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#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));
}
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