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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Fog imGUI
This commit is contained in:
10
imgui.ini
10
imgui.ini
@ -11,6 +11,14 @@ Pos=1620,226
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Size=290,238
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[Window][Camera]
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Pos=1624,25
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Pos=1579,33
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Size=279,183
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[Window][Fog]
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Pos=1621,467
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Size=51,48
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[Window][Fog settings]
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Pos=1607,480
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Size=284,137
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@ -43,6 +43,17 @@ struct GPUMaterial
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int type;
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};
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struct GPUVolume
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{
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alignas(16) glm::vec3 sigma_a;
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alignas(16) glm::vec3 sigma_s;
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alignas(16) glm::vec3 sigma_t;
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float g;
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bool enabled;
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};
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class Sphere;
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class Camera;
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@ -59,6 +70,7 @@ class Scene
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const std::vector<GPUObject> &getObjectData() const;
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std::vector<GPUMaterial> &getMaterialData();
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GPUVolume &getVolume();
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Camera *getCamera(void) const;
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GPUMaterial getMaterial(int material_index);
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@ -67,6 +79,8 @@ class Scene
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std::vector<GPUObject> _gpu_objects;
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std::vector<GPUMaterial> _gpu_materials;
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GPUVolume _gpu_volume;
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Camera *_camera;
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};
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@ -7,7 +7,7 @@ MAT 255 255 255 10.0 0.0 0.0 //light
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pl 0 0 0 0 1 0 1
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sp -100 50 0 50 2
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sp -10 10 -9 0.01 2
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qu 0 0 0 0 6 0 18 0 0 0
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qu 0 0 -18 0 6 0 18 0 0 0
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@ -42,6 +42,15 @@ struct GPUCamera
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int bounce;
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};
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struct GPUVolume
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{
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vec3 sigma_a; // absorption coefficient
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vec3 sigma_s; // scattering coefficient
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vec3 sigma_t; // extinction coefficient
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float g; // phase function parameter
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bool enabled;
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};
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layout(std430, binding = 1) buffer ObjectBuffer
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{
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GPUObject objects[];
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@ -52,11 +61,16 @@ layout(std430, binding = 2) buffer MaterialBuffer
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GPUMaterial materials[];
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};
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layout(std140) uniform CameraData
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layout(std140, binding = 0) uniform CameraData
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{
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GPUCamera camera;
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};
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layout(std140, binding = 1) uniform VolumeData
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{
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GPUVolume volume;
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};
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uniform int u_objectsNum;
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uniform vec2 u_resolution;
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uniform int u_pixelisation;
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@ -148,30 +162,24 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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vec3 transmittance = vec3(1.0);
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VolumeProperties volume;
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volume.sigma_a = vec3(0.0001);
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volume.sigma_s = vec3(0.0800);
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volume.sigma_t = volume.sigma_a + volume.sigma_s;
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volume.g = 1.;
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for (int i = 0; i < camera.bounce; i++)
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{
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hitInfo hit = traceRay(ray);
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float t_scatter = 0.0;
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if (atmosScatter(volume, hit, t_scatter, rng_state))
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if (volume.enabled && atmosScatter(hit, t_scatter, rng_state))
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{
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calculateVolumetricLight(t_scatter, volume, ray, color, light, transmittance, rng_state);
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calculateVolumetricLight(t_scatter, ray, color, light, transmittance, rng_state);
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continue;
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}
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if (hit.obj_index == -1)
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{
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light += transmittance * GetEnvironmentLight(ray);
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// light += vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f); //ambient color
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break;
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}
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if (volume.enabled)
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transmittance *= exp(-volume.sigma_t * hit.t);
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GPUObject obj = objects[hit.obj_index];
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@ -1,9 +1,9 @@
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vec3 GetEnvironmentLight(Ray ray)
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{
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vec3 sun_pos = vec3(-1., 1.0, 0.);
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vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
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float SunFocus = 1.5;
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float SunIntensity = 0.5;
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float SunIntensity = 1.;
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vec3 GroundColour = vec3(0.5, 0.5, 0.5);
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vec3 SkyColourHorizon = vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f);
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@ -29,7 +29,7 @@ vec3 sampleLights(vec3 position)
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GPUObject obj = objects[i];
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GPUMaterial mat = materials[obj.mat_index];
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if (obj.type == 0 && mat.emission > 0.0)
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if (mat.emission > 0.0)
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{
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vec3 light_dir = normalize(obj.position - position);
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float light_dist = length(obj.position - position);
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@ -1,11 +1,4 @@
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struct VolumeProperties {
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vec3 sigma_a; // absorption coefficient
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vec3 sigma_s; // scattering coefficient
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vec3 sigma_t; // extinction coefficient
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float g; // phase function parameter
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};
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float sampleHG(float g, inout uint rng_state)
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{
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if (abs(g) < 0.001)
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@ -36,14 +29,15 @@ vec3 sampleDirection(vec3 forward, float cos_theta, inout uint rng_state)
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);
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}
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bool atmosScatter(VolumeProperties volume, hitInfo hit, inout float t_scatter, inout uint rng_state)
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bool atmosScatter(hitInfo hit, inout float t_scatter, inout uint rng_state)
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{
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t_scatter = -log(randomValue(rng_state)) / volume.sigma_t.x;
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float density = volume.sigma_t.x;
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t_scatter = -log(randomValue(rng_state)) / density;
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return (t_scatter < hit.t && volume.sigma_t.x > 0.0);
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return (t_scatter < hit.t && density > 0.0);
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}
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void calculateVolumetricLight(float t_scatter, VolumeProperties volume, inout Ray ray, inout vec3 color, inout vec3 light, inout vec3 transmittance, inout uint rng_state)
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void calculateVolumetricLight(float t_scatter, inout Ray ray, inout vec3 color, inout vec3 light, inout vec3 transmittance, inout uint rng_state)
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{
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vec3 scatter_pos = ray.origin + ray.direction * t_scatter;
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@ -50,6 +50,12 @@ int main(int argc, char **argv)
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUCamera), nullptr, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, cameraUBO);
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GLuint volumeUBO;
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glGenBuffers(1, &volumeUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUVolume), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, volumeUBO);
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shader.attach();
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Vertex vertices[3] = {{{-1.0f, -1.0f}, {0.0f, 0.0f}},{{3.0f, -1.0f}, {2.0f, 0.0f}},{{-1.0f, 3.0f}, {0.0f, 2.0f}}};
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@ -70,6 +76,9 @@ int main(int argc, char **argv)
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glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUCamera), &camera_data);
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glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUVolume), &scene.getVolume());
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shader.set_int("u_frameCount", window.getFrameCount());
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shader.set_int("u_objectsNum", object_data.size());
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shader.set_int("u_pixelisation", window.getPixelisation());
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@ -15,6 +15,12 @@
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Scene::Scene()
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{
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_camera = new Camera(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), -90.0f, 0.0f);
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_gpu_volume.enabled = false;
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_gpu_volume.sigma_a = glm::vec3(0.0001f);
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_gpu_volume.sigma_s = glm::vec3(0.0800f);
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_gpu_volume.sigma_t = _gpu_volume.sigma_a + _gpu_volume.sigma_s;
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_gpu_volume.g = 0.9f;
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}
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Scene::~Scene()
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@ -143,6 +149,11 @@ std::vector<GPUMaterial>& Scene::getMaterialData()
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return (_gpu_materials);
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}
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GPUVolume &Scene::getVolume()
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{
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return (_gpu_volume);
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}
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Camera *Scene::getCamera(void) const
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{
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return (_camera);
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@ -215,6 +215,29 @@ void Window::imGuiRender()
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ImGui::End();
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ImGui::Begin("Fog settings");
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has_changed |= ImGui::Checkbox("Enable", &_scene->getVolume().enabled);
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ImGui::Separator();
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if (ImGui::SliderFloat("Absorption", &_scene->getVolume().sigma_a.x, 0., 0.1))
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{
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_scene->getVolume().sigma_a = glm::vec3(_scene->getVolume().sigma_a.x);
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_scene->getVolume().sigma_t = _scene->getVolume().sigma_a + _scene->getVolume().sigma_s;
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has_changed = true;
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}
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if (ImGui::SliderFloat("Scattering", &_scene->getVolume().sigma_s.x, 0., 0.5))
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{
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_scene->getVolume().sigma_s = glm::vec3(_scene->getVolume().sigma_s.x);
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_scene->getVolume().sigma_t = _scene->getVolume().sigma_a + _scene->getVolume().sigma_s;
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has_changed = true;
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}
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if (ImGui::SliderFloat("G", &_scene->getVolume().g, 0., 1.))
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has_changed = true;
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ImGui::End();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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