修复了计算BrdfLut的错误
parent
2a78bb4be8
commit
ef88c4a39e
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@ -110,7 +110,7 @@ vec2 IntegrateBRDF(float NdotV, float roughness)
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void main()
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void main()
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{
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{
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uvec2 pixelLocation = gl_GlobalInvocationID.xy;
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uvec2 pixelLocation = gl_GlobalInvocationID.xy;
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vec2 texCoords = vec2(pixelLocation)/vec2(imageSize(brdfLUT));
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vec2 texCoords = (vec2(pixelLocation)+vec2(0.5))/vec2(imageSize(brdfLUT));
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vec2 integratedBRDF = IntegrateBRDF(texCoords.x, texCoords.y);
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vec2 integratedBRDF = IntegrateBRDF(texCoords.x, texCoords.y);
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imageStore(brdfLUT, ivec2(pixelLocation), vec4(integratedBRDF,0,0));
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imageStore(brdfLUT, ivec2(pixelLocation), vec4(integratedBRDF,0,0));
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}
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}
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@ -36,7 +36,6 @@ vec3 getNormalFromMap()
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void main()
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void main()
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{
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{
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//gBaseColor = vec4(1,0,0,1);
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gBaseColor = texture(texture_basecolor, TexCoords);
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gBaseColor = texture(texture_basecolor, TexCoords);
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if(gBaseColor.a<0.4)
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if(gBaseColor.a<0.4)
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discard;
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discard;
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@ -1,133 +1,25 @@
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#version 330 core
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#version 450 core
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layout (location = 0) out vec4 gBaseColor;
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layout (location = 1) out vec3 gNormal;
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layout (location = 2) out vec3 gPosition;
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layout (location = 3) out vec2 gMetallicRoughness;
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layout (location = 4) out uint gPaintingIndex;
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uniform sampler2D texture_basecolor;
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uniform sampler2D texture_metallic_roughness;
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uniform sampler2D texture_normal;
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out vec4 FragColor;
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in vec2 TexCoords;
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in vec2 TexCoords;
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in vec3 WorldPos;
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in vec3 WorldPos;
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in vec3 Normal;
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in vec3 Normal;
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// lights
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// material parameters
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uniform vec3 lightPositions[4];
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uniform vec3 albedo;
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uniform vec3 lightColors[4];
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uniform float metallic;
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uniform float roughness;
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uniform vec3 camPos;
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const float PI = 3.14159265359;
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vec3 getNormalFromMap()
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{
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vec3 tangentNormal = texture(texture_normal, TexCoords).xyz * 2.0 - 1.0;
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vec3 Q1 = dFdx(WorldPos);
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vec3 Q2 = dFdy(WorldPos);
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vec2 st1 = dFdx(TexCoords);
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vec2 st2 = dFdy(TexCoords);
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vec3 N = normalize(Normal);
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vec3 T = normalize(Q1*st2.t - Q2*st1.t);
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vec3 B = -normalize(cross(N, T));
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mat3 TBN = mat3(T, B, N);
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return normalize(TBN * tangentNormal);
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}
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// ----------------------------------------------------------------------------
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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{
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / denom;
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}
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// ----------------------------------------------------------------------------
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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// ----------------------------------------------------------------------------
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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// ----------------------------------------------------------------------------
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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void main()
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void main()
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{
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{
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vec4 baseColor = texture(texture_basecolor, TexCoords);
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gBaseColor = vec4(albedo, 1);
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if(baseColor.a<0.4)
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gPosition = WorldPos;
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discard;
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gNormal = normalize(Normal);
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gMetallicRoughness = vec2(metallic,roughness);
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vec3 albedo = pow(baseColor.rgb, vec3(2.2));
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gPaintingIndex = 0;
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float metallic = texture(texture_metallic_roughness, TexCoords).b;
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float roughness = texture(texture_metallic_roughness, TexCoords).g;
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vec3 N = getNormalFromMap();
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vec3 V = normalize(camPos - WorldPos);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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// reflectance equation
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vec3 Lo = vec3(0.0);
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for(int i = 0; i < 1; ++i)
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{
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// calculate per-light radiance
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vec3 L = normalize(lightPositions[i] - WorldPos);
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vec3 H = normalize(V + L);
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float distance = length(lightPositions[i] - WorldPos);
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float attenuation = 1.0 / (distance * distance);
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vec3 radiance = lightColors[i] * attenuation;
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// cook-torrance brdf
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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F = clamp(F,vec3(0),vec3(1));
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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vec3 nominator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
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vec3 specular = nominator / denominator;
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// add to outgoing radiance Lo
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float NdotL = max(dot(N, L), 0.0);
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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}
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vec3 ambient = vec3(0.03) * albedo;
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vec3 color = ambient + Lo;
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color = color / (color + vec3(1.0));
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color = pow(color, vec3(1.0/2.2));
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FragColor = vec4(color, 1.0);
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}
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}
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@ -78,7 +78,7 @@ vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
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vec3 ambientLighting(vec3 N, vec3 V, vec3 F0, vec3 albedo, float metallic, float roughness, float ao)
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vec3 ambientLighting(vec3 N, vec3 V, vec3 F0, vec3 albedo, float metallic, float roughness, float ao)
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{
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{
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// ambient lighting (we now use IBL as the ambient term)
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// ambient lighting (we now use IBL as the ambient term)
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vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness);
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vec3 F = fresnelSchlickRoughness(clamp(dot(N, V),0.,1.), F0, roughness);
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vec3 kS = F;
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vec3 kS = F;
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vec3 kD = 1.0 - kS;
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vec3 kD = 1.0 - kS;
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@ -91,7 +91,7 @@ vec3 ambientLighting(vec3 N, vec3 V, vec3 F0, vec3 albedo,float metallic, float
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const float MAX_REFLECTION_LOD = 4.0;
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const float MAX_REFLECTION_LOD = 4.0;
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vec3 R = reflect(-V, N);
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vec3 R = reflect(-V, N);
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vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
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vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
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vec2 brdf = texture(brdfLUT, vec2(max(dot(N, V), 0.0), roughness)).rg;
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vec2 brdf = texture(brdfLUT, vec2(clamp(dot(N, V),0.,1.), roughness)).rg;
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vec3 specular = prefilteredColor * (F * brdf.x + brdf.y);
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vec3 specular = prefilteredColor * (F * brdf.x + brdf.y);
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return (kD * diffuse + specular) * ao;
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return (kD * diffuse + specular) * ao;
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@ -200,7 +200,7 @@ void main()
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imageStore(gBaseColor, pixelLocation, vec4(0));
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imageStore(gBaseColor, pixelLocation, vec4(0));
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return;
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return;
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}
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}
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normal = normalize(normal);
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vec3 V = normalize(camPos - worldPos);
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vec3 V = normalize(camPos - worldPos);
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@ -2,6 +2,7 @@
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#include <QOpenGLShaderProgram>
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#include <QOpenGLShaderProgram>
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#include <QDebug>
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#include <QDebug>
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#include <array>
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#include <array>
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#include <glm/glm.hpp>
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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#include <stb_image.h>
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@ -77,6 +78,101 @@ void Renderer::IblUtils::renderCube(QOpenGLFunctions_4_5_Core* glFunc)
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glFunc->glBindVertexArray(0);
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glFunc->glBindVertexArray(0);
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}
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}
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void Renderer::IblUtils::renderSphere(QOpenGLFunctions_4_5_Core* glFunc)
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{
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static unsigned int sphereVAO = 0;
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static unsigned int indexCount;
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if (sphereVAO == 0)
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{
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glFunc->glGenVertexArrays(1, &sphereVAO);
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unsigned int vbo, ebo;
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glFunc->glGenBuffers(1, &vbo);
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glFunc->glGenBuffers(1, &ebo);
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std::vector<glm::vec3> positions;
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std::vector<glm::vec2> uv;
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std::vector<glm::vec3> normals;
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std::vector<unsigned int> indices;
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const unsigned int X_SEGMENTS = 64;
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const unsigned int Y_SEGMENTS = 64;
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const float PI = 3.14159265359f;
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
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{
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float xSegment = (float)x / (float)X_SEGMENTS;
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float ySegment = (float)y / (float)Y_SEGMENTS;
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float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
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float yPos = std::cos(ySegment * PI);
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float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
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positions.push_back(glm::vec3(xPos, yPos, zPos));
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uv.push_back(glm::vec2(xSegment, ySegment));
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normals.push_back(glm::vec3(xPos, yPos, zPos));
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}
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}
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bool oddRow = false;
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for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
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{
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if (!oddRow) // even rows: y == 0, y == 2; and so on
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{
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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}
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}
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else
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{
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for (int x = X_SEGMENTS; x >= 0; --x)
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{
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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}
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}
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oddRow = !oddRow;
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}
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indexCount = static_cast<unsigned int>(indices.size());
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std::vector<float> data;
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for (unsigned int i = 0; i < positions.size(); ++i)
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{
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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data.push_back(positions[i].z);
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if (normals.size() > 0)
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{
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data.push_back(normals[i].x);
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data.push_back(normals[i].y);
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data.push_back(normals[i].z);
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}
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if (uv.size() > 0)
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{
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data.push_back(uv[i].x);
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data.push_back(uv[i].y);
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}
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}
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glFunc->glBindVertexArray(sphereVAO);
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glFunc->glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glFunc->glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
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glFunc->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glFunc->glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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unsigned int stride = (3 + 2 + 3) * sizeof(float);
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glFunc->glEnableVertexAttribArray(0);
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glFunc->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
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glFunc->glEnableVertexAttribArray(1);
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glFunc->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glFunc->glEnableVertexAttribArray(2);
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glFunc->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
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}
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glFunc->glBindVertexArray(sphereVAO);
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glFunc->glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
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}
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std::tuple<GLuint, GLuint, GLuint, GLuint> Renderer::IblUtils::precomputeCubemaps(QOpenGLFunctions_4_5_Core* glFunc)
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std::tuple<GLuint, GLuint, GLuint, GLuint> Renderer::IblUtils::precomputeCubemaps(QOpenGLFunctions_4_5_Core* glFunc)
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{
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{
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// pbr: setup framebuffer
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// pbr: setup framebuffer
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@ -8,10 +8,13 @@ namespace Renderer
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public:
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public:
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static constexpr int cubemapSize = 1024;
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static constexpr int cubemapSize = 1024;
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static void renderCube(QOpenGLFunctions_4_5_Core* glFunc);
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static void renderCube(QOpenGLFunctions_4_5_Core* glFunc);
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static void renderSphere(QOpenGLFunctions_4_5_Core* glFunc);
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/**
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/**
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* @brief
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* @brief
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* @return GLuint envCubemap
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* @return GLuint envCubemap
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* @return GLuint irradianceMap
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* @return GLuint irradianceMap
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* @return GLuint prefilterMap
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* @return GLuint brdfLut
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*/
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*/
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static std::tuple<GLuint, GLuint, GLuint, GLuint> precomputeCubemaps(QOpenGLFunctions_4_5_Core* glFunc);
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static std::tuple<GLuint, GLuint, GLuint, GLuint> precomputeCubemaps(QOpenGLFunctions_4_5_Core* glFunc);
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private:
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private:
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@ -121,6 +121,14 @@ void RendererGLWidget::initializeGL()
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if (!shadowProgramPtr->link())
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if (!shadowProgramPtr->link())
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qDebug() << "ERROR:" << shadowProgramPtr->log();
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qDebug() << "ERROR:" << shadowProgramPtr->log();
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plainProgramPtr = new QOpenGLShaderProgram;
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if (!plainProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/shader.vert"))
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qDebug() << "ERROR:" << plainProgramPtr->log();
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if (!plainProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/shader.frag"))
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qDebug() << "ERROR:" << plainProgramPtr->log();
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if (!plainProgramPtr->link())
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qDebug() << "ERROR:" << plainProgramPtr->log();
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modelProgramPtr = new QOpenGLShaderProgram;
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modelProgramPtr = new QOpenGLShaderProgram;
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if (!modelProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/model.vert"))
|
if (!modelProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/model.vert"))
|
||||||
qDebug() << "ERROR:" << modelProgramPtr->log();
|
qDebug() << "ERROR:" << modelProgramPtr->log();
|
||||||
|
@ -303,6 +311,31 @@ void RendererGLWidget::paintGL()
|
||||||
if (model != nullptr)
|
if (model != nullptr)
|
||||||
model->draw();
|
model->draw();
|
||||||
|
|
||||||
|
plainProgramPtr->bind();
|
||||||
|
plainProgramPtr->setUniformValue("projection", projection);
|
||||||
|
plainProgramPtr->setUniformValue("view", view);
|
||||||
|
plainProgramPtr->setUniformValue("albedo", 0.5f, 0.5f, 0.5f);
|
||||||
|
QMatrix4x4 model;
|
||||||
|
int nrRows = 7, nrColumns = 7;
|
||||||
|
float spacing = 2.5;
|
||||||
|
for (int row = 0; row < nrRows; ++row)
|
||||||
|
{
|
||||||
|
plainProgramPtr->setUniformValue("metallic", (float)row / (float)nrRows);
|
||||||
|
for (int col = 0; col < nrColumns; ++col)
|
||||||
|
{
|
||||||
|
plainProgramPtr->setUniformValue("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
|
||||||
|
|
||||||
|
model.setToIdentity();
|
||||||
|
model.scale(10);
|
||||||
|
model.translate(QVector3D((float)(col - (nrColumns / 2)) * spacing,
|
||||||
|
(float)(row - (nrRows / 2)) * spacing+20,
|
||||||
|
-2.0f));
|
||||||
|
plainProgramPtr->setUniformValue("model", model);
|
||||||
|
IblUtils::renderSphere(glFunc);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
plainProgramPtr->release();
|
||||||
|
|
||||||
fboPtr->release();
|
fboPtr->release();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -51,6 +51,7 @@ namespace Renderer
|
||||||
float exposure = 0.8;
|
float exposure = 0.8;
|
||||||
|
|
||||||
QOpenGLShaderProgram* shadowProgramPtr = nullptr;
|
QOpenGLShaderProgram* shadowProgramPtr = nullptr;
|
||||||
|
QOpenGLShaderProgram* plainProgramPtr = nullptr;
|
||||||
QOpenGLShaderProgram* modelProgramPtr = nullptr;
|
QOpenGLShaderProgram* modelProgramPtr = nullptr;
|
||||||
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
|
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
|
||||||
QOpenGLShaderProgram* paintingCompProgramPtr = nullptr;
|
QOpenGLShaderProgram* paintingCompProgramPtr = nullptr;
|
||||||
|
|
Loading…
Reference in New Issue