Inget funkar, broken commit, dont use.

This commit is contained in:
Tleety
2014-06-04 04:20:15 +02:00
parent e15474c3d4
commit cf2040f038
9 changed files with 141 additions and 102 deletions
+78 -80
View File
@@ -126,6 +126,7 @@ void Renderer::LoadContent()
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SunPass.vert.glsl")));
m_SunPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SunPass.frag.glsl")));
m_SunPassProgram.Compile();
glBindFragDataLocation(m_SunPassProgram.GetHandle(), 0, "frag_Light");
m_SunPassProgram.Link();
m_ForwardRendering.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardRendering.vert.glsl")));
@@ -142,7 +143,6 @@ void Renderer::LoadContent()
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();
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "frag_Diffuse");
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "frag_Position");
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "frag_Normal");
@@ -151,6 +151,7 @@ void Renderer::LoadContent()
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();
glBindFragDataLocation(m_SecondPassProgram.GetHandle(), 0, "frag_Light");
m_SecondPassProgram.Link();
m_SecondPassProgram_Debug.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
@@ -161,6 +162,7 @@ void Renderer::LoadContent()
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FinalPass.vert.glsl")));
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalPass.frag.glsl")));
m_FinalPassProgram.Compile();
glBindFragDataLocation(m_FinalPassProgram.GetHandle(), 0, "frag_Diffuse");
m_FinalPassProgram.Link();
m_ScreenQuad = CreateQuad();
CreateShadowMap(m_ShadowMapRes);
@@ -269,6 +271,8 @@ void Renderer::Draw(double dt)
void Renderer::DrawFrame(RenderQueuePair &rq)
{
return;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
@@ -387,79 +391,79 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
//DrawShadowMap(rq.Deferred);
/*
Base pass
Base pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
//glViewport(0, 0, m_Width, m_Height);
// Clear G-buffer
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, windowBuffClear);
GLenum FirstPass[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, FirstPass);
glClearColor(115.f / 255, 192.f / 255, 255.f / 255, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Execute the first render stage which will fill out the internal buffers with data(??)
m_FirstPassProgram.Bind();
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, windowBuffOpaque);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
DrawSkybox();
//DrawSkybox();
DrawFBOScene(rq.Deferred);
/*
Lighting pass
Lighting pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
//glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, lightingPassAttachments);
glCullFace(GL_FRONT);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_SecondPassProgram.Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
glCullFace(GL_FRONT);
DrawLightScene(rq.Deferred);
//DrawLightScene(rq.Deferred);
DrawSunLightScene();
/*
Final pass
Final pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
//glViewport(m_Viewport.X, m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
glViewport(0, 0, m_Width, m_Height);
//glScissor(0, 0, m_Width, m_Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glClear(GL_DEPTH_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
glViewport(0, 0, m_Width, m_Height);
glScissor(0, 0, m_Width, m_Height);
//glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
GLenum windowBuffOpaque2[] = { GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE };
glDrawBuffers(4, windowBuffOpaque2);
m_FinalPassProgram.Bind();
// Ambient light
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.7f)));
glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glCullFace(GL_BACK);
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Ambient light
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.3f)));
//glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glCullFace(GL_BACK);
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
/*
Transparency
@@ -469,25 +473,23 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
void Renderer::ForwardRendering(RenderQueue &rq)
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
// Clear G-buffer
GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_NONE , GL_NONE , GL_NONE };
glDrawBuffers(4, attachments);
//glClearColor(0.f, 0.f, 0.f, 1.f);
//glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
//glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
// Clear G-buffer
//GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_NONE , GL_NONE, GL_NONE };
//glDrawBuffers(4, attachments);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glClearColor(0.f, 0.f, 0.f, 0.f);
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 MVP;
@@ -496,7 +498,7 @@ void Renderer::ForwardRendering(RenderQueue &rq)
GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
for (auto &job : rq)
{
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob)
{
glm::mat4 modelMatrix = modelJob->ModelMatrix;
@@ -553,7 +555,8 @@ void Renderer::ForwardRendering(RenderQueue &rq)
/*
Final pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_Width, m_Height);
glScissor(0, 0, m_Width, m_Height);
@@ -569,7 +572,9 @@ void Renderer::ForwardRendering(RenderQueue &rq)
//glUniform1f(glGetUniformLocation(ShaderProgramHandle, "Gamma"), Gamma);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
// glActiveTexture(GL_TEXTURE1);
// glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glCullFace(GL_BACK);
glBindVertexArray(m_ScreenQuad);
@@ -945,7 +950,7 @@ void Renderer::FrameBufferTextures()
//Generate and bind diffuse texture
glGenTextures(1, &m_fDiffuseTexture);
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Width, m_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_REPEAT);
@@ -1009,7 +1014,7 @@ void Renderer::FrameBufferTextures()
glGenTextures(1, &m_fLightingTexture);
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Width, m_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_REPEAT);
@@ -1266,12 +1271,7 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
void Renderer::DrawLightScene(RenderQueue &rq)
{
glEnable(GL_BLEND);
glBlendEquation (GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable (GL_DEPTH_TEST);
glDepthMask (GL_FALSE);
glBindVertexArray(m_sphereModel->VAO);
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
@@ -1282,6 +1282,13 @@ void Renderer::DrawLightScene(RenderQueue &rq)
m_SecondPassProgram.Bind();
GLuint ShaderProgramHandle = m_SecondPassProgram.GetHandle();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
for (auto &light : Lights)
{
MVP = cameraMatrix * light.SphereModelMatrix;
@@ -1304,21 +1311,10 @@ void Renderer::DrawLightScene(RenderQueue &rq)
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
};
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
void Renderer::DrawSunLightScene()
{
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable (GL_DEPTH_TEST);
glDepthMask (GL_FALSE);
//glBindVertexArray(m_sphereModel->VAO);
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
@@ -1327,7 +1323,13 @@ void Renderer::DrawSunLightScene()
m_SunPassProgram.Bind();
GLuint ShaderProgramHandle = m_SunPassProgram.GetHandle();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
glUniform2fv(glGetUniformLocation(ShaderProgramHandle, "ViewportSize"), 1, glm::value_ptr(glm::vec2(m_Width, m_Height)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
@@ -1339,10 +1341,6 @@ void Renderer::DrawSunLightScene()
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEnable (GL_DEPTH_TEST);
glDepthMask (GL_TRUE);
glDisable (GL_BLEND);
}
void Renderer::SetSphereModel( Model* _model )