Fix deferred and SSAO chapters to now use backpack model (and apprpriate resolution).

This commit is contained in:
Joey de Vries
2020-05-05 13:59:18 +02:00
parent f36653f736
commit 216a9283c3
4 changed files with 32 additions and 32 deletions

View File

@@ -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<glm::vec3> 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);

View File

@@ -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<glm::vec3> 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);

View File

@@ -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;

View File

@@ -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);