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81446dee6a
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@ -201,6 +201,8 @@
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<None Include="fog.frag" />
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<None Include="fog.vert" />
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<None Include="base_light.vert" />
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<None Include="GBufferVisual.frag" />
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<None Include="GBufferVisual.vert" />
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<None Include="light_pov.frag" />
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<None Include="light_pov.vert" />
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<None Include="nmap.frag" />
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@ -25,6 +25,9 @@
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<Filter Include="MankyuCode">
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<UniqueIdentifier>{b0c228ca-8e29-48df-a9f6-59fb58accad5}</UniqueIdentifier>
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</Filter>
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<Filter Include="Shaders\PPShaders">
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<UniqueIdentifier>{be4b14ab-faab-4412-8a5b-ce9c1510772f}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Source.cpp">
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@ -217,23 +220,33 @@
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<None Include="skybox.frag">
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<Filter>Shaders</Filter>
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</None>
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<None Include="textureViewer.vert">
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<Filter>MankyuCode</Filter>
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</None>
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<None Include="light_pov.frag" />
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<None Include="light_pov.vert" />
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<None Include="shadow_light.frag" />
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<None Include="shadow_light.vert" />
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<None Include="textureViewer.frag">
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<Filter>MankyuCode</Filter>
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<Filter>Shaders\PPShaders</Filter>
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</None>
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<None Include="DSGeometryPass.vert">
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<Filter>Shaders</Filter>
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<None Include="textureViewer.vert">
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<Filter>Shaders\PPShaders</Filter>
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</None>
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<None Include="DSGeometryPass.frag">
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<Filter>Shaders</Filter>
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<None Include="GBufferVisual.vert">
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<Filter>Shaders\PPShaders</Filter>
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</None>
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<None Include="DSLightPass.vert">
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<Filter>Shaders</Filter>
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<None Include="GBufferVisual.frag">
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<Filter>Shaders\PPShaders</Filter>
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</None>
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<None Include="DSLightPass.frag">
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<Filter>Shaders</Filter>
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<Filter>Shaders\PPShaders</Filter>
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</None>
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<None Include="DSGeometryPass.frag">
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<Filter>Shaders\PPShaders</Filter>
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</None>
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<None Include="DSGeometryPass.vert">
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<Filter>Shaders\PPShaders</Filter>
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</None>
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<None Include="DSLightPass.vert">
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<Filter>Shaders\PPShaders</Filter>
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</None>
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</ItemGroup>
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<ItemGroup>
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@ -1,10 +1,24 @@
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#version 440
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//Copy of simple.frag
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layout (location = 0) out vec3 gPosition;
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layout (location = 1) out vec3 gNormal;
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layout (location = 2) out vec4 gAlbedoSpec;
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in vec3 f_color;
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out vec4 FragColors;
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in vec2 TexCoords;
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in vec3 FragPos;
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in vec3 Normal;
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//uniform sampler2D texture_diffuse1;
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void main()
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{
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FragColors = vec4(f_color, 1.f);
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// store the fragment position vector in the first gbuffer texture
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gPosition = FragPos;
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// also store the per-fragment normals into the gbuffer
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gNormal = normalize(Normal);
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// and the diffuse per-fragment color
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gAlbedoSpec.rgb = vec3(1, 1, 1);
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//gAlbedoSpec.rgb = texture(texture_diffuse1, TexCoords).rgb;
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// store specular intensity in gAlbedoSpec's alpha component
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//gAlbedoSpec.a = texture(texture_specular1, TexCoords).r;
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gAlbedoSpec.a = 1;
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}
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@ -1,18 +1,19 @@
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#version 440
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// Copy of simple.vert
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layout(location=0) in vec3 coord3d;
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layout(location=1) in vec3 v_normal;
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layout(location=2) in vec3 v_color;
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layout(location=3) in vec2 v_texmap;
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out vec3 f_color;
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out vec2 TexCoords;
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out vec3 FragPos;
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out vec3 Normal;
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uniform mat4 mvp;
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void main(void)
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{
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f_color = v_color;
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Normal = v_normal;
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TexCoords = v_texmap;
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gl_Position = mvp * vec4(coord3d, 1.0f);
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FragPos = gl_Position.xyz;
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}
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37
BaseGLProject/GBufferVisual.frag
Normal file
37
BaseGLProject/GBufferVisual.frag
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@ -0,0 +1,37 @@
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#version 430
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D gPosition;
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uniform sampler2D gNormal;
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uniform sampler2D gAlbedoSpec;
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subroutine vec4 shading_t();
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subroutine uniform shading_t Shading;
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subroutine(shading_t)
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vec4 DisplayAlbedo()
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{
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vec3 Albedo = texture(gAlbedoSpec, TexCoords).rgb;
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return vec4(Albedo, 0);
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}
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subroutine(shading_t)
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vec4 DisplayPositions()
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{
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vec3 FragPos = texture(gPosition, TexCoords).rgb;
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return vec4(FragPos, 0);
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}
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subroutine(shading_t)
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vec4 DisplayNormals()
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{
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vec3 Normal = texture(gNormal, TexCoords).rgb;
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return vec4(Normal, 0);
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}
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void main(void)
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{
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FragColor = Shading();
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}
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12
BaseGLProject/GBufferVisual.vert
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12
BaseGLProject/GBufferVisual.vert
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@ -0,0 +1,12 @@
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#version 430
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layout(location = 0) in vec2 vPosition;
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layout(location = 1) in vec2 vUV;
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out vec2 TexCoords;
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void main()
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{
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gl_Position = vec4(vPosition,0.0,1.0);
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TexCoords = vUV;
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}
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@ -14,7 +14,8 @@ void Multipass::setDrawBuffers()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, _fboId);
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glDrawBuffers(_draw_buffers_size, _draw_buffers);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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int framebuffer_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (framebuffer_status != GL_FRAMEBUFFER_COMPLETE)
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throw std::runtime_error("Error during framebuffer initialisation");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@ -35,7 +36,7 @@ Multipass::~Multipass()
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glDeleteFramebuffers(1, &_fboId);
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}
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void Multipass::addTexture(const std::string & tex_name, GLuint filter, GLuint type, GLuint type_2,
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void Multipass::addTexture(const std::string & tex_name, GLuint filter, GLuint type, GLuint type_2, GLuint type_3,
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bool depth, SceneContext &scnctx, GLuint height, GLuint width)
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{
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height = (height == 0) ? scnctx.height : height;
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@ -44,7 +45,7 @@ void Multipass::addTexture(const std::string & tex_name, GLuint filter, GLuint t
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glBindFramebuffer(GL_FRAMEBUFFER, _fboId);
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glGenTextures(1, &_pass_textures[tex_name]);;
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glBindTexture(GL_TEXTURE_2D, _pass_textures[tex_name]);
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glTexImage2D(GL_TEXTURE_2D, 0, type, width, height, 0, type_2, GL_FLOAT, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, type, width, height, 0, type_2, type_3, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -66,14 +67,11 @@ void Multipass::enableFrameBufferTexture(const std::string tex_name)
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void Multipass::drawResultToScreen(SceneContext & scnctx)
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{
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//EXAMPLE CODE
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, scnctx.width, scnctx.height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader->enable();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _pass_textures[_current_tex]);
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shader->addUniform("tex", 0);
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glBindVertexArray(_quad_vao);
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glBindBuffer(GL_ARRAY_BUFFER, _quad_vbo);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -15,7 +15,7 @@ public:
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void setDrawBuffers();
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void bindToFrameBuffer(GLenum type, GLenum texture, std::string texName);
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void addTexture(const std::string &tex_name, GLuint filter, GLuint type, GLuint type_2,
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void addTexture(const std::string &tex_name, GLuint filter, GLuint type, GLuint type_2, GLuint type_3,
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bool depth, SceneContext &scnctx, GLuint height = 0, GLuint width = 0);
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void enableFrameBufferTexture(const std::string tex_name);
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@ -117,10 +117,13 @@ void MyGlWindow::shaderSetup()
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shaders["Skybox"]->addUniform("RefractionIndex", glm::vec3(0.65, 0.67, 0.69));
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shaders["DSGeometryPass"] = new Shader("DSGeometryPass.vert", "DSGeometryPass.frag");
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shaders["DSGeometryPass"]->uniformFlags = MVP_FLAG | KA_FLAG | KD_FLAG | KS_FLAG | SHINE_FLAG;
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shaders["DSGeometryPass"]->uniformFlags = MVP_FLAG;
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shaders["DSLightPass"] = new Shader("DSLightPass.vert", "DSLightPass.frag");
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shaders["DSLightPass"]->uniformFlags = LIGHTS_FLAG;
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shaders["GBufferVisual"] = new Shader("GBufferVisual.vert", "GBufferVisual.frag");
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shaders["GBufferVisual"]->uniformFlags = 0;
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}
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void MyGlWindow::lightSetup()
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@ -139,23 +142,29 @@ void MyGlWindow::lightSetup()
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void MyGlWindow::multipassSetup()
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{
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//_multipassManager.shader = shaders["ShadowLight"];
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_multipassManager.addTexture("position_buffer", GL_NEAREST, GL_RGB, GL_FLOAT, false, _scnctx);
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_multipassManager.addTexture("normal_buffer", GL_NEAREST, GL_RGB, GL_RGB, false, _scnctx);
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_multipassManager.addTexture("color_buffer", GL_NEAREST, GL_RGB, GL_RGB, false, _scnctx);
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_multipassManager.shader = shaders["GBufferVisual"];
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_multipassManager.addTexture("position_buffer", GL_NEAREST, GL_RGB16F, GL_RGB, GL_FLOAT, false, _scnctx);
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_multipassManager.addTexture("normal_buffer", GL_NEAREST, GL_RGB16F, GL_RGB, GL_UNSIGNED_BYTE, false, _scnctx);
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_multipassManager.addTexture("color_buffer", GL_NEAREST, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, false, _scnctx);
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_multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, "position_buffer");
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_multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, "normal_buffer");
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_multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, "color_buffer");
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//_multipassManager.setDrawBuffers();
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_multipassManager.setDrawBuffers();
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_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "depthing");
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//Deferred lighting shader
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_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "DisplayAlbedo");
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_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "DisplayPositions");
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_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "DisplayNormals");
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//Standard post-process shader
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/*_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "depthing");
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_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "blurring");
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_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "sharpening");
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_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "sepia");
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_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "grayscale");
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_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "sobel_filter");
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_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "absolutely_no_postprocess");
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_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "absolutely_no_postprocess");*/
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}
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void MyGlWindow::setup()
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@ -174,7 +183,7 @@ void MyGlWindow::setup()
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Dataset moddata;
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moddata.checkeredFloor(100, 100, glm::vec3(0.1, 0.1, 0.1), glm::vec3(0.7, 0.7, 0.7));
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meshes.emplace("Floor", new Mesh(moddata, shaders["BaseLight"]));
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meshes.emplace("Floor", new Mesh(moddata, shaders["DSGeometryPass"]));
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moddata.simpleCube();
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@ -185,7 +194,7 @@ void MyGlWindow::setup()
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for (int i = 0; i < 30; i++)
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{
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std::string cube_name = "Cube" + std::to_string(i);
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meshes.emplace(cube_name, new Mesh(moddata, shaders["BaseLight"]));
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meshes.emplace(cube_name, new Mesh(moddata, shaders["DSGeometryPass"]));
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float pos_x = std::rand() % 100 - 50;
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float pos_z = std::rand() % 100 - 50;
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@ -224,11 +233,12 @@ void MyGlWindow::draw()
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glViewport(0, 0, _scnctx.width, _scnctx.height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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_multipassManager.enableFrameBufferTexture("color_buffer");
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for (auto it = meshes.begin(); it != meshes.end(); it++)
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(*it).second->draw(_scnctx);
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//_multipassManager.drawResultToScreen(_scnctx);
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_multipassManager.drawResultToScreen(_scnctx);
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}
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