From 3b791f79bf53e481d053ea4516eedce8be3423bf Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Tue, 1 Nov 2022 19:12:04 +0000 Subject: Switch to a deferred lighting based render pipeline Tidy-up required. --- ui/gameMainWindow.cpp | 9 +++-- ui/gameMainWindow.h | 3 +- ui/sceneRenderer.cpp | 102 ++++++++++++++++++++++++++++++++++++++++++++++++++ ui/sceneRenderer.h | 18 +++++++++ ui/window.cpp | 2 +- 5 files changed, 129 insertions(+), 5 deletions(-) create mode 100644 ui/sceneRenderer.cpp create mode 100644 ui/sceneRenderer.h (limited to 'ui') diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp index 84d0ca6..c08588d 100644 --- a/ui/gameMainWindow.cpp +++ b/ui/gameMainWindow.cpp @@ -30,7 +30,8 @@ public: }; GameMainWindow::GameMainWindow(size_t w, size_t h) : - Window {w, h, "I Like Trains"}, camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, rdiv(w, h), 0.1F, 10000.0F} + Window {w, h, "I Like Trains"}, SceneRenderer {size}, camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, rdiv(w, h), + 0.1F, 10000.0F} { uiComponents.create(glm::vec2 {-1150, -1150}); auto gms = uiComponents.create(&camera, glm::vec2 {w, h}); @@ -51,8 +52,10 @@ GameMainWindow::tick(TickDuration) void GameMainWindow::render() const { - glEnable(GL_DEPTH_TEST); - gameState->world.apply(&Renderable::render, shader); + SceneRenderer::render([this] { + gameState->world.apply(&Renderable::render, shader); + uiComponents.apply(&WorldOverlay::render, shader); + }); Window::render(); } diff --git a/ui/gameMainWindow.h b/ui/gameMainWindow.h index 9cc72ab..2c2c501 100644 --- a/ui/gameMainWindow.h +++ b/ui/gameMainWindow.h @@ -3,10 +3,11 @@ #include "chronology.hpp" #include "gfx/gl/camera.h" #include "gfx/gl/shader.h" +#include "sceneRenderer.h" #include "window.h" #include -class GameMainWindow : public Window { +class GameMainWindow : public Window, SceneRenderer { public: GameMainWindow(size_t w, size_t h); 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 +#include + +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 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(3 * sizeof(float))); + } + glBindVertexArray(quadVAO); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindVertexArray(0); +} + +void +SceneRenderer::render(std::function 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(); +} diff --git a/ui/sceneRenderer.h b/ui/sceneRenderer.h new file mode 100644 index 0000000..2e1c372 --- /dev/null +++ b/ui/sceneRenderer.h @@ -0,0 +1,18 @@ +#pragma once + +#include "gfx/gl/shader.h" +#include "lib/glArrays.h" +#include + +class SceneRenderer { +public: + SceneRenderer(glm::ivec2 size); + + void render(std::function content) const; + +private: + glFrameBuffer gBuffer; + glTexture gPosition, gNormal, gAlbedoSpec; + glRenderBuffer depth; + ProgramHandleBase lighting; +}; diff --git a/ui/window.cpp b/ui/window.cpp index 419abc3..82f4d40 100644 --- a/ui/window.cpp +++ b/ui/window.cpp @@ -94,7 +94,7 @@ Window::refresh() const void Window::render() const { - uiComponents.apply(&WorldOverlay::render, getShader()); + glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); uiComponents.apply(&UIComponent::render, uiShader, UIComponent::Position {}); } -- cgit v1.2.3