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| author | Patrick | 2021-03-26 20:12:25 +0100 |
|---|---|---|
| committer | Patrick | 2021-03-26 20:12:25 +0100 |
| commit | 0a5e8172a6ee0e79c81eec21a9966bea9385b249 (patch) | |
| tree | 64b7f94af72ed0d57f3ea769bc14fa01702e20e5 /src/main2.cpp | |
| parent | c99ecda7bed596922125f6b1ef1ef2ae8f27703e (diff) | |
| download | subsurface_scattering-0a5e8172a6ee0e79c81eec21a9966bea9385b249.tar.gz subsurface_scattering-0a5e8172a6ee0e79c81eec21a9966bea9385b249.zip | |
comments TS SSS
Diffstat (limited to 'src/main2.cpp')
| -rw-r--r-- | src/main2.cpp | 20 |
1 files changed, 7 insertions, 13 deletions
diff --git a/src/main2.cpp b/src/main2.cpp index 206466d..5d717e6 100644 --- a/src/main2.cpp +++ b/src/main2.cpp @@ -20,6 +20,10 @@ #include <assimp/postprocess.h>
#include <assimp/scene.h>
+
+// sample positions and weights for a Gaussian kernel from
+// Hable, John ; Borshukov, George ; Hejl, Jim: Fast Skin Shading. In: ShaderX7, ShaderX : Charles River Media, 2009, S. 161–173
+
float samplePositions[] = {
0.000000f, 0.000000f,
1.633992f, 0.036795f,
@@ -383,7 +387,6 @@ int main() { GLuint shaderProgramIrradiance = compileShaders("shaders/ts_vert_irradiance.glsl", "shaders/ts_frag_irradiance.glsl");
GLuint shaderProgramCombine = compileShaders("shaders/ts_vert.glsl", "shaders/ts_frag.glsl");
- //model m = loadModel("models/Isotrop-upperjaw.ply");
model m = loadModel("models/african_head/african_head.obj");
arccam arcCam;
@@ -470,7 +473,7 @@ int main() { prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right);
- // Render Shadowmap
+ // Render Shadowmap to fbo
glBindFramebuffer(GL_FRAMEBUFFER, fb_irradiance.fbo);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
@@ -514,9 +517,7 @@ int main() { m.draw();
-
-
- // Render fbo to screen
+ // Render model and calculate light spread and translucency in shader
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
@@ -569,16 +570,9 @@ int main() { glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture);
- // glBindVertexArray(fb_irradiance.screenVAO);
- // glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "shadowmapTexture"), 0);
- // glActiveTexture(GL_TEXTURE0 + 0);
- // glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture);
- // glDrawArrays(GL_TRIANGLES, 0, 6);
- // glBindVertexArray(0);
-
m.draw();
-
+ // menu
ImGui::SFML::Update(window, deltaClock.restart());
|
