Add exposure HDR lighting
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@@ -81,6 +81,8 @@ void Controller::run() {
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ShaderProgram skyboxProgram("res/shaders/skybox.vert", "res/shaders/skybox.frag");
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ShaderProgram postProcessingProgram("res/shaders/postprocessing.vert", "res/shaders/postprocessing.frag");
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updateExposure(&postProcessingProgram);
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Model model_backpack("res/models/backpack.ffo");
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//Model model_plant("res/models/plant.ffo");
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//Model model_container("res/models/container.ffo");
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@@ -126,15 +128,15 @@ void Controller::run() {
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// ...
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static bool rotateLightSource = 0;
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if(rotateLightSource) {
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float radius = 25.0;
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float radius = 4.0;
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glm::vec3 newPos = glm::vec3(-cos(glfwGetTime()*0.5), 0.5f, sin(glfwGetTime()*0.5)) * radius;
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world.getEntities()->operator[](1).setPosition(newPos);
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}
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static glm::vec3 lightColor = glm::vec3(1.f);
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world.updatePointLight(0, true, world.getEntities()->operator[](1).getPosition(), lightColor);
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world.updateDirectionalLight(true, glm::vec3(-0.2f, -1.0f, -0.3f), lightColor * 0.001f);
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static glm::vec3 lightColor = glm::vec3(1.f); static float intensity = 1.0f;
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world.updatePointLight(0, true, world.getEntities()->operator[](1).getPosition(), lightColor * intensity);
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world.updateDirectionalLight(true, glm::vec3(-0.2f, -1.0f, -0.3f), lightColor * 0.1f);
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lightProgram.bind();
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lightProgram.setUniform("v_lightColor", lightColor);
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lightProgram.setUniform("v_lightColor", lightColor * 100.0f);
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lightProgram.unbind();
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// Render and buffer swap
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@@ -146,6 +148,10 @@ void Controller::run() {
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camera->lookForward();
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camera->updateVPM();
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// Calc shadows
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// ...
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glViewport(0, 0, gameWindow->getWindowWidth(), gameWindow->getWindowHeight());
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skybox.draw(camera->getView(), camera->getProj());
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world.draw(camera->getViewProj(), camera->getPosition());
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pp_framebuffer->unbind();
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@@ -153,7 +159,7 @@ void Controller::run() {
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pp_framebuffer->render();
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#ifdef _DEBUG
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renderImGui(world.getEntities(), &world.getPointLights()[0], &lightColor, &rotateLightSource);
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renderImGui(world.getEntities(), &world.getPointLights()[0], &lightColor, &rotateLightSource, &postProcessingProgram, &intensity);
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#endif
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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@@ -209,8 +215,14 @@ void Controller::updateWindowSize(ShaderProgram *pp_program) {
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pp_framebuffer = new Framebuffer(gameWindow->getWindowWidth(), gameWindow->getWindowHeight(), pp_program);
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}
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void Controller::updateExposure(ShaderProgram *shaderProgram) {
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shaderProgram->bind();
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shaderProgram->setUniform("u_exposure", exposure);
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shaderProgram->unbind();
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}
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#ifdef _DEBUG
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void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLight, glm::vec3 *lightColor, bool *rotateLightSource) {
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void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLight, glm::vec3 *lightColor, bool *rotateLightSource, ShaderProgram *postProcessingProgram, float *intensity) {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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@@ -218,7 +230,7 @@ void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLigh
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// render your GUI
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ImGui::Begin("Debug Utils");
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ImGui::Text("Dragon");
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ImGui::Text("Object");
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static float rotation = 0.0;
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ImGui::SliderFloat("Rotation", &rotation, 0, 2 * M_PI);
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static float translation[] = {0.0f, 0.0f, 0.0f};
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@@ -232,21 +244,24 @@ void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLigh
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// color picker
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ImGui::Text("\nLight Source");
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ImGui::Text("Attenuation");
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static float K_c = 1.0f, K_l = 0.09f, K_q = 0.062f;
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ImGui::SliderFloat("Constant Term", &K_c, 0, 1.0f*5);
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ImGui::SliderFloat("Linear Term", &K_l, 0, 0.09f*5);
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ImGui::SliderFloat("Quadratic Term", &K_q, 0, 0.032f*10);
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static float K_q = 0.062f;
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ImGui::SliderFloat("Attenuation Parameter", &K_q, 0, 1.5f);
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pointLight->setParameters(K_c, K_l, K_q);
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updateExposure(postProcessingProgram);
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pointLight->setParameters(K_q);
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static float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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ImGui::Text("Color");
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ImGui::SliderFloat("Intensity", intensity, 0, 50.f);
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ImGui::ColorEdit3("Color", color);
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lightColor->x = color[0];
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lightColor->y = color[1];
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lightColor->z = color[2];
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ImGui::Text("\nMiscellaneous");
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ImGui::SliderFloat("Exposure", &exposure, 0, 5.0f);
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ImGui::Checkbox("Rotate Lightsource", rotateLightSource);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
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