Water now rendered in forward rendering

This commit is contained in:
tleety
2015-09-24 23:21:46 +02:00
parent ef3591ba46
commit fa198cf953
8 changed files with 71 additions and 56 deletions
+41 -35
View File
@@ -243,6 +243,7 @@ void dd::Renderer::CreateBuffers()
//water Blur texture2
glGenTextures(1, &t_m_BWater2);
glBindTexture(GL_TEXTURE_2D, t_m_BWater2);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.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);
@@ -284,13 +285,12 @@ void dd::Renderer::CreateBuffers()
void dd::Renderer::Draw(RenderQueueCollection& rq)
{
DrawDeferred(rq.Deferred, rq.Lights, rq.Water);
rq.Forward.Jobs.sort(dd::Renderer::DepthSort);
DrawDeferred(rq.Deferred, rq.Lights);
DrawForward(rq.Forward, rq.Lights);
// Finally: Draw the deferred+forward combined texture to the screen
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
@@ -308,7 +308,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
DebugKeys();
}
void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights, RenderQueue &waterParticles)
void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
{
// Pass #1: Fill G-buffers
glDisable(GL_CULL_FACE);
@@ -323,18 +323,6 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights, Rende
m_spDeferred1->Bind();
DrawScene(objects, *m_spDeferred1);
//WaterPass
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
t_m_spWater->Bind();
DrawWater(waterParticles);
// Pass #2: Lighting
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
@@ -344,7 +332,7 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights, Rende
glBlendFunc(GL_ONE, GL_ONE);
glDepthMask(GL_FALSE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
glClearColor(0, 0, 0, 1);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
m_spDeferred2->Bind();
DrawLightSpheres(lights);
@@ -353,7 +341,7 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights, Rende
glCullFace(GL_BACK);
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
glClearColor(0, 0, 0, 1);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
m_spDeferred3->Bind();
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
@@ -361,15 +349,12 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights, Rende
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_tLighting);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, t_m_BWater2);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
{
// Forward-render semi-transparent objects on top of the current framebuffer
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
@@ -385,6 +370,19 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
m_spForward->Bind();
DrawScene(objects, *m_spForward);
//WaterPass
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
t_m_spWater->Bind();
DrawWater(objects);
}
void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
@@ -400,6 +398,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
if (modelJob) {
glm::mat4 modelMatrix = modelJob->ModelMatrix;
MVP = PV * modelMatrix;
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
@@ -442,6 +441,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
@@ -496,7 +496,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
}
}
void dd::Renderer::DrawWater(RenderQueue &waterParticles)
void dd::Renderer::DrawWater(RenderQueue &rq)
{
GLuint shaderProgramHandle = *t_m_spWater;
@@ -504,7 +504,7 @@ void dd::Renderer::DrawWater(RenderQueue &waterParticles)
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
glm::mat4 PV = projectionMatrix * viewMatrix;
glm::mat4 MVP;
for ( auto &job : waterParticles ) {
for ( auto &job : rq ) {
auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
if (waterJob) {
glm::mat4 modelMatrix = waterJob->ModelMatrix;
@@ -524,18 +524,23 @@ void dd::Renderer::DrawWater(RenderQueue &waterParticles)
}
}
//blur1
shaderProgramHandle = *t_m_spWater2;
glCullFace(GL_BACK);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDepthMask(GL_FALSE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
glClearColor(0, 0, 0, 1);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
t_m_spWater2->Bind();
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f)));
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), 2.0f);
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Width);
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), 3.0f);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
@@ -545,16 +550,17 @@ void dd::Renderer::DrawWater(RenderQueue &waterParticles)
//blur2
shaderProgramHandle = *t_m_spWater2;
glCullFace(GL_BACK);
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur2);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
t_m_spWater2->Bind();
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), 2.0f);
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), 3.0f);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, t_m_BWater);
@@ -659,6 +665,6 @@ void dd::Renderer::DebugKeys()
m_CurrentScreenBuffer = m_tLighting;
}
if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
m_CurrentScreenBuffer = t_m_BWater2;
m_CurrentScreenBuffer = t_m_BWater;
}
}