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
+1 -1
View File
@@ -67,7 +67,7 @@ void GameWorld::Initialize()
model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj"; model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj";
} }
for(int i = 0; i < 500; i++) for(int i = 0; i < 0; i++)
{ {
auto ball = CreateEntity(); auto ball = CreateEntity();
auto transform = AddComponent<Components::Transform>(ball, "Transform"); auto transform = AddComponent<Components::Transform>(ball, "Transform");
+184 -93
View File
@@ -72,13 +72,11 @@ void Renderer::Initialize()
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
LoadContent(); LoadContent();
FrameBufferTextures();
} }
void Renderer::LoadContent() 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")); auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
m_ShaderProgram.AddShader(standardVS); 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 VertexShader("Shaders/Skybox.vert.glsl")));
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Skybox.frag.glsl"))); m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Skybox.frag.glsl")));
m_ShaderProgramSkybox.Compile(); 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 VertexShader("Shaders/Vertex.glsl")));
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/First_pass.frag.glsl"))); m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
m_FirstPassProgram.Compile(); 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_FirstPassProgram.Link();
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Second_pass.vert.glsl"))); m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Second_pass.frag.glsl"))); m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2.glsl")));
m_SecondPassProgram.Compile(); m_SecondPassProgram.Compile();
m_SecondPassProgram.Link(); m_SecondPassProgram.Link();
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
m_DebugAABB = CreateAABB();
m_ScreenQuad = CreateQuad(); 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) void Renderer::Draw(double dt)
{ {
glDisable(GL_BLEND); glDisable(GL_BLEND);
@@ -550,7 +522,7 @@ void Renderer::FrameBufferTextures()
glGenRenderbuffers(1, &m_fDepthBuffer); glGenRenderbuffers(1, &m_fDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, 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 //Generate and bind diffuse texture
glGenTextures(1, &m_fDiffuseTexture); 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_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 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 //Bind fb
glBindFramebuffer(GL_FRAMEBUFFER, m_fb); glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer); 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_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 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_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fBlendTexture, 0);
GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(fbStatus != GL_FRAMEBUFFER_COMPLETE) if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
{ {
printf("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus); LOG_ERROR("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
exit(1); //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() void Renderer::DrawFBO()
{ {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; // Clear G-buffer
glDrawBuffers(4, windowBuffClear); GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, windowBuffClear);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Execute the first render stage which will fill out the internal buffers with data(??) // 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 }; GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(4, windowBuffOpaque); glDrawBuffers(3, windowBuffOpaque);
//DrawTheWorld(); DrawFBOScene();
GLenum windowBuffTransp[] = { GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3 }; // Draw to screen
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); 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 ////SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures();
//EnableRenderProgramDeferredStage(); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
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);
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture); glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture); glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
//DrawSimpleSquare(); //I guess this draw a square and put the textures on it
//glDisableVertexAttribArray(fVertexIndex); //VertexIndex?
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(2);
glDrawArrays(GL_TRIANGLES, 0, 6);
} }
void Renderer::BindFragDataLocation() //void Renderer::DrawFBO()
{ //{
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "diffuseOutput"); // glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "posOutput"); //
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "normOutput"); // GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 3, "blendOutput"); // 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);
}
}
} }
+2 -1
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@@ -84,7 +84,6 @@ private:
glm::mat4 m_SunProjection; glm::mat4 m_SunProjection;
GLuint m_DebugAABB; GLuint m_DebugAABB;
GLuint m_ScreenQuad;
GLuint m_ShadowFrameBuffer; GLuint m_ShadowFrameBuffer;
GLuint m_ShadowDepthTexture; GLuint m_ShadowDepthTexture;
@@ -95,6 +94,7 @@ private:
GLuint m_fb; GLuint m_fb;
GLuint m_fDepthBuffer; GLuint m_fDepthBuffer;
GLenum draw_bufs[2]; GLenum draw_bufs[2];
GLuint m_ScreenQuad;
std::shared_ptr<Camera> m_Camera; std::shared_ptr<Camera> m_Camera;
@@ -114,6 +114,7 @@ private:
void CreateShadowMap(int resolution); void CreateShadowMap(int resolution);
void FrameBufferTextures(); void FrameBufferTextures();
void DrawFBO(); void DrawFBO();
void DrawFBOScene();
void BindFragDataLocation(); void BindFragDataLocation();
GLuint CreateQuad(); GLuint CreateQuad();
+6 -1
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@@ -103,6 +103,11 @@ void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
void ShaderProgram::Compile() void ShaderProgram::Compile()
{ {
if (m_ShaderProgramHandle == 0)
{
m_ShaderProgramHandle = glCreateProgram();
}
for (auto &shader : m_Shaders) for (auto &shader : m_Shaders)
{ {
if (!shader->IsCompiled()) if (!shader->IsCompiled())
@@ -121,7 +126,7 @@ GLuint ShaderProgram::Link()
} }
LOG_INFO("Linking shader program"); LOG_INFO("Linking shader program");
m_ShaderProgramHandle = glCreateProgram();
for (auto &shader : m_Shaders) for (auto &shader : m_Shaders)
{ {
glAttachShader(m_ShaderProgramHandle, shader->GetHandle()); glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
+1 -1
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@@ -61,7 +61,7 @@ class ShaderProgram
{ {
public: public:
ShaderProgram() ShaderProgram()
: m_ShaderProgramHandle(0) { } : m_ShaderProgramHandle(0) { }
~ShaderProgram(); ~ShaderProgram();
void AddShader(std::shared_ptr<Shader> shader); void AddShader(std::shared_ptr<Shader> shader);
-35
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@@ -1,35 +0,0 @@
#version 130
uniform sampler2D firstTexture;
in vec3 fragmentNormal;
in vec2 fragmentTexCoord;
in vec3 position;
layout (location = 0) out vec4 diffuseOutput;
layout (location = 1) out vec4 posOutput;
layout (location = 2) out vec4 normOutput;
layout (location = 3) out vec4 blendOutput;
void main(void)
{
posOutput.xyz = position;
normOutPut = vec4(fragmentNormal, 0);
vec4 clr = texture(firstTexture, fragmentTexCoord);
float alpha = clr.a;
if(alpha < 0.1)
discard; //Some optimizing
blendOutput.rgb = clr.rgb * clr.a; //Pre multiplied alpha
blendOutput.a = clr.a;
diffuseOutput = clr;
}
/*#version 400
in vec3 p_eye;
in vec3 n_eye;
layout (location = 0) out vec4 def_p; // "go to GL_COLOR_ATTACHMENT0"
layout (location = 1) out vec4 def_n; // "go to GL_COLOR_ATTACHMENT1"
void main () {
def_p = vec4(p_eye, 1.0);
def_n = vec4(n_eye, 1.0);
}*/
-46
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@@ -1,46 +0,0 @@
#version 130
precision mediump float;
uniform mat4 projectionMatrix;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
in vec3 normal;
in vec2 texCoord;
in vec3 vertex;
in float intensity;
in float ambientLight;
out vec3 fragmentNormal;
out vec2 fragmentTexCoord;
out float extIntensity;
out float extAmbientLight;
void main(void)
{
fragmentTexCoord = texCoord;
fragmentNormal = normalize((modelMatrix*vec4(normal, 0.0).xyz);
gl_Position = vec3(modelMatrix * vertex); //Copy position to the fragment shader
extIntensity = intensity/255.0;
extAmbientLight = ambientLight/255.0;
}
/*#version 400
layout(location = 0) in vec3 vp;
layout(location = 1) in vec3 vn;
layout(location = 2) in vec2 TextureCoord;
uniform mat4 P, V, M;
out vec3 p_eye;
out vec3 n_eye;
void main () {
p_eye = (V * M * vec4 (vp, 1.0)).xyz;
n_eye = (V * M * vec4 (vn, 0.0)).xyz;
gl_Position = P * vec4 (p_eye, 1.0);
}*/
+10 -97
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@@ -1,113 +1,26 @@
#version 430 #version 430
uniform mat4 model; layout (binding=0) uniform sampler2D DiffuseTexture;
uniform mat4 view;
layout(binding=0) uniform sampler2D texture0;
layout(binding=1) uniform sampler2D shadowMap;
const int maxNumberOfLights = 82;
uniform int numberOfLights;
uniform vec3 position[maxNumberOfLights];
uniform vec3 specular[maxNumberOfLights];
uniform vec3 diffuse[maxNumberOfLights];
uniform float constantAttenuation[maxNumberOfLights];
uniform float linearAttenuation[maxNumberOfLights];
uniform float quadraticAttenuation[maxNumberOfLights];
uniform float spotExponent[maxNumberOfLights];
in VertexData in VertexData
{ {
vec3 Position; vec3 Position;
vec3 Normal; vec3 Normal;
vec2 TextureCoord; vec2 TextureCoord;
vec3 ShadowCoord;
} Input; } Input;
vec3 scene_ambient = vec3(0.5, 0.5, 0.5); out vec4 frag_Diffuse;
out vec4 frag_Position;
out vec4 fragmentColor; out vec4 frag_Normal;
void main() void main()
{ {
// Diffuse Texture
frag_Diffuse = texture2D(DiffuseTexture, Input.TextureCoord);
// Texture // G-buffer Position
vec4 texel = texture2D(texture0, Input.TextureCoord); frag_Position = vec4(Input.Position.xy, 0.0, 0.0);
//vec4 texel = (blend.x * texel0) + (blend.y * texel1) + (blend.z * texel2);
// // G-buffer Normal
// Phong shading frag_Normal = vec4(Input.Normal, 0.0);
//
// Ambient light
vec3 La = scene_ambient; // Ambient light
vec3 Ks = vec3(0.3, 0.3, 0.3); // Specular reflectance
vec3 Kd = vec3(1.0, 1.0, 1.0); // Diffuse reflectance
vec3 Ka = vec3(1.0, 1.0, 1.0); // Ambient reflectance
vec3 Is;
vec3 Id;
// Shadows
//float cosTheta = clamp(dot(Input.Normal, vec3(0, 1, 0)), 0.0, 1.0);
//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
//bias = clamp(bias, 0.0, 0.01);
float visibility = 1.0;
if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0)
{
float bias = 0.00005;
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1))
{
visibility = 0.3;
}
}
vec3 totalLighting = La * Ka * visibility;
float attenuation;
for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
{
// Light
//vec3 lightPosition = vec3(0, 0, 2);
vec3 Ls = specular[i]; // Specular light
vec3 Ld = diffuse[i]; // Diffuse light
vec3 lightPosView = vec3(view * vec4(position[i], 1.0));
vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
float dist = length(position[i] - surfacePosition);
attenuation = 1.0 / (constantAttenuation[i]
+ linearAttenuation[i] * dist
+ quadraticAttenuation[i] * pow(dist, 2.0));
//attenuation = attenuation * pow(clampedCosine, spotExponent[i]);
// Diffuse light
float dotProd = dot(surfaceToLight, surfaceNormal);
dotProd = max(dotProd, 0.0);
Id = Ld * Kd * abs(dotProd) * attenuation;
// Specular light
vec3 reflection = reflect(-surfaceToLight, surfaceNormal);
float dotSpecular = dot(reflection, normalize(-surfacePosView));
dotSpecular = max(dotSpecular, 0.0);
float specularFactor = pow(dotSpecular, 30.0); // Specular factor
Is = attenuation * Ls * Ks * specularFactor;
totalLighting = totalLighting + Id + Is;
}
fragmentColor = vec4(totalLighting, 1.0) * texel;
//fragmentColor = vec4(Id, 1.0) * texel;
//fragmentColor = texel;
} }
+19
View File
@@ -0,0 +1,19 @@
#version 430
layout (binding=0) uniform sampler2D DiffuseTexture;
layout (binding=1) uniform sampler2D PositionTexture;
layout (binding=2) uniform sampler2D NormalTexture;
in VertexData
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Input;
out vec4 FragColor;
void main()
{
FragColor = texture2D(DiffuseTexture, Input.TextureCoord);
}
-32
View File
@@ -1,32 +0,0 @@
#version 130
uniform sampler2D diffuseTex; // The color information
uniform sampler2D posTex; // World position
uniform sampler2D normalTex; // Normals
uniform sampler2D blendTex; // A bitmap with colors to blend with.
uniform vec3 camera; // The coordinate of the camera
in vec2 position; // The world position
layout (location = 0) out vec4 fragColor;
void main(void)
{
// Load data, stored in textures, from the first stage rendering.
vec4 diffuse = texture2D(diffuseTex, position.xy);
vec4 blend = texture2D(blendTex, position.xy);
vec4 worldPos = texture2D(posTex, position.xy);
vec4 normal = texture2D(normalTex, position.xy);
// Use information about lamp coordinate (not shown here), the pixel
// coordinate (worldpos.xyz), the normal of this pixel (normal.xyz)
// to compute a lighting effect.
// Use this lighting effect to update 'diffuse'
vec4 preBlend = diffuse * lamp + specularGlare;
// manual blending, using premultiplied alpha.
fragColor = blend + preBlend*(1-blend.a);
// Some debug features. Enable any of them to get a visual representation
// of an internal buffer.
// fragColor = (normal+1)/2;
// fragColor = diffuse;
// fragColor = blend;
// fragColor = worldPos; // Scaling may be needed to range [0,1]
// fragColor = lamp*vec4(1,1,1,1);
}
-9
View File
@@ -1,9 +0,0 @@
#version 130
in vec4 vertex; out vec2 position;
void main(void)
{
gl_Position = vertex*2-1;
gl_Position.z = 0.0;
position = vertex.xy;
}
+4 -7
View File
@@ -1,26 +1,23 @@
#version 430 #version 430
uniform mat4 MVP; uniform mat4 MVP;
uniform mat4 DepthMVP;
layout(location = 0) in vec3 Position; layout (location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal; layout (location = 1) in vec3 Normal;
layout(location = 2) in vec2 TextureCoord; layout (location = 2) in vec2 TextureCoord;
out VertexData out VertexData
{ {
vec3 Position; vec3 Position;
vec3 Normal; vec3 Normal;
vec2 TextureCoord; vec2 TextureCoord;
vec3 ShadowCoord;
} Output; } Output;
void main() void main()
{ {
gl_Position = MVP * vec4(Position, 1.0); gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position; Output.Position = gl_Position.xyz;
Output.Normal = Normal; Output.Normal = Normal;
Output.TextureCoord = TextureCoord; Output.TextureCoord = TextureCoord;
Output.ShadowCoord = vec3(DepthMVP * vec4(Position, 1.0));
} }
+17
View File
@@ -0,0 +1,17 @@
#version 430
layout (location = 0) in vec3 Position;
layout (location = 2) in vec2 TextureCoord;
out VertexData
{
vec3 Position;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoord = TextureCoord;
}
+83
View File
@@ -0,0 +1,83 @@
<?xml version="1.0" encoding="UTF-8"?>
<VSPerformanceSession Version="1.00">
<Options>
<Solution>Returngeance.sln</Solution>
<CollectionMethod>Sampling</CollectionMethod>
<AllocationMethod>None</AllocationMethod>
<AddReport>true</AddReport>
<ResourceBasedAnalysisSelected>true</ResourceBasedAnalysisSelected>
<UniqueReport>Timestamp</UniqueReport>
<SamplingMethod>Cycles</SamplingMethod>
<CycleCount>10000000</CycleCount>
<PageFaultCount>10</PageFaultCount>
<SysCallCount>10</SysCallCount>
<SamplingCounter Name="" ReloadValue="00000000000f4240" DisplayName="" />
<RelocateBinaries>false</RelocateBinaries>
<HardwareCounters EnableHWCounters="false" />
<EtwSettings />
<PdhSettings>
<PdhCountersEnabled>false</PdhCountersEnabled>
<PdhCountersRate>500</PdhCountersRate>
<PdhCounters>
<PdhCounter>\Memory\Pages/sec</PdhCounter>
<PdhCounter>\PhysicalDisk(_Total)\Avg. Disk Queue Length</PdhCounter>
<PdhCounter>\Processor(_Total)\% Processor Time</PdhCounter>
</PdhCounters>
</PdhSettings>
</Options>
<ExcludeSmallFuncs>true</ExcludeSmallFuncs>
<InteractionProfilingEnabled>false</InteractionProfilingEnabled>
<JScriptProfilingEnabled>false</JScriptProfilingEnabled>
<PreinstrumentEvent>
<InstrEventExclude>false</InstrEventExclude>
</PreinstrumentEvent>
<PostinstrumentEvent>
<InstrEventExclude>false</InstrEventExclude>
</PostinstrumentEvent>
<Binaries>
<ProjBinary>
<Path>bin\Debug\Returngeance.exe</Path>
<ArgumentTimestamp>01/01/0001 00:00:00</ArgumentTimestamp>
<Instrument>true</Instrument>
<Sample>true</Sample>
<ExternalWebsite>false</ExternalWebsite>
<InteractionProfilingEnabled>false</InteractionProfilingEnabled>
<IsLocalJavascript>false</IsLocalJavascript>
<IsWindowsStoreApp>false</IsWindowsStoreApp>
<IsWWA>false</IsWWA>
<LaunchProject>true</LaunchProject>
<OverrideProjectSettings>false</OverrideProjectSettings>
<LaunchMethod>Executable</LaunchMethod>
<ExecutablePath>bin\Debug\Returngeance.exe</ExecutablePath>
<StartupDirectory>..\bin\Debug</StartupDirectory>
<Arguments>
</Arguments>
<NetAppHost>IIS</NetAppHost>
<NetBrowser>InternetExplorer</NetBrowser>
<ExcludeSmallFuncs>true</ExcludeSmallFuncs>
<JScriptProfilingEnabled>false</JScriptProfilingEnabled>
<PreinstrumentEvent>
<InstrEventExclude>false</InstrEventExclude>
</PreinstrumentEvent>
<PostinstrumentEvent>
<InstrEventExclude>false</InstrEventExclude>
</PostinstrumentEvent>
<ProjRef>{E8B4A2A2-882B-402A-98A7-8B4F7233C8B3}|Returngeance\Returngeance.vcxproj</ProjRef>
<ProjPath>Returngeance\Returngeance.vcxproj</ProjPath>
<ProjName>Returngeance</ProjName>
</ProjBinary>
</Binaries>
<Reports>
<Report>
<Path>Returngeance140427.vsp</Path>
</Report>
<Report>
<Path>Returngeance140427(1).vsp</Path>
</Report>
</Reports>
<Launches>
<ProjBinary>
<Path>:PB:{E8B4A2A2-882B-402A-98A7-8B4F7233C8B3}|Returngeance\Returngeance.vcxproj</Path>
</ProjBinary>
</Launches>
</VSPerformanceSession>
+3
View File
@@ -39,4 +39,7 @@ Global
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
EndGlobalSection EndGlobalSection
GlobalSection(Performance) = preSolution
HasPerformanceSessions = true
EndGlobalSection
EndGlobal EndGlobal
+2
View File
@@ -175,6 +175,7 @@
</ExcludedFromBuild> </ExcludedFromBuild>
</None> </None>
<None Include="..\..\src\Shaders\Fragment.glsl" /> <None Include="..\..\src\Shaders\Fragment.glsl" />
<None Include="..\..\src\Shaders\Fragment2.glsl" />
<None Include="..\..\src\Shaders\Normals.frag.glsl" /> <None Include="..\..\src\Shaders\Normals.frag.glsl" />
<None Include="..\..\src\Shaders\Normals.geo.glsl" /> <None Include="..\..\src\Shaders\Normals.geo.glsl" />
<None Include="..\..\src\Shaders\Second_pass.frag.glsl"> <None Include="..\..\src\Shaders\Second_pass.frag.glsl">
@@ -188,6 +189,7 @@
<None Include="..\..\src\Shaders\Skybox.frag.glsl" /> <None Include="..\..\src\Shaders\Skybox.frag.glsl" />
<None Include="..\..\src\Shaders\Skybox.vert.glsl" /> <None Include="..\..\src\Shaders\Skybox.vert.glsl" />
<None Include="..\..\src\Shaders\Vertex.glsl" /> <None Include="..\..\src\Shaders\Vertex.glsl" />
<None Include="..\..\src\Shaders\Vertex2.glsl" />
<None Include="..\..\src\Shaders\VisualizeDepth.frag.glsl" /> <None Include="..\..\src\Shaders\VisualizeDepth.frag.glsl" />
<None Include="..\..\src\Shaders\VisualizeDepth.vert.glsl" /> <None Include="..\..\src\Shaders\VisualizeDepth.vert.glsl" />
</ItemGroup> </ItemGroup>
+12 -2
View File
@@ -4,7 +4,6 @@
<ClCompile Include="..\..\src\main.cpp" /> <ClCompile Include="..\..\src\main.cpp" />
<ClCompile Include="..\..\src\GameWorld.cpp" /> <ClCompile Include="..\..\src\GameWorld.cpp" />
<ClCompile Include="..\..\src\World.cpp" /> <ClCompile Include="..\..\src\World.cpp" />
<ClCompile Include="..\..\src\ShaderProgram.cpp" />
<ClCompile Include="..\..\src\PrecompiledHeader.cpp" /> <ClCompile Include="..\..\src\PrecompiledHeader.cpp" />
<ClCompile Include="..\..\src\Systems\RenderSystem.cpp"> <ClCompile Include="..\..\src\Systems\RenderSystem.cpp">
<Filter>Rendering\Systems</Filter> <Filter>Rendering\Systems</Filter>
@@ -50,6 +49,9 @@
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\ResourceManager.cpp" /> <ClCompile Include="..\..\src\ResourceManager.cpp" />
<ClCompile Include="..\..\src\Sound.cpp" /> <ClCompile Include="..\..\src\Sound.cpp" />
<ClCompile Include="..\..\src\ShaderProgram.cpp">
<Filter>Rendering</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Filter Include="Util"> <Filter Include="Util">
@@ -129,7 +131,6 @@
<ClInclude Include="..\..\src\Color.h" /> <ClInclude Include="..\..\src\Color.h" />
<ClInclude Include="..\..\src\Engine.h" /> <ClInclude Include="..\..\src\Engine.h" />
<ClInclude Include="..\..\src\PrecompiledHeader.h" /> <ClInclude Include="..\..\src\PrecompiledHeader.h" />
<ClInclude Include="..\..\src\ShaderProgram.h" />
<ClInclude Include="..\..\src\Components\Model.h"> <ClInclude Include="..\..\src\Components\Model.h">
<Filter>Rendering\Components</Filter> <Filter>Rendering\Components</Filter>
</ClInclude> </ClInclude>
@@ -217,6 +218,9 @@
<ClInclude Include="..\..\src\Util\defferedUtil.h"> <ClInclude Include="..\..\src\Util\defferedUtil.h">
<Filter>Util</Filter> <Filter>Util</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\ShaderProgram.h">
<Filter>Rendering</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\src\Shaders\AABB.frag.glsl"> <None Include="..\..\src\Shaders\AABB.frag.glsl">
@@ -264,5 +268,11 @@
<None Include="..\..\src\Shaders\Second_pass.vert.glsl"> <None Include="..\..\src\Shaders\Second_pass.vert.glsl">
<Filter>Shaders</Filter> <Filter>Shaders</Filter>
</None> </None>
<None Include="..\..\src\Shaders\Vertex2.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="..\..\src\Shaders\Fragment2.glsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup> </ItemGroup>
</Project> </Project>