diff options
Diffstat (limited to 'ui/sceneRenderer.cpp')
-rw-r--r-- | ui/sceneRenderer.cpp | 140 |
1 files changed, 0 insertions, 140 deletions
diff --git a/ui/sceneRenderer.cpp b/ui/sceneRenderer.cpp deleted file mode 100644 index a97387e..0000000 --- a/ui/sceneRenderer.cpp +++ /dev/null @@ -1,140 +0,0 @@ -#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}); -} |