First time running

This commit is contained in:
alexpanter
2022-10-20 13:33:49 +02:00
parent a9e0ea22ea
commit eb05991135
6 changed files with 266 additions and 213 deletions

View File

@@ -109,7 +109,7 @@ public:
if (Zoom < 1.0f)
Zoom = 1.0f;
if (Zoom > 45.0f)
Zoom = 45.0f;
Zoom = 45.0f;
}
private:
@@ -127,4 +127,4 @@ private:
Up = glm::normalize(glm::cross(Right, Front));
}
};
#endif
#endif

View File

@@ -168,7 +168,7 @@ void main()
vec3 specular = LTC_Evaluate(N, V, P, Minv, translatedPoints, areaLight.twoSided);
// GGX BRDF shadowing and Fresnel
// t2.x: shadowedF90 ??? (F90 normally it should be 1.0)
// t2.x: shadowedF90 (F90 normally it should be 1.0)
// t2.y: Smith function for Geometric Attenuation Term, it is dot(V or L, H).
specular *= mSpecular*t2.x + (1.0f - mSpecular) * t2.y;

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@@ -0,0 +1,9 @@
#version 330 core
out vec4 color;
uniform vec3 lightColor;
void main()
{
color = vec4(lightColor, 1.0f);
}

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@@ -0,0 +1,14 @@
#version 330 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexcoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPosition, 1.0f);
}

View File

@@ -20,27 +20,27 @@
// CUSTOM
#include "ltc_matrix.hpp"
#include "colors.hpp"
// FUNCTION PROTOTYPES
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
void do_movement(GLfloat deltaTime);
unsigned int loadTexture(const char *path, bool gammaCorrection);
void renderQuad();
void renderCube();
// settings
// SETTINGS AND GLOBALS
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
bool bloom = true;
float exposure = 1.0f;
int programChoice = 1;
float bloomFilterRadius = 0.005f;
bool keys[1024]; // activated keys
glm::vec3 areaLightTranslate;
Shader* ltcShaderPtr;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
Camera camera(glm::vec3(0.0f, 1.0f, 0.5f), glm::vec3(0.0f, 1.0f, 0.0f), 0.0f, 0.0f);
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
@@ -58,22 +58,22 @@ float lastFrame = 0.0f;
// |/ / |
// 1-4---6
//
struct Vertex {
struct VertexAL {
glm::vec3 position;
glm::vec3 normal;
glm::vec2 texcoord;
};
const GLfloat size = 10.0f;
Vertex planeVertices[6] = {
{ {-size, 0.0f, -size}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f} },
{ {-size, 0.0f, size}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f} },
{ { size, 0.0f, size}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f} },
{ {-size, 0.0f, -size}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f} },
{ { size, 0.0f, size}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f} },
{ { size, 0.0f, -size}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f} }
const GLfloat psize = 10.0f;
VertexAL planeVertices[6] = {
{ {-psize, 0.0f, -psize}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f} },
{ {-psize, 0.0f, psize}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f} },
{ { psize, 0.0f, psize}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f} },
{ {-psize, 0.0f, -psize}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f} },
{ { psize, 0.0f, psize}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f} },
{ { psize, 0.0f, -psize}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f} }
};
Vertex areaLightVertices[6] = {
VertexAL areaLightVertices[6] = {
{ {-8.0f, 2.4f, -1.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f} }, // 0 1 5 4
{ {-8.0f, 2.4f, 1.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f} },
{ {-8.0f, 0.4f, 1.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 1.0f} },
@@ -204,9 +204,9 @@ void incrementRoughness(float step)
roughness += step;
roughness = glm::clamp(roughness, 0.0f, 1.0f);
//std::cout << "roughness: " << roughness << '\n';
lightingShader->Activate();
lightingShader->SetUniformVec4("material.albedoRoughness", glm::vec4(color, roughness));
lightingShader->Deactivate();
ltcShaderPtr->use();
ltcShaderPtr->setVec4("material.albedoRoughness", glm::vec4(color, roughness));
glUseProgram(0);
}
void incrementLightIntensity(float step)
@@ -215,9 +215,9 @@ void incrementLightIntensity(float step)
intensity += step;
intensity = glm::clamp(intensity, 0.0f, 10.0f);
//std::cout << "intensity: " << intensity << '\n';
lightingShader->Activate();
lightingShader->SetUniformFloat("areaLight.intensity", intensity);
lightingShader->Deactivate();
ltcShaderPtr->use();
ltcShaderPtr->setFloat("areaLight.intensity", intensity);
glUseProgram(0);
}
void switchTwoSided(bool doSwitch)
@@ -225,9 +225,9 @@ void switchTwoSided(bool doSwitch)
static bool twoSided = true;
if (doSwitch) twoSided = !twoSided;
//std::cout << "twoSided: " << std::boolalpha << twoSided << '\n';
lightingShader->Activate();
lightingShader->SetUniformBool("areaLight.twoSided", twoSided);
lightingShader->Deactivate();
ltcShaderPtr->use();
ltcShaderPtr->setFloat("areaLight.twoSided", twoSided);
glUseProgram(0);
}
@@ -276,19 +276,21 @@ int main()
// -----------------------------
glEnable(GL_DEPTH_TEST);
// build and compile shaders
// -------------------------
// LUT textures
LTC_matrices mLTC;
mLTC.mat1 = loadMTexture();
mLTC.mat2 = loadLUTTexture();
// SHADERS
Shader shaderLTC("7.area_light.vs", "7.area_light.fs");
// Shader shaderLight("6.bloom.vs", "6.light_box.fs");
// Shader shaderBlur("6.old_blur.vs", "6.old_blur.fs");
// Shader shaderBloomFinal("6.bloom_final.vs", "6.bloom_final.fs");
ltcShaderPtr = &shaderLTC;
Shader shaderLightPlane("7.light_plane.vs", "7.light_plane.fs");
// load textures
// -------------
unsigned int concreteTexture = loadTexture(FileSystem::getPath("resources/textures/concreteTexture.jpg").c_str(), true);
// TEXTURES
unsigned int concreteTexture = loadTexture(
FileSystem::getPath("resources/textures/concreteTexture.jpg").c_str(), true);
// shader configuration
// --------------------
// SHADER CONFIGURATION
shaderLTC.use();
shaderLTC.setVec3("areaLight.points[0]", areaLightVertices[0].position);
shaderLTC.setVec3("areaLight.points[1]", areaLightVertices[1].position);
@@ -303,180 +305,70 @@ int main()
switchTwoSided(false);
glUseProgram(0);
shaderLightPlane.use();
{
glm::mat4 model(1.0f);
shaderLightPlane.setMat4("model", model);
}
shaderLightPlane.setVec3("lightColor", Color::White);
glUseProgram(0);
// shader.setInt("diffuseTexture", 0);
// shaderBlur.use();
// shaderBlur.setInt("image", 0);
// shaderBloomFinal.use();
// shaderBloomFinal.setInt("scene", 0);
// shaderBloomFinal.setInt("bloomBlur", 1);
// 3D OBJECTS
configureMockupData();
areaLightTranslate = glm::vec3(0.0f, 0.0f, 0.0f);
// render loop
// -----------
// RENDER LOOP
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
glfwPollEvents();
do_movement(deltaTime);
// render
// ------
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 1. render scene into floating point framebuffer
// -----------------------------------------------
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 model = glm::mat4(1.0f);
shader.use();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, woodTexture);
// set lighting uniforms
for (unsigned int i = 0; i < lightPositions.size(); i++)
{
shader.setVec3("lights[" + std::to_string(i) + "].Position", lightPositions[i]);
shader.setVec3("lights[" + std::to_string(i) + "].Color", lightColors[i]);
}
shader.setVec3("viewPos", camera.Position);
// create one large cube that acts as the floor
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, -1.0f, 0.0));
model = glm::scale(model, glm::vec3(12.5f, 0.5f, 12.5f));
shader.setMat4("model", model);
renderCube();
// then create multiple cubes as the scenery
glBindTexture(GL_TEXTURE_2D, containerTexture);
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, 1.5f, 0.0));
model = glm::scale(model, glm::vec3(0.5f));
shader.setMat4("model", model);
renderCube();
shaderLTC.use();
glm::mat4 model(1.0f);
glm::mat3 normalMatrix = glm::mat3(model);
shaderLTC.setMat4("model", model);
shaderLTC.setMat3("normalMatrix", normalMatrix);
glm::mat4 view = camera.GetViewMatrix();
shaderLTC.setMat4("view", view);
glm::mat4 projection = glm::perspective(
glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
shaderLTC.setMat4("projection", projection);
shaderLTC.setVec3("viewPosition", camera.Position);
shaderLTC.setVec3("areaLightTranslate", areaLightTranslate);
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 1.0));
model = glm::scale(model, glm::vec3(0.5f));
shader.setMat4("model", model);
renderCube();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mLTC.mat1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mLTC.mat2);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, concreteTexture);
renderPlane();
glUseProgram(0);
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-1.0f, -1.0f, 2.0));
model = glm::rotate(model, glm::radians(60.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
shader.setMat4("model", model);
renderCube();
shaderLightPlane.use();
model = glm::translate(model, areaLightTranslate);
shaderLightPlane.setMat4("model", model);
shaderLightPlane.setMat4("view", view);
shaderLightPlane.setMat4("projection", projection);
renderAreaLight();
glUseProgram(0);
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, 2.7f, 4.0));
model = glm::rotate(model, glm::radians(23.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
model = glm::scale(model, glm::vec3(1.25));
shader.setMat4("model", model);
renderCube();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-2.0f, 1.0f, -3.0));
model = glm::rotate(model, glm::radians(124.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
shader.setMat4("model", model);
renderCube();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(-3.0f, 0.0f, 0.0));
model = glm::scale(model, glm::vec3(0.5f));
shader.setMat4("model", model);
renderCube();
// finally show all the light sources as bright cubes
shaderLight.use();
shaderLight.setMat4("projection", projection);
shaderLight.setMat4("view", view);
for (unsigned int i = 0; i < lightPositions.size(); i++)
{
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(lightPositions[i]));
model = glm::scale(model, glm::vec3(0.25f));
shaderLight.setMat4("model", model);
shaderLight.setVec3("lightColor", lightColors[i]);
renderCube();
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (programChoice < 1 || programChoice > 3) { programChoice = 1; }
bloom = (programChoice == 1) ? false : true;
bool horizontal = true;
// 2.A) bloom is disabled
// ----------------------
if (programChoice == 1)
{
}
// 2.B) blur bright fragments with two-pass Gaussian Blur
// ------------------------------------------------------
else if (programChoice == 2)
{
bool first_iteration = true;
unsigned int amount = 10;
shaderBlur.use();
for (unsigned int i = 0; i < amount; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
shaderBlur.setInt("horizontal", horizontal);
glBindTexture(GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongColorbuffers[!horizontal]); // bind texture of other framebuffer (or scene if first iteration)
renderQuad();
horizontal = !horizontal;
if (first_iteration)
first_iteration = false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
// 2.C) use unthresholded bloom with progressive downsample/upsampling
// -------------------------------------------------------------------
else if (programChoice == 3)
{
bloomRenderer.RenderBloomTexture(colorBuffers[1], bloomFilterRadius);
}
// 3. now render floating point color buffer to 2D quad and tonemap HDR colors to default framebuffer's (clamped) color range
// --------------------------------------------------------------------------------------------------------------------------
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderBloomFinal.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
glActiveTexture(GL_TEXTURE1);
if (programChoice == 1) {
glBindTexture(GL_TEXTURE_2D, 0); // trick to bind invalid texture "0", we don't care either way!
}
if (programChoice == 2) {
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]);
}
else if (programChoice == 3) {
glBindTexture(GL_TEXTURE_2D, bloomRenderer.BloomTexture());
}
shaderBloomFinal.setInt("programChoice", programChoice);
shaderBloomFinal.setFloat("exposure", exposure);
renderQuad();
//std::cout << "bloom: " << (bloom ? "on" : "off") << "| exposure: " << exposure << std::endl;
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
bloomRenderer.Destroy();
glDeleteVertexArrays(1, &planeVAO);
glDeleteBuffers(1, &planeVBO);
glDeleteVertexArrays(1, &areaLightVAO);
glDeleteBuffers(1, &areaLightVBO);
glfwTerminate();
return 0;
}
@@ -487,24 +379,17 @@ int main()
// ---------------------------------------------------------------------------------------------------------
void do_movement(GLfloat deltaTime)
{
GLfloat cameraSpeed = 10.0f * deltaTime;
if(keys[GLFW_KEY_W]) {
cam->MoveForwards(cameraSpeed);
camera.ProcessKeyboard(FORWARD, deltaTime);
}
else if(keys[GLFW_KEY_S]) {
cam->MoveBackwards(cameraSpeed);
camera.ProcessKeyboard(BACKWARD, deltaTime);
}
if(keys[GLFW_KEY_A]) {
cam->StrafeLeft(cameraSpeed);
camera.ProcessKeyboard(LEFT, deltaTime);
}
else if(keys[GLFW_KEY_D]) {
cam->StrafeRight(cameraSpeed);
}
if (keys[GLFW_KEY_Z]) {
if (keys[GLFW_KEY_LEFT_SHIFT]) cam->MoveDown(cameraSpeed);
else cam->MoveUp(cameraSpeed);
camera.ProcessKeyboard(RIGHT, deltaTime);
}
if (keys[GLFW_KEY_R]) {
@@ -542,13 +427,6 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GL_TRUE);
return;
case GLFW_KEY_L:
screen_lock = !screen_lock;
break;
case GLFW_KEY_C:
lightingShader = new Shaders::ShaderWrapper(shadername, Shaders::SHADERS_VF);
recompileShader = true;
break;
case GLFW_KEY_B:
switchTwoSided(true);
break;

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@@ -0,0 +1,152 @@
#pragma once
// GLM
#include <glm/glm.hpp>
// Color values found at:
// https://www.rapidtables.com/web/color/RGB_Color.html
class Color
{
public:
static inline glm::vec3 Maroon = glm::vec3(0.501961f, 0.0f, 0.0f);
static inline glm::vec3 DarkRed = glm::vec3(0.545098f, 0.0f, 0.0f);
static inline glm::vec3 Brown = glm::vec3(0.647059f, 0.164706f, 0.164706f);
static inline glm::vec3 Firebrick = glm::vec3(0.698039f, 0.133333f, 0.133333f);
static inline glm::vec3 Crimson = glm::vec3(0.862745f, 0.0784314f, 0.235294f);
static inline glm::vec3 Red = glm::vec3(1.0f, 0.0f, 0.0f);
static inline glm::vec3 Tomato = glm::vec3(1.0f, 0.388235f, 0.278431f);
static inline glm::vec3 Coral = glm::vec3(1.0f, 0.498039f, 0.313726f);
static inline glm::vec3 IndianRed = glm::vec3(0.803922f, 0.360784f, 0.360784f);
static inline glm::vec3 LightCoral = glm::vec3(0.941176f, 0.501961f, 0.501961f);
static inline glm::vec3 DarkSalmon = glm::vec3(0.913725f, 0.588235f, 0.478431f);
static inline glm::vec3 Salmon = glm::vec3(0.980392f, 0.501961f, 0.447059f);
static inline glm::vec3 LightSalmon = glm::vec3(1.0f, 0.627451f, 0.478431f);
static inline glm::vec3 OrangeRed = glm::vec3(1.0f, 0.270588f, 0.0f);
static inline glm::vec3 DarkOrange = glm::vec3(1.0f, 0.54902f, 0.0f);
static inline glm::vec3 Orange = glm::vec3(1.0f, 0.647059f, 0.0f);
static inline glm::vec3 Gold = glm::vec3(1.0f, 0.843137f, 0.0f);
static inline glm::vec3 DarkGoldenRod = glm::vec3(0.721569f, 0.52549f, 0.0431373f);
static inline glm::vec3 GoldenRod = glm::vec3(0.854902f, 0.647059f, 0.12549f);
static inline glm::vec3 PaleGoldenRod = glm::vec3(0.933333f, 0.909804f, 0.666667f);
static inline glm::vec3 DarkKhaki = glm::vec3(0.741176f, 0.717647f, 0.419608f);
static inline glm::vec3 Khaki = glm::vec3(0.941176f, 0.901961f, 0.54902f);
static inline glm::vec3 Olive = glm::vec3(0.501961f, 0.501961f, 0.0f);
static inline glm::vec3 Yellow = glm::vec3(1.0f, 1.0f, 0.0f);
static inline glm::vec3 YellowGreen = glm::vec3(0.603922f, 0.803922f, 0.196078f);
static inline glm::vec3 DarkOliveGreen = glm::vec3(0.333333f, 0.419608f, 0.184314f);
static inline glm::vec3 OliveDrab = glm::vec3(0.419608f, 0.556863f, 0.137255f);
static inline glm::vec3 LawnGreen = glm::vec3(0.486275f, 0.988235f, 0.0f);
static inline glm::vec3 ChartReuse = glm::vec3(0.498039f, 1.0f, 0.0f);
static inline glm::vec3 GreenYellow = glm::vec3(0.678431f, 1.0f, 0.184314f);
static inline glm::vec3 DarkGreen = glm::vec3(0.0f, 0.392157f, 0.0f);
static inline glm::vec3 Green = glm::vec3(0.0f, 0.501961f, 0.0f);
static inline glm::vec3 ForestGreen = glm::vec3(0.133333f, 0.545098f, 0.133333f);
static inline glm::vec3 Lime = glm::vec3(0.0f, 1.0f, 0.0f);
static inline glm::vec3 LimeGreen = glm::vec3(0.196078f, 0.803922f, 0.196078f);
static inline glm::vec3 LightGreen = glm::vec3(0.564706f, 0.933333f, 0.564706f);
static inline glm::vec3 PaleGreen = glm::vec3(0.596078f, 0.984314f, 0.596078f);
static inline glm::vec3 DarkSeaGreen = glm::vec3(0.560784f, 0.737255f, 0.560784f);
static inline glm::vec3 MediumSpringGreen = glm::vec3(0.0f, 0.980392f, 0.603922f);
static inline glm::vec3 SpringGreen = glm::vec3(0.0f, 1.0f, 0.498039f);
static inline glm::vec3 SeaGreen = glm::vec3(0.180392f, 0.545098f, 0.341176f);
static inline glm::vec3 MediumAquaMarine = glm::vec3(0.4f, 0.803922f, 0.666667f);
static inline glm::vec3 MediumSeaGreen = glm::vec3(0.235294f, 0.701961f, 0.443137f);
static inline glm::vec3 LightSeaGreen = glm::vec3(0.12549f, 0.698039f, 0.666667f);
static inline glm::vec3 DarkSlateGray = glm::vec3(0.184314f, 0.309804f, 0.309804f);
static inline glm::vec3 Teal = glm::vec3(0.0f, 0.501961f, 0.501961f);
static inline glm::vec3 DarkCyan = glm::vec3(0.0f, 0.545098f, 0.545098f);
static inline glm::vec3 Aqua = glm::vec3(0.0f, 1.0f, 1.0f);
static inline glm::vec3 Cyan = glm::vec3(0.0f, 1.0f, 1.0f);
static inline glm::vec3 LightCyan = glm::vec3(0.878431f, 1.0f, 1.0f);
static inline glm::vec3 DarkTurquoise = glm::vec3(0.0f, 0.807843f, 0.819608f);
static inline glm::vec3 Turquoise = glm::vec3(0.25098f, 0.878431f, 0.815686f);
static inline glm::vec3 MediumTurquoise = glm::vec3(0.282353f, 0.819608f, 0.8f);
static inline glm::vec3 PaleTurquoise = glm::vec3(0.686275f, 0.933333f, 0.933333f);
static inline glm::vec3 Aquamarine = glm::vec3(0.498039f, 1.0f, 0.831373f);
static inline glm::vec3 PowderBlue = glm::vec3(0.690196f, 0.878431f, 0.901961f);
static inline glm::vec3 CadetBlue = glm::vec3(0.372549f, 0.619608f, 0.627451f);
static inline glm::vec3 SteelBlue = glm::vec3(0.27451f, 0.509804f, 0.705882f);
static inline glm::vec3 CornflowerBlue = glm::vec3(0.392157f, 0.584314f, 0.929412f);
static inline glm::vec3 DeepSkyBlue = glm::vec3(0.0f, 0.74902f, 1.0f);
static inline glm::vec3 DodgerBlue = glm::vec3(0.117647f, 0.564706f, 1.0f);
static inline glm::vec3 LightBlue = glm::vec3(0.678431f, 0.847059f, 0.901961f);
static inline glm::vec3 SkyBlue = glm::vec3(0.529412f, 0.807843f, 0.921569f);
static inline glm::vec3 LightSkyBlue = glm::vec3(0.529412f, 0.807843f, 0.980392f);
static inline glm::vec3 MidnightBlue = glm::vec3(0.0980392f, 0.0980392f, 0.439216f);
static inline glm::vec3 Navy = glm::vec3(0.0f, 0.0f, 0.501961f);
static inline glm::vec3 DarkBlue = glm::vec3(0.0f, 0.0f, 0.545098f);
static inline glm::vec3 MediumBlue = glm::vec3(0.0f, 0.0f, 0.803922f);
static inline glm::vec3 Blue = glm::vec3(0.0f, 0.0f, 1.0f);
static inline glm::vec3 RoyalBlue = glm::vec3(0.254902f, 0.411765f, 0.882353f);
static inline glm::vec3 BlueViolet = glm::vec3(0.541176f, 0.168627f, 0.886275f);
static inline glm::vec3 Indigo = glm::vec3(0.294118f, 0.0f, 0.509804f);
static inline glm::vec3 DarkSlateBlue = glm::vec3(0.282353f, 0.239216f, 0.545098f);
static inline glm::vec3 SlateBlue = glm::vec3(0.415686f, 0.352941f, 0.803922f);
static inline glm::vec3 MediumSlateBlue = glm::vec3(0.482353f, 0.407843f, 0.933333f);
static inline glm::vec3 MediumPurple = glm::vec3(0.576471f, 0.439216f, 0.858824f);
static inline glm::vec3 DarkMagenta = glm::vec3(0.545098f, 0.0f, 0.545098f);
static inline glm::vec3 DarkViolet = glm::vec3(0.580392f, 0.0f, 0.827451f);
static inline glm::vec3 DarkOrchid = glm::vec3(0.6f, 0.196078f, 0.8f);
static inline glm::vec3 MediumOrchid = glm::vec3(0.729412f, 0.333333f, 0.827451f);
static inline glm::vec3 Purple = glm::vec3(0.501961f, 0.0f, 0.501961f);
static inline glm::vec3 Thistle = glm::vec3(0.847059f, 0.74902f, 0.847059f);
static inline glm::vec3 Plum = glm::vec3(0.866667f, 0.627451f, 0.866667f);
static inline glm::vec3 Violet = glm::vec3(0.933333f, 0.509804f, 0.933333f);
static inline glm::vec3 Magenta = glm::vec3(1.0f, 0.0f, 1.0f);
static inline glm::vec3 Orchid = glm::vec3(0.854902f, 0.439216f, 0.839216f);
static inline glm::vec3 MediumVioletRed = glm::vec3(0.780392f, 0.0823529f, 0.521569f);
static inline glm::vec3 PaleVioletRed = glm::vec3(0.858824f, 0.439216f, 0.576471f);
static inline glm::vec3 DeepPink = glm::vec3(1.0f, 0.0784314f, 0.576471f);
static inline glm::vec3 HotPink = glm::vec3(1.0f, 0.411765f, 0.705882f);
static inline glm::vec3 LightPink = glm::vec3(1.0f, 0.713726f, 0.756863f);
static inline glm::vec3 Pink = glm::vec3(1.0f, 0.752941f, 0.796078f);
static inline glm::vec3 AntiqueWhite = glm::vec3(0.980392f, 0.921569f, 0.843137f);
static inline glm::vec3 Beige = glm::vec3(0.960784f, 0.960784f, 0.862745f);
static inline glm::vec3 Bisque = glm::vec3(1.0f, 0.894118f, 0.768627f);
static inline glm::vec3 BlanchedAlmond = glm::vec3(1.0f, 0.921569f, 0.803922f);
static inline glm::vec3 Wheat = glm::vec3(0.960784f, 0.870588f, 0.701961f);
static inline glm::vec3 CornSilk = glm::vec3(1.0f, 0.972549f, 0.862745f);
static inline glm::vec3 LemonChiffon = glm::vec3(1.0f, 0.980392f, 0.803922f);
static inline glm::vec3 LightGoldenRodYellow = glm::vec3(0.980392f, 0.980392f, 0.823529f);
static inline glm::vec3 LightYellow = glm::vec3(1.0f, 1.0f, 0.878431f);
static inline glm::vec3 SaddleBrown = glm::vec3(0.545098f, 0.270588f, 0.0745098f);
static inline glm::vec3 Sienna = glm::vec3(0.627451f, 0.321569f, 0.176471f);
static inline glm::vec3 Chocolate = glm::vec3(0.823529f, 0.411765f, 0.117647f);
static inline glm::vec3 Peru = glm::vec3(0.803922f, 0.521569f, 0.247059f);
static inline glm::vec3 SandyBrown = glm::vec3(0.956863f, 0.643137f, 0.376471f);
static inline glm::vec3 BurlyWood = glm::vec3(0.870588f, 0.721569f, 0.529412f);
static inline glm::vec3 Tan = glm::vec3(0.823529f, 0.705882f, 0.54902f);
static inline glm::vec3 RosyBrown = glm::vec3(0.737255f, 0.560784f, 0.560784f);
static inline glm::vec3 Moccasin = glm::vec3(1.0f, 0.894118f, 0.709804f);
static inline glm::vec3 NavajoWhite = glm::vec3(1.0f, 0.870588f, 0.678431f);
static inline glm::vec3 PeachPuff = glm::vec3(1.0f, 0.854902f, 0.72549f);
static inline glm::vec3 MistyRose = glm::vec3(1.0f, 0.894118f, 0.882353f);
static inline glm::vec3 LavenderBlush = glm::vec3(1.0f, 0.941176f, 0.960784f);
static inline glm::vec3 Linen = glm::vec3(0.980392f, 0.941176f, 0.901961f);
static inline glm::vec3 OldLace = glm::vec3(0.992157f, 0.960784f, 0.901961f);
static inline glm::vec3 PapayaWhip = glm::vec3(1.0f, 0.937255f, 0.835294f);
static inline glm::vec3 SeaShell = glm::vec3(1.0f, 0.960784f, 0.933333f);
static inline glm::vec3 MintCream = glm::vec3(0.960784f, 1.0f, 0.980392f);
static inline glm::vec3 SlateGray = glm::vec3(0.439216f, 0.501961f, 0.564706f);
static inline glm::vec3 LightSlateGray = glm::vec3(0.466667f, 0.533333f, 0.6f);
static inline glm::vec3 LightSteelBlue = glm::vec3(0.690196f, 0.768627f, 0.870588f);
static inline glm::vec3 Lavender = glm::vec3(0.901961f, 0.901961f, 0.980392f);
static inline glm::vec3 FloralWhite = glm::vec3(1.0f, 0.980392f, 0.941176f);
static inline glm::vec3 AliceBlue = glm::vec3(0.941176f, 0.972549f, 1.0f);
static inline glm::vec3 GhostWhite = glm::vec3(0.972549f, 0.972549f, 1.0f);
static inline glm::vec3 Honeydew = glm::vec3(0.941176f, 1.0f, 0.941176f);
static inline glm::vec3 Ivory = glm::vec3(1.0f, 1.0f, 0.941176f);
static inline glm::vec3 Azure = glm::vec3(0.941176f, 1.0f, 1.0f);
static inline glm::vec3 Snow = glm::vec3(1.0f, 0.980392f, 0.980392f);
static inline glm::vec3 Black = glm::vec3(0.0f, 0.0f, 0.0f);
static inline glm::vec3 DimGrey = glm::vec3(0.411765f, 0.411765f, 0.411765f);
static inline glm::vec3 Grey = glm::vec3(0.501961f, 0.501961f, 0.501961f);
static inline glm::vec3 DarkGrey = glm::vec3(0.662745f, 0.662745f, 0.662745f);
static inline glm::vec3 Silver = glm::vec3(0.752941f, 0.752941f, 0.752941f);
static inline glm::vec3 LightGrey = glm::vec3(0.827451f, 0.827451f, 0.827451f);
static inline glm::vec3 Gainsboro = glm::vec3(0.862745f, 0.862745f, 0.862745f);
static inline glm::vec3 WhiteSmoke = glm::vec3(0.960784f, 0.960784f, 0.960784f);
static inline glm::vec3 White = glm::vec3(1.0f, 1.0f, 1.0f);
};