mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
Fix PBR source code inconsistencies (thanks Andrei!). Also fix winding order sphere and update CMake min. version.
This commit is contained in:
@@ -1,5 +1,5 @@
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cmake_minimum_required (VERSION 2.8)
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cmake_policy(VERSION 2.8)
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cmake_minimum_required (VERSION 3.0)
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cmake_policy(VERSION 3.0)
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project (LearnOpenGL)
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@@ -29,7 +29,7 @@ float DistributionGGX(vec3 N, vec3 H, float roughness)
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / max(denom, 0.0000001); // prevent divide by zero for roughness=0.0 and NdotH=1.0
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return nom / denom;
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}
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// ----------------------------------------------------------------------------
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float GeometrySchlickGGX(float NdotV, float roughness)
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@@ -55,7 +55,7 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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// ----------------------------------------------------------------------------
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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// ----------------------------------------------------------------------------
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void main()
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@@ -85,8 +85,8 @@ void main()
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 nominator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
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vec3 specular = nominator / max(denominator, 0.001); // prevent divide by zero for NdotV=0.0 or NdotL=0.0
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = nominator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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@@ -1,7 +1,7 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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layout (location = 2) in vec3 aNormal;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec2 TexCoords;
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out vec3 WorldPos;
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@@ -260,9 +260,9 @@ void renderSphere()
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const unsigned int X_SEGMENTS = 64;
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const unsigned int Y_SEGMENTS = 64;
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const float PI = 3.14159265359;
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for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
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{
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float xSegment = (float)x / (float)X_SEGMENTS;
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float ySegment = (float)y / (float)Y_SEGMENTS;
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@@ -304,31 +304,31 @@ void renderSphere()
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{
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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data.push_back(positions[i].z);
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if (uv.size() > 0)
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{
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data.push_back(uv[i].x);
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data.push_back(uv[i].y);
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}
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data.push_back(positions[i].z);
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if (normals.size() > 0)
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{
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data.push_back(normals[i].x);
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data.push_back(normals[i].y);
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data.push_back(normals[i].z);
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}
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if (uv.size() > 0)
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{
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data.push_back(uv[i].x);
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data.push_back(uv[i].y);
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}
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}
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glBindVertexArray(sphereVAO);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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float stride = (3 + 2 + 3) * sizeof(float);
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unsigned int stride = (3 + 2 + 3) * sizeof(float);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
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}
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glBindVertexArray(sphereVAO);
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@@ -77,7 +77,7 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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// ----------------------------------------------------------------------------
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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// ----------------------------------------------------------------------------
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void main()
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@@ -112,7 +112,7 @@ void main()
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = nominator / denominator;
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// kS is equal to Fresnel
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@@ -1,7 +1,7 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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layout (location = 2) in vec3 aNormal;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec2 TexCoords;
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out vec3 WorldPos;
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@@ -271,9 +271,9 @@ void renderSphere()
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const unsigned int X_SEGMENTS = 64;
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const unsigned int Y_SEGMENTS = 64;
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const float PI = 3.14159265359;
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for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
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{
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float xSegment = (float)x / (float)X_SEGMENTS;
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float ySegment = (float)y / (float)Y_SEGMENTS;
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@@ -294,7 +294,7 @@ void renderSphere()
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{
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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}
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}
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@@ -303,7 +303,7 @@ void renderSphere()
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for (int x = X_SEGMENTS; x >= 0; --x)
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{
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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}
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}
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oddRow = !oddRow;
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@@ -311,35 +311,35 @@ void renderSphere()
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indexCount = indices.size();
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std::vector<float> data;
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for (std::size_t i = 0; i < positions.size(); ++i)
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for (unsigned int i = 0; i < positions.size(); ++i)
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{
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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data.push_back(positions[i].z);
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if (uv.size() > 0)
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{
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data.push_back(uv[i].x);
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data.push_back(uv[i].y);
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}
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if (normals.size() > 0)
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{
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data.push_back(normals[i].x);
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data.push_back(normals[i].y);
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data.push_back(normals[i].z);
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}
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if (uv.size() > 0)
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{
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data.push_back(uv[i].x);
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data.push_back(uv[i].y);
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}
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}
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glBindVertexArray(sphereVAO);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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float stride = (3 + 2 + 3) * sizeof(float);
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unsigned int stride = (3 + 2 + 3) * sizeof(float);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
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}
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glBindVertexArray(sphereVAO);
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@@ -55,7 +55,7 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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// ----------------------------------------------------------------------------
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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// ----------------------------------------------------------------------------
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void main()
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@@ -86,7 +86,7 @@ void main()
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = nominator / denominator;
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// kS is equal to Fresnel
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@@ -1,7 +1,7 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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layout (location = 2) in vec3 aNormal;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec2 TexCoords;
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out vec3 WorldPos;
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@@ -376,9 +376,9 @@ void renderSphere()
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const unsigned int X_SEGMENTS = 64;
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const unsigned int Y_SEGMENTS = 64;
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const float PI = 3.14159265359;
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for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
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{
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float xSegment = (float)x / (float)X_SEGMENTS;
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float ySegment = (float)y / (float)Y_SEGMENTS;
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@@ -399,7 +399,7 @@ void renderSphere()
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{
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
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{
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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}
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}
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@@ -408,7 +408,7 @@ void renderSphere()
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for (int x = X_SEGMENTS; x >= 0; --x)
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{
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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}
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}
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oddRow = !oddRow;
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@@ -421,30 +421,30 @@ void renderSphere()
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data.push_back(positions[i].x);
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data.push_back(positions[i].y);
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data.push_back(positions[i].z);
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if (uv.size() > 0)
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{
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data.push_back(uv[i].x);
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data.push_back(uv[i].y);
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}
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if (normals.size() > 0)
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{
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data.push_back(normals[i].x);
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data.push_back(normals[i].y);
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data.push_back(normals[i].z);
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}
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if (uv.size() > 0)
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{
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data.push_back(uv[i].x);
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data.push_back(uv[i].y);
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}
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}
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glBindVertexArray(sphereVAO);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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float stride = (3 + 2 + 3) * sizeof(float);
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unsigned int stride = (3 + 2 + 3) * sizeof(float);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
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}
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glBindVertexArray(sphereVAO);
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@@ -58,7 +58,7 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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// ----------------------------------------------------------------------------
|
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
|
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{
|
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return F0 + (1.0 - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
|
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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// ----------------------------------------------------------------------------
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void main()
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@@ -89,7 +89,7 @@ void main()
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
|
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|
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vec3 nominator = NDF * G * F;
|
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
|
||||
float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
|
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vec3 specular = nominator / denominator;
|
||||
|
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// kS is equal to Fresnel
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoords;
|
||||
layout (location = 2) in vec3 aNormal;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
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out vec2 TexCoords;
|
||||
out vec3 WorldPos;
|
||||
|
||||
@@ -416,9 +416,9 @@ void renderSphere()
|
||||
const unsigned int X_SEGMENTS = 64;
|
||||
const unsigned int Y_SEGMENTS = 64;
|
||||
const float PI = 3.14159265359;
|
||||
for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
|
||||
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
|
||||
{
|
||||
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
|
||||
for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
|
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{
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float xSegment = (float)x / (float)X_SEGMENTS;
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float ySegment = (float)y / (float)Y_SEGMENTS;
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@@ -439,7 +439,7 @@ void renderSphere()
|
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{
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for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
|
||||
{
|
||||
indices.push_back(y * (X_SEGMENTS + 1) + x);
|
||||
indices.push_back(y * (X_SEGMENTS + 1) + x);
|
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indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
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}
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}
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@@ -448,7 +448,7 @@ void renderSphere()
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for (int x = X_SEGMENTS; x >= 0; --x)
|
||||
{
|
||||
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
|
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indices.push_back(y * (X_SEGMENTS + 1) + x);
|
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indices.push_back(y * (X_SEGMENTS + 1) + x);
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}
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}
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oddRow = !oddRow;
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@@ -456,35 +456,35 @@ void renderSphere()
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indexCount = indices.size();
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|
||||
std::vector<float> data;
|
||||
for (std::size_t i = 0; i < positions.size(); ++i)
|
||||
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 (uv.size() > 0)
|
||||
{
|
||||
data.push_back(uv[i].x);
|
||||
data.push_back(uv[i].y);
|
||||
}
|
||||
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);
|
||||
float stride = (3 + 2 + 3) * sizeof(float);
|
||||
unsigned int stride = (3 + 2 + 3) * sizeof(float);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
|
||||
}
|
||||
|
||||
glBindVertexArray(sphereVAO);
|
||||
|
||||
@@ -60,12 +60,12 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||
// ----------------------------------------------------------------------------
|
||||
vec3 fresnelSchlick(float cosTheta, vec3 F0)
|
||||
{
|
||||
return F0 + (1.0 - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
|
||||
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
|
||||
{
|
||||
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
|
||||
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
void main()
|
||||
@@ -96,7 +96,7 @@ void main()
|
||||
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
|
||||
|
||||
vec3 nominator = NDF * G * F;
|
||||
float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
|
||||
float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
|
||||
vec3 specular = nominator / denominator;
|
||||
|
||||
// kS is equal to Fresnel
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoords;
|
||||
layout (location = 2) in vec3 aNormal;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
out vec3 WorldPos;
|
||||
|
||||
@@ -514,9 +514,9 @@ void renderSphere()
|
||||
const unsigned int X_SEGMENTS = 64;
|
||||
const unsigned int Y_SEGMENTS = 64;
|
||||
const float PI = 3.14159265359;
|
||||
for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
|
||||
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
|
||||
{
|
||||
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;
|
||||
@@ -537,7 +537,7 @@ void renderSphere()
|
||||
{
|
||||
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
|
||||
{
|
||||
indices.push_back(y * (X_SEGMENTS + 1) + x);
|
||||
indices.push_back(y * (X_SEGMENTS + 1) + x);
|
||||
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
|
||||
}
|
||||
}
|
||||
@@ -546,7 +546,7 @@ void renderSphere()
|
||||
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);
|
||||
indices.push_back(y * (X_SEGMENTS + 1) + x);
|
||||
}
|
||||
}
|
||||
oddRow = !oddRow;
|
||||
@@ -554,35 +554,35 @@ void renderSphere()
|
||||
indexCount = indices.size();
|
||||
|
||||
std::vector<float> data;
|
||||
for (std::size_t i = 0; i < positions.size(); ++i)
|
||||
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 (uv.size() > 0)
|
||||
{
|
||||
data.push_back(uv[i].x);
|
||||
data.push_back(uv[i].y);
|
||||
}
|
||||
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);
|
||||
float stride = (3 + 2 + 3) * sizeof(float);
|
||||
unsigned int stride = (3 + 2 + 3) * sizeof(float);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
|
||||
}
|
||||
|
||||
glBindVertexArray(sphereVAO);
|
||||
|
||||
@@ -82,13 +82,13 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||
// ----------------------------------------------------------------------------
|
||||
vec3 fresnelSchlick(float cosTheta, vec3 F0)
|
||||
{
|
||||
return F0 + (1.0 - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
|
||||
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
|
||||
{
|
||||
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
|
||||
}
|
||||
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
void main()
|
||||
{
|
||||
@@ -125,7 +125,7 @@ void main()
|
||||
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
|
||||
|
||||
vec3 nominator = NDF * G * F;
|
||||
float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
|
||||
float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
|
||||
vec3 specular = nominator / denominator;
|
||||
|
||||
// kS is equal to Fresnel
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoords;
|
||||
layout (location = 2) in vec3 aNormal;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
out vec3 WorldPos;
|
||||
|
||||
@@ -614,9 +614,9 @@ void renderSphere()
|
||||
const unsigned int X_SEGMENTS = 64;
|
||||
const unsigned int Y_SEGMENTS = 64;
|
||||
const float PI = 3.14159265359;
|
||||
for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
|
||||
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
|
||||
{
|
||||
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;
|
||||
@@ -637,7 +637,7 @@ void renderSphere()
|
||||
{
|
||||
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
|
||||
{
|
||||
indices.push_back(y * (X_SEGMENTS + 1) + x);
|
||||
indices.push_back(y * (X_SEGMENTS + 1) + x);
|
||||
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
|
||||
}
|
||||
}
|
||||
@@ -646,7 +646,7 @@ void renderSphere()
|
||||
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);
|
||||
indices.push_back(y * (X_SEGMENTS + 1) + x);
|
||||
}
|
||||
}
|
||||
oddRow = !oddRow;
|
||||
@@ -659,30 +659,30 @@ void renderSphere()
|
||||
data.push_back(positions[i].x);
|
||||
data.push_back(positions[i].y);
|
||||
data.push_back(positions[i].z);
|
||||
if (uv.size() > 0)
|
||||
{
|
||||
data.push_back(uv[i].x);
|
||||
data.push_back(uv[i].y);
|
||||
}
|
||||
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);
|
||||
float stride = (3 + 2 + 3) * sizeof(float);
|
||||
unsigned int stride = (3 + 2 + 3) * sizeof(float);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
|
||||
}
|
||||
|
||||
glBindVertexArray(sphereVAO);
|
||||
|
||||
Reference in New Issue
Block a user