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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24 // sample positions and weights for a Gaussian kernel from
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25 // Hable, John ; Borshukov, George ; Hejl, Jim: Fast Skin Shading. In: ShaderX7, ShaderX : Charles River Media, 2009, S. 161–173
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27 float samplePositions[] = {
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28 0.000000f, 0.000000f,
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29 1.633992f, 0.036795f,
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30 0.177801f, 1.717593f,
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31 -0.194906f, 0.091094f,
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32 -0.239737f, -0.220217f,
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33 -0.003530f, -0.118219f,
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34 1.320107f, -0.181542f,
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35 5.970690f, 0.253378f,
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36 -1.089250f, 4.958349f,
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37 -4.015465f, 4.156699f,
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38 -4.063099f, -4.110150f,
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39 -0.638605f, -6.297663f,
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40 2.542348f, -3.245901f
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43 float sampleWeights[] = {
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44 0.220441f, 0.487000f, 0.635000f,
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45 0.076356f, 0.064487f, 0.039097f,
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46 0.116515f, 0.103222f, 0.064912f,
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47 0.064844f, 0.086388f, 0.062272f,
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48 0.131798f, 0.151695f, 0.103676f,
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49 0.025690f, 0.042728f, 0.033003f,
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50 0.048593f, 0.064740f, 0.046131f,
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51 0.048092f, 0.003042f, 0.000400f,
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52 0.048845f, 0.005406f, 0.001222f,
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53 0.051322f, 0.006034f, 0.001420f,
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54 0.061428f, 0.009152f, 0.002511f,
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55 0.030936f, 0.002868f, 0.000652f,
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56 0.073580f, 0.023239f, 0.009703f
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60 std::vector<float> vertices;
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61 std::vector<GLuint> indices;
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64 if (VAO == 0) initVAO();
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65 glBindVertexArray(VAO);
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66 glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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67 glBindVertexArray(0);
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73 glGenBuffers(1, &VBO);
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76 glGenBuffers(1, &EBO);
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78 glGenVertexArrays(1, &VAO);
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80 glBindVertexArray(VAO);
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82 glBindBuffer(GL_ARRAY_BUFFER, VBO);
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83 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(),
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84 vertices.data(), GL_STATIC_DRAW);
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86 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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87 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(),
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88 indices.data(), GL_STATIC_DRAW);
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90 glEnableVertexAttribArray(0);
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91 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(0));
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92 glEnableVertexAttribArray(1);
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93 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(sizeof(float) * 3));
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95 glBindVertexArray(0);
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101 glm::vec3 pos = glm::vec3(0, 0, -1);
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102 glm::vec2 rot = glm::vec2(0, 0);
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104 void update(sf::Window &window) {
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105 int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2;
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106 int mouseDeltaY = sf::Mouse::getPosition(window).y - window.getSize().y / 2;
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108 rot.x += mouseDeltaX;
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109 rot.y += mouseDeltaY;
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111 forward = glm::rotate(glm::vec3(0, 0, 1), rot.y / angleFactor, glm::vec3(1, 0, 0));
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112 forward = glm::rotate(forward, -rot.x / angleFactor, glm::vec3(0, 1, 0));
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114 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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116 if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::LShift))
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121 if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
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122 pos += forward / moveFactor;
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123 if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
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124 pos -= forward / moveFactor;
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125 if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
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126 pos += left / moveFactor;
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127 if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
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128 pos -= left / moveFactor;
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134 rot.x = fmod(rot.x, glm::radians(360.0f) * angleFactor);
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135 rot.y = fmod(rot.y, glm::radians(360.0f) * angleFactor);
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138 glm::mat4 getViewMatrix() {
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139 forward = glm::rotate(glm::vec3(0, 0, 1), rot.y / angleFactor, glm::vec3(1, 0, 0));
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140 forward = glm::rotate(forward, -rot.x / angleFactor, glm::vec3(0, 1, 0));
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141 glm::mat4 result = glm::lookAt(pos, pos + forward, up);
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146 glm::vec3 forward = glm::vec3(0, 0, 1);
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147 glm::vec3 up = glm::vec3(0, 1, 0);
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149 const float angleFactor = 200;
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150 float moveFactor = 20;
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154 glm::vec2 rot = glm::vec2(0, 0);
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157 void update(sf::Window &window) {
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158 int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2;
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159 int mouseDeltaY = sf::Mouse::getPosition(window).y - window.getSize().y / 2;
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161 rot.x += mouseDeltaX;
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162 rot.y += mouseDeltaY;
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167 void limit(float minY, float maxY) {
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168 float angleX = rot.x / angleFactor;
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169 float angleY = rot.y / angleFactor;
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171 rot.x = fmod(rot.x, glm::radians(360.0f) * angleFactor);
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173 if (angleY > glm::radians(maxY))
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174 rot.y = glm::radians(maxY) * angleFactor;
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175 if (angleY < glm::radians(minY))
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176 rot.y = glm::radians(minY) * angleFactor;
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179 glm::vec3 getPos() {
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180 float angle = rot.y / angleFactor;
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182 float camY = sin(angle) * exp(radius);
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183 float camZ = cos(angle) * exp(radius);
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185 glm::vec3 result(0.0, camY, camZ);
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186 return glm::rotate(result, -rot.x / angleFactor, glm::vec3(0, 1, 0));
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189 glm::mat4 getViewMatrix() {
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190 float angle = rot.y / angleFactor;
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192 float camY = sin(angle) * exp(radius);
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193 float camZ = cos(angle) * exp(radius);
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194 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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195 result = glm::rotate(result, rot.x / angleFactor, glm::vec3(0, 1, 0));
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201 const float angleFactor = 200;
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204 std::string readFile(std::string filename) {
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205 std::ifstream ifs(filename, std::ios::binary);
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206 std::string result, line;
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207 while (std::getline(ifs, line))
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208 result += line + "\n";
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213 model loadModel(const std::string &filename) {
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214 Assimp::Importer importer;
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216 const aiScene *scene = importer.ReadFile(
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217 filename, aiProcess_CalcTangentSpace | aiProcess_Triangulate |
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218 aiProcess_SortByPType | aiProcess_GenSmoothNormals |
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219 aiProcess_GenUVCoords);
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223 printf("uv channels: %d\n", scene->mMeshes[0]->GetNumUVChannels());
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225 for (int i = 0; i < scene->mMeshes[0]->mNumVertices; i++) {
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226 aiVector3D v = scene->mMeshes[0]->mVertices[i];
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227 aiVector3D n = scene->mMeshes[0]->mNormals[i];
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228 result.vertices.push_back(v.x);
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229 result.vertices.push_back(v.y);
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230 result.vertices.push_back(v.z);
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231 result.vertices.push_back(n.x);
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232 result.vertices.push_back(n.y);
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233 result.vertices.push_back(n.z);
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236 for (int i = 0; i < scene->mMeshes[0]->mNumFaces; i++) {
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237 aiFace f = scene->mMeshes[0]->mFaces[i];
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238 for (int j = 0; j < f.mNumIndices; j++) {
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239 result.indices.push_back(f.mIndices[j]);
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246 GLuint compileShaders(const char *vertFilename, const char *fragFilename) {
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247 GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
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248 std::string vertSource = readFile(vertFilename);
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249 const char *vertAddr = vertSource.c_str();
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250 glShaderSource(vertShader, 1, &vertAddr, NULL);
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251 glCompileShader(vertShader);
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255 glGetShaderiv(vertShader, GL_COMPILE_STATUS, &success);
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257 glGetShaderInfoLog(vertShader, 512, NULL, infoLog);
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258 printf("Error compiling vertex shader(%s): %s\n", vertFilename, infoLog);
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261 GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
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262 std::string fragSource = readFile(fragFilename);
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263 const char *fragAddr = fragSource.c_str();
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264 glShaderSource(fragShader, 1, &fragAddr, NULL);
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265 glCompileShader(fragShader);
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267 glGetShaderiv(fragShader, GL_COMPILE_STATUS, &success);
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269 glGetShaderInfoLog(fragShader, 512, NULL, infoLog);
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270 printf("Error compiling fragment shader(%s): %s\n", fragFilename, infoLog);
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273 // Link Shader Program
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275 GLuint shaderProgram = glCreateProgram();
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276 glAttachShader(shaderProgram, vertShader);
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277 glAttachShader(shaderProgram, fragShader);
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278 glLinkProgram(shaderProgram);
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280 glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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282 glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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283 printf("Error linking shader program: %s\n", infoLog);
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286 glDeleteShader(vertShader);
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287 glDeleteShader(fragShader);
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289 return shaderProgram;
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292 struct framebuffer {
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293 framebuffer(const char *vertFilename, const char *fragFilename, int width, int height) {
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294 glGenFramebuffers(1, &fbo);
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295 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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297 glGenTextures(1, &renderTexture);
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298 glBindTexture(GL_TEXTURE_2D, renderTexture);
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299 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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300 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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301 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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302 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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303 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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304 //glBindTexture(GL_TEXTURE_2D, 0);
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305 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);
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307 glGenRenderbuffers(1, &rbo);
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308 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
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309 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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310 //glBindRenderbuffer(GL_RENDERBUFFER, 0);
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311 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
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313 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
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314 printf("Successfully created framebuffer\n");
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316 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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318 screenShaderProgram = compileShaders(vertFilename, fragFilename);
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319 glUseProgram(screenShaderProgram);
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320 glUniform1i(glGetUniformLocation(screenShaderProgram, "screenTexture"), 0);
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324 glGenBuffers(1, &screenVBO);
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326 glGenVertexArrays(1, &screenVAO);
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328 glBindVertexArray(screenVAO);
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330 float screenVerts[] = {
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331 -1.0f, +1.0f, +0.0f, +1.0f,
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332 -1.0f, -1.0f, +0.0f, +0.0f,
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333 +1.0f, -1.0f, +1.0f, +0.0f,
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335 -1.0f, +1.0f, +0.0f, +1.0f,
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336 +1.0f, -1.0f, +1.0f, +0.0f,
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337 +1.0f, +1.0f, +1.0f, +1.0f,
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340 glBindBuffer(GL_ARRAY_BUFFER, screenVBO);
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341 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4,
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342 screenVerts, GL_STATIC_DRAW);
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344 glEnableVertexAttribArray(0);
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345 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(0));
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346 glEnableVertexAttribArray(1);
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347 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2));
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349 glBindVertexArray(0);
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352 glDeleteFramebuffers(1, &fbo);
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356 GLuint renderTexture;
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358 GLuint screenShaderProgram;
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366 const int width = 1600, height = 900;
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368 sf::ContextSettings settings;
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369 settings.depthBits = 24;
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370 settings.antialiasingLevel = 0;
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371 settings.majorVersion = 4;
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372 settings.minorVersion = 6;
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374 sf::RenderWindow window(sf::VideoMode(1600, 900), "Subsurface Scattering",
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375 sf::Style::Default, settings);
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376 window.setVerticalSyncEnabled(true);
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378 ImGui::SFML::Init(window);
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382 if (glewInit() != GLEW_OK) {
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385 GLuint shaderProgramShadowmap = compileShaders("shaders/vert_shadowmap.glsl", "shaders/frag_shadowmap.glsl");
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386 GLuint shaderProgramIrradiance = compileShaders("shaders/vert_irradiance.glsl", "shaders/frag_irradiance.glsl");
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388 model m = loadModel("models/Isotrop-upperjaw.ply");
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395 glm::mat4 model = glm::scale(glm::mat4(1.0f), glm::vec3(0.01f, 0.01f, 0.01f));
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397 glm::mat4 view, lightView;
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399 glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f);
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400 glm::mat4 lightProj = glm::perspective(glm::radians(90.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f);
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404 framebuffer fb_shadowmap("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height);
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405 framebuffer fb_irradiance("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height);
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410 bool wireframe = false;
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411 bool freecam = false;
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412 int renderState = 2;
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413 float color[3] = { 0.7f, 0.4f, 0.4f };
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414 glm::vec3 lightPos = glm::vec3(0.0f, 0.0f, 0.03f);
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415 float transmittanceScale = 0.025f;
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417 float powFactor = 1.5;
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420 auto options = DefaultOptions;
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422 sf::Clock deltaClock;
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424 bool prevMouse = false;
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426 bool running = true;
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431 while (window.pollEvent(event)) {
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432 ImGui::SFML::ProcessEvent(event);
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434 if (event.type == sf::Event::EventType::Closed) {
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436 } else if (event.type == sf::Event::EventType::Resized) {
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437 glViewport(0, 0, event.size.width, event.size.height);
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438 } else if (event.type == sf::Event::EventType::KeyReleased) {
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439 using keys = sf::Keyboard;
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440 switch (event.key.code) {
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445 } else if (event.type == sf::Event::EventType::MouseWheelScrolled) {
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446 if (! options.freecam) {
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447 arcCam.radius -= event.mouseWheelScroll.delta / 5.0f;
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454 if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
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455 window.setMouseCursorVisible(false);
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458 if (options.freecam)
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459 freeCam.update(window);
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461 arcCam.update(window);
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465 sf::Mouse::setPosition(sf::Vector2i(
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466 window.getSize().x / 2,
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467 window.getSize().y / 2
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470 window.setMouseCursorVisible(true);
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473 prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right);
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475 // Render Shadowmap to fbo
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477 glClampColor(GL_CLAMP_READ_COLOR, GL_FALSE);
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478 glClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
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479 glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
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481 glBindFramebuffer(GL_FRAMEBUFFER, fb_shadowmap.fbo);
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482 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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483 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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484 glEnable(GL_DEPTH_TEST);
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486 if (options.wireframe)
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487 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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489 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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491 glUseProgram(shaderProgramShadowmap);
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493 if (options.freecam)
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494 view = freeCam.getViewMatrix();
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496 view = arcCam.getViewMatrix();
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498 lightView = glm::lookAt(options.lightPos, glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
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500 glUniformMatrix4fv(
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501 glGetUniformLocation(shaderProgramShadowmap, "model"),
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502 1, GL_FALSE, glm::value_ptr(model));
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503 glUniformMatrix4fv(
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504 glGetUniformLocation(shaderProgramShadowmap, "lightView"),
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505 1, GL_FALSE, glm::value_ptr(lightView));
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506 glUniformMatrix4fv(
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507 glGetUniformLocation(shaderProgramShadowmap, "projection"),
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508 1, GL_FALSE, glm::value_ptr(lightProj));
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511 glGetUniformLocation(shaderProgramShadowmap, "lightPos"),
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512 1, glm::value_ptr(options.lightPos));
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516 // Render irradiance map to fbo
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518 glBindFramebuffer(GL_FRAMEBUFFER, fb_irradiance.fbo);
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519 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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520 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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521 glEnable(GL_DEPTH_TEST);
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523 if (options.wireframe)
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524 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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526 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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528 glUseProgram(shaderProgramIrradiance);
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530 glUniformMatrix4fv(
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531 glGetUniformLocation(shaderProgramIrradiance, "model"),
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532 1, GL_FALSE, glm::value_ptr(model));
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533 glUniformMatrix4fv(
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534 glGetUniformLocation(shaderProgramIrradiance, "view"),
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535 1, GL_FALSE, glm::value_ptr(view));
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536 glUniformMatrix4fv(
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537 glGetUniformLocation(shaderProgramIrradiance, "lightView"),
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538 1, GL_FALSE, glm::value_ptr(lightView));
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539 glUniformMatrix4fv(
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540 glGetUniformLocation(shaderProgramIrradiance, "lightViewInv"),
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541 1, GL_FALSE, glm::value_ptr(glm::inverse(lightView)));
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542 glUniformMatrix4fv(
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543 glGetUniformLocation(shaderProgramIrradiance, "projection"),
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544 1, GL_FALSE, glm::value_ptr(proj));
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545 glUniformMatrix4fv(
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546 glGetUniformLocation(shaderProgramIrradiance, "lightProjection"),
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547 1, GL_FALSE, glm::value_ptr(lightProj));
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548 glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "screenWidth"), window.getSize().x);
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549 glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "screenHeight"), window.getSize().y);
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550 glUniform1fv(glGetUniformLocation(shaderProgramIrradiance, "samplePositions"), 13, samplePositions);
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551 glUniform3fv(glGetUniformLocation(shaderProgramIrradiance, "sampleWeights"), 13, sampleWeights);
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554 glGetUniformLocation(shaderProgramIrradiance, "transmittanceScale"),
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555 options.transmittanceScale);
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557 glGetUniformLocation(shaderProgramIrradiance, "renderState"),
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558 options.renderState);
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560 glGetUniformLocation(shaderProgramIrradiance, "powBase"),
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563 glGetUniformLocation(shaderProgramIrradiance, "powFactor"),
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564 options.powFactor);
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567 glGetUniformLocation(shaderProgramIrradiance, "objectColor"),
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570 glGetUniformLocation(shaderProgramIrradiance, "lightColor"),
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573 glGetUniformLocation(shaderProgramIrradiance, "lightPos"),
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574 1, glm::value_ptr(options.lightPos));
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576 glGetUniformLocation(shaderProgramIrradiance, "viewPos"),
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577 1, glm::value_ptr(options.freecam ? freeCam.pos : arcCam.getPos()));
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580 glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "shadowmapTexture"), 0);
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581 glActiveTexture(GL_TEXTURE0 + 0);
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582 glBindTexture(GL_TEXTURE_2D, fb_shadowmap.renderTexture);
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586 // Render fbos to screen and calculate light spread/translucency in shader
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588 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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590 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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591 glDisable(GL_DEPTH_TEST);
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592 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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593 glClear(GL_COLOR_BUFFER_BIT);
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594 glUseProgram(fb_irradiance.screenShaderProgram);
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596 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenWidth"), window.getSize().x);
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597 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenHeight"), window.getSize().y);
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598 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "renderState"), options.renderState);
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599 glUniform2fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "samplePositions"), 13, samplePositions);
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600 glUniform3fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "sampleWeights"), 13, sampleWeights);
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602 glBindVertexArray(fb_irradiance.screenVAO);
\r
603 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "shadowmapTexture"), 0);
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604 glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "irradianceTexture"), 1);
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605 glActiveTexture(GL_TEXTURE0 + 0);
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606 glBindTexture(GL_TEXTURE_2D, fb_shadowmap.renderTexture);
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607 glActiveTexture(GL_TEXTURE0 + 1);
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608 glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture);
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609 glDrawArrays(GL_TRIANGLES, 0, 6);
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610 glBindVertexArray(0);
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614 ImGui::SFML::Update(window, deltaClock.restart());
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616 ImGui::Begin("Options");
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617 ImGui::Checkbox("Wireframe", &options.wireframe);
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618 ImGui::Checkbox("Free Cam", &options.freecam);
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619 ImGui::DragFloat3("Color", options.color, 0.01, 0, 1);
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620 ImGui::DragFloat("Transmittance Scale", &options.transmittanceScale, 0.0001f, 0, 0.3);
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621 ImGui::DragFloat3("Light Pos", glm::value_ptr(options.lightPos), 0.01, -5, 5);
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622 if (options.freecam) {
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623 ImGui::LabelText("Position", "%f %f %f", freeCam.pos.x, freeCam.pos.y, freeCam.pos.z);
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624 ImGui::LabelText("Rotation", "%f %f", freeCam.rot.x, freeCam.rot.y);
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625 if (ImGui::Button("Reset")) {
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626 freeCam.pos = glm::vec3(0, 0, -1);
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627 freeCam.rot = glm::vec2(0);
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628 options = DefaultOptions;
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631 ImGui::LabelText("Rotation", "%f %f", arcCam.rot.x, arcCam.rot.y);
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632 ImGui::DragFloat("Radius", &arcCam.radius, 0.01f, -1.0f, 1.0f);
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633 if (ImGui::Button("Reset")) {
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634 arcCam.rot = glm::vec2(0);
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636 options = DefaultOptions;
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641 ImGui::SFML::Render(window);
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