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
+104 -110
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 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 FragmentShader("Shaders/First_pass.frag.glsl")));
m_FirstPassProgram.Compile(); m_FirstPassProgram.Compile();
BindFragDataLocation();
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 FragmentShader("Shaders/Second_pass.frag.glsl")));
m_SecondPassProgram.Compile();
m_SecondPassProgram.Link();
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg"); m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
m_DebugAABB = CreateAABB(); m_DebugAABB = CreateAABB();
@@ -538,137 +544,125 @@ void Renderer::ClearStuff()
void Renderer::FrameBufferTextures() void Renderer::FrameBufferTextures()
{ {
m_fb = 0; m_fb = 0;
m_fDepthBuffer = 0;
glGenFramebuffers(1, &m_fb); glGenFramebuffers(1, &m_fb);
GLERROR("GLERROR: Failed to generate frame buffer"); glGenRenderbuffers(1, &m_fDepthBuffer);
glGenTextures(1, &m_fb_PositionTexture);
GLERROR("GLERROR: Failed to generate Position texture"); glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer);
glBindTexture(GL_TEXTURE_2D, m_fb_PositionTexture); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, WIDTH, HEIGHT);
GLERROR("GLERROR: Failed to bind Position texture");
glTexImage2D( //Generate and bind diffuse texture
GL_TEXTURE_2D, glGenTextures(1, &m_fDiffuseTexture);
0, glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
GL_RGB16F, glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
WIDTH, glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
HEIGHT, glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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_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);
GLERROR("GLERROR: Failed to generate Position Parameters");
glGenTextures(1, &m_fb_NormalsTexture); //Generate and bind position texture
GLERROR("GLERROR: Failed to generate Normal texture"); glGenTextures(1, &m_fPositionTexture);
glBindTexture(GL_TEXTURE_2D, m_fb_NormalsTexture); glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
GLERROR("GLERROR: Failed to bind Normal texture"); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
GL_TEXTURE_2D, glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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_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);
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); glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
GLERROR("GLERROR: Failed to bind framebuffer"); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
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; //Attach textures to the FB
glGenRenderbuffers(1, &m_rb); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0);
GLERROR("GLERROR: Failed to generate RenderBuffer"); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 0);
glBindRenderbuffer(GL_RENDERBUFFER, m_rb); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0);
GLERROR("GLERROR: Failed to bind RenderBuffer"); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fBlendTexture, 0);
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;
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);
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); 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 // Execute the first render stage which will fill out the internal buffers with data(??)
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0)); //EnableRenderProgramStage1;
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix; GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_NONE };
glm::mat4 biasMatrix( glDrawBuffers(4, windowBuffOpaque);
0.5, 0.0, 0.0, 0.0, //DrawTheWorld();
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(); GLenum windowBuffTransp[] = { GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3 };
if (m_DrawWireframe) glDrawBuffers(4, windowBuffTransp);
{ glEnable(GL_BLEND);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} //Depth buffer shall not be updated
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix(); glDepthMask(GL_FALSE);
glm::mat4 depthCameraMatrix = biasMatrix * depthCamera; //DrawTransparent items
glm::mat4 MVP; glDepthMask(GL_TRUE);
glm::mat4 depthMVP; glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (auto tuple : ModelsToRender) glDisable(GL_BLEND);
{ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
Model* model;
glm::mat4 modelMatrix;
bool visible;
std::tie(model, modelMatrix, visible, std::ignore) = tuple;
if (!visible)
continue;
MVP = cameraMatrix * modelMatrix; //Probably means to use the second_pass shader
depthMVP = depthCameraMatrix * modelMatrix; //EnableRenderProgramDeferredStage();
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 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Debug draw model normals //SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures();
if (m_DrawNormals) //glEnableVertexAttribArray(fVertexIndex); // VertexIndex?
{ glActiveTexture(GL_TEXTURE3);
m_ShaderProgramNormals.Bind(); glBindTexture(GL_TEXTURE_2D, m_fBlendTexture);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawModels(m_ShaderProgramNormals); glActiveTexture(GL_TEXTURE2);
} glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
#endif
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");
}
+7 -3
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@@ -88,16 +88,19 @@ private:
GLuint m_ShadowFrameBuffer; GLuint m_ShadowFrameBuffer;
GLuint m_ShadowDepthTexture; GLuint m_ShadowDepthTexture;
GLuint m_fb_PositionTexture; GLuint m_fDiffuseTexture;
GLuint m_fb_NormalsTexture; GLuint m_fPositionTexture;
GLuint m_fNormalsTexture;
GLuint m_fBlendTexture;
GLuint m_fb; GLuint m_fb;
GLuint m_rb; GLuint m_fDepthBuffer;
GLenum draw_bufs[2]; GLenum draw_bufs[2];
std::shared_ptr<Camera> m_Camera; std::shared_ptr<Camera> m_Camera;
ShaderProgram m_ShaderProgram; ShaderProgram m_ShaderProgram;
ShaderProgram m_FirstPassProgram; ShaderProgram m_FirstPassProgram;
ShaderProgram m_SecondPassProgram;
ShaderProgram m_ShaderProgramNormals; ShaderProgram m_ShaderProgramNormals;
ShaderProgram m_ShaderProgramShadows; ShaderProgram m_ShaderProgramShadows;
ShaderProgram m_ShaderProgramShadowsDrawDepth; ShaderProgram m_ShaderProgramShadowsDrawDepth;
@@ -111,6 +114,7 @@ private:
void CreateShadowMap(int resolution); void CreateShadowMap(int resolution);
void FrameBufferTextures(); void FrameBufferTextures();
void DrawFBO(); void DrawFBO();
void BindFragDataLocation();
GLuint CreateQuad(); GLuint CreateQuad();
void DrawDebugShadowMap(); void DrawDebugShadowMap();
+25 -2
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@@ -1,4 +1,27 @@
#version 400 #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 p_eye;
in vec3 n_eye; in vec3 n_eye;
@@ -9,4 +32,4 @@ layout (location = 1) out vec4 def_n; // "go to GL_COLOR_ATTACHMENT1"
void main () { void main () {
def_p = vec4(p_eye, 1.0); def_p = vec4(p_eye, 1.0);
def_n = vec4(n_eye, 1.0); def_n = vec4(n_eye, 1.0);
} }*/
+32 -2
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@@ -1,4 +1,34 @@
#version 400 #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 = 0) in vec3 vp;
layout(location = 1) in vec3 vn; layout(location = 1) in vec3 vn;
@@ -13,4 +43,4 @@ void main () {
p_eye = (V * M * vec4 (vp, 1.0)).xyz; p_eye = (V * M * vec4 (vp, 1.0)).xyz;
n_eye = (V * M * vec4 (vn, 0.0)).xyz; n_eye = (V * M * vec4 (vn, 0.0)).xyz;
gl_Position = P * vec4 (p_eye, 1.0); gl_Position = P * vec4 (p_eye, 1.0);
} }*/
+28 -20
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@@ -1,24 +1,32 @@
#version 430 #version 130
uniform sampler2D tDiffuse; uniform sampler2D diffuseTex; // The color information
uniform sampler2D tPosition; uniform sampler2D posTex; // World position
uniform sampler2D tNormals; uniform sampler2D normalTex; // Normals
uniform vec3 cameraPosition; 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 ) void main(void)
{ {
vec4 image = texture2D( tDiffuse, gl_TexCoord[0].xy ); // Load data, stored in textures, from the first stage rendering.
vec4 position = texture2D( tPosition, gl_TexCoord[0].xy ); vec4 diffuse = texture2D(diffuseTex, position.xy);
vec4 normal = texture2D( tNormals, gl_TexCoord[0].xy ); vec4 blend = texture2D(blendTex, position.xy);
vec4 worldPos = texture2D(posTex, position.xy);
vec3 light = vec3(50,100,50); vec4 normal = texture2D(normalTex, position.xy);
vec3 lightDir = light - position.xyz ; // Use information about lamp coordinate (not shown here), the pixel
// coordinate (worldpos.xyz), the normal of this pixel (normal.xyz)
normal = normalize(normal); // to compute a lighting effect.
lightDir = normalize(lightDir); // Use this lighting effect to update 'diffuse'
vec4 preBlend = diffuse * lamp + specularGlare;
vec3 eyeDir = normalize(cameraPosition-position.xyz); // manual blending, using premultiplied alpha.
vec3 vHalfVector = normalize(lightDir.xyz+eyeDir); fragColor = blend + preBlend*(1-blend.a);
// Some debug features. Enable any of them to get a visual representation
gl_FragColor = max(dot(normal,lightDir),0) * image + pow(max(dot(normal,vHalfVector),0.0), 100) * 1.5; // 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);
} }
+6 -6
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@@ -1,9 +1,9 @@
#version 430 #version 130
in vec4 vertex; out vec2 position;
void main( void ) void main(void)
{ {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_Position = vertex*2-1;
gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position.z = 0.0;
position = vertex.xy;
gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
} }