X-Git-Url: https://gitweb.ps.run/subsurface_scattering/blobdiff_plain/c99ecda7bed596922125f6b1ef1ef2ae8f27703e..0a5e8172a6ee0e79c81eec21a9966bea9385b249:/src/main2.cpp diff --git a/src/main2.cpp b/src/main2.cpp index 206466d..5d717e6 100644 --- a/src/main2.cpp +++ b/src/main2.cpp @@ -20,6 +20,10 @@ #include #include + +// sample positions and weights for a Gaussian kernel from +// Hable, John ; Borshukov, George ; Hejl, Jim: Fast Skin Shading. In: ShaderX7, ShaderX : Charles River Media, 2009, S. 161–173 + float samplePositions[] = { 0.000000f, 0.000000f, 1.633992f, 0.036795f, @@ -383,7 +387,6 @@ int main() { GLuint shaderProgramIrradiance = compileShaders("shaders/ts_vert_irradiance.glsl", "shaders/ts_frag_irradiance.glsl"); GLuint shaderProgramCombine = compileShaders("shaders/ts_vert.glsl", "shaders/ts_frag.glsl"); - //model m = loadModel("models/Isotrop-upperjaw.ply"); model m = loadModel("models/african_head/african_head.obj"); arccam arcCam; @@ -470,7 +473,7 @@ int main() { prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right); - // Render Shadowmap + // Render Shadowmap to fbo glBindFramebuffer(GL_FRAMEBUFFER, fb_irradiance.fbo); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); @@ -514,9 +517,7 @@ int main() { m.draw(); - - - // Render fbo to screen + // Render model and calculate light spread and translucency in shader glBindFramebuffer(GL_FRAMEBUFFER, 0); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); @@ -569,16 +570,9 @@ int main() { glActiveTexture(GL_TEXTURE0 + 0); glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture); - // glBindVertexArray(fb_irradiance.screenVAO); - // glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "shadowmapTexture"), 0); - // glActiveTexture(GL_TEXTURE0 + 0); - // glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture); - // glDrawArrays(GL_TRIANGLES, 0, 6); - // glBindVertexArray(0); - m.draw(); - + // menu ImGui::SFML::Update(window, deltaClock.restart());