X-Git-Url: https://gitweb.ps.run/subsurface_scattering/blobdiff_plain/cedffd5cf24c1a3ed64161475c806c55135406be..a0fdc6d882a1755d0b0607ba3d9bb55e7f8ac006:/src/main.cpp diff --git a/src/main.cpp b/src/main.cpp index dde29ec..24a39cc 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -23,8 +23,13 @@ /* TODO: -- ShadowMap to fbo - Save Depth to fbo +- Stencil Buffer +- LightDist > 1 + - 1 - distanceToBackside in frag_irradiance +- ShadowMap Perspective (no projection?) +- (Implement Gaussian Blur) +- LightDir nicht immer zu 0 0 0 */ @@ -101,7 +106,6 @@ private: GLuint VAO = 0; }; - struct freecam { glm::vec3 pos = glm::vec3(0, 0, -1); glm::vec2 rot = glm::vec2(0, 0); @@ -155,7 +159,6 @@ private: float moveFactor = 20; }; - struct arccam { glm::vec2 rot = glm::vec2(0, 0); float radius = 1; @@ -207,7 +210,6 @@ private: const float angleFactor = 200; }; - std::string readFile(std::string filename) { std::ifstream ifs(filename, std::ios::binary); std::string result, line; @@ -222,19 +224,22 @@ model loadModel(const std::string &filename) { const aiScene *scene = importer.ReadFile( filename, aiProcess_CalcTangentSpace | aiProcess_Triangulate | - aiProcess_SortByPType | aiProcess_GenSmoothNormals); + aiProcess_SortByPType | aiProcess_GenSmoothNormals | + aiProcess_GenUVCoords); model result; + printf("uv channels: %d\n", scene->mMeshes[0]->GetNumUVChannels()); + for (int i = 0; i < scene->mMeshes[0]->mNumVertices; i++) { aiVector3D v = scene->mMeshes[0]->mVertices[i]; aiVector3D n = scene->mMeshes[0]->mNormals[i]; - result.vertices.push_back(v.x); - result.vertices.push_back(v.y); - result.vertices.push_back(v.z); - result.vertices.push_back(n.x); - result.vertices.push_back(n.y); - result.vertices.push_back(n.z); + result.vertices.push_back(v.x * 100); + result.vertices.push_back(v.y * 100); + result.vertices.push_back(v.z * 100); + result.vertices.push_back(n.x * 100); + result.vertices.push_back(n.y * 100); + result.vertices.push_back(n.z * 100); } for (int i = 0; i < scene->mMeshes[0]->mNumFaces; i++) { @@ -293,7 +298,6 @@ GLuint compileShaders(const char *vertFilename, const char *fragFilename) { return shaderProgram; } - struct framebuffer { framebuffer(const char *vertFilename, const char *fragFilename, int width, int height) { glGenFramebuffers(1, &fbo); @@ -387,23 +391,23 @@ int main() { if (glewInit() != GLEW_OK) { } - GLuint shaderProgramShadowmap = compileShaders("shaders/vert.glsl", "shaders/frag_shadowmap.glsl"); - GLuint shaderProgramIrradiance = compileShaders("shaders/vert.glsl", "shaders/frag_irradiance.glsl"); + GLuint shaderProgramShadowmap = compileShaders("shaders/vert_shadowmap.glsl", "shaders/frag_shadowmap.glsl"); + GLuint shaderProgramIrradiance = compileShaders("shaders/vert_irradiance.glsl", "shaders/frag_irradiance.glsl"); - model m = loadModel("models/Isotrop-upperjaw.ply"); + //model m = loadModel("models/Isotrop-upperjaw.ply"); + model m = loadModel("models/african_head/african_head.obj"); arccam arcCam; freecam freeCam; - - glm::vec3 lightPos(1.2f, 5.0f, 2.0f); // MVP glm::mat4 model = glm::scale(glm::mat4(1.0f), glm::vec3(0.01f, 0.01f, 0.01f)); - glm::mat4 view; + glm::mat4 view, lightView; glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f); + glm::mat4 lightProj = glm::perspective(glm::radians(90.0f), (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); @@ -411,12 +415,18 @@ int main() { // Config - struct { + const struct { bool wireframe = false; bool freecam = false; - int renderState = 0; + int renderState = 2; float color[3] = { 0.7f, 0.4f, 0.4f }; - } options; + glm::vec3 lightPos = glm::vec3(0.0f, 0.04f, -0.08f); + float transmittanceScale = 0.005f; + float powBase = 2.718; + float powFactor = 1; + } DefaultOptions; + + auto options = DefaultOptions; sf::Clock deltaClock; @@ -473,6 +483,10 @@ int main() { // Render Shadowmap + glClampColor(GL_CLAMP_READ_COLOR, GL_FALSE); + glClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE); + glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); + glBindFramebuffer(GL_FRAMEBUFFER, fb_shadowmap.fbo); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); @@ -490,19 +504,21 @@ int main() { else view = arcCam.getViewMatrix(); + lightView = glm::lookAt(options.lightPos, glm::vec3(0, 0, 0), glm::vec3(0, 1, 0)); + glUniformMatrix4fv( glGetUniformLocation(shaderProgramShadowmap, "model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv( - glGetUniformLocation(shaderProgramShadowmap, "view"), - 1, GL_FALSE, glm::value_ptr(view)); + glGetUniformLocation(shaderProgramShadowmap, "lightView"), + 1, GL_FALSE, glm::value_ptr(lightView)); glUniformMatrix4fv( glGetUniformLocation(shaderProgramShadowmap, "projection"), - 1, GL_FALSE, glm::value_ptr(proj)); + 1, GL_FALSE, glm::value_ptr(lightProj)); glUniform3fv( glGetUniformLocation(shaderProgramShadowmap, "lightPos"), - 1, glm::value_ptr(lightPos)); + 1, glm::value_ptr(options.lightPos)); m.draw(); @@ -520,20 +536,41 @@ int main() { glUseProgram(shaderProgramIrradiance); - if (options.freecam) - view = freeCam.getViewMatrix(); - else - view = arcCam.getViewMatrix(); - glUniformMatrix4fv( glGetUniformLocation(shaderProgramIrradiance, "model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv( glGetUniformLocation(shaderProgramIrradiance, "view"), 1, GL_FALSE, glm::value_ptr(view)); + glUniformMatrix4fv( + glGetUniformLocation(shaderProgramIrradiance, "lightView"), + 1, GL_FALSE, glm::value_ptr(lightView)); + glUniformMatrix4fv( + glGetUniformLocation(shaderProgramIrradiance, "lightViewInv"), + 1, GL_FALSE, glm::value_ptr(glm::inverse(lightView))); glUniformMatrix4fv( glGetUniformLocation(shaderProgramIrradiance, "projection"), 1, GL_FALSE, glm::value_ptr(proj)); + glUniformMatrix4fv( + glGetUniformLocation(shaderProgramIrradiance, "lightProjection"), + 1, GL_FALSE, glm::value_ptr(lightProj)); + glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "screenWidth"), window.getSize().x); + glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "screenHeight"), window.getSize().y); + glUniform2fv(glGetUniformLocation(shaderProgramIrradiance, "samplePositions"), 13, samplePositions); + glUniform3fv(glGetUniformLocation(shaderProgramIrradiance, "sampleWeights"), 13, sampleWeights); + + glUniform1f( + glGetUniformLocation(shaderProgramIrradiance, "transmittanceScale"), + options.transmittanceScale); + glUniform1i( + glGetUniformLocation(shaderProgramIrradiance, "renderState"), + options.renderState); + glUniform1f( + glGetUniformLocation(shaderProgramIrradiance, "powBase"), + options.powBase); + glUniform1f( + glGetUniformLocation(shaderProgramIrradiance, "powFactor"), + options.powFactor); glUniform3fv( glGetUniformLocation(shaderProgramIrradiance, "objectColor"), @@ -543,7 +580,7 @@ int main() { 1.0f, 1.0f, 1.0f); glUniform3fv( glGetUniformLocation(shaderProgramIrradiance, "lightPos"), - 1, glm::value_ptr(lightPos)); + 1, glm::value_ptr(options.lightPos)); glUniform3fv( glGetUniformLocation(shaderProgramIrradiance, "viewPos"), 1, glm::value_ptr(options.freecam ? freeCam.pos : arcCam.getPos())); @@ -586,13 +623,18 @@ int main() { ImGui::Checkbox("Wireframe", &options.wireframe); ImGui::Checkbox("Free Cam", &options.freecam); ImGui::InputInt("Render State", &options.renderState); - ImGui::InputFloat3("Color", options.color, 2); + ImGui::DragFloat3("Color", options.color, 0.01, 0, 1); + ImGui::DragFloat("Transmittance Scale", &options.transmittanceScale, 0.0001f, 0, 0.3); + ImGui::DragFloat("Pow Base", &options.powBase, 0.01f, 0, 4); + ImGui::DragFloat("Pow Factor", &options.powFactor, 0.01f, 0, 3); + ImGui::DragFloat3("Light Pos", glm::value_ptr(options.lightPos), 0.01, -5, 5); 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); + options = DefaultOptions; } } else { ImGui::LabelText("Rotation", "%f %f", arcCam.rot.x, arcCam.rot.y); @@ -600,6 +642,7 @@ int main() { if (ImGui::Button("Reset")) { arcCam.rot = glm::vec2(0); arcCam.radius = 1; + options = DefaultOptions; } } ImGui::End();