mirror of
https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
improved environment mapping for specular IBL
This commit is contained in:
@@ -17,6 +17,7 @@ namespace vb01{
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inline Vector3 getUp(){return up;}
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inline void setNearPlane(float near){this->nearPlane = near;}
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inline void setFarPlane(float far){this->farPlane = far;}
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inline void setFov(float fov){this->fov = fov;}
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inline float getFov(){return fov;}
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inline float getNearPlane(){return nearPlane;}
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inline float getFarPlane(){return farPlane;}
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@@ -64,11 +64,13 @@ namespace vb01{
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environmentShader = new Shader(libPath + "environmentPreFilter");
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brdfIntegrationShader = new Shader(libPath + "brdfIntegration");
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environmentMap = new Texture(reflectionSize, false, 5);
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prefilterMap = new Texture(reflectionSize, false);
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postfilterMap = new Texture(reflectionSize, false, 5);
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brdfIntegrationMap = new Texture(reflectionSize, reflectionSize, false);
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int width = reflectionSize;
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initFramebuffer(preFilterFramebuffer, preFilterRenderbuffer, reflectionSize);
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initFramebuffer(postFilterFramebuffer, postFilterRenderbuffer, reflectionSize);
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initFramebuffer(brdfFramebuffer, brdfRenderbuffer, reflectionSize);
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initMesh();
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@@ -87,7 +89,7 @@ namespace vb01{
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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cout << "Mesh framebuffer not complete\n";
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, *Root::getSingleton()->getFBO());
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}
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void Mesh::initMesh(){
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@@ -241,7 +243,7 @@ namespace vb01{
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}
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}
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void Mesh::updatePrefilterMap(Vector3 pos){
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void Mesh::updatePrefilterMap(Vector3 pos, mat4 &proj, vec3 dirs[6]){
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/*
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Node *rootNode = root->getRootNode();
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vector<Node*> descendants;
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@@ -274,23 +276,50 @@ namespace vb01{
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}
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}
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*/
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glBindFramebuffer(GL_FRAMEBUFFER, preFilterFramebuffer);
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glViewport(0, 0, reflectionSize, reflectionSize);
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Root *root = Root::getSingleton();
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Mesh *skybox = root->getSkybox();
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Texture *skyboxTex = ((Material::TextureUniform*)skybox->getMaterial()->getUniform("skybox"))->value;
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Material *mat = skybox->getMaterial();
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mat->update();
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glBindFramebuffer(GL_FRAMEBUFFER, preFilterFramebuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, preFilterRenderbuffer);
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Shader *shader = mat->getShader();
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shader->setMat4(proj, "proj");
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skyboxTex->select();
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for(int i = 0; i < 6; i++){
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vec3 upVec = (fabs(dirs[i].y) == 1 ? vec3(0, 0, -1) : vec3(0, 1, 0));
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shader->setMat4(lookAt(vec3(0.0), dirs[i], upVec), "view");
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, *prefilterMap->getTexture(), 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if(skybox) {
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glDepthMask(GL_FALSE);
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glCullFace(GL_FRONT);
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skybox->render();
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glDepthMask(GL_TRUE);
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glCullFace(GL_BACK);
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, *root->getFBO());
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glViewport(0, 0, root->getWidth(), root->getHeight());
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}
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void Mesh::updatePostfilterMap(mat4 &proj, vec3 dirs[6]){
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glBindFramebuffer(GL_FRAMEBUFFER, postFilterFramebuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, postFilterRenderbuffer);
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environmentShader->use();
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environmentShader->setInt(0, "environmentMap");
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mat4 proj = perspective(radians(90.f), 1.f, .1f, 100.f);
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environmentShader->setMat4(proj, "proj");
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environmentShader->setMat4(mat4(1.f), "model");
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environmentShader->setInt(0, "environmentMap");
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int numMipmaps = environmentMap->getMipmapLevel();
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vec3 dirs[]{vec3(1, 0, 0), vec3(-1, 0, 0), vec3(0, 1, 0), vec3(0, -1, 0), vec3(0, 0, 1), vec3(0, 0, -1)};
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prefilterMap->select(0);
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Root *root = Root::getSingleton();
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int numMipmaps = postfilterMap->getMipmapLevel();
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for(int i = 0; i < numMipmaps; ++i){
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u32 width = reflectionSize * pow(0.5, i);
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@@ -300,15 +329,17 @@ namespace vb01{
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environmentShader->setFloat((float)i / numMipmaps, "roughness");
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for(int j = 0; j < 6; j++){
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vec3 v = vec3(pos.x, pos.y, pos.z);
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vec3 upVec = (fabs(dirs[j].y) == 1 ? vec3(0, 0, -1) : vec3(0, 1, 0));
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environmentShader->setMat4(lookAt(v, v + dirs[j], upVec), "view");
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environmentShader->setMat4(lookAt(vec3(0.0), dirs[j], upVec), "view");
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, *environmentMap->getTexture(), i);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, *postfilterMap->getTexture(), i);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if(skybox)
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skybox->render();
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glDepthMask(GL_FALSE);
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glCullFace(GL_FRONT);
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root->getPostfilterBox()->render();
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glDepthMask(GL_TRUE);
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glCullFace(GL_BACK);
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}
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}
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@@ -336,7 +367,11 @@ namespace vb01{
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}
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void Mesh::updateReflection(Vector3 pos){
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updatePrefilterMap(pos);
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vec3 dirs[]{ vec3(1, 0, 0), vec3(-1, 0, 0), vec3(0, 1, 0), vec3(0, -1, 0), vec3(0, 0, 1), vec3(0, 0, -1) };
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mat4 proj = perspective(radians(90.f), 1.0f, 0.1f, 100.0f);
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updatePrefilterMap(pos, proj, dirs);
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updatePostfilterMap(proj, dirs);
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updateBrdfLut();
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Shader *shader = material->getShader();
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@@ -347,7 +382,7 @@ namespace vb01{
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shader->setInt(preFilterId, "preFilterMap");
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shader->setInt(brdfId, "brdfIntegrationMap");
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environmentMap->select(preFilterId);
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postfilterMap->select(preFilterId);
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brdfIntegrationMap->select(brdfId);
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}
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@@ -57,21 +57,23 @@ namespace vb01{
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inline u32* getIndices(){return indices;}
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inline ShapeKey& getShapeKey(int i){return shapeKeys[i];}
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inline int getNumShapeKeys(){return numShapeKeys;}
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inline Texture* getEnvironmentMap(){return environmentMap;}
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inline Texture* getPrefilterMap(){return prefilterMap;}
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inline Texture* getPostfilterMap(){return postfilterMap;}
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inline Texture* getBrdfIntegrationMap(){return brdfIntegrationMap;}
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private:
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void initMesh();
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void initFramebuffer(u32&, u32&, int);
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void updateSkeleton(Shader*);
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void updatePrefilterMap(Vector3);
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void updatePrefilterMap(Vector3, glm::mat4&, glm::vec3[6]);
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void updatePostfilterMap(glm::mat4&, glm::vec3[6]);
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void updateBrdfLut();
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void updateReflection(Vector3);
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void updateShapeKeys(Shader*);
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int reflectionSize = 512;
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Texture *environmentMap = nullptr, *brdfIntegrationMap = nullptr;
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Texture *prefilterMap = nullptr, *postfilterMap = nullptr, *brdfIntegrationMap = nullptr;
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Shader *environmentShader = nullptr, *brdfIntegrationShader = nullptr;
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u32 preFilterFramebuffer, preFilterRenderbuffer, brdfFramebuffer, brdfRenderbuffer;
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u32 preFilterFramebuffer, preFilterRenderbuffer, postFilterFramebuffer, postFilterRenderbuffer, brdfFramebuffer, brdfRenderbuffer;
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Material *material = nullptr;
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Node *node = nullptr;
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std::vector<Mesh*> meshes;
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@@ -8,6 +8,7 @@
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#include "glad.h"
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#include <glfw3.h>
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#include <cstdlib>
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#include <iostream>
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using namespace std;
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@@ -46,6 +47,7 @@ namespace vb01{
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initWindow(name);
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brdfLutPlane = new Quad(Vector3::VEC_IJK);
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postfilterBox = new Box(Vector3::VEC_IJK);
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Texture *fragTexture = new Texture(width, height, false);
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Texture *brightTexture = new Texture(width, height, false);
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@@ -57,19 +59,25 @@ namespace vb01{
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void Root::initWindow(string name){
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glfwSetErrorCallback(error_callback);
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if (GL_TRUE != glfwInit())
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std::cerr << "Error initialising glfw" << std::endl;
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window = glfwCreateWindow(width, height, name.c_str(), NULL, NULL);
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if(window == NULL){
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cout << "Failed to load window...\n";
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exit(-1);
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, foo);
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if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
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cout << "Failed to load GLAD.\n";
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exit(-1);
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}
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_CULL_FACE);
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@@ -92,8 +100,8 @@ namespace vb01{
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glGenRenderbuffers(1, &RBO);
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glBindRenderbuffer(GL_RENDERBUFFER, RBO);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, RBO);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, RBO);
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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cout << "Not complete\n";
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@@ -199,7 +207,7 @@ namespace vb01{
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skybox = new Box(Vector3(1, 1, 1) * 10);
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Material *skyboxMat = new Material(libPath + "skybox");
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Texture *texture = new Texture(paths, 6, true);
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skyboxMat->addTexUniform("skybox", texture, true);
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skyboxMat->addTexUniform("tex", texture, true);
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skybox->setMaterial(skyboxMat);
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}
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@@ -28,7 +28,8 @@ namespace vb01{
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inline Node* getGuiNode(){return guiNode;}
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inline int getWidth(){return width;}
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inline int getHeight(){return height;}
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inline unsigned int* getFBO(){return &FBO;}
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inline u32* getFBO(){return &FBO;}
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inline u32* getRBO(){return &RBO;}
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inline GLFWwindow* getWindow(){return window;}
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inline void setHDREnabled(bool hdr){this->hdr = hdr;}
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inline void setExposure(float exposure){this->exposure = exposure;}
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@@ -36,6 +37,7 @@ namespace vb01{
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inline void setBloom(bool bloom){this->bloom = bloom;}
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inline void setBlurLevel(bool level){this->blurLevel = level;}
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inline Box* getSkybox(){return skybox;}
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inline Box* getPostfilterBox(){return postfilterBox;}
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inline Quad* getBrdfLutPlane(){return brdfLutPlane;}
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void createSkybox(std::string[6]);
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void removeSkybox();
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@@ -47,7 +49,7 @@ namespace vb01{
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int numLights = 0;
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bool bloom = false, hdr = false;
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float exposure = 1, gamma = 1;
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Box *skybox = nullptr;
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Box *skybox = nullptr, *postfilterBox = nullptr;
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Quad *guiPlane = nullptr, *brdfLutPlane = nullptr;
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int width, height, blurLevel = 10;
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u32 FBO, RBO, pingpongBuffers[2];
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+3
-3
@@ -41,7 +41,6 @@ namespace vb01{
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}
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Texture::Texture(string paths[], int numPaths, bool cubemap, int mipmapLevel, bool flip){
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this->numFrames = numPaths;
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this->cubemap = cubemap;
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this->paths = new string[numPaths];
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@@ -53,6 +52,7 @@ namespace vb01{
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createCubemap(false, flip, true);
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}
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else{
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this->numFrames = numPaths;
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texture = new u32[numPaths];
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create2DTexture(flip);
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}
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@@ -116,7 +116,7 @@ namespace vb01{
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}
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}
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else
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, width, 0, GL_RGB, GL_FLOAT, NULL);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, width, 0, GL_RGB, GL_UNSIGNED_INT, NULL);
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}
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else{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, width, width, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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@@ -126,7 +126,7 @@ namespace vb01{
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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}
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