diff options
Diffstat (limited to 'ui')
-rw-r--r-- | ui/gameMainWindow.h | 2 | ||||
-rw-r--r-- | ui/sceneRenderer.cpp | 140 | ||||
-rw-r--r-- | ui/sceneRenderer.h | 55 |
3 files changed, 1 insertions, 196 deletions
diff --git a/ui/gameMainWindow.h b/ui/gameMainWindow.h index fbba0cd..03364f2 100644 --- a/ui/gameMainWindow.h +++ b/ui/gameMainWindow.h @@ -1,7 +1,7 @@ #pragma once #include "chronology.hpp" -#include "sceneRenderer.h" +#include "gfx/gl/sceneRenderer.h" #include "window.h" #include <cstddef> 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}); -} diff --git a/ui/sceneRenderer.h b/ui/sceneRenderer.h deleted file mode 100644 index f40b894..0000000 --- a/ui/sceneRenderer.h +++ /dev/null @@ -1,55 +0,0 @@ -#pragma once - -#include "gfx/gl/camera.h" -#include "gfx/gl/program.h" -#include "gfx/gl/sceneShader.h" -#include "lib/glArrays.h" -#include <functional> -#include <glm/fwd.hpp> - -class SceneRenderer { -public: - class SceneProvider { - public: - virtual ~SceneProvider() = default; - virtual void content(const SceneShader &) const = 0; - virtual void environment(const SceneShader &, const SceneRenderer &) const; - virtual void lights(const SceneShader &) const = 0; - }; - - explicit SceneRenderer(glm::ivec2 size, GLuint output); - - void render(const SceneProvider &) const; - void setAmbientLight(const glm::vec3 & colour) const; - void setDirectionalLight(const glm::vec3 & colour, const glm::vec3 & direction) const; - - Camera camera; - -private: - glm::ivec2 size; - GLuint output; - glFrameBuffer gBuffer; - glTexture gPosition, gNormal, gAlbedoSpec, gIllumination; - glRenderBuffer depth; - class DeferredLightProgram : public Program { - public: - using Program::Program; - using Program::use; - }; - class DirectionalLightProgram : public Program { - public: - DirectionalLightProgram(); - using Program::use; - - void setDirectionalLight(const glm::vec3 &, const glm::vec3 &) const; - - private: - RequiredUniformLocation directionLoc, colourLoc; - }; - - DeferredLightProgram lighting; - DirectionalLightProgram dirLight; - glVertexArray displayVAO; - glBuffer displayVBO; - SceneShader shader; -}; |