Progress done, changing workstation

This commit is contained in:
Hugo Willaume 2019-06-03 13:09:09 +09:00
parent 81446dee6a
commit ea937db226
10 changed files with 133 additions and 46 deletions

View File

@ -201,6 +201,8 @@
<None Include="fog.frag" /> <None Include="fog.frag" />
<None Include="fog.vert" /> <None Include="fog.vert" />
<None Include="base_light.vert" /> <None Include="base_light.vert" />
<None Include="GBufferVisual.frag" />
<None Include="GBufferVisual.vert" />
<None Include="light_pov.frag" /> <None Include="light_pov.frag" />
<None Include="light_pov.vert" /> <None Include="light_pov.vert" />
<None Include="nmap.frag" /> <None Include="nmap.frag" />

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@ -25,6 +25,9 @@
<Filter Include="MankyuCode"> <Filter Include="MankyuCode">
<UniqueIdentifier>{b0c228ca-8e29-48df-a9f6-59fb58accad5}</UniqueIdentifier> <UniqueIdentifier>{b0c228ca-8e29-48df-a9f6-59fb58accad5}</UniqueIdentifier>
</Filter> </Filter>
<Filter Include="Shaders\PPShaders">
<UniqueIdentifier>{be4b14ab-faab-4412-8a5b-ce9c1510772f}</UniqueIdentifier>
</Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Source.cpp"> <ClCompile Include="Source.cpp">
@ -217,23 +220,33 @@
<None Include="skybox.frag"> <None Include="skybox.frag">
<Filter>Shaders</Filter> <Filter>Shaders</Filter>
</None> </None>
<None Include="textureViewer.vert"> <None Include="light_pov.frag" />
<Filter>MankyuCode</Filter> <None Include="light_pov.vert" />
</None> <None Include="shadow_light.frag" />
<None Include="shadow_light.vert" />
<None Include="textureViewer.frag"> <None Include="textureViewer.frag">
<Filter>MankyuCode</Filter> <Filter>Shaders\PPShaders</Filter>
</None> </None>
<None Include="DSGeometryPass.vert"> <None Include="textureViewer.vert">
<Filter>Shaders</Filter> <Filter>Shaders\PPShaders</Filter>
</None> </None>
<None Include="DSGeometryPass.frag"> <None Include="GBufferVisual.vert">
<Filter>Shaders</Filter> <Filter>Shaders\PPShaders</Filter>
</None> </None>
<None Include="DSLightPass.vert"> <None Include="GBufferVisual.frag">
<Filter>Shaders</Filter> <Filter>Shaders\PPShaders</Filter>
</None> </None>
<None Include="DSLightPass.frag"> <None Include="DSLightPass.frag">
<Filter>Shaders</Filter> <Filter>Shaders\PPShaders</Filter>
</None>
<None Include="DSGeometryPass.frag">
<Filter>Shaders\PPShaders</Filter>
</None>
<None Include="DSGeometryPass.vert">
<Filter>Shaders\PPShaders</Filter>
</None>
<None Include="DSLightPass.vert">
<Filter>Shaders\PPShaders</Filter>
</None> </None>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>

View File

@ -1,10 +1,24 @@
#version 440 #version 440
//Copy of simple.frag layout (location = 0) out vec3 gPosition;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec4 gAlbedoSpec;
in vec3 f_color; in vec2 TexCoords;
out vec4 FragColors; in vec3 FragPos;
in vec3 Normal;
//uniform sampler2D texture_diffuse1;
void main() void main()
{ {
FragColors = vec4(f_color, 1.f); // store the fragment position vector in the first gbuffer texture
gPosition = FragPos;
// also store the per-fragment normals into the gbuffer
gNormal = normalize(Normal);
// and the diffuse per-fragment color
gAlbedoSpec.rgb = vec3(1, 1, 1);
//gAlbedoSpec.rgb = texture(texture_diffuse1, TexCoords).rgb;
// store specular intensity in gAlbedoSpec's alpha component
//gAlbedoSpec.a = texture(texture_specular1, TexCoords).r;
gAlbedoSpec.a = 1;
} }

View File

@ -1,18 +1,19 @@
#version 440 #version 440
// Copy of simple.vert
layout(location=0) in vec3 coord3d; layout(location=0) in vec3 coord3d;
layout(location=1) in vec3 v_normal; layout(location=1) in vec3 v_normal;
layout(location=2) in vec3 v_color;
layout(location=3) in vec2 v_texmap; layout(location=3) in vec2 v_texmap;
out vec2 TexCoords;
out vec3 f_color; out vec3 FragPos;
out vec3 Normal;
uniform mat4 mvp; uniform mat4 mvp;
void main(void) void main(void)
{ {
f_color = v_color; Normal = v_normal;
TexCoords = v_texmap;
gl_Position = mvp * vec4(coord3d, 1.0f); gl_Position = mvp * vec4(coord3d, 1.0f);
FragPos = gl_Position.xyz;
} }

View File

@ -0,0 +1,37 @@
#version 430
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedoSpec;
subroutine vec4 shading_t();
subroutine uniform shading_t Shading;
subroutine(shading_t)
vec4 DisplayAlbedo()
{
vec3 Albedo = texture(gAlbedoSpec, TexCoords).rgb;
return vec4(Albedo, 0);
}
subroutine(shading_t)
vec4 DisplayPositions()
{
vec3 FragPos = texture(gPosition, TexCoords).rgb;
return vec4(FragPos, 0);
}
subroutine(shading_t)
vec4 DisplayNormals()
{
vec3 Normal = texture(gNormal, TexCoords).rgb;
return vec4(Normal, 0);
}
void main(void)
{
FragColor = Shading();
}

View File

@ -0,0 +1,12 @@
#version 430
layout(location = 0) in vec2 vPosition;
layout(location = 1) in vec2 vUV;
out vec2 TexCoords;
void main()
{
gl_Position = vec4(vPosition,0.0,1.0);
TexCoords = vUV;
}

View File

@ -13,8 +13,9 @@ Multipass::Multipass()
void Multipass::setDrawBuffers() void Multipass::setDrawBuffers()
{ {
glBindFramebuffer(GL_FRAMEBUFFER, _fboId); glBindFramebuffer(GL_FRAMEBUFFER, _fboId);
glDrawBuffers(_draw_buffers_size, _draw_buffers); glDrawBuffers(_draw_buffers_size, _draw_buffers);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) int framebuffer_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (framebuffer_status != GL_FRAMEBUFFER_COMPLETE)
throw std::runtime_error("Error during framebuffer initialisation"); throw std::runtime_error("Error during framebuffer initialisation");
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
} }
@ -25,8 +26,8 @@ void Multipass::bindToFrameBuffer(GLenum type, GLenum texture, std::string texNa
glFramebufferTexture2D(GL_FRAMEBUFFER, type, texture, _pass_textures[texName], 0); glFramebufferTexture2D(GL_FRAMEBUFFER, type, texture, _pass_textures[texName], 0);
if (type != GL_DEPTH_ATTACHMENT) { if (type != GL_DEPTH_ATTACHMENT) {
_draw_buffers[_draw_buffers_size] = type; _draw_buffers[_draw_buffers_size] = type;
_draw_buffers_size++; _draw_buffers_size++;
} }
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
} }
@ -35,7 +36,7 @@ Multipass::~Multipass()
glDeleteFramebuffers(1, &_fboId); glDeleteFramebuffers(1, &_fboId);
} }
void Multipass::addTexture(const std::string & tex_name, GLuint filter, GLuint type, GLuint type_2, void Multipass::addTexture(const std::string & tex_name, GLuint filter, GLuint type, GLuint type_2, GLuint type_3,
bool depth, SceneContext &scnctx, GLuint height, GLuint width) bool depth, SceneContext &scnctx, GLuint height, GLuint width)
{ {
height = (height == 0) ? scnctx.height : height; height = (height == 0) ? scnctx.height : height;
@ -44,7 +45,7 @@ void Multipass::addTexture(const std::string & tex_name, GLuint filter, GLuint t
glBindFramebuffer(GL_FRAMEBUFFER, _fboId); glBindFramebuffer(GL_FRAMEBUFFER, _fboId);
glGenTextures(1, &_pass_textures[tex_name]);; glGenTextures(1, &_pass_textures[tex_name]);;
glBindTexture(GL_TEXTURE_2D, _pass_textures[tex_name]); glBindTexture(GL_TEXTURE_2D, _pass_textures[tex_name]);
glTexImage2D(GL_TEXTURE_2D, 0, type, width, height, 0, type_2, GL_FLOAT, 0); glTexImage2D(GL_TEXTURE_2D, 0, type, width, height, 0, type_2, type_3, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -66,14 +67,11 @@ void Multipass::enableFrameBufferTexture(const std::string tex_name)
void Multipass::drawResultToScreen(SceneContext & scnctx) void Multipass::drawResultToScreen(SceneContext & scnctx)
{ {
//EXAMPLE CODE glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, scnctx.width, scnctx.height); glViewport(0, 0, scnctx.width, scnctx.height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader->enable(); shader->enable();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _pass_textures[_current_tex]);
shader->addUniform("tex", 0);
glBindVertexArray(_quad_vao); glBindVertexArray(_quad_vao);
glBindBuffer(GL_ARRAY_BUFFER, _quad_vbo); glBindBuffer(GL_ARRAY_BUFFER, _quad_vbo);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

View File

@ -15,7 +15,7 @@ public:
void setDrawBuffers(); void setDrawBuffers();
void bindToFrameBuffer(GLenum type, GLenum texture, std::string texName); void bindToFrameBuffer(GLenum type, GLenum texture, std::string texName);
void addTexture(const std::string &tex_name, GLuint filter, GLuint type, GLuint type_2, void addTexture(const std::string &tex_name, GLuint filter, GLuint type, GLuint type_2, GLuint type_3,
bool depth, SceneContext &scnctx, GLuint height = 0, GLuint width = 0); bool depth, SceneContext &scnctx, GLuint height = 0, GLuint width = 0);
void enableFrameBufferTexture(const std::string tex_name); void enableFrameBufferTexture(const std::string tex_name);

View File

@ -117,10 +117,13 @@ void MyGlWindow::shaderSetup()
shaders["Skybox"]->addUniform("RefractionIndex", glm::vec3(0.65, 0.67, 0.69)); shaders["Skybox"]->addUniform("RefractionIndex", glm::vec3(0.65, 0.67, 0.69));
shaders["DSGeometryPass"] = new Shader("DSGeometryPass.vert", "DSGeometryPass.frag"); shaders["DSGeometryPass"] = new Shader("DSGeometryPass.vert", "DSGeometryPass.frag");
shaders["DSGeometryPass"]->uniformFlags = MVP_FLAG | KA_FLAG | KD_FLAG | KS_FLAG | SHINE_FLAG; shaders["DSGeometryPass"]->uniformFlags = MVP_FLAG;
shaders["DSLightPass"] = new Shader("DSLightPass.vert", "DSLightPass.frag"); shaders["DSLightPass"] = new Shader("DSLightPass.vert", "DSLightPass.frag");
shaders["DSLightPass"]->uniformFlags = LIGHTS_FLAG; shaders["DSLightPass"]->uniformFlags = LIGHTS_FLAG;
shaders["GBufferVisual"] = new Shader("GBufferVisual.vert", "GBufferVisual.frag");
shaders["GBufferVisual"]->uniformFlags = 0;
} }
void MyGlWindow::lightSetup() void MyGlWindow::lightSetup()
@ -139,23 +142,29 @@ void MyGlWindow::lightSetup()
void MyGlWindow::multipassSetup() void MyGlWindow::multipassSetup()
{ {
//_multipassManager.shader = shaders["ShadowLight"]; _multipassManager.shader = shaders["GBufferVisual"];
_multipassManager.addTexture("position_buffer", GL_NEAREST, GL_RGB, GL_FLOAT, false, _scnctx); _multipassManager.addTexture("position_buffer", GL_NEAREST, GL_RGB16F, GL_RGB, GL_FLOAT, false, _scnctx);
_multipassManager.addTexture("normal_buffer", GL_NEAREST, GL_RGB, GL_RGB, false, _scnctx); _multipassManager.addTexture("normal_buffer", GL_NEAREST, GL_RGB16F, GL_RGB, GL_UNSIGNED_BYTE, false, _scnctx);
_multipassManager.addTexture("color_buffer", GL_NEAREST, GL_RGB, GL_RGB, false, _scnctx); _multipassManager.addTexture("color_buffer", GL_NEAREST, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, false, _scnctx);
_multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, "position_buffer"); _multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, "position_buffer");
_multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, "normal_buffer"); _multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, "normal_buffer");
_multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, "color_buffer"); _multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, "color_buffer");
//_multipassManager.setDrawBuffers(); _multipassManager.setDrawBuffers();
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "depthing"); //Deferred lighting shader
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "DisplayAlbedo");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "DisplayPositions");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "DisplayNormals");
//Standard post-process shader
/*_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "depthing");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "blurring"); _multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "blurring");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "sharpening"); _multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "sharpening");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "sepia"); _multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "sepia");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "grayscale"); _multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "grayscale");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "sobel_filter"); _multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "sobel_filter");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "absolutely_no_postprocess"); _multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "absolutely_no_postprocess");*/
} }
void MyGlWindow::setup() void MyGlWindow::setup()
@ -174,7 +183,7 @@ void MyGlWindow::setup()
Dataset moddata; Dataset moddata;
moddata.checkeredFloor(100, 100, glm::vec3(0.1, 0.1, 0.1), glm::vec3(0.7, 0.7, 0.7)); moddata.checkeredFloor(100, 100, glm::vec3(0.1, 0.1, 0.1), glm::vec3(0.7, 0.7, 0.7));
meshes.emplace("Floor", new Mesh(moddata, shaders["BaseLight"])); meshes.emplace("Floor", new Mesh(moddata, shaders["DSGeometryPass"]));
moddata.simpleCube(); moddata.simpleCube();
@ -185,7 +194,7 @@ void MyGlWindow::setup()
for (int i = 0; i < 30; i++) for (int i = 0; i < 30; i++)
{ {
std::string cube_name = "Cube" + std::to_string(i); std::string cube_name = "Cube" + std::to_string(i);
meshes.emplace(cube_name, new Mesh(moddata, shaders["BaseLight"])); meshes.emplace(cube_name, new Mesh(moddata, shaders["DSGeometryPass"]));
float pos_x = std::rand() % 100 - 50; float pos_x = std::rand() % 100 - 50;
float pos_z = std::rand() % 100 - 50; float pos_z = std::rand() % 100 - 50;
@ -224,11 +233,12 @@ void MyGlWindow::draw()
glViewport(0, 0, _scnctx.width, _scnctx.height); glViewport(0, 0, _scnctx.width, _scnctx.height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_multipassManager.enableFrameBufferTexture("color_buffer");
for (auto it = meshes.begin(); it != meshes.end(); it++) for (auto it = meshes.begin(); it != meshes.end(); it++)
(*it).second->draw(_scnctx); (*it).second->draw(_scnctx);
//_multipassManager.drawResultToScreen(_scnctx); _multipassManager.drawResultToScreen(_scnctx);
} }

View File

@ -9,4 +9,4 @@ void main()
{ {
gl_Position = vec4(vPosition,0.0,1.0); gl_Position = vec4(vPosition,0.0,1.0);
uv = vUV; uv = vUV;
} }