#include <assimp/postprocess.h>\r
#include <assimp/scene.h>\r
\r
+/*\r
+\r
+TODO:\r
+- ShadowMap to fbo\r
+- Save Depth to fbo\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
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
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
\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
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
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
}\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
if (glewInit() != GLEW_OK) {\r
}\r
\r
- GLuint shaderProgram = compileShaders("shaders/vert.glsl", "shaders/frag.glsl");\r
+ GLuint shaderProgramShadowmap = compileShaders("shaders/vert.glsl", "shaders/frag_shadowmap.glsl");\r
+ GLuint shaderProgramIrradiance = compileShaders("shaders/vert.glsl", "shaders/frag_irradiance.glsl");\r
\r
model m = loadModel("models/Isotrop-upperjaw.ply");\r
\r
\r
glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f);\r
\r
+ // Framebuffer\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
struct {\r
bool wireframe = false;\r
bool freecam = false;\r
+ int renderState = 0;\r
+ float color[3] = { 0.7f, 0.4f, 0.4f };\r
} options;\r
\r
sf::Clock deltaClock;\r
\r
prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right);\r
\r
- // Render\r
+ // Render Shadowmap\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
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);\r
+ else\r
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);\r
+\r
+ glUseProgram(shaderProgramShadowmap);\r
+ \r
+ if (options.freecam)\r
+ view = freeCam.getViewMatrix();\r
+ else\r
+ view = arcCam.getViewMatrix();\r
+ \r
+ glUniformMatrix4fv(\r
+ glGetUniformLocation(shaderProgramShadowmap, "model"),\r
+ 1, GL_FALSE, glm::value_ptr(model));\r
+ glUniformMatrix4fv(\r
+ glGetUniformLocation(shaderProgramShadowmap, "view"),\r
+ 1, GL_FALSE, glm::value_ptr(view));\r
+ glUniformMatrix4fv(\r
+ glGetUniformLocation(shaderProgramShadowmap, "projection"),\r
+ 1, GL_FALSE, glm::value_ptr(proj));\r
+\r
+ glUniform3fv(\r
+ glGetUniformLocation(shaderProgramShadowmap, "lightPos"),\r
+ 1, glm::value_ptr(lightPos));\r
+\r
+ m.draw();\r
\r
+ // Render irradiance\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
else\r
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);\r
\r
- glUseProgram(shaderProgram);\r
+ glUseProgram(shaderProgramIrradiance);\r
\r
if (options.freecam)\r
view = freeCam.getViewMatrix();\r
view = arcCam.getViewMatrix();\r
\r
glUniformMatrix4fv(\r
- glGetUniformLocation(shaderProgram, "model"),\r
+ glGetUniformLocation(shaderProgramIrradiance, "model"),\r
1, GL_FALSE, glm::value_ptr(model));\r
glUniformMatrix4fv(\r
- glGetUniformLocation(shaderProgram, "view"),\r
+ glGetUniformLocation(shaderProgramIrradiance, "view"),\r
1, GL_FALSE, glm::value_ptr(view));\r
glUniformMatrix4fv(\r
- glGetUniformLocation(shaderProgram, "projection"),\r
+ glGetUniformLocation(shaderProgramIrradiance, "projection"),\r
1, GL_FALSE, glm::value_ptr(proj));\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
+ glGetUniformLocation(shaderProgramIrradiance, "lightPos"),\r
1, glm::value_ptr(lightPos));\r
+ glUniform3fv(\r
+ glGetUniformLocation(shaderProgramIrradiance, "viewPos"),\r
+ 1, glm::value_ptr(options.freecam ? freeCam.pos : arcCam.getPos()));\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 fbo to screen\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
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::InputFloat3("Color", options.color, 2);\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
}\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