| 43 | bool g_EnableHDR = true; |
| 44 | |
| 45 | int main(void) |
| 46 | { |
| 47 | GLApp app; |
| 48 | |
| 49 | GLShader shdGridVertex("data/shaders/chapter05/GL01_grid.vert"); |
| 50 | GLShader shdGridFragment("data/shaders/chapter05/GL01_grid.frag"); |
| 51 | GLProgram progGrid(shdGridVertex, shdGridFragment); |
| 52 | |
| 53 | GLShader shdFullScreenQuadVertex("data/shaders/chapter08/GL02_FullScreenQuad.vert"); |
| 54 | |
| 55 | GLShader shdCombineHDR("data/shaders/chapter08/GL03_HDR.frag"); |
| 56 | GLProgram progCombineHDR(shdFullScreenQuadVertex, shdCombineHDR); |
| 57 | |
| 58 | GLShader shdBlurX("data/shaders/chapter08/GL02_BlurX.frag"); |
| 59 | GLShader shdBlurY("data/shaders/chapter08/GL02_BlurY.frag"); |
| 60 | GLProgram progBlurX(shdFullScreenQuadVertex, shdBlurX); |
| 61 | GLProgram progBlurY(shdFullScreenQuadVertex, shdBlurY); |
| 62 | |
| 63 | GLShader shdToLuminance("data/shaders/chapter08/GL03_ToLuminance.frag"); |
| 64 | GLProgram progToLuminance(shdFullScreenQuadVertex, shdToLuminance); |
| 65 | |
| 66 | GLShader shdBrightPass("data/shaders/chapter08/GL03_BrightPass.frag"); |
| 67 | GLProgram progBrightPass(shdFullScreenQuadVertex, shdBrightPass); |
| 68 | |
| 69 | const GLsizeiptr kUniformBufferSize = sizeof(PerFrameData); |
| 70 | |
| 71 | GLBuffer perFrameDataBuffer(kUniformBufferSize, nullptr, GL_DYNAMIC_STORAGE_BIT); |
| 72 | glBindBufferRange(GL_UNIFORM_BUFFER, kBufferIndex_PerFrameUniforms, perFrameDataBuffer.getHandle(), 0, kUniformBufferSize); |
| 73 | |
| 74 | glClearColor(1.0f, 1.0f, 1.0f, 1.0f); |
| 75 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| 76 | glEnable(GL_DEPTH_TEST); |
| 77 | |
| 78 | GLShader shaderVertex ("data/shaders/chapter08/GL03_scene_IBL.vert"); |
| 79 | GLShader shaderFragment("data/shaders/chapter08/GL03_scene_IBL.frag"); |
| 80 | GLProgram program(shaderVertex, shaderFragment); |
| 81 | |
| 82 | GLSceneData sceneData1("data/meshes/test.meshes", "data/meshes/test.scene", "data/meshes/test.materials"); |
| 83 | GLSceneData sceneData2("data/meshes/test2.meshes", "data/meshes/test2.scene", "data/meshes/test2.materials"); |
| 84 | |
| 85 | GLMesh mesh1(sceneData1); |
| 86 | GLMesh mesh2(sceneData2); |
| 87 | |
| 88 | glfwSetCursorPosCallback( |
| 89 | app.getWindow(), |
| 90 | [](auto* window, double x, double y) |
| 91 | { |
| 92 | int width, height; |
| 93 | glfwGetFramebufferSize(window, &width, &height); |
| 94 | mouseState.pos.x = static_cast<float>(x / width); |
| 95 | mouseState.pos.y = static_cast<float>(y / height); |
| 96 | ImGui::GetIO().MousePos = ImVec2((float)x, (float)y); |
| 97 | } |
| 98 | ); |
| 99 | |
| 100 | glfwSetMouseButtonCallback( |
| 101 | app.getWindow(), |
| 102 | [](auto* window, int button, int action, int mods) |
nothing calls this directly
no test coverage detected