Final updates on PBR tutorials w/ updated code.

This commit is contained in:
Joey de Vries
2017-05-28 08:52:26 +02:00
parent a398a343a4
commit 13ad6528cd
10 changed files with 24 additions and 131 deletions

View File

@@ -7,7 +7,7 @@
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/filesystem.h>
#include <learnopengl/shader_m.h>
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
@@ -183,9 +183,9 @@ int main()
// ----------------------------------------------------------------------
equirectangularToCubemapShader.use();
equirectangularToCubemapShader.setInt("equirectangularMap", 0);
equirectangularToCubemapShader.setMat4("projection", captureProjection);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, hdrTexture);
equirectangularToCubemapShader.setMat4("projection", captureProjection);
glViewport(0, 0, 512, 512); // don't forget to configure the viewport to the capture dimensions.
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
@@ -210,7 +210,7 @@ int main()
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
for (unsigned int i = 0; i < 6; ++i)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB32F, 32, 32, 0, GL_RGB, GL_FLOAT, nullptr);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 32, 32, 0, GL_RGB, GL_FLOAT, nullptr);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@@ -226,9 +226,9 @@ int main()
// -----------------------------------------------------------------------------
irradianceShader.use();
irradianceShader.setInt("environmentMap", 0);
irradianceShader.setMat4("projection", captureProjection);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
irradianceShader.setMat4("projection", captureProjection);
glViewport(0, 0, 32, 32); // don't forget to configure the viewport to the capture dimensions.
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
@@ -263,16 +263,16 @@ int main()
// ----------------------------------------------------------------------------------------------------
prefilterShader.use();
prefilterShader.setInt("environmentMap", 0);
prefilterShader.setMat4("projection", captureProjection);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
prefilterShader.setMat4("projection", captureProjection);
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
unsigned int maxMipLevels = 5;
for (unsigned int mip = 0; mip < maxMipLevels; ++mip)
{
// reisze framebuffer according to mip-level size.
unsigned int mipWidth = 128 * std::pow(0.5, mip);
unsigned int mipWidth = 128 * std::pow(0.5, mip);
unsigned int mipHeight = 128 * std::pow(0.5, mip);
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);