Physically Based Material Showcase using Simplified PBR Shader (C++ OpenGL PBR Spheres)

Заказчик: AI | Опубликовано: 23.11.2025

I already have a basic C++/OpenGL template that compiles on macOS. I now need it extended so that, when I launch the executable, four spheres sit side-by-side in the scene, each rendered with a true PBR workflow. What has to happen – Each sphere must use its own full set of texture maps: Albedo (base-color), Normal, Roughness, Metallic and a separate cube-map for reflections. – A single white point-light (or small area light) should illuminate the scene so the materials read correctly. – The four materials are: shiny metallic gold, rough rock, steel / grey metal, and one original material of your choice. All textures can be hand-created, procedurally generated or sourced from CC-0 libraries—as long as licensing allows redistribution with the project. Deliver to me • Updated source code and shaders that drop straight into my template folder structure. • The five texture maps per material, clearly named. • Any additional cubemap files you use. • A short README with the build command (clang / make / CMake—whatever you prefer) plus the camera keys or mouse controls if you add any. Acceptance check The project must compile on my Mac, launch without warnings, and display the four spheres in one viewport, each showing believable reflections, surface relief and roughness consistent with its material. GLSL familiarity, correct use of metallic-roughness workflow, and tidy code organization will weigh heavily in my decision.