#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
GLuint shaderProgramIrradiance = compileShaders("shaders/ts_vert_irradiance.glsl", "shaders/ts_frag_irradiance.glsl");\r
GLuint shaderProgramCombine = compileShaders("shaders/ts_vert.glsl", "shaders/ts_frag.glsl");\r
\r
- //model m = loadModel("models/Isotrop-upperjaw.ply");\r
model m = loadModel("models/african_head/african_head.obj");\r
\r
arccam arcCam;\r
\r
prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right);\r
\r
- // Render Shadowmap\r
+ // Render Shadowmap to fbo\r
\r
glBindFramebuffer(GL_FRAMEBUFFER, fb_irradiance.fbo);\r
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);\r
\r
m.draw();\r
\r
- \r
-\r
- // Render fbo to screen\r
+ // Render model and calculate light spread and translucency in shader\r
\r
glBindFramebuffer(GL_FRAMEBUFFER, 0);\r
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);\r
glActiveTexture(GL_TEXTURE0 + 0);\r
glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture);\r
\r
- // glBindVertexArray(fb_irradiance.screenVAO);\r
- // glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "shadowmapTexture"), 0);\r
- // glActiveTexture(GL_TEXTURE0 + 0);\r
- // glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture);\r
- // glDrawArrays(GL_TRIANGLES, 0, 6);\r
- // glBindVertexArray(0);\r
-\r
m.draw();\r
\r
-\r
+ // menu\r
\r
ImGui::SFML::Update(window, deltaClock.restart());\r
\r