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main_PBR.cpp
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523 lines (523 loc) · 21.7 KB
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//#include <glad/glad.h>
//#include <GLFW/glfw3.h>
////#define STB_IMAGE_IMPLEMENTATION
////#include "stb_image.h"
//#include <glm/glm.hpp>
//#include <glm/gtc/matrix_transform.hpp>
//#include <glm/gtc/type_ptr.hpp>
//
//#include "shader_m.h"
//#include "camera.h"
//#include "model_animation.h"
//
//#include <iostream>
//#include "gui.h"
//#include "LightDirectional.h"
//
//
//// ========================================claim functions & init (start)==========================================================
//#pragma region
//
//void framebuffer_size_callback(GLFWwindow* window, int width, int height);
//void mouse_callback(GLFWwindow* window, double xpos, double ypos);
//void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
//void processInput(GLFWwindow* window);
//unsigned int loadTexture(const char* path);
//void renderSphere();
//
//// settings
//const unsigned int SCR_WIDTH = 1280;
//const unsigned int SCR_HEIGHT = 720;
//
//// camera
//Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
//float lastX = 800.0f / 2.0;
//float lastY = 600.0 / 2.0;
//bool firstMouse = true;
//
//// timing
//float deltaTime = 0.0f;
//float lastFrame = 0.0f;
//
//// Phong
////float _smoothness(5.0);
//bool MouseButton2(false);
//bool blinn = false;
//
//
//glm::mat4 trans;
//
//#pragma endregion
//// ========================================claim functions (end) ===========================================================
//
//
//
//// ========================================init (start)==========================================================
//#pragma region
//
//int main()
//{
// // glfw: initialize and configure
// // ------------------------------
// glfwInit();
// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
// glfwWindowHint(GLFW_SAMPLES, 4);
// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//
//#ifdef __APPLE__
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
//#endif
//
// // glfw window creation
// // --------------------
// GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Rendering", NULL, NULL);
// glfwMakeContextCurrent(window);
// if (window == NULL)
// {
// std::cout << "Failed to create GLFW window" << std::endl;
// glfwTerminate();
// return -1;
// }
// glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glfwSetCursorPosCallback(window, mouse_callback);
// glfwSetScrollCallback(window, scroll_callback);
//
// // tell GLFW to capture our mouse
// //glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
//
// // glad: load all OpenGL function pointers
// // ---------------------------------------
// if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
// {
// std::cout << "Failed to initialize GLAD" << std::endl;
// return -1;
// }
//
// // configure global opengl state
// // -----------------------------
// glEnable(GL_DEPTH_TEST);
//#pragma endregion
//// ========================================init (end) ===========================================================
//
//// ========================================create shaders (start)==========================================================
//#pragma region
// Shader shader("assets/shaders/pbr.vs", "assets/shaders/pbr.fs");
// Shader shaderPhong("assets/shaders/phongTest.vs", "assets/shaders/phongTest.fs");
// //Shader shaderPhong("assets/shaders/BPhong.vs", "assets/shaders/BPhong.fs");
// Shader shaderNonPhoto("assets/shaders/nonPhoto.vs", "assets/shaders/nonPhoto.fs");
//
// unsigned int floorTexture = loadTexture("assets/container.jpg");
//
// shaderNonPhoto.use();
// LightDirectional lightD(glm::vec3(40.0f, 30.0f, 20.0f), glm::vec3(glm::radians(110.0f), glm::radians(30.0f), 0), glm::vec3(5.0f, 5.0f, 5.0f));
// shaderNonPhoto.setVec3("lightD.pos", glm::vec3(lightD.position.x, lightD.position.y, lightD.position.z));
// shaderNonPhoto.setVec3("lightD.color", glm::vec3(lightD.color.x, lightD.color.y, lightD.color.z));
// shaderNonPhoto.setVec3("lightD.dirToLight", glm::vec3(lightD.direction.x, lightD.direction.y, lightD.direction.z));
//
// shader.use();
// shader.setVec3("albedo", 0.5f, 0.0f, 0.0f);
// shader.setFloat("ao", 1.0f);
// // lights
// // ------
// glm::vec3 lightPositions[] = { glm::vec3(-10.0f, 10.0f, 10.0f) };
// glm::vec3 lightColors[] = { glm::vec3(300.0f, 300.0f, 300.0f) };
// int nrRows = 7;
// int nrColumns = 7;
// float spacing = 2.5;
//
// //phong light position
// glm::vec3 PhonglightPos(0.0f, 0.0f, 0.0f);
//
// // initialize static shader uniforms before rendering
// // --------------------------------------------------
// glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
// shader.use();
// shader.setMat4("projection", projection);
//#pragma endregion
//// ========================================create shaders (end) ===========================================================
//
// myGUI myGui(window); // initialize IMG UI
//
//// ========================================RenderLoop (start)==========================================================
//#pragma region
// // render loop
// // -----------
// while (!glfwWindowShouldClose(window))
// {
// float timeValue = glfwGetTime();
//
// // per-frame time logic
// // --------------------
// float currentFrame = static_cast<float>(glfwGetTime());
// deltaTime = currentFrame - lastFrame;
// lastFrame = currentFrame;
//
// // input
// // -----
// processInput(window);
//
// // render
// // ------
// glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//
//
//
//#pragma endregion
//// ========================================RenderLoop (end) ===========================================================
//
//// ========================================model_PBR (start)==========================================================
//#pragma region
// shader.use();
// glm::mat4 view = camera.GetViewMatrix();
// shader.setMat4("view", view);
// shader.setVec3("camPos", camera.Position);
// shader.setFloat("roughness", roughness); // set UI value
// shader.setFloat("metallic", metallic);
// // render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively
// glm::mat4 model = glm::mat4(1.0f);
// glm::mat4 model_phong = glm::mat4(1.0f);
// glm::mat4 model_nonPhoto = glm::mat4(1.0f);
//
// for (int row = 0; row < nrRows; ++row)
// {
// shader.setFloat("metallic", 1.1 * (float)row / (float)nrRows);
// for (int col = 0; col < nrColumns; ++col)
// {
// // we clamp the roughness to 0.05 - 1.0 as perfectly smooth surfaces (roughness of 0.0) tend to look a bit off
// // on direct lighting.
// shader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
// model = glm::mat4(1.0f);
// model = glm::translate(model, glm::vec3(
// (col - (nrColumns / 2)) * spacing,
// (row - (nrRows / 2)) * spacing,
// 0.0f
// ));
// model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f));
// model = glm::rotate(model, timeValue * glm::radians(2.0f), glm::vec3(0.0f, 1.0f, 0.0f));
// shader.setMat4("model", model);
// shader.setMat3("normalMatrix", glm::transpose(glm::inverse(glm::mat3(model))));
// renderSphere();
// }
// }
//
// // render light source (simply re-render sphere at light positions)
// // this looks a bit off as we use the same shader, but it'll make their positions obvious and
// // keeps the codeprint small.
// for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i)
// {
// glm::vec3 newPos = lightPositions[i] + glm::vec3(5 * timeValue * glm::radians(90.0f), 0.0, 15.0f);
// shader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
// shader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
//
// model = glm::mat4(1.0f);
// model = glm::translate(model, newPos);
// model = glm::scale(model, glm::vec3(0.7f, 0.7f, 0.7f));
// model = glm::rotate(model, timeValue * glm::radians(15.0f), glm::vec3(0.0f, 1.0f, 0.0f));
//
// shader.setMat4("model", model);
// shader.setMat3("normalMatrix", glm::transpose(glm::inverse(glm::mat3(model))));
// //renderSphere();
// }
//#pragma endregion
//// ========================================model_PBR (end) ===========================================================
//
//// ========================================model_Phong (start)==========================================================
//#pragma region
//
// shaderPhong.use();
// glm::mat4 projPhong = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
// glm::mat4 viewPhong = camera.GetViewMatrix();
// shaderPhong.setMat4("projection", projPhong);
// shaderPhong.setMat4("view", viewPhong);
// shaderPhong.setVec3("lightPos", 20.0f, 0.0f, 15.0f);
// shaderPhong.setVec3("objectColor", 1.0f, 0.0f, 0.0f);
// shaderPhong.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
//
// for (int row = 0; row < nrRows; ++row)
// {
// for (int col = 0; col < nrColumns; ++col)
// {
// model_phong = glm::mat4(1.0f);
// model_phong = glm::translate(model_phong, glm::vec3(
// 40 + (col - (nrColumns / 2)) * spacing,
// (row - (nrRows / 2)) * spacing,
// 0.0f
// ));
// model_phong = glm::rotate(model_phong, timeValue * glm::radians(25.0f), glm::vec3(0.0f, 1.0f, 0.0f));
// glm::vec3 lightPos = glm::vec3(
// 40 + (col - (nrColumns / 2)) * spacing,
// (row - (nrRows / 2)) * spacing,
// 15.0f
// );
// shaderPhong.setFloat("ambientStrength", 0.1 * row);
// shaderPhong.setMat4("model", model_phong);
// shaderPhong.setVec3("lightPos", lightPos); // Update light position
// //shaderPhong.setMat4("model", model_phong);
// renderSphere();
// }
// }
//#pragma endregion
//// ========================================model_Phong (end) ===========================================================
//
//// ========================================non_Physical (start)==========================================================
//#pragma region
// shaderNonPhoto.use();
//
//
// for (int row = 0; row < nrRows; ++row)
// {
// for (int col = 0; col < nrColumns; ++col)
// {
// glm::mat4 projNonPhoto = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
// glm::mat4 viewNonPhoto = camera.GetViewMatrix();
// trans = glm::scale(glm::mat4(1.0f), glm::vec3(1.0f, 1.0f, 1.0f));
// trans = glm::rotate(trans, timeValue * glm::radians(5.0f), glm::vec3(0.0f, 1.0f, 0.0f));
// shaderNonPhoto.setMat4("transform", trans);
//
// shaderNonPhoto.setMat4("projMat", projNonPhoto);
// shaderNonPhoto.setMat4("viewMat", viewNonPhoto);
// shaderNonPhoto.setVec3("viewPos", camera.Position);
// shaderNonPhoto.setFloat("diffuse_upper_bound", 1.0f + 0.05f * row);
// shaderNonPhoto.setFloat("diffuse_lower_bound", 0.90f);
// shaderNonPhoto.setFloat("specular_bound", 0.25f + 0.1f * col);
//
// model_nonPhoto = glm::mat4(1.0f);
// model_nonPhoto = glm::translate(
// model_nonPhoto,
// glm::vec3(80 + (col - (nrColumns / 2)) * spacing,
// (row - (nrRows / 2)) * spacing,
// 0.0f
// ));
// model_nonPhoto = glm::rotate(model_nonPhoto, timeValue * glm::radians(5.0f), glm::vec3(0.0f, 1.0f, 0.0f));
//
// glm::vec3 lightPos = glm::vec3(
// 10 + (col - (nrColumns / 2)) * spacing,
// (row - (nrRows / 2)) * spacing,
// 15.0f
// );
// lightPos += glm::vec3(15 * timeValue * glm::radians(15.0f), 0.0, 15.0f);
// shaderNonPhoto.setVec3("lightPosition", lightPos);
// shaderNonPhoto.setMat4("modelMat", model_nonPhoto);
// renderSphere();
// }
// }
//
//#pragma endregion
//// ========================================non_Physical (end) ===========================================================
//
// //myGui.createGUI(); // create IMG UI
//
// // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// // -------------------------------------------------------------------------------
// glfwSwapBuffers(window);
// glfwPollEvents();
// }
//
// // glfw: terminate, clearing all previously allocated GLFW resources.
// // ------------------------------------------------------------------
// glfwTerminate();
// return 0;
//}
//
//// ========================================input process (start)==========================================================
//#pragma region
//// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
//// ---------------------------------------------------------------------------------------------------------
//void processInput(GLFWwindow* window)
//{
// if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
// glfwSetWindowShouldClose(window, true);
// if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
// camera.ProcessKeyboard(FORWARD, deltaTime);
// if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
// camera.ProcessKeyboard(BACKWARD, deltaTime);
// if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
// camera.ProcessKeyboard(LEFT, deltaTime);
// if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
// camera.ProcessKeyboard(RIGHT, deltaTime);
// if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_PRESS)
// MouseButton2 = true;
// else
// MouseButton2 = false;
//}
//
//// glfw: whenever the window size changed (by OS or user resize) this callback function executes
//// ---------------------------------------------------------------------------------------------
//void framebuffer_size_callback(GLFWwindow* window, int width, int height)
//{
// // make sure the viewport matches the new window dimensions; note that width and
// // height will be significantly larger than specified on retina displays.
// glViewport(0, 0, width, height);
//}
//
//// glfw: whenever the mouse moves, this callback is called
//// -------------------------------------------------------
//void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
//{
// float xpos = static_cast<float>(xposIn);
// float ypos = static_cast<float>(yposIn);
//
// if (firstMouse)
// {
// lastX = xpos;
// lastY = ypos;
// firstMouse = false;
// }
//
// float xoffset = xpos - lastX;
// float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
//
// lastX = xpos;
// lastY = ypos;
//
// if (MouseButton2)
// camera.ProcessMouseMovement(xoffset, yoffset);
//}
//
//// glfw: whenever the mouse scroll wheel scrolls, this callback is called
//// ----------------------------------------------------------------------
//void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
//{
// camera.ProcessMouseScroll(static_cast<float>(yoffset));
//}
//
//// renders (and builds at first invocation) a sphere
//// -------------------------------------------------
//unsigned int sphereVAO = 0;
//unsigned int indexCount;
//void renderSphere()
//{
// if (sphereVAO == 0)
// {
// glGenVertexArrays(1, &sphereVAO);
//
// unsigned int vbo, ebo;
// glGenBuffers(1, &vbo);
// glGenBuffers(1, &ebo);
//
// std::vector<glm::vec3> positions;
// std::vector<glm::vec2> uv;
// std::vector<glm::vec3> normals;
// std::vector<unsigned int> indices;
//
// const unsigned int X_SEGMENTS = 64;
// const unsigned int Y_SEGMENTS = 64;
// const float PI = 3.14159265359f;
// for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
// {
// for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
// {
// float xSegment = (float)x / (float)X_SEGMENTS;
// float ySegment = (float)y / (float)Y_SEGMENTS;
// float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
// float yPos = std::cos(ySegment * PI);
// float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
//
// positions.push_back(glm::vec3(xPos, yPos, zPos));
// uv.push_back(glm::vec2(xSegment, ySegment));
// normals.push_back(glm::vec3(xPos, yPos, zPos));
// }
// }
//
// bool oddRow = false;
// for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
// {
// if (!oddRow) // even rows: y == 0, y == 2; and so on
// {
// for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
// {
// indices.push_back(y * (X_SEGMENTS + 1) + x);
// indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
// }
// }
// else
// {
// for (int x = X_SEGMENTS; x >= 0; --x)
// {
// indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
// indices.push_back(y * (X_SEGMENTS + 1) + x);
// }
// }
// oddRow = !oddRow;
// }
// indexCount = static_cast<unsigned int>(indices.size());
//
// std::vector<float> data;
// for (unsigned int i = 0; i < positions.size(); ++i)
// {
// data.push_back(positions[i].x);
// data.push_back(positions[i].y);
// data.push_back(positions[i].z);
// if (normals.size() > 0)
// {
// data.push_back(normals[i].x);
// data.push_back(normals[i].y);
// data.push_back(normals[i].z);
// }
// if (uv.size() > 0)
// {
// data.push_back(uv[i].x);
// data.push_back(uv[i].y);
// }
// }
// glBindVertexArray(sphereVAO);
// glBindBuffer(GL_ARRAY_BUFFER, vbo);
// glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
// unsigned int stride = (3 + 2 + 3) * sizeof(float);
// glEnableVertexAttribArray(0);
// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
// glEnableVertexAttribArray(1);
// glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
// glEnableVertexAttribArray(2);
// glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
// }
//
// glBindVertexArray(sphereVAO);
// glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
//}
//
//// utility function for loading a 2D texture from file
//// ---------------------------------------------------
//unsigned int loadTexture(char const* path)
//{
// unsigned int textureID;
// glGenTextures(1, &textureID);
//
// int width, height, nrComponents;
// unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);
// if (data)
// {
// GLenum format;
// if (nrComponents == 1)
// format = GL_RED;
// else if (nrComponents == 3)
// format = GL_RGB;
// else if (nrComponents == 4)
// format = GL_RGBA;
//
// glBindTexture(GL_TEXTURE_2D, textureID);
// glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
// glGenerateMipmap(GL_TEXTURE_2D);
//
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//
// stbi_image_free(data);
// }
// else
// {
// std::cout << "Texture failed to load at path: " << path << std::endl;
// stbi_image_free(data);
// }
//
// return textureID;
//}
//#pragma endregion
//// ========================================input process (end) ===========================================================
//