/*\r
\r
TODO:\r
-- ShadowMap to fbo\r
- Save Depth to fbo\r
+- Stencil Buffer\r
+- LightDist > 1\r
+ - 1 - distanceToBackside in frag_irradiance\r
+- ShadowMap Perspective (no projection?)\r
+- (Implement Gaussian Blur)\r
+- LightDir nicht immer zu 0 0 0\r
\r
*/\r
\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
- result.vertices.push_back(v.x);\r
- result.vertices.push_back(v.y);\r
- result.vertices.push_back(v.z);\r
- result.vertices.push_back(n.x);\r
- result.vertices.push_back(n.y);\r
- result.vertices.push_back(n.z);\r
+ result.vertices.push_back(v.x * 100);\r
+ result.vertices.push_back(v.y * 100);\r
+ result.vertices.push_back(v.z * 100);\r
+ result.vertices.push_back(n.x * 100);\r
+ result.vertices.push_back(n.y * 100);\r
+ result.vertices.push_back(n.z * 100);\r
}\r
\r
for (int i = 0; i < scene->mMeshes[0]->mNumFaces; i++) {\r
return shaderProgram;\r
}\r
\r
-\r
struct framebuffer {\r
framebuffer(const char *vertFilename, const char *fragFilename, int width, int height) {\r
glGenFramebuffers(1, &fbo);\r
if (glewInit() != GLEW_OK) {\r
}\r
\r
- GLuint shaderProgramShadowmap = compileShaders("shaders/vert.glsl", "shaders/frag_shadowmap.glsl");\r
- GLuint shaderProgramIrradiance = compileShaders("shaders/vert.glsl", "shaders/frag_irradiance.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
+ //model m = loadModel("models/Isotrop-upperjaw.ply");\r
+ model m = loadModel("models/african_head/african_head.obj");\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
framebuffer fb_shadowmap("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
- int renderState = 0;\r
+ int renderState = 2;\r
float color[3] = { 0.7f, 0.4f, 0.4f };\r
- } options;\r
+ glm::vec3 lightPos = glm::vec3(0.0f, 0.04f, -0.08f);\r
+ float transmittanceScale = 0.005f;\r
+ float powBase = 2.718;\r
+ float powFactor = 1;\r
+ } DefaultOptions;\r
+\r
+ auto options = DefaultOptions;\r
\r
sf::Clock deltaClock;\r
\r
\r
// Render Shadowmap\r
\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
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(shaderProgramShadowmap, "model"),\r
1, GL_FALSE, glm::value_ptr(model));\r
glUniformMatrix4fv(\r
- glGetUniformLocation(shaderProgramShadowmap, "view"),\r
- 1, GL_FALSE, glm::value_ptr(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(proj));\r
+ 1, GL_FALSE, glm::value_ptr(lightProj));\r
\r
glUniform3fv(\r
glGetUniformLocation(shaderProgramShadowmap, "lightPos"),\r
- 1, glm::value_ptr(lightPos));\r
+ 1, glm::value_ptr(options.lightPos));\r
\r
m.draw();\r
\r
\r
glUseProgram(shaderProgramIrradiance);\r
\r
- if (options.freecam)\r
- view = freeCam.getViewMatrix();\r
- else\r
- view = arcCam.getViewMatrix();\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(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
+ glUniform2fv(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
1.0f, 1.0f, 1.0f);\r
glUniform3fv(\r
glGetUniformLocation(shaderProgramIrradiance, "lightPos"),\r
- 1, glm::value_ptr(lightPos));\r
+ 1, glm::value_ptr(options.lightPos));\r
glUniform3fv(\r
glGetUniformLocation(shaderProgramIrradiance, "viewPos"),\r
1, glm::value_ptr(options.freecam ? freeCam.pos : arcCam.getPos()));\r
ImGui::Checkbox("Wireframe", &options.wireframe);\r
ImGui::Checkbox("Free Cam", &options.freecam);\r
ImGui::InputInt("Render State", &options.renderState);\r
- ImGui::InputFloat3("Color", options.color, 2);\r
+ ImGui::DragFloat3("Color", options.color, 0.01, 0, 1);\r
+ ImGui::DragFloat("Transmittance Scale", &options.transmittanceScale, 0.0001f, 0, 0.3);\r
+ ImGui::DragFloat("Pow Base", &options.powBase, 0.01f, 0, 4);\r
+ ImGui::DragFloat("Pow Factor", &options.powFactor, 0.01f, 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
--- /dev/null
+#include <stdio.h>\r
+#include <fstream>\r
+\r
+#include <GL/glew.h>\r
+\r
+#define GLM_ENABLE_EXPERIMENTAL\r
+\r
+#include <glm/glm.hpp>\r
+#include <glm/gtx/rotate_vector.hpp>\r
+#include <glm/gtc/matrix_transform.hpp>\r
+#include <glm/gtc/type_ptr.hpp>\r
+\r
+#include <SFML/OpenGL.hpp>\r
+#include <SFML/Graphics.hpp>\r
+\r
+#include <imgui.h>\r
+#include <imgui-SFML.h>\r
+\r
+#include <assimp/Importer.hpp>\r
+#include <assimp/postprocess.h>\r
+#include <assimp/scene.h>\r
+\r
+/*\r
+\r
+TODO:\r
+- Save Depth to fbo\r
+- Stencil Buffer\r
+- LightDist > 1\r
+ - 1 - distanceToBackside in frag_irradiance\r
+- ShadowMap Perspective (no projection?)\r
+- (Implement Gaussian Blur)\r
+- LightDir nicht immer zu 0 0 0\r
+\r
+*/\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
+\r
+ void draw() {\r
+ if (VAO == 0) initVAO();\r
+ glBindVertexArray(VAO);\r
+ glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);\r
+ glBindVertexArray(0);\r
+ }\r
+\r
+private:\r
+ void initVAO() {\r
+ GLuint VBO;\r
+ glGenBuffers(1, &VBO);\r
+\r
+ GLuint EBO;\r
+ glGenBuffers(1, &EBO);\r
+\r
+ glGenVertexArrays(1, &VAO);\r
+\r
+ glBindVertexArray(VAO);\r
+\r
+ glBindBuffer(GL_ARRAY_BUFFER, VBO);\r
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(),\r
+ vertices.data(), GL_STATIC_DRAW);\r
+\r
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);\r
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(),\r
+ indices.data(), GL_STATIC_DRAW);\r
+\r
+ glEnableVertexAttribArray(0);\r
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(0));\r
+ glEnableVertexAttribArray(1);\r
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(sizeof(float) * 3));\r
+\r
+ glBindVertexArray(0);\r
+ }\r
+ GLuint VAO = 0;\r
+};\r
+\r
+struct freecam {\r
+ glm::vec3 pos = glm::vec3(0, 0, -1);\r
+ glm::vec2 rot = glm::vec2(0, 0);\r
+\r
+ void update(sf::Window &window) {\r
+ int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2;\r
+ int mouseDeltaY = sf::Mouse::getPosition(window).y - window.getSize().y / 2;\r
+\r
+ rot.x += mouseDeltaX;\r
+ rot.y += mouseDeltaY;\r
+\r
+ forward = glm::rotate(glm::vec3(0, 0, 1), rot.y / angleFactor, glm::vec3(1, 0, 0));\r
+ forward = glm::rotate(forward, -rot.x / angleFactor, glm::vec3(0, 1, 0));\r
+\r
+ glm::vec3 left = glm::rotate(glm::vec3(0, 0, 1), -rot.x / angleFactor + glm::radians(90.0f), glm::vec3(0, 1, 0));\r
+\r
+ if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::LShift))\r
+ moveFactor = 200;\r
+ else\r
+ moveFactor = 20;\r
+\r
+ if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))\r
+ pos += forward / moveFactor;\r
+ if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))\r
+ pos -= forward / moveFactor;\r
+ if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))\r
+ pos += left / moveFactor;\r
+ if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))\r
+ pos -= left / moveFactor;\r
+\r
+ limit();\r
+ }\r
+\r
+ void limit() {\r
+ rot.x = fmod(rot.x, glm::radians(360.0f) * angleFactor);\r
+ rot.y = fmod(rot.y, glm::radians(360.0f) * angleFactor);\r
+ }\r
+\r
+ glm::mat4 getViewMatrix() {\r
+ forward = glm::rotate(glm::vec3(0, 0, 1), rot.y / angleFactor, glm::vec3(1, 0, 0));\r
+ forward = glm::rotate(forward, -rot.x / angleFactor, glm::vec3(0, 1, 0));\r
+ glm::mat4 result = glm::lookAt(pos, pos + forward, up);\r
+ return result;\r
+ }\r
+\r
+private:\r
+ glm::vec3 forward = glm::vec3(0, 0, 1);\r
+ glm::vec3 up = glm::vec3(0, 1, 0);\r
+\r
+ const float angleFactor = 200;\r
+ float moveFactor = 20;\r
+};\r
+\r
+struct arccam {\r
+ glm::vec2 rot = glm::vec2(0, 0);\r
+ float radius = 1;\r
+\r
+ void update(sf::Window &window) {\r
+ int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2;\r
+ int mouseDeltaY = sf::Mouse::getPosition(window).y - window.getSize().y / 2;\r
+\r
+ rot.x += mouseDeltaX;\r
+ rot.y += mouseDeltaY;\r
+\r
+ limit(-89, 89);\r
+ }\r
+\r
+ void limit(float minY, float maxY) {\r
+ float angleX = rot.x / angleFactor;\r
+ float angleY = rot.y / angleFactor;\r
+\r
+ rot.x = fmod(rot.x, glm::radians(360.0f) * angleFactor);\r
+\r
+ if (angleY > glm::radians(maxY))\r
+ rot.y = glm::radians(maxY) * angleFactor;\r
+ if (angleY < glm::radians(minY))\r
+ rot.y = glm::radians(minY) * angleFactor;\r
+ }\r
+\r
+ glm::vec3 getPos() {\r
+ float angle = rot.y / angleFactor;\r
+ \r
+ float camY = sin(angle) * exp(radius);\r
+ float camZ = cos(angle) * exp(radius);\r
+\r
+ glm::vec3 result(0.0, camY, camZ);\r
+ return glm::rotate(result, -rot.x / angleFactor, glm::vec3(0, 1, 0));\r
+ }\r
+\r
+ glm::mat4 getViewMatrix() {\r
+ float angle = rot.y / angleFactor;\r
+ \r
+ float camY = sin(angle) * exp(radius);\r
+ float camZ = cos(angle) * exp(radius);\r
+ glm::mat4 result = glm::lookAt(glm::vec3(0.0, camY, camZ), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));\r
+ result = glm::rotate(result, rot.x / angleFactor, glm::vec3(0, 1, 0));\r
+\r
+ return result;\r
+ }\r
+\r
+private:\r
+ const float angleFactor = 200;\r
+};\r
+\r
+std::string readFile(std::string filename) {\r
+ std::ifstream ifs(filename, std::ios::binary);\r
+ std::string result, line;\r
+ while (std::getline(ifs, line))\r
+ result += line + "\n";\r
+\r
+ return result;\r
+}\r
+\r
+model loadModel(const std::string &filename) {\r
+ Assimp::Importer importer;\r
+\r
+ const aiScene *scene = importer.ReadFile(\r
+ filename, aiProcess_CalcTangentSpace | aiProcess_Triangulate |\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
+ result.vertices.push_back(v.x * 100);\r
+ result.vertices.push_back(v.y * 100);\r
+ result.vertices.push_back(v.z * 100);\r
+ result.vertices.push_back(n.x * 100);\r
+ result.vertices.push_back(n.y * 100);\r
+ result.vertices.push_back(n.z * 100);\r
+ }\r
+\r
+ for (int i = 0; i < scene->mMeshes[0]->mNumFaces; i++) {\r
+ aiFace f = scene->mMeshes[0]->mFaces[i];\r
+ for (int j = 0; j < f.mNumIndices; j++) {\r
+ result.indices.push_back(f.mIndices[j]);\r
+ }\r
+ }\r
+\r
+ return result;\r
+}\r
+\r
+GLuint compileShaders(const char *vertFilename, const char *fragFilename) {\r
+ GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);\r
+ std::string vertSource = readFile(vertFilename);\r
+ const char *vertAddr = vertSource.c_str();\r
+ glShaderSource(vertShader, 1, &vertAddr, NULL);\r
+ glCompileShader(vertShader);\r
+\r
+ int success;\r
+ char infoLog[512];\r
+ glGetShaderiv(vertShader, GL_COMPILE_STATUS, &success);\r
+ if (!success) {\r
+ glGetShaderInfoLog(vertShader, 512, NULL, infoLog);\r
+ printf("Error compiling vertex shader(%s): %s\n", vertFilename, infoLog);\r
+ }\r
+\r
+ GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);\r
+ std::string fragSource = readFile(fragFilename);\r
+ const char *fragAddr = fragSource.c_str();\r
+ glShaderSource(fragShader, 1, &fragAddr, NULL);\r
+ glCompileShader(fragShader);\r
+\r
+ glGetShaderiv(fragShader, GL_COMPILE_STATUS, &success);\r
+ if (!success) {\r
+ glGetShaderInfoLog(fragShader, 512, NULL, infoLog);\r
+ printf("Error compiling fragment shader(%s): %s\n", fragFilename, infoLog);\r
+ }\r
+\r
+ // Link Shader Program\r
+\r
+ GLuint shaderProgram = glCreateProgram();\r
+ glAttachShader(shaderProgram, vertShader);\r
+ glAttachShader(shaderProgram, fragShader);\r
+ glLinkProgram(shaderProgram);\r
+\r
+ glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);\r
+ if (!success) {\r
+ glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);\r
+ printf("Error linking shader program: %s\n", infoLog);\r
+ }\r
+\r
+ glDeleteShader(vertShader);\r
+ glDeleteShader(fragShader);\r
+\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
+\r
+ const int width = 1600, height = 900;\r
+\r
+ sf::ContextSettings settings;\r
+ settings.depthBits = 24;\r
+ settings.antialiasingLevel = 0;\r
+ settings.majorVersion = 4;\r
+ settings.minorVersion = 6;\r
+\r
+ sf::RenderWindow window(sf::VideoMode(1600, 900), "Subsurface Scattering",\r
+ sf::Style::Default, settings);\r
+ window.setVerticalSyncEnabled(true);\r
+\r
+ ImGui::SFML::Init(window);\r
+\r
+ // Initialize GLEW\r
+\r
+ if (glewInit() != GLEW_OK) {\r
+ }\r
+\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
+ model m = loadModel("models/african_head/african_head.obj");\r
+\r
+ arccam arcCam;\r
+ freecam freeCam;\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, 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
+ 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
+ const struct {\r
+ bool wireframe = false;\r
+ bool freecam = false;\r
+ int renderState = 2;\r
+ float color[3] = { 0.7f, 0.4f, 0.4f };\r
+ glm::vec3 lightPos = glm::vec3(0.0f, 0.04f, -0.08f);\r
+ float transmittanceScale = 0.005f;\r
+ float powBase = 2.718;\r
+ float powFactor = 1;\r
+ } DefaultOptions;\r
+\r
+ auto options = DefaultOptions;\r
+\r
+ sf::Clock deltaClock;\r
+\r
+ bool prevMouse = false;\r
+\r
+ bool running = true;\r
+ while (running) {\r
+ // Events\r
+\r
+ sf::Event event;\r
+ while (window.pollEvent(event)) {\r
+ ImGui::SFML::ProcessEvent(event);\r
+\r
+ if (event.type == sf::Event::EventType::Closed) {\r
+ running = false;\r
+ } else if (event.type == sf::Event::EventType::Resized) {\r
+ glViewport(0, 0, event.size.width, event.size.height);\r
+ } else if (event.type == sf::Event::EventType::KeyReleased) {\r
+ using keys = sf::Keyboard;\r
+ switch (event.key.code) {\r
+ case keys::Escape:\r
+ running = false;\r
+ break;\r
+ }\r
+ } else if (event.type == sf::Event::EventType::MouseWheelScrolled) {\r
+ if (! options.freecam) {\r
+ arcCam.radius -= event.mouseWheelScroll.delta / 5.0f;\r
+ }\r
+ }\r
+ }\r
+\r
+ // Update\r
+\r
+ if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {\r
+ window.setMouseCursorVisible(false);\r
+\r
+ if (prevMouse) {\r
+ if (options.freecam)\r
+ freeCam.update(window);\r
+ else\r
+ arcCam.update(window);\r
+ }\r
+\r
+\r
+ sf::Mouse::setPosition(sf::Vector2i(\r
+ window.getSize().x / 2,\r
+ window.getSize().y / 2\r
+ ), window); \r
+ } else {\r
+ window.setMouseCursorVisible(true);\r
+ }\r
+\r
+ prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right);\r
+\r
+ // Render Shadowmap\r
+\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
+ if (options.wireframe)\r
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);\r
+ else\r
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);\r
+\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(shaderProgramShadowmap, "model"),\r
+ 1, GL_FALSE, glm::value_ptr(model));\r
+ glUniformMatrix4fv(\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\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(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
+ glUniform2fv(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(shaderProgramIrradiance, "lightColor"),\r
+ 1.0f, 1.0f, 1.0f);\r
+ glUniform3fv(\r
+ glGetUniformLocation(shaderProgramIrradiance, "lightPos"),\r
+ 1, glm::value_ptr(options.lightPos));\r
+ glUniform3fv(\r
+ glGetUniformLocation(shaderProgramIrradiance, "viewPos"),\r
+ 1, glm::value_ptr(options.freecam ? freeCam.pos : arcCam.getPos()));\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
+ \r
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);\r
+\r
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);\r
+ glDisable(GL_DEPTH_TEST);\r
+ glClearColor(1.0f, 1.0f, 1.0f, 1.0f);\r
+ glClear(GL_COLOR_BUFFER_BIT);\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
+ 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::InputInt("Render State", &options.renderState);\r
+ ImGui::DragFloat3("Color", options.color, 0.01, 0, 1);\r
+ ImGui::DragFloat("Transmittance Scale", &options.transmittanceScale, 0.0001f, 0, 0.3);\r
+ ImGui::DragFloat("Pow Base", &options.powBase, 0.01f, 0, 4);\r
+ ImGui::DragFloat("Pow Factor", &options.powFactor, 0.01f, 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
+ ImGui::DragFloat("Radius", &arcCam.radius, 0.01f, -1.0f, 1.0f);\r
+ if (ImGui::Button("Reset")) {\r
+ arcCam.rot = glm::vec2(0);\r
+ arcCam.radius = 1;\r
+ options = DefaultOptions;\r
+ }\r
+ }\r
+ ImGui::End();\r
+\r
+ ImGui::SFML::Render(window);\r
+\r
+ window.display();\r
+ }\r
+\r
+ return 0;\r
+}\r