Defucked defucked rendering

This commit is contained in:
2014-05-07 22:34:38 +02:00
parent b1b60bce61
commit 62ca923821
13 changed files with 207 additions and 113 deletions
+93 -37
View File
@@ -128,6 +128,11 @@ void Renderer::LoadContent()
m_SecondPassProgram_Debug.Compile();
m_SecondPassProgram_Debug.Link();
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FinalPass.vert.glsl")));
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalPass.frag.glsl")));
m_FinalPassProgram.Compile();
m_FinalPassProgram.Link();
m_ScreenQuad = CreateQuad();
FrameBufferTextures();
@@ -532,10 +537,10 @@ void Renderer::ClearStuff()
void Renderer::FrameBufferTextures()
{
m_fb = 0;
m_fbBasePass = 0;
m_fDepthBuffer = 0;
glGenFramebuffers(1, &m_fb);
glGenFramebuffers(1, &m_fbBasePass);
glGenRenderbuffers(1, &m_fDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer);
@@ -562,14 +567,14 @@ void Renderer::FrameBufferTextures()
//Generate and bind normal texture
glGenTextures(1, &m_fNormalsTexture);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//Bind fb
glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
//Attach textures to the FB
@@ -583,6 +588,29 @@ void Renderer::FrameBufferTextures()
LOG_ERROR("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
//exit(1);
}
m_fbLightingPass = 0;
glGenFramebuffers(1, &m_fbLightingPass);
glGenTextures(1, &m_fLightingTexture);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbLightingPass);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fLightingTexture, 0);
fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
{
LOG_ERROR("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
//exit(1);
}
}
//void Renderer::FrameBufferTextures()
@@ -654,12 +682,15 @@ void Renderer::FrameBufferTextures()
void Renderer::DrawFBO()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
/*
Base pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
// Clear G-buffer
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, windowBuffClear);
glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Execute the first render stage which will fill out the internal buffers with data(??)
@@ -667,35 +698,54 @@ void Renderer::DrawFBO()
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, windowBuffOpaque);
glCullFace(GL_BACK);
DrawFBOScene();
// Draw to screen
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
if(!m_QuadView)
{
m_SecondPassProgram.Bind();
}
else
{
m_SecondPassProgram_Debug.Bind();
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/*
Lighting pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, lightingPassAttachments);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_SecondPassProgram.Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE2);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glCullFace(GL_FRONT);
DrawLightScene();
/*
Final pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//if(!m_QuadView)
//{
m_FinalPassProgram.Bind();
//}
//else
//{
// m_SecondPassProgram_Debug.Bind();
//}
// Ambient light
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.3f, 0.3f, 0.3f)));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glCullFace(GL_BACK);
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(2);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
@@ -774,7 +824,9 @@ void Renderer::DrawFBOScene()
MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "ModelMatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups)
{
@@ -792,7 +844,7 @@ void Renderer::DrawLightScene()
glEnable(GL_BLEND);
glBlendEquation (GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable (GL_DEPTH_TEST);
glDepthMask (GL_FALSE);
glBindVertexArray(m_sphereModel->VAO);
@@ -802,15 +854,18 @@ void Renderer::DrawLightScene()
for(int i = 0; i < Lights; i++)
{
glm::mat4 MVP = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * lM[i];
MVP = cameraMatrix * lM[i];
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ViewportSize"), 1,glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(lM[i]));
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), Light_specular[i].x, Light_specular[i].y, Light_specular[i].z);
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), Light_diffuse[i].x, Light_diffuse[i].y, Light_diffuse[i].z);
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), Light_position[i].x, Light_position[i].y, Light_position[i].z);
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "la"), 1, glm::value_ptr(glm::vec3(0.3f, 0.3f, 0.3f)));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(Light_specular[i]));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(Light_diffuse[i]));
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(Light_position[i]));
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LightRadius"), 5.0f);
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
//glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "speculatExponent"), Light_specularExponent[i]);
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
@@ -829,10 +884,11 @@ void Renderer::CreateLightMatrix()
{
for(int i = 0; i < Lights; i++)
{
const float radius = 5.0f;
lM[i] = glm::scale(glm::mat4(1.0), glm::vec3(radius, radius, radius));
lM[i] = glm::translate(lM[i], Light_position[i]);
lM[i] = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * lM[i];
const float scale = 10.0f;
glm::mat4 model;
model *= glm::translate(Light_position[i]);
model *= glm::scale(glm::vec3(scale));
lM[i] = model;
}
}