mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
first iteration of specular IBL implementation on the CPU side
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+10
-7
@@ -36,27 +36,30 @@ int main() {
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Node *rootNode = root->getRootNode();
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Model *model = new Model(MODEL_PATH + "teapot.vb");
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model->setReflect(true);
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Material *mat = new Material(PATH + "pbr");
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mat->addBoolUniform("albedoMapEnabled", true);
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mat->addBoolUniform("normalMapEnabled", true);
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mat->addBoolUniform("roughnessMapEnabled", true);
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mat->addBoolUniform("metallnessMapEnabled", true);
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mat->addBoolUniform("ambientOcclusionMapEnabled", true);
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mat->addBoolUniform("environmentMapEnabled", false);
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string fr0[]{TEX_PATH + "geyser-rock1_albedo.jpg"};
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string fr1[]{TEX_PATH + "geyser-rock1_normal.jpg"};
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string fr2[]{TEX_PATH + "geyser-rock1_roughness.jpg"};
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string fr3[]{TEX_PATH + "geyser-rock1_metallic.jpg"};
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string fr4[]{TEX_PATH + "geyser-rock1_ao.jpg"};
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mat->addTexUniform("textures[0]", new Texture(fr0, 1), true);
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mat->addTexUniform("textures[1]", new Texture(fr1, 1), true);
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mat->addTexUniform("textures[2]", new Texture(fr2, 1), true);
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mat->addTexUniform("textures[3]", new Texture(fr3, 1), true);
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mat->addTexUniform("textures[4]", new Texture(fr4, 1), true);
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mat->addTexUniform("textures[0]", new Texture(fr0, 1, false), true);
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mat->addTexUniform("textures[1]", new Texture(fr1, 1, false), true);
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mat->addTexUniform("textures[2]", new Texture(fr2, 1, false), true);
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mat->addTexUniform("textures[3]", new Texture(fr3, 1, false), true);
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mat->addTexUniform("textures[4]", new Texture(fr4, 1, false), true);
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model->setMaterial(mat);
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rootNode->attachChild(model);
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{
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Light *light = new Light(Light::POINT);
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light->setColor(Vector3(10, 0, 0));
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light->setColor(Vector3(10, 10, 10));
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Node *lightNode = new Node();
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Box *b = new Box(Vector3(1, 1, 1) * .1);
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Material *m = new Material(PATH + "texture");
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@@ -72,7 +75,7 @@ int main() {
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}
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{
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Light *light = new Light(Light::POINT);
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light->setColor(Vector3(0, 0, 10));
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light->setColor(Vector3(0, 0, 0));
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Node *lightNode = new Node();
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Box *b = new Box(Vector3(1, 1, 1) * .1);
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Material *m = new Material(PATH + "texture");
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