Started on deferred rendering framework.

This commit is contained in:
Tleety
2014-04-24 00:11:16 +02:00
parent f9a7425249
commit 6d75336496
13 changed files with 289 additions and 150 deletions
+157 -35
View File
@@ -72,6 +72,8 @@ void Renderer::Initialize()
glEnable(GL_DEPTH_TEST);
LoadContent();
FrameBufferTextures();
}
void Renderer::LoadContent()
@@ -110,6 +112,11 @@ void Renderer::LoadContent()
m_ShaderProgramSkybox.Compile();
m_ShaderProgramSkybox.Link();
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/First_pass.vert.glsl")));
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/First_pass.frag.glsl")));
m_FirstPassProgram.Compile();
m_FirstPassProgram.Link();
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
m_DebugAABB = CreateAABB();
@@ -147,43 +154,17 @@ void Renderer::Draw(double dt)
{
glDisable(GL_BLEND);
DrawSkybox();
DrawShadowMap();
DrawScene();
#ifdef DEBUG
// Draw bounding boxes
if (m_DrawBounds)
{
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
m_ShaderProgramDebugAABB.Bind();
for (auto tuple : AABBsToRender)
{
glm::mat4 modelMatrix;
bool colliding;
std::tie(modelMatrix, colliding) = tuple;
// Model matrix
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
// Color
glm::vec4 color(1.f, 1.f, 1.f, 0.f);
if (colliding)
color = glm::vec4(1.f, 0.f, 0.f, 0.f);
glUniform4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "Color"), 1, glm::value_ptr(color));
glBindVertexArray(m_DebugAABB);
glDrawArrays(GL_LINES, 0, 24);
}
}
DrawDebugShadowMap();
#endif
DrawFBO();
ClearStuff();
glfwSwapBuffers(m_Window);
}
#pragma region TempRegion
void Renderer::DrawSkybox()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -199,8 +180,8 @@ void Renderer::DrawSkybox()
void Renderer::DrawScene()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, WIDTH, HEIGHT);
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
// glViewport(0, 0, WIDTH, HEIGHT);
glClear(GL_DEPTH_BUFFER_BIT);
//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
@@ -537,6 +518,7 @@ GLuint Renderer::CreateSkybox()
return vao;
}
void Renderer::ClearStuff()
{
AABBsToRender.clear();
@@ -549,4 +531,144 @@ void Renderer::ClearStuff()
Light_quadraticAttenuation.clear();
Light_spotExponent.clear();
Lights = 0;
}
}
#pragma endregion
void Renderer::FrameBufferTextures()
{
m_fb = 0;
glGenFramebuffers(1, &m_fb);
GLERROR("GLERROR: Failed to generate frame buffer");
glGenTextures(1, &m_fb_PositionTexture);
GLERROR("GLERROR: Failed to generate Position texture");
glBindTexture(GL_TEXTURE_2D, m_fb_PositionTexture);
GLERROR("GLERROR: Failed to bind Position texture");
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB16F,
WIDTH,
HEIGHT,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
NULL
);
GLERROR("GLERROR: Failed to generate Position texture image");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLERROR("GLERROR: Failed to generate Position Parameters");
glGenTextures(1, &m_fb_NormalsTexture);
GLERROR("GLERROR: Failed to generate Normal texture");
glBindTexture(GL_TEXTURE_2D, m_fb_NormalsTexture);
GLERROR("GLERROR: Failed to bind Normal texture");
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB16F,
WIDTH,
HEIGHT,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
NULL
);
GLERROR("GLERROR: Failed to generate Normal texture image");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLERROR("GLERROR: Failed to generate Normals Parameters");
glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
GLERROR("GLERROR: Failed to bind framebuffer");
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fb_PositionTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fb_NormalsTexture, 0);
GLERROR("GLERROR: Failed to FrameBufferTexture2D");
m_rb = 0;
glGenRenderbuffers(1, &m_rb);
GLERROR("GLERROR: Failed to generate RenderBuffer");
glBindRenderbuffer(GL_RENDERBUFFER, m_rb);
GLERROR("GLERROR: Failed to bind RenderBuffer");
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rb);
draw_bufs[1] = GL_COLOR_ATTACHMENT0;
draw_bufs[2] = GL_COLOR_ATTACHMENT1;
}
void Renderer::DrawFBO()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
#ifdef DEBUG
glDisable(GL_CULL_FACE);
glPolygonMode(GL_BACK, GL_LINE);
#endif
// Draw models
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
glm::mat4 biasMatrix(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
m_ShaderProgram.Bind();
if (m_DrawWireframe)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 depthCameraMatrix = biasMatrix * depthCamera;
glm::mat4 MVP;
glm::mat4 depthMVP;
for (auto tuple : ModelsToRender)
{
Model* model;
glm::mat4 modelMatrix;
bool visible;
std::tie(model, modelMatrix, visible, std::ignore) = tuple;
if (!visible)
continue;
MVP = cameraMatrix * modelMatrix;
depthMVP = depthCameraMatrix * 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)
// {
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
// glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
// }
}
#ifdef DEBUG
// Debug draw model normals
if (m_DrawNormals)
{
m_ShaderProgramNormals.Bind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawModels(m_ShaderProgramNormals);
}
#endif
//glDrawBuffers(2, draw_bufs);
}