4fv(
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552 glGetUniformLocation(shaderProgramIrradiance, "projection"),
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553 1, GL_FALSE, glm::value_ptr(proj));
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554 glUniformMatrix4fv(
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555 glGetUniformLocation(shaderProgramIrradiance, "lightProjection"),
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556 1, GL_FALSE, glm::value_ptr(lightProj));
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557 glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "screenWidth"), window.getSize().x);
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558 glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "screenHeight"), window.getSize().y);
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559 glUniform1fv(glGetUniformLocation(shaderProgramIrradiance, "samplePositions"), 13, samplePositions);
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560 glUniform3fv(glGetUniformLocation(shaderProgramIrradiance, "sampleWeights"), 13, sampleWeights);
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563 glGetUniformLocation(shaderProgramIrradiance, "transmittanceScale"),
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564 options.transmittanceScale);
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566 glGetUniformLocation(shaderProgramIrradiance, "renderState"),
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567 options.renderState);
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569 glGetUniformLocation(shaderProgramIrradiance, "powBase"),
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572 glGetUniformLocation(shaderProgramIrradiance, "powFactor"),
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573 options.powFactor);
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576 glGetUniformLocation(shaderProgramIrradiance, "objectColor"),
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579 glGetUniformLocation(shaderProgramIrradiance, "lightColor"),
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582 glGetUniformLocation(shaderProgramIrradiance, "lightPos"),
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583 1, glm::value_ptr(options.lightPos));
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585 glGetUniformLocation(shaderProgramIrradiance, "viewPos"),
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586 1, glm::value_ptr(options.freecam ? freeCam.pos : arcCam.getPos()));
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589 glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "shadowmapTexture"), 0);
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590 glActiveTexture(GL_TEXTURE0 + 0);
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591 glBindTexture(GL_TEXTURE_2D, fb_shadowmap.renderTexture);
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595 // Render fbos to screen and calculate light spread/translucency in shader
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597 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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599 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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600 glDisable(GL_DEPTH_TEST);
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601 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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602 glClear(GL_COLOR_BUFFER_BIT);
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603 glUseProgram(fb_irradiance.screenShaderProgram);
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605 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenWidth"), window.getSize().x);
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606 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenHeight"), window.getSize().y);
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607 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "renderState"), options.renderState);
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608 glUniform2fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "samplePositions"), 13, samplePositions);
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609 glUniform3fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "sampleWeights"), 13, sampleWeights);
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611 glBindVertexArray(fb_irradiance.screenVAO);
\r
612 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "shadowmapTexture"), 0);
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613 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "irradianceTexture"), 1);
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614 glActiveTexture(GL_TEXTURE0 + 0);
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615 glBindTexture(GL_TEXTURE_2D, fb_shadowmap.renderTexture);
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616 glActiveTexture(GL_TEXTURE0 + 1);
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617 glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture);
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618 glDrawArrays(GL_TRIANGLES, 0, 6);
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619 glBindVertexArray(0);
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623 ImGui::SFML::Update(window, deltaClock.restart());
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625 ImGui::Begin("Options");
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626 ImGui::Checkbox("Wireframe", &options.wireframe);
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627 ImGui::Checkbox("Free Cam", &options.freecam);
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628 ImGui::InputInt("Render State", &options.renderState);
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629 ImGui::DragFloat3("Color", options.color, 0.01, 0, 1);
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630 ImGui::DragFloat("Transmittance Scale", &options.transmittanceScale, 0.0001f, 0, 0.3);
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631 ImGui::DragFloat3("Light Pos", glm::value_ptr(options.lightPos), 0.01, -5, 5);
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632 if (options.freecam) {
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633 ImGui::LabelText("Position", "%f %f %f", freeCam.pos.x, freeCam.pos.y, freeCam.pos.z);
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634 ImGui::LabelText("Rotation", "%f %f", freeCam.rot.x, freeCam.rot.y);
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635 if (ImGui::Button("Reset")) {
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636 freeCam.pos = glm::vec3(0, 0, -1);
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637 freeCam.rot = glm::vec2(0);
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638 options = DefaultOptions;
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641 ImGui::LabelText("Rotation", "%f %f", arcCam.rot.x, arcCam.rot.y);
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642 ImGui::DragFloat("Radius", &arcCam.radius, 0.01f, -1.0f, 1.0f);
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643 if (ImGui::Button("Reset")) {
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644 arcCam.rot = glm::vec2(0);
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646 options = DefaultOptions;
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651 ImGui::SFML::Render(window);
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