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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-19 15:04:30 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-23 18:38:43 +0000 |
commit | ffdaa93edf5eeaf9db7dc17e51554a77dd9d596d (patch) | |
tree | 5ec8af60e0761417d4f80a012679e3071de59888 /ui/sceneRenderer.cpp | |
parent | Shared context, persist main window in test, send test for upcoming pointlight (diff) | |
download | ilt-ffdaa93edf5eeaf9db7dc17e51554a77dd9d596d.tar.bz2 ilt-ffdaa93edf5eeaf9db7dc17e51554a77dd9d596d.tar.xz ilt-ffdaa93edf5eeaf9db7dc17e51554a77dd9d596d.zip |
Separate out the illumation of the scene
Diffstat (limited to 'ui/sceneRenderer.cpp')
-rw-r--r-- | ui/sceneRenderer.cpp | 67 |
1 files changed, 60 insertions, 7 deletions
diff --git a/ui/sceneRenderer.cpp b/ui/sceneRenderer.cpp index 6a68ac6..c3cff7a 100644 --- a/ui/sceneRenderer.cpp +++ b/ui/sceneRenderer.cpp @@ -1,5 +1,6 @@ #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> @@ -34,9 +35,7 @@ SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) : 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); - static constexpr std::array<unsigned int, 3> attachments { - GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; - glDrawBuffers(attachments.size(), attachments.data()); + configuregdata(gIllumination, GL_RGBA16F, GL_FLOAT, GL_COLOR_ATTACHMENT3); glBindRenderbuffer(GL_RENDERBUFFER, depth); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.x, size.y); @@ -50,20 +49,35 @@ SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) : } void -SceneRenderer::render(std::function<void(const SceneShader &)> content) const +SceneRenderer::render(const SceneProvider & scene) const { shader.setView(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); - glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); + glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - content(shader); + 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); // Lighting pass glBindFramebuffer(GL_FRAMEBUFFER, output); @@ -75,9 +89,48 @@ SceneRenderer::render(std::function<void(const SceneShader &)> content) const glBindTexture(GL_TEXTURE_2D, gNormal); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, gAlbedoSpec); - // TODO Configure lights + 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 +{ + 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}); +} |