Deferred rendering base mostly complete.

This commit is contained in:
Tleety
2014-04-25 04:09:42 +02:00
parent 6d75336496
commit 9c329145c4
6 changed files with 206 additions and 147 deletions
+106 -112
View File
@@ -115,8 +115,14 @@ void Renderer::LoadContent()
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();
BindFragDataLocation();
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.Compile();
m_SecondPassProgram.Link();
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
m_DebugAABB = CreateAABB();
@@ -538,137 +544,125 @@ void Renderer::ClearStuff()
void Renderer::FrameBufferTextures()
{
m_fb = 0;
m_fDepthBuffer = 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);
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);
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);
//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);
GLERROR("GLERROR: Failed to generate Normals Parameters");
//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);
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");
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
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;
//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);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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
);
// 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_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;
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);
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);
// }
}
//Probably means to use the second_pass shader
//EnableRenderProgramDeferredStage();
#ifdef DEBUG
// Debug draw model normals
if (m_DrawNormals)
{
m_ShaderProgramNormals.Bind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawModels(m_ShaderProgramNormals);
}
#endif
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);
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?
//glDrawBuffers(2, draw_bufs);
}
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");
}