Basic working deferred rendering

This commit is contained in:
Tleety
2014-04-27 02:44:04 +02:00
parent 9c329145c4
commit 87cac66cd8
17 changed files with 344 additions and 325 deletions
+184 -93
View File
@@ -72,13 +72,11 @@ void Renderer::Initialize()
glEnable(GL_DEPTH_TEST);
LoadContent();
FrameBufferTextures();
}
void Renderer::LoadContent()
{
auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
/*auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
m_ShaderProgram.AddShader(standardVS);
@@ -110,52 +108,26 @@ void Renderer::LoadContent()
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Skybox.vert.glsl")));
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Skybox.frag.glsl")));
m_ShaderProgramSkybox.Compile();
m_ShaderProgramSkybox.Link();
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.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
m_FirstPassProgram.Compile();
BindFragDataLocation();
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "frag_Diffuse");
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "frag_Position");
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "frag_Normal");
m_FirstPassProgram.Link();
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Second_pass.vert.glsl")));
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Second_pass.frag.glsl")));
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2.glsl")));
m_SecondPassProgram.Compile();
m_SecondPassProgram.Link();
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
m_DebugAABB = CreateAABB();
m_ScreenQuad = CreateQuad();
CreateShadowMap(m_ShadowMapRes);
FrameBufferTextures();
}
void Renderer::CreateShadowMap(int resolution)
{
glGenFramebuffers(1, &m_ShadowFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
// Depth texture
glGenTextures(1, &m_ShadowDepthTexture);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
//glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
//glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_ShadowDepthTexture, 0);
glDrawBuffer(GL_NONE);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
LOG_ERROR("Framebuffer incomplete!");
return;
}
}
void Renderer::Draw(double dt)
{
glDisable(GL_BLEND);
@@ -550,7 +522,7 @@ void Renderer::FrameBufferTextures()
glGenRenderbuffers(1, &m_fDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, WIDTH, HEIGHT);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT);
//Generate and bind diffuse texture
glGenTextures(1, &m_fDiffuseTexture);
@@ -579,15 +551,6 @@ void Renderer::FrameBufferTextures()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Generate and bind blend texture
glGenTextures(1, &m_fBlendTexture);
glBindTexture(GL_TEXTURE_2D, m_fBlendTexture);
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_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Bind fb
glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
@@ -596,73 +559,201 @@ void Renderer::FrameBufferTextures()
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fBlendTexture, 0);
GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
{
printf("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
exit(1);
LOG_ERROR("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
//exit(1);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
//void Renderer::FrameBufferTextures()
//{
// m_fb = 0;
// m_fDepthBuffer = 0;
//
// glGenFramebuffers(1, &m_fb);
// glGenRenderbuffers(1, &m_fDepthBuffer);
//
// glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer);
// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, WIDTH, HEIGHT);
//
// //Generate and bind diffuse texture
// glGenTextures(1, &m_fDiffuseTexture);
// glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
// 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_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//
// //Generate and bind position texture
// glGenTextures(1, &m_fPositionTexture);
// glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 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_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//
// //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);
// 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_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//
// //Generate and bind blend texture
// glGenTextures(1, &m_fBlendTexture);
// glBindTexture(GL_TEXTURE_2D, m_fBlendTexture);
// 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_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//
// //Bind fb
// glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
//
// //Attach textures to the FB
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0);
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 0);
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0);
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fBlendTexture, 0);
//
// GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
// if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
// {
// printf("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
// exit(1);
// }
//
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
//}
void Renderer::DrawFBO()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, windowBuffClear);
// Clear G-buffer
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, windowBuffClear);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Execute the first render stage which will fill out the internal buffers with data(??)
//EnableRenderProgramStage1;
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_NONE };
glDrawBuffers(4, windowBuffOpaque);
//DrawTheWorld();
m_FirstPassProgram.Bind();
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, windowBuffOpaque);
DrawFBOScene();
GLenum windowBuffTransp[] = { GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, windowBuffTransp);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
//Depth buffer shall not be updated
glDepthMask(GL_FALSE);
//DrawTransparent items
glDepthMask(GL_TRUE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
// Draw to screen
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
m_SecondPassProgram.Bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Probably means to use the second_pass shader
//EnableRenderProgramDeferredStage();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
//SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures();
//glEnableVertexAttribArray(fVertexIndex); // VertexIndex?
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, m_fBlendTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
////SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
//DrawSimpleSquare(); //I guess this draw a square and put the textures on it
//glDisableVertexAttribArray(fVertexIndex); //VertexIndex?
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(2);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void Renderer::BindFragDataLocation()
{
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "diffuseOutput");
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "posOutput");
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "normOutput");
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 3, "blendOutput");
//void Renderer::DrawFBO()
//{
// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
//
// GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
// glDrawBuffers(4, windowBuffClear);
// glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//
// // Execute the first render stage which will fill out the internal buffers with data(??)
// //EnableRenderProgramStage1;
// m_FirstPassProgram.Bind();
// GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_NONE };
// glDrawBuffers(4, windowBuffOpaque);
// DrawFBOScene();
//
// GLenum windowBuffTransp[] = { GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3 };
// glDrawBuffers(4, windowBuffTransp);
// glEnable(GL_BLEND);
// glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
// //Depth buffer shall not be updated
// glDepthMask(GL_FALSE);
// //DrawTransparent items
// glDepthMask(GL_TRUE);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glDisable(GL_BLEND);
//
//
// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
// //Probably means to use the second_pass shader
// //EnableRenderProgramDeferredStage();
// m_SecondPassProgram.Bind();
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// //SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures();
// glEnableVertexAttribArray(0);
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
//
// glActiveTexture(GL_TEXTURE1);
// glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
//
// glActiveTexture(GL_TEXTURE2);
// glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
//
// glActiveTexture(GL_TEXTURE3);
// glBindTexture(GL_TEXTURE_2D, m_fBlendTexture);
//
//
//
//
//
//
//
// //DrawSimpleSquare(); //I guess this draw a square and put the textures on it
// glBindVertexArray(m_ScreenQuad);
// glDrawArrays(GL_TRIANGLES, 0, 6);
// glDisableVertexAttribArray(0);
//
//}
void Renderer::DrawFBOScene()
{
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP;
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;
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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);
}
}
}