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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-27 12:51:11 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-27 12:51:11 +0000 |
commit | 69d95f35512772fb42e04808cffabcdc82afed96 (patch) | |
tree | d3059c89e3b2372e929932bd22dc0e7e42252e23 /gfx/gl/sceneRenderer.cpp | |
parent | Change pointlight render area definition to a cube (diff) | |
download | ilt-69d95f35512772fb42e04808cffabcdc82afed96.tar.bz2 ilt-69d95f35512772fb42e04808cffabcdc82afed96.tar.xz ilt-69d95f35512772fb42e04808cffabcdc82afed96.zip |
SceneRenderer is a graphics component, not a UI one
Diffstat (limited to 'gfx/gl/sceneRenderer.cpp')
-rw-r--r-- | gfx/gl/sceneRenderer.cpp | 140 |
1 files changed, 140 insertions, 0 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp new file mode 100644 index 0000000..a97387e --- /dev/null +++ b/gfx/gl/sceneRenderer.cpp @@ -0,0 +1,140 @@ +#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}); +} |