Code re-work: SSAO

This commit is contained in:
Joey de Vries
2017-04-24 22:57:05 +02:00
parent 0948dfec05
commit f95da5cccd
7 changed files with 306 additions and 331 deletions

View File

@@ -1,5 +1,6 @@
#version 330 core
out float FragColor;
in vec2 TexCoords;
uniform sampler2D gPosition;
@@ -20,20 +21,20 @@ uniform mat4 projection;
void main()
{
// Get input for SSAO algorithm
// get input for SSAO algorithm
vec3 fragPos = texture(gPosition, TexCoords).xyz;
vec3 normal = normalize(texture(gNormal, TexCoords).rgb);
vec3 randomVec = normalize(texture(texNoise, TexCoords * noiseScale).xyz);
// Create TBN change-of-basis matrix: from tangent-space to view-space
// create TBN change-of-basis matrix: from tangent-space to view-space
vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
vec3 bitangent = cross(normal, tangent);
mat3 TBN = mat3(tangent, bitangent, normal);
// Iterate over the sample kernel and calculate occlusion factor
// iterate over the sample kernel and calculate occlusion factor
float occlusion = 0.0;
for(int i = 0; i < kernelSize; ++i)
{
// get sample position
vec3 sample = TBN * samples[i]; // From tangent to view-space
vec3 sample = TBN * samples[i]; // from tangent to view-space
sample = fragPos + sample * radius;
// project sample position (to sample texture) (to get position on screen/texture)
@@ -43,7 +44,7 @@ void main()
offset.xyz = offset.xyz * 0.5 + 0.5; // transform to range 0.0 - 1.0
// get sample depth
float sampleDepth = texture(gPosition, offset.xy).z; // Get depth value of kernel sample
float sampleDepth = texture(gPosition, offset.xy).z; // get depth value of kernel sample
// range check & accumulate
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth));

View File

@@ -1,11 +1,11 @@
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoords;
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
gl_Position = vec4(position, 1.0f);
TexCoords = texCoords;
TexCoords = aTexCoords;
gl_Position = vec4(aPos, 1.0);
}

View File

@@ -1,10 +1,12 @@
#version 330 core
out float FragColor;
in vec2 TexCoords;
out float fragColor;
uniform sampler2D ssaoInput;
void main() {
void main()
{
vec2 texelSize = 1.0 / vec2(textureSize(ssaoInput, 0));
float result = 0.0;
for (int x = -2; x < 2; ++x)
@@ -15,5 +17,5 @@ void main() {
result += texture(ssaoInput, TexCoords + offset).r;
}
}
fragColor = result / (4.0 * 4.0);
FragColor = result / (4.0 * 4.0);
}

View File

@@ -1,7 +1,7 @@
#version 330 core
layout (location = 0) out vec3 gPosition;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec4 gAlbedoSpec;
layout (location = 2) out vec3 gAlbedo;
in vec2 TexCoords;
in vec3 FragPos;
@@ -9,10 +9,10 @@ in vec3 Normal;
void main()
{
// Store the fragment position vector in the first gbuffer texture
// store the fragment position vector in the first gbuffer texture
gPosition = FragPos;
// Also store the per-fragment normals into the gbuffer
// also store the per-fragment normals into the gbuffer
gNormal = normalize(Normal);
// And the diffuse per-fragment color
gAlbedoSpec.rgb = vec3(0.95);
// and the diffuse per-fragment color
gAlbedo.rgb = vec3(0.95);
}

View File

@@ -1,23 +1,26 @@
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoords;
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec3 FragPos;
out vec2 TexCoords;
out vec3 Normal;
uniform bool invertedNormals;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
vec4 viewPos = view * model * vec4(position, 1.0f);
vec4 viewPos = view * model * vec4(aPos, 1.0);
FragPos = viewPos.xyz;
gl_Position = projection * viewPos;
TexCoords = texCoords;
TexCoords = aTexCoords;
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
Normal = normalMatrix * normal;
Normal = normalMatrix * (invertedNormals ? -aNormal : aNormal);
gl_Position = projection * viewPos;
}

View File

@@ -1,5 +1,6 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D gPosition;
@@ -13,44 +14,34 @@ struct Light {
float Linear;
float Quadratic;
float Radius;
};
uniform Light light;
uniform int draw_mode;
void main()
{
// Retrieve data from gbuffer
// retrieve data from gbuffer
vec3 FragPos = texture(gPosition, TexCoords).rgb;
vec3 Normal = texture(gNormal, TexCoords).rgb;
vec3 Diffuse = texture(gAlbedo, TexCoords).rgb;
float AmbientOcclusion = texture(ssao, TexCoords).r;
// Then calculate lighting as usual
// then calculate lighting as usual
vec3 ambient = vec3(0.3 * Diffuse * AmbientOcclusion);
vec3 lighting = ambient;
vec3 viewDir = normalize(-FragPos); // Viewpos is (0.0.0)
// Diffuse
vec3 viewDir = normalize(-FragPos); // viewpos is (0.0.0)
// diffuse
vec3 lightDir = normalize(light.Position - FragPos);
vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * light.Color;
// Specular
// specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(Normal, halfwayDir), 0.0), 8.0);
vec3 specular = light.Color * spec;
// Attenuation
// attenuation
float distance = length(light.Position - FragPos);
float attenuation = 1.0 / (1.0 + light.Linear * distance + light.Quadratic * distance * distance);
diffuse *= attenuation;
specular *= attenuation;
lighting += diffuse + specular;
// Based on which of the 1-5 keys we pressed, show specific buffer values
if(draw_mode == 1)
FragColor = vec4(lighting, 1.0);
else if(draw_mode == 2)
FragColor = vec4(FragPos, 1.0);
else if(draw_mode == 3)
FragColor = vec4(Normal, 1.0);
else if(draw_mode == 4)
FragColor = vec4(vec3(AmbientOcclusion), 1.0);
FragColor = vec4(lighting, 1.0);
}

View File

@@ -1,118 +1,101 @@
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <glad/glad.h>
#include <GLFW/glfw3.h>
// GL includes
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
// GLM Mathemtics
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Other Libs
#include <SOIL.h>
#include <random> // necessary for generation of random floats (for sample kernel and noise texture)
#include <learnopengl/filesystem.h>
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
// Properties
const GLuint SCR_WIDTH = 1280, SCR_HEIGHT = 720;
#include <iostream>
#include <random>
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement();
void RenderCube();
void RenderQuad();
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path, bool gammaCorrection);
void renderQuad();
void renderCube();
// Camera
// settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 720;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
// Delta
GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
// Options
GLuint draw_mode = 1;
GLfloat lerp(GLfloat a, GLfloat b, GLfloat f)
float lerp(float a, float b, float f)
{
return a + f * (b - a);
}
// The MAIN function, from here we start our application and run our Game loop
int main()
{
// Init GLFW
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// Options
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Initialize GLEW to setup the OpenGL Function pointers
glewExperimental = GL_TRUE;
glewInit();
glGetError();
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// Define the viewport dimensions
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
// Setup some OpenGL options
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// Setup and compile our shaders
Shader shaderGeometryPass("ssao_geometry.vs", "ssao_geometry.frag");
Shader shaderLightingPass("ssao.vs", "ssao_lighting.frag");
Shader shaderSSAO("ssao.vs", "ssao.frag");
Shader shaderSSAOBlur("ssao.vs", "ssao_blur.frag");
// build and compile shaders
// -------------------------
Shader shaderGeometryPass("9.ssao_geometry.vs", "9.ssao_geometry.fs");
Shader shaderLightingPass("9.ssao.vs", "9.ssao_lighting.fs");
Shader shaderSSAO("9.ssao.vs", "9.ssao.fs");
Shader shaderSSAOBlur("9.ssao.vs", "9.ssao_blur.fs");
// Set samplers
shaderLightingPass.Use();
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gPosition"), 0);
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gNormal"), 1);
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gAlbedo"), 2);
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "ssao"), 3);
shaderSSAO.Use();
glUniform1i(glGetUniformLocation(shaderSSAO.Program, "gPosition"), 0);
glUniform1i(glGetUniformLocation(shaderSSAO.Program, "gNormal"), 1);
glUniform1i(glGetUniformLocation(shaderSSAO.Program, "texNoise"), 2);
// load models
// -----------
Model nanosuit(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj"));
// Objects
Model nanosuit(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj").c_str());
// Lights
glm::vec3 lightPos = glm::vec3(2.0, 4.0, -2.0);
glm::vec3 lightColor = glm::vec3(0.2, 0.2, 0.7);
// Set up G-Buffer
// 3 textures:
// 1. Positions (RGB)
// 2. Color (RGB)
// 3. Normals (RGB)
GLuint gBuffer;
// configure g-buffer framebuffer
// ------------------------------
unsigned int gBuffer;
glGenFramebuffers(1, &gBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
GLuint gPosition, gNormal, gAlbedo;
// - Position buffer
unsigned int gPosition, gNormal, gAlbedo;
// position color buffer
glGenTextures(1, &gPosition);
glBindTexture(GL_TEXTURE_2D, gPosition);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
@@ -121,39 +104,41 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0);
// - Normal color buffer
// normal color buffer
glGenTextures(1, &gNormal);
glBindTexture(GL_TEXTURE_2D, gNormal);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gNormal, 0);
// - Albedo color buffer
// color + specular color buffer
glGenTextures(1, &gAlbedo);
glBindTexture(GL_TEXTURE_2D, gAlbedo);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gAlbedo, 0);
// - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
GLuint attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
// tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
unsigned int attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, attachments);
// - Create and attach depth buffer (renderbuffer)
GLuint rboDepth;
// create and attach depth buffer (renderbuffer)
unsigned int rboDepth;
glGenRenderbuffers(1, &rboDepth);
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
// - Finally check if framebuffer is complete
// finally check if framebuffer is complete
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "GBuffer Framebuffer not complete!" << std::endl;
std::cout << "Framebuffer not complete!" << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Also create framebuffer to hold SSAO processing stage
GLuint ssaoFBO, ssaoBlurFBO;
// also create framebuffer to hold SSAO processing stage
// -----------------------------------------------------
unsigned int ssaoFBO, ssaoBlurFBO;
glGenFramebuffers(1, &ssaoFBO); glGenFramebuffers(1, &ssaoBlurFBO);
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFBO);
GLuint ssaoColorBuffer, ssaoColorBufferBlur;
// - SSAO color buffer
unsigned int ssaoColorBuffer, ssaoColorBufferBlur;
// SSAO color buffer
glGenTextures(1, &ssaoColorBuffer);
glBindTexture(GL_TEXTURE_2D, ssaoColorBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
@@ -162,7 +147,7 @@ int main()
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoColorBuffer, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "SSAO Framebuffer not complete!" << std::endl;
// - and blur stage
// and blur stage
glBindFramebuffer(GL_FRAMEBUFFER, ssaoBlurFBO);
glGenTextures(1, &ssaoColorBufferBlur);
glBindTexture(GL_TEXTURE_2D, ssaoColorBufferBlur);
@@ -174,31 +159,33 @@ int main()
std::cout << "SSAO Blur Framebuffer not complete!" << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Sample kernel
// generate sample kernel
// ----------------------
std::uniform_real_distribution<GLfloat> randomFloats(0.0, 1.0); // generates random floats between 0.0 and 1.0
std::default_random_engine generator;
std::vector<glm::vec3> ssaoKernel;
for (GLuint i = 0; i < 64; ++i)
for (unsigned int i = 0; i < 64; ++i)
{
glm::vec3 sample(randomFloats(generator) * 2.0 - 1.0, randomFloats(generator) * 2.0 - 1.0, randomFloats(generator));
sample = glm::normalize(sample);
sample *= randomFloats(generator);
GLfloat scale = GLfloat(i) / 64.0;
float scale = float(i) / 64.0;
// Scale samples s.t. they're more aligned to center of kernel
// scale samples s.t. they're more aligned to center of kernel
scale = lerp(0.1f, 1.0f, scale * scale);
sample *= scale;
ssaoKernel.push_back(sample);
}
// Noise texture
// generate noise texture
// ----------------------
std::vector<glm::vec3> ssaoNoise;
for (GLuint i = 0; i < 16; i++)
for (unsigned int i = 0; i < 16; i++)
{
glm::vec3 noise(randomFloats(generator) * 2.0 - 1.0, randomFloats(generator) * 2.0 - 1.0, 0.0f); // rotate around z-axis (in tangent space)
ssaoNoise.push_back(noise);
}
GLuint noiseTexture; glGenTextures(1, &noiseTexture);
unsigned int noiseTexture; glGenTextures(1, &noiseTexture);
glBindTexture(GL_TEXTURE_2D, noiseTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 4, 4, 0, GL_RGB, GL_FLOAT, &ssaoNoise[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@@ -206,285 +193,274 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// lighting info
// -------------
glm::vec3 lightPos = glm::vec3(2.0, 4.0, -2.0);
glm::vec3 lightColor = glm::vec3(0.2, 0.2, 0.7);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// shader configuration
// --------------------
shaderLightingPass.use();
shaderLightingPass.setInt("gPosition", 0);
shaderLightingPass.setInt("gNormal", 1);
shaderLightingPass.setInt("gAlbedo", 2);
shaderLightingPass.setInt("ssao", 3);
shaderSSAO.use();
shaderSSAO.setInt("gPosition", 0);
shaderSSAO.setInt("gNormal", 1);
shaderSSAO.setInt("texNoise", 2);
shaderSSAOBlur.use();
shaderSSAOBlur.setInt("ssaoInput", 0);
// Game loop
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// Set frame time
GLfloat currentFrame = glfwGetTime();
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// Check and call events
glfwPollEvents();
Do_Movement();
// input
// -----
processInput(window);
// 1. Geometry Pass: render scene's geometry/color data into gbuffer
// render
// ------
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 1. geometry pass: render scene's geometry/color data into gbuffer
// -----------------------------------------------------------------
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (GLfloat)SCR_WIDTH / (GLfloat)SCR_HEIGHT, 0.1f, 50.0f);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 50.0f);
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 model;
shaderGeometryPass.Use();
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
// Background cubes
// Note that AO doesn't work too well on flat surfaces so simply scaling the cube as the background room wouldn't work
// as the resulting faces of the cube are completely flat.
model = glm::translate(model, glm::vec3(10.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(1.0f, 20.0f, 20.0f));
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
RenderCube();
shaderGeometryPass.use();
shaderGeometryPass.setMat4("projection", projection);
shaderGeometryPass.setMat4("view", view);
// room cube
model = glm::mat4();
model = glm::translate(model, glm::vec3(-10.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(1.0f, 20.0f, 20.0f));
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
RenderCube();
model = glm::mat4();
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 10.0f));
model = glm::scale(model, glm::vec3(20.0f, 20.0f, 1.0f));
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
RenderCube();
model = glm::mat4();
model = glm::translate(model, glm::vec3(0.0f, 0.0f, -10.0f));
model = glm::scale(model, glm::vec3(20.0f, 20.0f, 1.0f));
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
RenderCube();
model = glm::mat4();
model = glm::translate(model, glm::vec3(0.0f, 10.0f, 0.0f));
model = glm::scale(model, glm::vec3(20.0f, 1.0f, 20.0f));
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
RenderCube();
// Floor cube
model = glm::mat4();
model = glm::translate(model, glm::vec3(0.0, -1.0f, 0.0f));
model = glm::scale(model, glm::vec3(20.0f, 1.0f, 20.0f));
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
RenderCube();
// Nanosuit model on the floor
model = glm::translate(model, glm::vec3(0.0, 7.0f, 0.0f));
model = glm::scale(model, glm::vec3(7.5f, 7.5f, 7.5f));
shaderGeometryPass.setMat4("model", model);
shaderGeometryPass.setInt("invertedNormals", 1); // invert normals as we're inside the cube
renderCube();
shaderGeometryPass.setInt("invertedNormals", 0);
// nanosuit model on the floor
model = glm::mat4();
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 5.0));
model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0, 0.0, 0.0));
model = glm::scale(model, glm::vec3(0.5f));
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
shaderGeometryPass.setMat4("model", model);
nanosuit.Draw(shaderGeometryPass);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// 2. Create SSAO texture
// 2. generate SSAO texture
// ------------------------
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFBO);
glClear(GL_COLOR_BUFFER_BIT);
shaderSSAO.Use();
shaderSSAO.use();
// Send kernel + rotation
for (unsigned int i = 0; i < 64; ++i)
shaderSSAO.setVec3("samples[" + std::to_string(i) + "]", ssaoKernel[i]);
shaderSSAO.setMat4("projection", projection);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gPosition);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gNormal);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, noiseTexture);
// Send kernel + rotation
for (GLuint i = 0; i < 64; ++i)
glUniform3fv(glGetUniformLocation(shaderSSAO.Program, ("samples[" + std::to_string(i) + "]").c_str()), 1, &ssaoKernel[i][0]);
glUniformMatrix4fv(glGetUniformLocation(shaderSSAO.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
RenderQuad();
renderQuad();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// 3. Blur SSAO texture to remove noise
// 3. blur SSAO texture to remove noise
// ------------------------------------
glBindFramebuffer(GL_FRAMEBUFFER, ssaoBlurFBO);
glClear(GL_COLOR_BUFFER_BIT);
shaderSSAOBlur.Use();
shaderSSAOBlur.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ssaoColorBuffer);
RenderQuad();
renderQuad();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// 4. Lighting Pass: traditional deferred Blinn-Phong lighting now with added screen-space ambient occlusion
// 4. lighting pass: traditional deferred Blinn-Phong lighting with added screen-space ambient occlusion
// -----------------------------------------------------------------------------------------------------
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderLightingPass.Use();
shaderLightingPass.use();
// send light relevant uniforms
glm::vec3 lightPosView = glm::vec3(camera.GetViewMatrix() * glm::vec4(lightPos, 1.0));
shaderLightingPass.setVec3("light.Position", lightPosView);
shaderLightingPass.setVec3("light.Color", lightColor);
// Update attenuation parameters
const float constant = 1.0; // note that we don't send this to the shader, we assume it is always 1.0 (in our case)
const float linear = 0.09;
const float quadratic = 0.032;
shaderLightingPass.setFloat("light.Linear", linear);
shaderLightingPass.setFloat("light.Quadratic", quadratic);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gPosition);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gNormal);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gAlbedo);
glActiveTexture(GL_TEXTURE3); // Add extra SSAO texture to lighting pass
glActiveTexture(GL_TEXTURE3); // add extra SSAO texture to lighting pass
glBindTexture(GL_TEXTURE_2D, ssaoColorBufferBlur);
// Also send light relevant uniforms
glm::vec3 lightPosView = glm::vec3(camera.GetViewMatrix() * glm::vec4(lightPos, 1.0));
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "light.Position"), 1, &lightPosView[0]);
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "light.Color"), 1, &lightColor[0]);
// Update attenuation parameters
const GLfloat constant = 1.0; // Note that we don't send this to the shader, we assume it is always 1.0 (in our case)
const GLfloat linear = 0.09;
const GLfloat quadratic = 0.032;
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, "light.Linear"), linear);
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, "light.Quadratic"), quadratic);
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "draw_mode"), draw_mode);
RenderQuad();
renderQuad();
// Swap the buffers
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
// renderCube() renders a 1x1 3D cube in NDC.
// -------------------------------------------------
unsigned int cubeVAO = 0;
unsigned int cubeVBO = 0;
void renderCube()
{
// initialize (if necessary)
if (cubeVAO == 0)
{
float vertices[] = {
// back face
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
// front face
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
// left face
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
// right face
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
// bottom face
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
// top face
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
};
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO);
// fill buffer
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// link vertex attributes
glBindVertexArray(cubeVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// render Cube
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
}
// RenderQuad() Renders a 1x1 quad in NDC, best used for framebuffer color targets
// and post-processing effects.
GLuint quadVAO = 0;
GLuint quadVBO;
void RenderQuad()
// renderQuad() renders a 1x1 XY quad in NDC
// -----------------------------------------
unsigned int quadVAO = 0;
unsigned int quadVBO;
void renderQuad()
{
if (quadVAO == 0)
{
GLfloat quadVertices[] = {
// Positions // Texture Coords
float quadVertices[] = {
// positions // texture Coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
// Setup plane VAO
// setup plane VAO
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
// RenderCube() Renders a 1x1 3D cube in NDC.
GLuint cubeVAO = 0;
GLuint cubeVBO = 0;
void RenderCube()
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
// Initialize (if necessary)
if (cubeVAO == 0)
{
GLfloat vertices[] = {
// Back face
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,// top-left
// Front face
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
// Left face
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
// Right face
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
// Bottom face
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,// bottom-left
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
// Top face
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
0.5f, 0.5f , 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
};
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO);
// Fill buffer
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Link vertex attributes
glBindVertexArray(cubeVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// Render Cube
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
}
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
bool keys[1024];
bool keysPressed[1024];
// Moves/alters the camera positions based on user input
void Do_Movement()
{
// Camera controls
if (keys[GLFW_KEY_W])
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (keys[GLFW_KEY_S])
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (keys[GLFW_KEY_A])
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (keys[GLFW_KEY_D])
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (keys[GLFW_KEY_1])
draw_mode = 1;
if (keys[GLFW_KEY_2])
draw_mode = 2;
if (keys[GLFW_KEY_3])
draw_mode = 3;
if (keys[GLFW_KEY_4])
draw_mode = 4;
}
GLfloat lastX = 400, lastY = 300;
bool firstMouse = true;
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if (key >= 0 && key <= 1024)
{
if (action == GLFW_PRESS)
keys[key] = true;
else if (action == GLFW_RELEASE)
{
keys[key] = false;
keysPressed[key] = false;
}
}
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
@@ -494,8 +470,8 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
firstMouse = false;
}
GLfloat xoffset = xpos - lastX;
GLfloat yoffset = lastY - ypos;
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
@@ -503,6 +479,8 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);