void display() {
glClearColor(0.5, 0.5, 0.5, 1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ glViewport(0, 0, windowWidth * 2, windowHeight * 2);
float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), 4, glm::value_ptr(lightPositions[0]));
glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), 4, glm::value_ptr(lightColors[0]));
- pbr->draw(skyboxes[activeSkybox]);
+ pbr->draw(skyboxes[activeSkybox], d * 1000);
for (Light &light: lights) drawLight(light);
pbrProg = new Program("pbrvert.glsl", "pbrfrag.glsl");
glUseProgram(pbrProg->progId);
- pbr = new Model("models/sphereMetal.gltf", *pbrProg);
+ pbr = new Model("models/newtonsCradle.gltf", *pbrProg);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
// prevent edge artifacts in specular cubemaps
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+
+ glViewport(0, 0, windowWidth, windowHeight);
}
bool* keyStates = new bool[256];
}
void reshape(int newWidth, int newHeight) {
- glViewport(0, 0, newWidth * 2, newHeight * 2);
windowWidth = newWidth, windowHeight = newHeight;
}
glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
glutInitWindowSize(windowWidth, windowHeight);
int win = glutCreateWindow("Physically Based Rendering");
+ makeRetina();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
init();
- makeRetina();
-
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(keyboardUp);
glutTimerFunc(16, timer, 0);