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authorDan Goodliffe <dan@randomdan.homeip.net>2022-11-27 12:51:11 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-11-27 12:51:11 +0000
commit69d95f35512772fb42e04808cffabcdc82afed96 (patch)
treed3059c89e3b2372e929932bd22dc0e7e42252e23 /gfx/gl/sceneRenderer.cpp
parentChange pointlight render area definition to a cube (diff)
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SceneRenderer is a graphics component, not a UI one
Diffstat (limited to 'gfx/gl/sceneRenderer.cpp')
-rw-r--r--gfx/gl/sceneRenderer.cpp140
1 files changed, 140 insertions, 0 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
new file mode 100644
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--- /dev/null
+++ b/gfx/gl/sceneRenderer.cpp
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+#include "sceneRenderer.h"
+#include "maths.h"
+#include <gfx/gl/shaders/fs-directionalLight.h>
+#include <gfx/gl/shaders/fs-lightingShader.h>
+#include <gfx/gl/shaders/vs-lightingShader.h>
+#include <glm/gtc/type_ptr.hpp>
+
+static constexpr std::array<glm::vec4, 4> displayVAOdata {{
+ // positions(x,y) texture coords(z,w)
+ {-1.0f, 1.0f, 0.0f, 1.0f},
+ {-1.0f, -1.0f, 0.0f, 0.0f},
+ {1.0f, 1.0f, 1.0f, 1.0f},
+ {1.0f, -1.0f, 1.0f, 0.0f},
+}};
+SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) :
+ camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, ratio(s), 0.1F, 10000.0F}, size {s}, output {o},
+ lighting {lightingShader_vs, lightingShader_fs}
+{
+ shader.setViewPort({0, 0, size.x, size.y});
+ glBindVertexArray(displayVAO);
+ glBindBuffer(GL_ARRAY_BUFFER, displayVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(displayVAOdata), nullptr, GL_STATIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(displayVAOdata), glm::value_ptr(displayVAOdata.front()));
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), nullptr);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
+ const auto configuregdata
+ = [this](const GLuint data, const GLint format, const GLenum type, const GLenum attachment) {
+ glBindTexture(GL_TEXTURE_2D, data);
+ glTexImage2D(GL_TEXTURE_2D, 0, format, size.x, size.y, 0, GL_RGBA, type, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, data, 0);
+ };
+ configuregdata(gPosition, GL_RGBA16F, GL_FLOAT, GL_COLOR_ATTACHMENT0);
+ configuregdata(gNormal, GL_RGBA16F, GL_FLOAT, GL_COLOR_ATTACHMENT1);
+ configuregdata(gAlbedoSpec, GL_RGBA, GL_UNSIGNED_BYTE, GL_COLOR_ATTACHMENT2);
+ configuregdata(gIllumination, GL_RGBA16F, GL_FLOAT, GL_COLOR_ATTACHMENT3);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, depth);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.x, size.y);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
+
+ // finally check if framebuffer is complete
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ throw std::runtime_error("Framebuffer not complete!");
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, output);
+}
+
+void
+SceneRenderer::render(const SceneProvider & scene) const
+{
+ shader.setViewProjection(camera.GetViewProjection());
+ glViewport(0, 0, size.x, size.y);
+
+ // Geometry pass
+ glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
+ static constexpr std::array<unsigned int, 3> attachments {
+ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
+ glDrawBuffers(attachments.size(), attachments.data());
+ glEnable(GL_BLEND);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_DEPTH_TEST);
+ glClearColor(0, 0, 0, 1);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ scene.content(shader);
+
+ // Illumination pass
+ glDrawBuffer(GL_COLOR_ATTACHMENT3);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, gPosition);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, gNormal);
+ scene.environment(shader, *this);
+ scene.lights(shader);
+
+ // Lighting pass
+ glBindFramebuffer(GL_FRAMEBUFFER, output);
+ glDisable(GL_BLEND);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, gPosition);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, gNormal);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, gIllumination);
+ lighting.use();
+ glBindVertexArray(displayVAO);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glBindVertexArray(0);
+}
+
+void
+SceneRenderer::setAmbientLight(const glm::vec3 & colour) const
+{
+ glClearColor(colour.r, colour.g, colour.b, 1.0F);
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+void
+SceneRenderer::setDirectionalLight(const glm::vec3 & colour, const glm::vec3 & direction) const
+{
+ if (colour.r > 0 || colour.g > 0 || colour.b > 0) {
+ dirLight.use();
+ dirLight.setDirectionalLight(colour, direction);
+ glBindVertexArray(displayVAO);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glBindVertexArray(0);
+ }
+}
+
+SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() :
+ Program {lightingShader_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"}, colourLoc {*this,
+ "lightColour"}
+{
+}
+
+void
+SceneRenderer::DirectionalLightProgram::setDirectionalLight(const glm::vec3 & c, const glm::vec3 & d) const
+{
+ glUniform3fv(colourLoc, 1, glm::value_ptr(c));
+ const auto nd = glm::normalize(d);
+ glUniform3fv(directionLoc, 1, glm::value_ptr(nd));
+}
+
+void
+SceneRenderer::SceneProvider::environment(const SceneShader &, const SceneRenderer & renderer) const
+{
+ renderer.setAmbientLight({0.5F, 0.5F, 0.5F});
+ renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {1, 0, -1});
+}