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authorDan Goodliffe <dan@randomdan.homeip.net>2022-11-19 15:04:30 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-11-23 18:38:43 +0000
commitffdaa93edf5eeaf9db7dc17e51554a77dd9d596d (patch)
tree5ec8af60e0761417d4f80a012679e3071de59888 /ui/sceneRenderer.cpp
parentShared context, persist main window in test, send test for upcoming pointlight (diff)
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Separate out the illumation of the scene
Diffstat (limited to 'ui/sceneRenderer.cpp')
-rw-r--r--ui/sceneRenderer.cpp67
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});
+}