]> gitweb.ps.run Git - subsurface_scattering/blobdiff - src/main.cpp
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[subsurface_scattering] / src / main.cpp
index f3f19e365ba14c9cb11407cef970be9440b53409..8b48e70a6fddb7c3c9e8abdc3fbbce64ba9d0b9b 100644 (file)
 #include <assimp/postprocess.h>\r
 #include <assimp/scene.h>\r
 \r
+/*\r
+\r
+TODO:\r
+- Save Depth to fbo\r
+- Stencil Buffer\r
+- LightDist > 1\r
+  - 1 - distanceToBackside in frag_irradiance\r
+- ShadowMap Perspective (no projection?)\r
+- (Implement Gaussian Blur)\r
+- LightDir nicht immer zu 0 0 0\r
+\r
+*/\r
+\r
+float samplePositions[] = {\r
+  0.000000f,  0.000000f,\r
+  1.633992f,  0.036795f,\r
+  0.177801f,  1.717593f,\r
+  -0.194906f,  0.091094f,\r
+  -0.239737f, -0.220217f,\r
+  -0.003530f, -0.118219f,\r
+  1.320107f, -0.181542f,\r
+  5.970690f,  0.253378f,\r
+  -1.089250f,  4.958349f,\r
+  -4.015465f,  4.156699f,\r
+  -4.063099f, -4.110150f,\r
+  -0.638605f, -6.297663f,\r
+  2.542348f, -3.245901f\r
+};\r
+\r
+float sampleWeights[] = {\r
+  0.220441f,  0.487000f, 0.635000f,\r
+  0.076356f,  0.064487f, 0.039097f,\r
+  0.116515f,  0.103222f, 0.064912f,\r
+  0.064844f,  0.086388f, 0.062272f,\r
+  0.131798f,  0.151695f, 0.103676f,\r
+  0.025690f,  0.042728f, 0.033003f,\r
+  0.048593f,  0.064740f, 0.046131f,\r
+  0.048092f,  0.003042f, 0.000400f,\r
+  0.048845f,  0.005406f, 0.001222f,\r
+  0.051322f,  0.006034f, 0.001420f,\r
+  0.061428f,  0.009152f, 0.002511f,\r
+  0.030936f,  0.002868f, 0.000652f,\r
+  0.073580f,  0.023239f, 0.009703f\r
+};\r
+\r
 struct model {\r
   std::vector<float> vertices;\r
   std::vector<GLuint> indices;\r
@@ -51,20 +96,19 @@ private:
     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(),\r
                 indices.data(), GL_STATIC_DRAW);\r
 \r
-    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(0));\r
     glEnableVertexAttribArray(0);\r
-    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(sizeof(float) * 3));\r
+    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(0));\r
     glEnableVertexAttribArray(1);\r
+    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(sizeof(float) * 3));\r
 \r
     glBindVertexArray(0);\r
   }\r
   GLuint VAO = 0;\r
 };\r
 \r
-\r
 struct freecam {\r
   glm::vec3 pos = glm::vec3(0, 0, -1);\r
-  glm::vec2 rot;\r
+  glm::vec2 rot = glm::vec2(0, 0);\r
 \r
   void update(sf::Window &window) {\r
     int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2;\r
@@ -108,16 +152,15 @@ struct freecam {
   }\r
 \r
 private:\r
-  glm::vec3 forward;\r
+  glm::vec3 forward = glm::vec3(0, 0, 1);\r
   glm::vec3 up = glm::vec3(0, 1, 0);\r
 \r
   const float angleFactor = 200;\r
   float moveFactor = 20;\r
 };\r
 \r
-\r
 struct arccam {\r
-  glm::vec2 rot;\r
+  glm::vec2 rot = glm::vec2(0, 0);\r
   float radius = 1;\r
 \r
   void update(sf::Window &window) {\r
@@ -142,6 +185,16 @@ struct arccam {
       rot.y = glm::radians(minY) * angleFactor;\r
   }\r
 \r
+  glm::vec3 getPos() {\r
+    float angle = rot.y / angleFactor;\r
+  \r
+    float camY = sin(angle) * exp(radius);\r
+    float camZ = cos(angle) * exp(radius);\r
+\r
+    glm::vec3 result(0.0, camY, camZ);\r
+    return glm::rotate(result, -rot.x / angleFactor, glm::vec3(0, 1, 0));\r
+  }\r
+\r
   glm::mat4 getViewMatrix() {\r
     float angle = rot.y / angleFactor;\r
   \r
@@ -157,17 +210,12 @@ private:
   const float angleFactor = 200;\r
 };\r
 \r
-\r
 std::string readFile(std::string filename) {\r
   std::ifstream ifs(filename, std::ios::binary);\r
-  ifs.seekg(0, ifs.end);\r
-  long length = ifs.tellg();\r
-  ifs.seekg(0, ifs.beg);\r
-  char *buffer = (char*)malloc(length);\r
-  ifs.read(buffer, length);\r
-  ifs.close();\r
-  std::string result(buffer);\r
-  free(buffer);\r
+  std::string result, line;\r
+  while (std::getline(ifs, line))\r
+    result += line + "\n";\r
+\r
   return result;\r
 }\r
 \r
@@ -176,10 +224,13 @@ model loadModel(const std::string &filename) {
 \r
   const aiScene *scene = importer.ReadFile(\r
       filename, aiProcess_CalcTangentSpace | aiProcess_Triangulate |\r
-                    aiProcess_SortByPType | aiProcess_GenSmoothNormals);\r
+                    aiProcess_SortByPType | aiProcess_GenSmoothNormals |\r
+                    aiProcess_GenUVCoords);\r
 \r
   model result;\r
 \r
+  printf("uv channels: %d\n", scene->mMeshes[0]->GetNumUVChannels());\r
+\r
   for (int i = 0; i < scene->mMeshes[0]->mNumVertices; i++) {\r
     aiVector3D v = scene->mMeshes[0]->mVertices[i];\r
     aiVector3D n = scene->mMeshes[0]->mNormals[i];\r
@@ -213,7 +264,7 @@ GLuint compileShaders(const char *vertFilename, const char *fragFilename) {
   glGetShaderiv(vertShader, GL_COMPILE_STATUS, &success);\r
   if (!success) {\r
     glGetShaderInfoLog(vertShader, 512, NULL, infoLog);\r
-    printf("Error compiling vertex shader: %s\n", infoLog);\r
+    printf("Error compiling vertex shader(%s): %s\n", vertFilename, infoLog);\r
   }\r
 \r
   GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);\r
@@ -225,7 +276,7 @@ GLuint compileShaders(const char *vertFilename, const char *fragFilename) {
   glGetShaderiv(fragShader, GL_COMPILE_STATUS, &success);\r
   if (!success) {\r
     glGetShaderInfoLog(fragShader, 512, NULL, infoLog);\r
-    printf("Error compiling fragment shader: %s\n", infoLog);\r
+    printf("Error compiling fragment shader(%s): %s\n", fragFilename, infoLog);\r
   }\r
 \r
   // Link Shader Program\r
@@ -247,10 +298,82 @@ GLuint compileShaders(const char *vertFilename, const char *fragFilename) {
   return shaderProgram;\r
 }\r
 \r
+struct framebuffer {\r
+  framebuffer(const char *vertFilename, const char *fragFilename, int width, int height) {\r
+    glGenFramebuffers(1, &fbo);\r
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo);\r
+    \r
+    glGenTextures(1, &renderTexture);\r
+    glBindTexture(GL_TEXTURE_2D, renderTexture);\r
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);\r
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);\r
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);\r
+    //glBindTexture(GL_TEXTURE_2D, 0);\r
+    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);\r
+\r
+    glGenRenderbuffers(1, &rbo);\r
+    glBindRenderbuffer(GL_RENDERBUFFER, rbo);\r
+    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);\r
+    //glBindRenderbuffer(GL_RENDERBUFFER, 0);\r
+    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);\r
+\r
+    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {\r
+      printf("Successfully created framebuffer\n");\r
+    }\r
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);\r
+    \r
+    screenShaderProgram = compileShaders(vertFilename, fragFilename);\r
+    glUseProgram(screenShaderProgram);\r
+    glUniform1i(glGetUniformLocation(screenShaderProgram, "screenTexture"), 0);\r
+\r
+    // Screen VAO\r
+    \r
+    glGenBuffers(1, &screenVBO);\r
+\r
+    glGenVertexArrays(1, &screenVAO);\r
+\r
+    glBindVertexArray(screenVAO);\r
+\r
+    float screenVerts[] = {\r
+      -1.0f, +1.0f, +0.0f, +1.0f,\r
+      -1.0f, -1.0f, +0.0f, +0.0f,\r
+      +1.0f, -1.0f, +1.0f, +0.0f,\r
+  \r
+      -1.0f, +1.0f, +0.0f, +1.0f,\r
+      +1.0f, -1.0f, +1.0f, +0.0f,\r
+      +1.0f, +1.0f, +1.0f, +1.0f,\r
+    };\r
+\r
+    glBindBuffer(GL_ARRAY_BUFFER, screenVBO);\r
+    glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4,\r
+                screenVerts, GL_STATIC_DRAW);\r
+\r
+    glEnableVertexAttribArray(0);\r
+    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(0));\r
+    glEnableVertexAttribArray(1);\r
+    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2));\r
+\r
+    glBindVertexArray(0);\r
+  }\r
+  ~framebuffer() {\r
+    glDeleteFramebuffers(1, &fbo);\r
+  }\r
+  \r
+  GLuint fbo;\r
+  GLuint renderTexture;\r
+  GLuint rbo;\r
+  GLuint screenShaderProgram;\r
+  GLuint screenVBO;\r
+  GLuint screenVAO;\r
+};\r
 \r
 int main() {\r
   // Window Setup\r
 \r
+  const int width = 1600, height = 900;\r
+\r
   sf::ContextSettings settings;\r
   settings.depthBits = 24;\r
   settings.antialiasingLevel = 0;\r
@@ -268,27 +391,42 @@ int main() {
   if (glewInit() != GLEW_OK) {\r
   }\r
 \r
-  GLuint shaderProgram = compileShaders("shaders/vert.glsl", "shaders/frag.glsl");\r
+  GLuint shaderProgramShadowmap = compileShaders("shaders/vert_shadowmap.glsl", "shaders/frag_shadowmap.glsl");\r
+  GLuint shaderProgramIrradiance = compileShaders("shaders/vert_irradiance.glsl", "shaders/frag_irradiance.glsl");\r
 \r
   model m = loadModel("models/Isotrop-upperjaw.ply");\r
-\r
+  \r
   arccam arcCam;\r
   freecam freeCam;\r
-      \r
-  glm::vec3 lightPos(1.2f, 5.0f, 2.0f);\r
 \r
   // MVP\r
 \r
   glm::mat4 model = glm::scale(glm::mat4(1.0f), glm::vec3(0.01f, 0.01f, 0.01f));\r
 \r
-  glm::mat4 view;\r
+  glm::mat4 view, lightView;\r
 \r
   glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f);\r
+  glm::mat4 lightProj = glm::perspective(glm::radians(90.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f);\r
 \r
-  struct {\r
+  // Framebuffer\r
+\r
+  framebuffer fb_shadowmap("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height);\r
+  framebuffer fb_irradiance("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height);\r
+\r
+  // Config\r
+\r
+  const struct {\r
     bool wireframe = false;\r
     bool freecam = false;\r
-  } options;\r
+    int renderState = 2;\r
+    float color[3] = { 0.7f, 0.4f, 0.4f };\r
+    glm::vec3 lightPos = glm::vec3(0.0f, 0.0f, 0.03f);\r
+    float transmittanceScale = 0.025f;\r
+    float powBase = 2;\r
+    float powFactor = 1.5;\r
+  } DefaultOptions;\r
+\r
+  auto options = DefaultOptions;\r
 \r
   sf::Clock deltaClock;\r
 \r
@@ -312,19 +450,6 @@ int main() {
         case keys::Escape:\r
           running = false;\r
           break;\r
-        case keys::F:\r
-          options.freecam = !options.freecam;\r
-          break;\r
-        case keys::R:\r
-          if (options.freecam) {\r
-            freeCam.pos = glm::vec3(0, 0, -1);\r
-            freeCam.rot = glm::vec2(0);\r
-          }\r
-          else {\r
-            arcCam.rot = glm::vec2(0);\r
-            arcCam.radius = 1;\r
-          }\r
-          break;\r
         }\r
       } else if (event.type == sf::Event::EventType::MouseWheelScrolled) {\r
         if (! options.freecam) {\r
@@ -333,7 +458,7 @@ int main() {
       }\r
     }\r
 \r
-    // Update\r
+    // Update Camera\r
 \r
     if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {\r
       window.setMouseCursorVisible(false);\r
@@ -356,10 +481,15 @@ int main() {
 \r
     prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right);\r
 \r
-    // Render\r
+    // Render Shadowmap to fbo\r
 \r
-    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+    glClampColor(GL_CLAMP_READ_COLOR, GL_FALSE);\r
+    glClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);\r
+    glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);\r
 \r
+    glBindFramebuffer(GL_FRAMEBUFFER, fb_shadowmap.fbo);\r
+    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);\r
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
     glEnable(GL_DEPTH_TEST);\r
 \r
     if (options.wireframe)\r
@@ -367,48 +497,154 @@ int main() {
     else\r
       glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);\r
 \r
-    glUseProgram(shaderProgram);\r
+    glUseProgram(shaderProgramShadowmap);\r
     \r
     if (options.freecam)\r
       view = freeCam.getViewMatrix();\r
     else\r
       view = arcCam.getViewMatrix();\r
     \r
+    lightView = glm::lookAt(options.lightPos, glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));\r
+    \r
     glUniformMatrix4fv(\r
-      glGetUniformLocation(shaderProgram, "model"),\r
+      glGetUniformLocation(shaderProgramShadowmap, "model"),\r
       1, GL_FALSE, glm::value_ptr(model));\r
     glUniformMatrix4fv(\r
-      glGetUniformLocation(shaderProgram, "view"),\r
+      glGetUniformLocation(shaderProgramShadowmap, "lightView"),\r
+      1, GL_FALSE, glm::value_ptr(lightView));\r
+    glUniformMatrix4fv(\r
+      glGetUniformLocation(shaderProgramShadowmap, "projection"),\r
+      1, GL_FALSE, glm::value_ptr(lightProj));\r
+\r
+    glUniform3fv(\r
+      glGetUniformLocation(shaderProgramShadowmap, "lightPos"),\r
+      1, glm::value_ptr(options.lightPos));\r
+\r
+    m.draw();\r
+\r
+    // Render irradiance map to fbo\r
+\r
+    glBindFramebuffer(GL_FRAMEBUFFER, fb_irradiance.fbo);\r
+    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);\r
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+    glEnable(GL_DEPTH_TEST);\r
+\r
+    if (options.wireframe)\r
+      glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);\r
+    else\r
+      glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);\r
+\r
+    glUseProgram(shaderProgramIrradiance);\r
+    \r
+    glUniformMatrix4fv(\r
+      glGetUniformLocation(shaderProgramIrradiance, "model"),\r
+      1, GL_FALSE, glm::value_ptr(model));\r
+    glUniformMatrix4fv(\r
+      glGetUniformLocation(shaderProgramIrradiance, "view"),\r
       1, GL_FALSE, glm::value_ptr(view));\r
     glUniformMatrix4fv(\r
-      glGetUniformLocation(shaderProgram, "projection"),\r
+      glGetUniformLocation(shaderProgramIrradiance, "lightView"),\r
+      1, GL_FALSE, glm::value_ptr(lightView));\r
+    glUniformMatrix4fv(\r
+      glGetUniformLocation(shaderProgramIrradiance, "lightViewInv"),\r
+      1, GL_FALSE, glm::value_ptr(glm::inverse(lightView)));\r
+    glUniformMatrix4fv(\r
+      glGetUniformLocation(shaderProgramIrradiance, "projection"),\r
       1, GL_FALSE, glm::value_ptr(proj));\r
+    glUniformMatrix4fv(\r
+      glGetUniformLocation(shaderProgramIrradiance, "lightProjection"),\r
+      1, GL_FALSE, glm::value_ptr(lightProj));\r
+    glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "screenWidth"), window.getSize().x);\r
+    glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "screenHeight"), window.getSize().y);\r
+    glUniform1fv(glGetUniformLocation(shaderProgramIrradiance, "samplePositions"), 13, samplePositions);\r
+    glUniform3fv(glGetUniformLocation(shaderProgramIrradiance, "sampleWeights"), 13, sampleWeights);\r
+\r
+    glUniform1f(\r
+      glGetUniformLocation(shaderProgramIrradiance, "transmittanceScale"),\r
+      options.transmittanceScale);\r
+    glUniform1i(\r
+      glGetUniformLocation(shaderProgramIrradiance, "renderState"),\r
+      options.renderState);\r
+    glUniform1f(\r
+      glGetUniformLocation(shaderProgramIrradiance, "powBase"),\r
+      options.powBase);\r
+    glUniform1f(\r
+      glGetUniformLocation(shaderProgramIrradiance, "powFactor"),\r
+      options.powFactor);\r
 \r
+    glUniform3fv(\r
+      glGetUniformLocation(shaderProgramIrradiance, "objectColor"),\r
+      1, options.color);\r
     glUniform3f(\r
-      glGetUniformLocation(shaderProgram, "objectColor"),\r
-      1.0f, 0.5f, 0.31f);\r
-    glUniform3f(\r
-      glGetUniformLocation(shaderProgram, "lightColor"),\r
+      glGetUniformLocation(shaderProgramIrradiance, "lightColor"),\r
       1.0f, 1.0f, 1.0f);\r
     glUniform3fv(\r
-      glGetUniformLocation(shaderProgram, "lightPos"),\r
-      1, glm::value_ptr(lightPos));\r
+      glGetUniformLocation(shaderProgramIrradiance, "lightPos"),\r
+      1, glm::value_ptr(options.lightPos));\r
+    glUniform3fv(\r
+      glGetUniformLocation(shaderProgramIrradiance, "viewPos"),\r
+      1, glm::value_ptr(options.freecam ? freeCam.pos : arcCam.getPos()));\r
+      \r
+      \r
+    glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "shadowmapTexture"), 0);\r
+    glActiveTexture(GL_TEXTURE0 + 0);\r
+    glBindTexture(GL_TEXTURE_2D, fb_shadowmap.renderTexture);\r
 \r
     m.draw();\r
+\r
+    // Render fbos to screen and calculate light spread/translucency in shader\r
     \r
     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);\r
 \r
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);\r
+    glDisable(GL_DEPTH_TEST);\r
+    glClearColor(1.0f, 1.0f, 1.0f, 1.0f);\r
+    glClear(GL_COLOR_BUFFER_BIT);\r
+    glUseProgram(fb_irradiance.screenShaderProgram);\r
+\r
+    glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenWidth"), window.getSize().x);\r
+    glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenHeight"), window.getSize().y);\r
+    glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "renderState"), options.renderState);\r
+    glUniform2fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "samplePositions"), 13, samplePositions);\r
+    glUniform3fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "sampleWeights"), 13, sampleWeights);\r
+\r
+    glBindVertexArray(fb_irradiance.screenVAO);\r
+    glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "shadowmapTexture"), 0);\r
+    glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "irradianceTexture"), 1);\r
+    glActiveTexture(GL_TEXTURE0 + 0);\r
+    glBindTexture(GL_TEXTURE_2D, fb_shadowmap.renderTexture);\r
+    glActiveTexture(GL_TEXTURE0 + 1);\r
+    glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture);\r
+    glDrawArrays(GL_TRIANGLES, 0, 6);\r
+    glBindVertexArray(0);\r
+\r
+    // menu\r
+\r
     ImGui::SFML::Update(window, deltaClock.restart());\r
 \r
     ImGui::Begin("Options");\r
     ImGui::Checkbox("Wireframe", &options.wireframe);\r
-    ImGui::Checkbox("Free Cam (F)", &options.freecam);\r
+    ImGui::Checkbox("Free Cam", &options.freecam);\r
+    ImGui::InputInt("Render State", &options.renderState);\r
+    ImGui::DragFloat3("Color", options.color, 0.01, 0, 1);\r
+    ImGui::DragFloat("Transmittance Scale", &options.transmittanceScale, 0.0001f, 0, 0.3);\r
+    ImGui::DragFloat3("Light Pos", glm::value_ptr(options.lightPos), 0.01, -5, 5);\r
     if (options.freecam) {\r
       ImGui::LabelText("Position", "%f %f %f", freeCam.pos.x, freeCam.pos.y, freeCam.pos.z);\r
       ImGui::LabelText("Rotation", "%f %f", freeCam.rot.x, freeCam.rot.y);\r
+      if (ImGui::Button("Reset")) {\r
+        freeCam.pos = glm::vec3(0, 0, -1);\r
+        freeCam.rot = glm::vec2(0);\r
+        options = DefaultOptions;\r
+      }\r
     } else {\r
       ImGui::LabelText("Rotation", "%f %f", arcCam.rot.x, arcCam.rot.y);\r
-      ImGui::InputFloat("Radius", &arcCam.radius);\r
+      ImGui::DragFloat("Radius", &arcCam.radius, 0.01f, -1.0f, 1.0f);\r
+      if (ImGui::Button("Reset")) {\r
+        arcCam.rot = glm::vec2(0);\r
+        arcCam.radius = 1;\r
+        options = DefaultOptions;\r
+      }\r
     }\r
     ImGui::End();\r
 \r
@@ -418,4 +654,4 @@ int main() {
   }\r
 \r
   return 0;\r
-}
\ No newline at end of file
+}\r