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authorDan Goodliffe <dan@randomdan.homeip.net>2023-12-17 12:13:19 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-12-17 12:13:19 +0000
commit467ef27cafa072bac1c9df633a99e33c0bbf0299 (patch)
tree47d6dc8cb57e26dad21568e48da9769007513961 /gfx/gl
parentBasic support for saving integer position buffer (diff)
downloadilt-467ef27cafa072bac1c9df633a99e33c0bbf0299.tar.bz2
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Use a separate framebuffer for illumination phase
Diffstat (limited to 'gfx/gl')
-rw-r--r--gfx/gl/sceneRenderer.cpp20
-rw-r--r--gfx/gl/sceneRenderer.h2
2 files changed, 13 insertions, 9 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 541af43..b88fb71 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -21,7 +21,6 @@ SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) :
shader.setViewPort({0, 0, size.x, size.y});
VertexArrayObject {displayVAO}.addAttribs<glm::i8vec4>(displayVBO, displayVAOdata);
- glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
const auto configuregdata = [this](const GLuint data, const std::initializer_list<GLint> iformats,
const GLenum format, const GLenum attachment) {
glBindTexture(GL_TEXTURE_2D, data);
@@ -37,15 +36,23 @@ SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) :
}
throw std::runtime_error("Framebuffer could not be completed!");
};
+
+ glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
configuregdata(gPosition, {GL_RGB32F}, GL_RGB, GL_COLOR_ATTACHMENT0);
configuregdata(gNormal, {GL_RGB8_SNORM, GL_RGB16F}, GL_RGB, GL_COLOR_ATTACHMENT1);
configuregdata(gAlbedoSpec, {GL_RGB8}, GL_RGB, GL_COLOR_ATTACHMENT2);
- configuregdata(gIllumination, {GL_RGB8}, GL_RGB, GL_COLOR_ATTACHMENT3);
+ constexpr std::array<unsigned int, 3> attachments {
+ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
+ glDrawBuffers(attachments.size(), attachments.data());
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.x, size.y);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
+ glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
+ configuregdata(gIllumination, {GL_RGB8}, GL_RGB, GL_COLOR_ATTACHMENT0);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+
glBindFramebuffer(GL_FRAMEBUFFER, output);
}
@@ -57,9 +64,6 @@ SceneRenderer::render(const SceneProvider & scene) const
// 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);
@@ -70,7 +74,7 @@ SceneRenderer::render(const SceneProvider & scene) const
scene.content(shader);
// Illumination pass
- glDrawBuffer(GL_COLOR_ATTACHMENT3);
+ glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
glBlendFunc(GL_ONE, GL_ONE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gPosition);
@@ -99,7 +103,7 @@ SceneRenderer::render(const SceneProvider & scene) const
void
SceneRenderer::setAmbientLight(const RGB & colour) const
{
- glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
glClearColor(colour.r, colour.g, colour.b, 1.0F);
glClear(GL_COLOR_BUFFER_BIT);
}
@@ -109,7 +113,7 @@ SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direc
{
if (colour.r > 0 || colour.g > 0 || colour.b > 0) {
const auto lvp = shadowMapper.update(scene, direction, camera);
- glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
glViewport(0, 0, size.x, size.y);
dirLight.use();
dirLight.setDirectionalLight(colour, direction, lvp.projections, lvp.regions, lvp.maps);
diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h
index 7f72d76..c935f93 100644
--- a/gfx/gl/sceneRenderer.h
+++ b/gfx/gl/sceneRenderer.h
@@ -24,7 +24,7 @@ protected:
ScreenAbsCoord size;
GLuint output;
- glFrameBuffer gBuffer;
+ glFrameBuffer gBuffer, gBufferIll;
glTexture gPosition, gNormal, gAlbedoSpec, gIllumination;
glRenderBuffer depth;