mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Fix deferred and SSAO chapters to now use backpack model (and apprpriate resolution).
This commit is contained in:
@@ -21,7 +21,7 @@ void renderQuad();
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void renderCube();
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void renderCube();
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// settings
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// settings
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const unsigned int SCR_WIDTH = 880;
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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const unsigned int SCR_HEIGHT = 600;
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// camera
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// camera
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@@ -87,17 +87,17 @@ int main()
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// load models
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// load models
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// -----------
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// -----------
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Model nanosuit(FileSystem::getPath("resources/objects/backpack/backpack.obj"));
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Model backpack(FileSystem::getPath("resources/objects/backpack/backpack.obj"));
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std::vector<glm::vec3> objectPositions;
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std::vector<glm::vec3> objectPositions;
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objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3(-3.0, -0.5, -3.0));
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objectPositions.push_back(glm::vec3( 0.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3( 0.0, -0.5, -3.0));
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objectPositions.push_back(glm::vec3( 3.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3( 3.0, -0.5, -3.0));
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objectPositions.push_back(glm::vec3(-3.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3(-3.0, -0.5, 0.0));
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objectPositions.push_back(glm::vec3( 0.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3( 0.0, -0.5, 0.0));
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objectPositions.push_back(glm::vec3( 3.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3( 3.0, -0.5, 0.0));
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objectPositions.push_back(glm::vec3(-3.0, -3.0, 3.0));
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objectPositions.push_back(glm::vec3(-3.0, -0.5, 3.0));
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objectPositions.push_back(glm::vec3( 0.0, -3.0, 3.0));
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objectPositions.push_back(glm::vec3( 0.0, -0.5, 3.0));
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objectPositions.push_back(glm::vec3( 3.0, -3.0, 3.0));
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objectPositions.push_back(glm::vec3( 3.0, -0.5, 3.0));
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// configure g-buffer framebuffer
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// configure g-buffer framebuffer
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@@ -201,9 +201,9 @@ int main()
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{
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{
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model = glm::mat4(1.0f);
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model = glm::mat4(1.0f);
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model = glm::translate(model, objectPositions[i]);
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model = glm::translate(model, objectPositions[i]);
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model = glm::scale(model, glm::vec3(0.25f));
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model = glm::scale(model, glm::vec3(0.5f));
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shaderGeometryPass.setMat4("model", model);
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shaderGeometryPass.setMat4("model", model);
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nanosuit.Draw(shaderGeometryPass);
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backpack.Draw(shaderGeometryPass);
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@@ -87,17 +87,17 @@ int main()
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// load models
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// load models
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// -----------
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// -----------
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Model nanosuit(FileSystem::getPath("resources/objects/backpack/backpack.obj"));
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Model backpack(FileSystem::getPath("resources/objects/backpack/backpack.obj"));
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std::vector<glm::vec3> objectPositions;
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std::vector<glm::vec3> objectPositions;
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objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3(-3.0, -0.5, -3.0));
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objectPositions.push_back(glm::vec3( 0.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3( 0.0, -0.5, -3.0));
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objectPositions.push_back(glm::vec3( 3.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3( 3.0, -0.5, -3.0));
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objectPositions.push_back(glm::vec3(-3.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3(-3.0, -0.5, 0.0));
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objectPositions.push_back(glm::vec3( 0.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3( 0.0, -0.5, 0.0));
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objectPositions.push_back(glm::vec3( 3.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3( 3.0, -0.5, 0.0));
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objectPositions.push_back(glm::vec3(-3.0, -3.0, 3.0));
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objectPositions.push_back(glm::vec3(-3.0, -0.5, 3.0));
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objectPositions.push_back(glm::vec3( 0.0, -3.0, 3.0));
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objectPositions.push_back(glm::vec3( 0.0, -0.5, 3.0));
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objectPositions.push_back(glm::vec3( 3.0, -3.0, 3.0));
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objectPositions.push_back(glm::vec3( 3.0, -0.5, 3.0));
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// configure g-buffer framebuffer
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// configure g-buffer framebuffer
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@@ -203,7 +203,7 @@ int main()
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model = glm::translate(model, objectPositions[i]);
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model = glm::translate(model, objectPositions[i]);
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model = glm::scale(model, glm::vec3(0.25f));
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model = glm::scale(model, glm::vec3(0.25f));
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shaderGeometryPass.setMat4("model", model);
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shaderGeometryPass.setMat4("model", model);
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nanosuit.Draw(shaderGeometryPass);
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backpack.Draw(shaderGeometryPass);
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@@ -15,7 +15,7 @@ float radius = 0.5;
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float bias = 0.025;
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float bias = 0.025;
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// tile noise texture over screen based on screen dimensions divided by noise size
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// tile noise texture over screen based on screen dimensions divided by noise size
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const vec2 noiseScale = vec2(1280.0/4.0, 720.0/4.0);
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const vec2 noiseScale = vec2(800.0/4.0, 600.0/4.0);
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uniform mat4 projection;
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uniform mat4 projection;
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@@ -22,8 +22,8 @@ void renderQuad();
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void renderCube();
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void renderCube();
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// settings
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// settings
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const unsigned int SCR_WIDTH = 1280;
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 720;
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const unsigned int SCR_HEIGHT = 600;
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// camera
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
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Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
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@@ -91,7 +91,7 @@ int main()
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// load models
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// load models
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// -----------
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// -----------
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Model nanosuit(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj"));
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Model backpack(FileSystem::getPath("resources/objects/backpack/backpack.obj"));
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// configure g-buffer framebuffer
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// configure g-buffer framebuffer
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// ------------------------------
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// ------------------------------
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@@ -253,13 +253,13 @@ int main()
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shaderGeometryPass.setInt("invertedNormals", 1); // invert normals as we're inside the cube
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shaderGeometryPass.setInt("invertedNormals", 1); // invert normals as we're inside the cube
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renderCube();
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renderCube();
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shaderGeometryPass.setInt("invertedNormals", 0);
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shaderGeometryPass.setInt("invertedNormals", 0);
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// nanosuit model on the floor
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// backpack model on the floor
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model = glm::mat4(1.0f);
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model = glm::mat4(1.0f);
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model = glm::translate(model, glm::vec3(0.0f, 0.0f, 5.0));
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model = glm::translate(model, glm::vec3(0.0f, 0.5f, 0.0));
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model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0, 0.0, 0.0));
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model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0, 0.0, 0.0));
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model = glm::scale(model, glm::vec3(0.5f));
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model = glm::scale(model, glm::vec3(1.0f));
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shaderGeometryPass.setMat4("model", model);
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shaderGeometryPass.setMat4("model", model);
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nanosuit.Draw(shaderGeometryPass);
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backpack.Draw(shaderGeometryPass);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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