diff --git a/src/5.advanced_lighting/8.1.deferred_shading/deferred_shading.cpp b/src/5.advanced_lighting/8.1.deferred_shading/deferred_shading.cpp index 665d977..ae38328 100644 --- a/src/5.advanced_lighting/8.1.deferred_shading/deferred_shading.cpp +++ b/src/5.advanced_lighting/8.1.deferred_shading/deferred_shading.cpp @@ -21,7 +21,7 @@ void renderQuad(); void renderCube(); // settings -const unsigned int SCR_WIDTH = 880; +const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; // camera @@ -87,17 +87,17 @@ int main() // load models // ----------- - Model nanosuit(FileSystem::getPath("resources/objects/backpack/backpack.obj")); + Model backpack(FileSystem::getPath("resources/objects/backpack/backpack.obj")); std::vector objectPositions; - objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0)); - objectPositions.push_back(glm::vec3( 0.0, -3.0, -3.0)); - objectPositions.push_back(glm::vec3( 3.0, -3.0, -3.0)); - objectPositions.push_back(glm::vec3(-3.0, -3.0, 0.0)); - objectPositions.push_back(glm::vec3( 0.0, -3.0, 0.0)); - objectPositions.push_back(glm::vec3( 3.0, -3.0, 0.0)); - objectPositions.push_back(glm::vec3(-3.0, -3.0, 3.0)); - objectPositions.push_back(glm::vec3( 0.0, -3.0, 3.0)); - objectPositions.push_back(glm::vec3( 3.0, -3.0, 3.0)); + objectPositions.push_back(glm::vec3(-3.0, -0.5, -3.0)); + objectPositions.push_back(glm::vec3( 0.0, -0.5, -3.0)); + objectPositions.push_back(glm::vec3( 3.0, -0.5, -3.0)); + objectPositions.push_back(glm::vec3(-3.0, -0.5, 0.0)); + objectPositions.push_back(glm::vec3( 0.0, -0.5, 0.0)); + objectPositions.push_back(glm::vec3( 3.0, -0.5, 0.0)); + objectPositions.push_back(glm::vec3(-3.0, -0.5, 3.0)); + objectPositions.push_back(glm::vec3( 0.0, -0.5, 3.0)); + objectPositions.push_back(glm::vec3( 3.0, -0.5, 3.0)); // configure g-buffer framebuffer @@ -201,9 +201,9 @@ int main() { model = glm::mat4(1.0f); model = glm::translate(model, objectPositions[i]); - model = glm::scale(model, glm::vec3(0.25f)); + model = glm::scale(model, glm::vec3(0.5f)); shaderGeometryPass.setMat4("model", model); - nanosuit.Draw(shaderGeometryPass); + backpack.Draw(shaderGeometryPass); } glBindFramebuffer(GL_FRAMEBUFFER, 0); diff --git a/src/5.advanced_lighting/8.2.deferred_shading_volumes/deferred_shading_volumes.cpp b/src/5.advanced_lighting/8.2.deferred_shading_volumes/deferred_shading_volumes.cpp index b609de8..ce1cf9f 100644 --- a/src/5.advanced_lighting/8.2.deferred_shading_volumes/deferred_shading_volumes.cpp +++ b/src/5.advanced_lighting/8.2.deferred_shading_volumes/deferred_shading_volumes.cpp @@ -87,17 +87,17 @@ int main() // load models // ----------- - Model nanosuit(FileSystem::getPath("resources/objects/backpack/backpack.obj")); + Model backpack(FileSystem::getPath("resources/objects/backpack/backpack.obj")); std::vector objectPositions; - objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0)); - objectPositions.push_back(glm::vec3( 0.0, -3.0, -3.0)); - objectPositions.push_back(glm::vec3( 3.0, -3.0, -3.0)); - objectPositions.push_back(glm::vec3(-3.0, -3.0, 0.0)); - objectPositions.push_back(glm::vec3( 0.0, -3.0, 0.0)); - objectPositions.push_back(glm::vec3( 3.0, -3.0, 0.0)); - objectPositions.push_back(glm::vec3(-3.0, -3.0, 3.0)); - objectPositions.push_back(glm::vec3( 0.0, -3.0, 3.0)); - objectPositions.push_back(glm::vec3( 3.0, -3.0, 3.0)); + objectPositions.push_back(glm::vec3(-3.0, -0.5, -3.0)); + objectPositions.push_back(glm::vec3( 0.0, -0.5, -3.0)); + objectPositions.push_back(glm::vec3( 3.0, -0.5, -3.0)); + objectPositions.push_back(glm::vec3(-3.0, -0.5, 0.0)); + objectPositions.push_back(glm::vec3( 0.0, -0.5, 0.0)); + objectPositions.push_back(glm::vec3( 3.0, -0.5, 0.0)); + objectPositions.push_back(glm::vec3(-3.0, -0.5, 3.0)); + objectPositions.push_back(glm::vec3( 0.0, -0.5, 3.0)); + objectPositions.push_back(glm::vec3( 3.0, -0.5, 3.0)); // configure g-buffer framebuffer @@ -203,7 +203,7 @@ int main() model = glm::translate(model, objectPositions[i]); model = glm::scale(model, glm::vec3(0.25f)); shaderGeometryPass.setMat4("model", model); - nanosuit.Draw(shaderGeometryPass); + backpack.Draw(shaderGeometryPass); } glBindFramebuffer(GL_FRAMEBUFFER, 0); diff --git a/src/5.advanced_lighting/9.ssao/9.ssao.fs b/src/5.advanced_lighting/9.ssao/9.ssao.fs index 7d31bfe..f1c4250 100644 --- a/src/5.advanced_lighting/9.ssao/9.ssao.fs +++ b/src/5.advanced_lighting/9.ssao/9.ssao.fs @@ -15,7 +15,7 @@ float radius = 0.5; float bias = 0.025; // tile noise texture over screen based on screen dimensions divided by noise size -const vec2 noiseScale = vec2(1280.0/4.0, 720.0/4.0); +const vec2 noiseScale = vec2(800.0/4.0, 600.0/4.0); uniform mat4 projection; diff --git a/src/5.advanced_lighting/9.ssao/ssao.cpp b/src/5.advanced_lighting/9.ssao/ssao.cpp index 2d152b0..8293cdd 100644 --- a/src/5.advanced_lighting/9.ssao/ssao.cpp +++ b/src/5.advanced_lighting/9.ssao/ssao.cpp @@ -22,8 +22,8 @@ void renderQuad(); void renderCube(); // settings -const unsigned int SCR_WIDTH = 1280; -const unsigned int SCR_HEIGHT = 720; +const unsigned int SCR_WIDTH = 800; +const unsigned int SCR_HEIGHT = 600; // camera Camera camera(glm::vec3(0.0f, 0.0f, 5.0f)); @@ -91,7 +91,7 @@ int main() // load models // ----------- - Model nanosuit(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj")); + Model backpack(FileSystem::getPath("resources/objects/backpack/backpack.obj")); // configure g-buffer framebuffer // ------------------------------ @@ -253,13 +253,13 @@ int main() shaderGeometryPass.setInt("invertedNormals", 1); // invert normals as we're inside the cube renderCube(); shaderGeometryPass.setInt("invertedNormals", 0); - // nanosuit model on the floor + // backpack model on the floor model = glm::mat4(1.0f); - model = glm::translate(model, glm::vec3(0.0f, 0.0f, 5.0)); + model = glm::translate(model, glm::vec3(0.0f, 0.5f, 0.0)); model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0, 0.0, 0.0)); - model = glm::scale(model, glm::vec3(0.5f)); + model = glm::scale(model, glm::vec3(1.0f)); shaderGeometryPass.setMat4("model", model); - nanosuit.Draw(shaderGeometryPass); + backpack.Draw(shaderGeometryPass); glBindFramebuffer(GL_FRAMEBUFFER, 0);