#include <assimp/postprocess.h>\r
#include <assimp/scene.h>\r
\r
+\r
+// sample positions and weights for a Gaussian kernel from \r
+// Hable, John ; Borshukov, George ; Hejl, Jim: Fast Skin Shading. In: ShaderX7, ShaderX : Charles River Media, 2009, S. 161–173\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
GLuint VAO = 0;\r
};\r
\r
-\r
struct freecam {\r
glm::vec3 pos = glm::vec3(0, 0, -1);\r
glm::vec2 rot = glm::vec2(0, 0);\r
float moveFactor = 20;\r
};\r
\r
-\r
struct arccam {\r
glm::vec2 rot = glm::vec2(0, 0);\r
float radius = 1;\r
const float angleFactor = 200;\r
};\r
\r
-\r
std::string readFile(std::string filename) {\r
std::ifstream ifs(filename, std::ios::binary);\r
std::string result, line;\r
\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
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
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
// Framebuffer\r
- GLuint fbo;\r
- glGenFramebuffers(1, &fbo);\r
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);\r
- \r
- GLuint renderTexture;\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
- //glBindTexture(GL_TEXTURE_2D, 0);\r
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);\r
-\r
- GLuint rbo;\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
- GLuint screenShaderProgram = compileShaders("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl");\r
- glUseProgram(screenShaderProgram);\r
- glUniform1i(glGetUniformLocation(screenShaderProgram, "screenTexture"), 0);\r
-\r
- // Screen VAO\r
- \r
- GLuint screenVBO;\r
- glGenBuffers(1, &screenVBO);\r
-\r
- GLuint screenVAO;\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
+ 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
+ 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
}\r
}\r
\r
- // Update\r
+ // Update Camera\r
\r
if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {\r
window.setMouseCursorVisible(false);\r
\r
prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right);\r
\r
- // Render to fbo\r
+ // Render Shadowmap to fbo\r
\r
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);\r
- glClearColor(0.1f, 0.1f, 0.1f, 1.0f);\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
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(shaderProgram, "viewPos"),\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 fbo to screen\r
+ // Render fbos to screen and calculate light spread/translucency in shader\r
\r
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);\r
\r
glDisable(GL_DEPTH_TEST);\r
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);\r
glClear(GL_COLOR_BUFFER_BIT);\r
- glUseProgram(screenShaderProgram);\r
-\r
- glBindVertexArray(screenVAO);\r
- glBindTexture(GL_TEXTURE_2D, renderTexture);\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", &options.freecam);\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
if (ImGui::Button("Reset")) {\r
arcCam.rot = glm::vec2(0);\r
arcCam.radius = 1;\r
+ options = DefaultOptions;\r
}\r
}\r
ImGui::End();\r
window.display();\r
}\r
\r
- glDeleteFramebuffers(1, &fbo);\r
-\r
return 0;\r
-}
\ No newline at end of file
+}\r