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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-01 19:12:04 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-01 19:12:04 +0000 |
commit | 3b791f79bf53e481d053ea4516eedce8be3423bf (patch) | |
tree | 39817b0996eaa867c7f7abbc5dbd5cb706ecbaa5 /ui/sceneRenderer.cpp | |
parent | Somewhat dirty but functional helper to save a texture (diff) | |
download | ilt-3b791f79bf53e481d053ea4516eedce8be3423bf.tar.bz2 ilt-3b791f79bf53e481d053ea4516eedce8be3423bf.tar.xz ilt-3b791f79bf53e481d053ea4516eedce8be3423bf.zip |
Switch to a deferred lighting based render pipeline
Tidy-up required.
Diffstat (limited to 'ui/sceneRenderer.cpp')
-rw-r--r-- | ui/sceneRenderer.cpp | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/ui/sceneRenderer.cpp b/ui/sceneRenderer.cpp new file mode 100644 index 0000000..5cd5097 --- /dev/null +++ b/ui/sceneRenderer.cpp @@ -0,0 +1,102 @@ +#include "sceneRenderer.h" +#include <gfx/gl/shaders/fs-lightingShader.h> +#include <gfx/gl/shaders/vs-lightingShader.h> + +SceneRenderer::SceneRenderer(glm::ivec2 size) : lighting {lightingShader_vs.compile(), lightingShader_fs.compile()} +{ + glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); + const auto configuregdata + = [size](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); + static 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); + + // finally check if framebuffer is complete + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + throw std::runtime_error("Framebuffer not complete!"); + } + glBindFramebuffer(GL_FRAMEBUFFER, 0); +} + +unsigned int quadVAO = 0; +unsigned int quadVBO; +void +renderQuad() +{ + if (quadVAO == 0) { + float quadVertices[] = { + // positions // texture Coords + -1.0f, + 1.0f, + 0.0f, + 0.0f, + 1.0f, + -1.0f, + -1.0f, + 0.0f, + 0.0f, + 0.0f, + 1.0f, + 1.0f, + 0.0f, + 1.0f, + 1.0f, + 1.0f, + -1.0f, + 0.0f, + 1.0f, + 0.0f, + }; + // setup plane VAO + glGenVertexArrays(1, &quadVAO); + glGenBuffers(1, &quadVBO); + glBindVertexArray(quadVAO); + glBindBuffer(GL_ARRAY_BUFFER, quadVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), nullptr); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), reinterpret_cast<void *>(3 * sizeof(float))); + } + glBindVertexArray(quadVAO); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindVertexArray(0); +} + +void +SceneRenderer::render(std::function<void()> content) const +{ + glEnable(GL_BLEND); + glEnable(GL_DEPTH_TEST); + // Geometry pass + glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + content(); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // Lighting pass + glDisable(GL_BLEND); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glUseProgram(lighting.m_program); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, gPosition); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, gNormal); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, gAlbedoSpec); + // TODO Configure lights + renderQuad(); +} |