#include "sceneRenderer.h" #include "maths.h" #include #include #include #include static constexpr std::array 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} { 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.setView(camera.GetViewProjection()); glViewport(0, 0, size.x, size.y); // Geometry pass glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); static constexpr std::array 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); // 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}); }