X-Git-Url: https://gitweb.ps.run/subsurface_scattering/blobdiff_plain/3482c97d66930004d823462c19efb57a8fc1e5de..e03792c2d5620ca07ac50717062df846927027c0:/src/main.cpp diff --git a/src/main.cpp b/src/main.cpp index f3f19e3..ddba48c 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -20,6 +20,46 @@ #include #include +/* + +TODO: +- ShadowMap to fbo +- Save Depth to fbo + +*/ + +float samplePositions[] = { + 0.000000f, 0.000000f, + 1.633992f, 0.036795f, + 0.177801f, 1.717593f, + -0.194906f, 0.091094f, + -0.239737f, -0.220217f, + -0.003530f, -0.118219f, + 1.320107f, -0.181542f, + 5.970690f, 0.253378f, + -1.089250f, 4.958349f, + -4.015465f, 4.156699f, + -4.063099f, -4.110150f, + -0.638605f, -6.297663f, + 2.542348f, -3.245901f +}; + +float sampleWeights[] = { + 0.220441f, 0.487000f, 0.635000f, + 0.076356f, 0.064487f, 0.039097f, + 0.116515f, 0.103222f, 0.064912f, + 0.064844f, 0.086388f, 0.062272f, + 0.131798f, 0.151695f, 0.103676f, + 0.025690f, 0.042728f, 0.033003f, + 0.048593f, 0.064740f, 0.046131f, + 0.048092f, 0.003042f, 0.000400f, + 0.048845f, 0.005406f, 0.001222f, + 0.051322f, 0.006034f, 0.001420f, + 0.061428f, 0.009152f, 0.002511f, + 0.030936f, 0.002868f, 0.000652f, + 0.073580f, 0.023239f, 0.009703f +}; + struct model { std::vector vertices; std::vector indices; @@ -51,10 +91,10 @@ private: glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(), indices.data(), GL_STATIC_DRAW); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(0)); glEnableVertexAttribArray(0); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(sizeof(float) * 3)); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(0)); glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(sizeof(float) * 3)); glBindVertexArray(0); } @@ -64,7 +104,7 @@ private: struct freecam { glm::vec3 pos = glm::vec3(0, 0, -1); - glm::vec2 rot; + glm::vec2 rot = glm::vec2(0, 0); void update(sf::Window &window) { int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2; @@ -108,7 +148,7 @@ struct freecam { } private: - glm::vec3 forward; + glm::vec3 forward = glm::vec3(0, 0, 1); glm::vec3 up = glm::vec3(0, 1, 0); const float angleFactor = 200; @@ -117,7 +157,7 @@ private: struct arccam { - glm::vec2 rot; + glm::vec2 rot = glm::vec2(0, 0); float radius = 1; void update(sf::Window &window) { @@ -142,6 +182,16 @@ struct arccam { rot.y = glm::radians(minY) * angleFactor; } + glm::vec3 getPos() { + float angle = rot.y / angleFactor; + + float camY = sin(angle) * exp(radius); + float camZ = cos(angle) * exp(radius); + + glm::vec3 result(0.0, camY, camZ); + return glm::rotate(result, -rot.x / angleFactor, glm::vec3(0, 1, 0)); + } + glm::mat4 getViewMatrix() { float angle = rot.y / angleFactor; @@ -160,14 +210,10 @@ private: std::string readFile(std::string filename) { std::ifstream ifs(filename, std::ios::binary); - ifs.seekg(0, ifs.end); - long length = ifs.tellg(); - ifs.seekg(0, ifs.beg); - char *buffer = (char*)malloc(length); - ifs.read(buffer, length); - ifs.close(); - std::string result(buffer); - free(buffer); + std::string result, line; + while (std::getline(ifs, line)) + result += line + "\n"; + return result; } @@ -213,7 +259,7 @@ GLuint compileShaders(const char *vertFilename, const char *fragFilename) { glGetShaderiv(vertShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertShader, 512, NULL, infoLog); - printf("Error compiling vertex shader: %s\n", infoLog); + printf("Error compiling vertex shader(%s): %s\n", vertFilename, infoLog); } GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER); @@ -225,7 +271,7 @@ GLuint compileShaders(const char *vertFilename, const char *fragFilename) { glGetShaderiv(fragShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragShader, 512, NULL, infoLog); - printf("Error compiling fragment shader: %s\n", infoLog); + printf("Error compiling fragment shader(%s): %s\n", fragFilename, infoLog); } // Link Shader Program @@ -248,9 +294,82 @@ GLuint compileShaders(const char *vertFilename, const char *fragFilename) { } +struct framebuffer { + framebuffer(const char *vertFilename, const char *fragFilename, int width, int height) { + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + glGenTextures(1, &renderTexture); + glBindTexture(GL_TEXTURE_2D, renderTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + //glBindTexture(GL_TEXTURE_2D, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0); + + glGenRenderbuffers(1, &rbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); + //glBindRenderbuffer(GL_RENDERBUFFER, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); + + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) { + printf("Successfully created framebuffer\n"); + } + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + screenShaderProgram = compileShaders(vertFilename, fragFilename); + glUseProgram(screenShaderProgram); + glUniform1i(glGetUniformLocation(screenShaderProgram, "screenTexture"), 0); + + // Screen VAO + + glGenBuffers(1, &screenVBO); + + glGenVertexArrays(1, &screenVAO); + + glBindVertexArray(screenVAO); + + float screenVerts[] = { + -1.0f, +1.0f, +0.0f, +1.0f, + -1.0f, -1.0f, +0.0f, +0.0f, + +1.0f, -1.0f, +1.0f, +0.0f, + + -1.0f, +1.0f, +0.0f, +1.0f, + +1.0f, -1.0f, +1.0f, +0.0f, + +1.0f, +1.0f, +1.0f, +1.0f, + }; + + glBindBuffer(GL_ARRAY_BUFFER, screenVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, + screenVerts, GL_STATIC_DRAW); + + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(0)); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2)); + + glBindVertexArray(0); + } + ~framebuffer() { + glDeleteFramebuffers(1, &fbo); + } + + GLuint fbo; + GLuint renderTexture; + GLuint rbo; + GLuint screenShaderProgram; + GLuint screenVBO; + GLuint screenVAO; +}; + int main() { // Window Setup + const int width = 1600, height = 900; + sf::ContextSettings settings; settings.depthBits = 24; settings.antialiasingLevel = 0; @@ -268,7 +387,8 @@ int main() { if (glewInit() != GLEW_OK) { } - GLuint shaderProgram = compileShaders("shaders/vert.glsl", "shaders/frag.glsl"); + GLuint shaderProgramShadowmap = compileShaders("shaders/vert.glsl", "shaders/frag_shadowmap.glsl"); + GLuint shaderProgramIrradiance = compileShaders("shaders/vert.glsl", "shaders/frag_irradiance.glsl"); model m = loadModel("models/Isotrop-upperjaw.ply"); @@ -285,9 +405,17 @@ int main() { glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f); + // Framebuffer + framebuffer fb_shadowmap("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height); + framebuffer fb_irradiance("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height); + + // Config + struct { bool wireframe = false; bool freecam = false; + int renderState = 0; + float color[3] = { 0.7f, 0.4f, 0.4f }; } options; sf::Clock deltaClock; @@ -312,19 +440,6 @@ int main() { case keys::Escape: running = false; break; - case keys::F: - options.freecam = !options.freecam; - break; - case keys::R: - if (options.freecam) { - freeCam.pos = glm::vec3(0, 0, -1); - freeCam.rot = glm::vec2(0); - } - else { - arcCam.rot = glm::vec2(0); - arcCam.radius = 1; - } - break; } } else if (event.type == sf::Event::EventType::MouseWheelScrolled) { if (! options.freecam) { @@ -356,10 +471,46 @@ int main() { prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right); - // Render + // Render Shadowmap + glBindFramebuffer(GL_FRAMEBUFFER, fb_shadowmap.fbo); + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glEnable(GL_DEPTH_TEST); + + if (options.wireframe) + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + else + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + glUseProgram(shaderProgramShadowmap); + + if (options.freecam) + view = freeCam.getViewMatrix(); + else + view = arcCam.getViewMatrix(); + + glUniformMatrix4fv( + glGetUniformLocation(shaderProgramShadowmap, "model"), + 1, GL_FALSE, glm::value_ptr(model)); + glUniformMatrix4fv( + glGetUniformLocation(shaderProgramShadowmap, "view"), + 1, GL_FALSE, glm::value_ptr(view)); + glUniformMatrix4fv( + glGetUniformLocation(shaderProgramShadowmap, "projection"), + 1, GL_FALSE, glm::value_ptr(proj)); + + glUniform3fv( + glGetUniformLocation(shaderProgramShadowmap, "lightPos"), + 1, glm::value_ptr(lightPos)); + + m.draw(); + // Render irradiance + + glBindFramebuffer(GL_FRAMEBUFFER, fb_irradiance.fbo); + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); if (options.wireframe) @@ -367,7 +518,7 @@ int main() { else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - glUseProgram(shaderProgram); + glUseProgram(shaderProgramIrradiance); if (options.freecam) view = freeCam.getViewMatrix(); @@ -375,40 +526,81 @@ int main() { view = arcCam.getViewMatrix(); glUniformMatrix4fv( - glGetUniformLocation(shaderProgram, "model"), + glGetUniformLocation(shaderProgramIrradiance, "model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv( - glGetUniformLocation(shaderProgram, "view"), + glGetUniformLocation(shaderProgramIrradiance, "view"), 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv( - glGetUniformLocation(shaderProgram, "projection"), + glGetUniformLocation(shaderProgramIrradiance, "projection"), 1, GL_FALSE, glm::value_ptr(proj)); + glUniform3fv( + glGetUniformLocation(shaderProgramIrradiance, "objectColor"), + 1, options.color); glUniform3f( - glGetUniformLocation(shaderProgram, "objectColor"), - 1.0f, 0.5f, 0.31f); - glUniform3f( - glGetUniformLocation(shaderProgram, "lightColor"), + glGetUniformLocation(shaderProgramIrradiance, "lightColor"), 1.0f, 1.0f, 1.0f); glUniform3fv( - glGetUniformLocation(shaderProgram, "lightPos"), + glGetUniformLocation(shaderProgramIrradiance, "lightPos"), 1, glm::value_ptr(lightPos)); + glUniform3fv( + glGetUniformLocation(shaderProgramIrradiance, "viewPos"), + 1, glm::value_ptr(options.freecam ? freeCam.pos : arcCam.getPos())); + + glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "shadowmapTexture"), 0); + glActiveTexture(GL_TEXTURE0 + 0); + glBindTexture(GL_TEXTURE_2D, fb_shadowmap.renderTexture); m.draw(); + + // Render fbo to screen glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glDisable(GL_DEPTH_TEST); + glClearColor(1.0f, 1.0f, 1.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + glUseProgram(fb_irradiance.screenShaderProgram); + + glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenWidth"), window.getSize().x); + glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenHeight"), window.getSize().y); + glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "renderState"), options.renderState); + glUniform2fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "samplePositions"), 13, samplePositions); + glUniform3fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "sampleWeights"), 13, sampleWeights); + + glBindVertexArray(fb_irradiance.screenVAO); + glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "shadowmapTexture"), 0); + glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "irradianceTexture"), 1); + glActiveTexture(GL_TEXTURE0 + 0); + glBindTexture(GL_TEXTURE_2D, fb_shadowmap.renderTexture); + glActiveTexture(GL_TEXTURE0 + 1); + glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture); + glDrawArrays(GL_TRIANGLES, 0, 6); + glBindVertexArray(0); + ImGui::SFML::Update(window, deltaClock.restart()); ImGui::Begin("Options"); ImGui::Checkbox("Wireframe", &options.wireframe); - ImGui::Checkbox("Free Cam (F)", &options.freecam); + ImGui::Checkbox("Free Cam", &options.freecam); + ImGui::InputInt("Render State", &options.renderState); + ImGui::InputFloat3("Color", options.color, 2); if (options.freecam) { ImGui::LabelText("Position", "%f %f %f", freeCam.pos.x, freeCam.pos.y, freeCam.pos.z); ImGui::LabelText("Rotation", "%f %f", freeCam.rot.x, freeCam.rot.y); + if (ImGui::Button("Reset")) { + freeCam.pos = glm::vec3(0, 0, -1); + freeCam.rot = glm::vec2(0); + } } else { ImGui::LabelText("Rotation", "%f %f", arcCam.rot.x, arcCam.rot.y); - ImGui::InputFloat("Radius", &arcCam.radius); + ImGui::DragFloat("Radius", &arcCam.radius, 0.01f, -1.0f, 1.0f); + if (ImGui::Button("Reset")) { + arcCam.rot = glm::vec2(0); + arcCam.radius = 1; + } } ImGui::End();