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#include "sceneRenderer.h"
#include "maths.h"
#include "vertexArrayObject.h"
#include <gfx/gl/shaders/fs-directionalLight.h>
#include <gfx/gl/shaders/fs-lighting.h>
#include <gfx/gl/shaders/vs-lighting.h>
#include <glm/gtc/type_ptr.hpp>
static constexpr const std::array<const glm::i8vec4, 4> displayVAOdata {{
// positions(x,y) texture coords(z,w)
{-1, 1, 0, 1},
{-1, -1, 0, 0},
{1, 1, 1, 1},
{1, -1, 1, 0},
}};
SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) :
camera {{-1250000, -1250000, 35.0F}, quarter_pi, ratio(s), 100, 10000000}, size {s}, output {o},
lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}}
{
shader.setViewPort({0, 0, size.x, size.y});
VertexArrayObject {displayVAO}.addAttribs<glm::i8vec4>(displayVBO, displayVAOdata);
const auto configuregdata = [this](const GLuint data, const std::initializer_list<GLint> iformats,
const GLenum format, const GLenum attachment) {
glBindTexture(GL_TEXTURE_2D, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
for (const auto iformat : iformats) {
glTexImage2D(GL_TEXTURE_2D, 0, iformat, size.x, size.y, 0, format, GL_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, data, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
return iformat;
}
}
throw std::runtime_error("Framebuffer could not be completed!");
};
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
configuregdata(gPosition, {GL_RGB32F}, GL_RGB, GL_COLOR_ATTACHMENT0);
configuregdata(gNormal, {GL_RGB8_SNORM, GL_RGB16F}, GL_RGB, GL_COLOR_ATTACHMENT1);
configuregdata(gAlbedoSpec, {GL_RGB8}, GL_RGB, GL_COLOR_ATTACHMENT2);
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);
glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
configuregdata(gIllumination, {GL_RGB8}, GL_RGB, GL_COLOR_ATTACHMENT0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_FRAMEBUFFER, output);
}
void
SceneRenderer::render(const SceneProvider & scene) const
{
shader.setViewProjection(camera.getPosition(), camera.getViewProjection());
glViewport(0, 0, size.x, size.y);
// Geometry pass
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
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
glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
glBlendFunc(GL_ONE, GL_ONE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gPosition);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gNormal);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, shadowMapper);
scene.environment(shader, *this);
glDisable(GL_DEPTH_TEST);
scene.lights(shader);
// Lighting pass
glBindFramebuffer(GL_FRAMEBUFFER, output);
glViewport(0, 0, size.x, size.y);
glCullFace(GL_BACK);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, gIllumination);
lighting.use();
renderQuad();
}
void
SceneRenderer::setAmbientLight(const RGB & colour) const
{
glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
glClearColor(colour.r, colour.g, colour.b, 1.0F);
glClear(GL_COLOR_BUFFER_BIT);
}
void
SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider & scene) const
{
if (colour.r > 0 || colour.g > 0 || colour.b > 0) {
const auto lvp = shadowMapper.update(scene, direction, camera);
glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
glViewport(0, 0, size.x, size.y);
dirLight.use();
dirLight.setDirectionalLight(colour, direction, lvp.projections, lvp.regions, lvp.maps);
renderQuad();
}
}
void
SceneRenderer::renderQuad() const
{
glBindVertexArray(displayVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() :
Program {lighting_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"},
colourLoc {*this, "lightColour"}, lightViewProjectionLoc {*this, "lightViewProjection"},
lightViewProjectionCountLoc {*this, "lightViewProjectionCount"},
lightViewShadowMapRegionLoc {*this, "shadowMapRegion"}
{
}
void
SceneRenderer::DirectionalLightProgram::setDirectionalLight(const RGB & c, const Direction3D & d,
const std::span<const glm::mat4x4> lvp, const std::span<const TextureRelRegion> shadowMapRegions,
std::size_t maps) const
{
glUniform3fv(colourLoc, 1, glm::value_ptr(c));
const auto nd = glm::normalize(d);
glUniform3fv(directionLoc, 1, glm::value_ptr(nd));
glUniform1ui(lightViewProjectionCountLoc, static_cast<GLuint>(maps));
glUniformMatrix4fv(lightViewProjectionLoc, static_cast<GLsizei>(maps), GL_FALSE, glm::value_ptr(lvp.front()));
glUniform4fv(lightViewShadowMapRegionLoc, static_cast<GLsizei>(maps), glm::value_ptr(shadowMapRegions.front()));
}
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