Compare commits
18 Commits
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master
| Author | SHA1 | Date | |
|---|---|---|---|
| 253df31799 | |||
| 93271a1113 | |||
| 3bbb233716 | |||
| 59c3fbd4f6 | |||
| 937c23c1d7 | |||
| 284650a034 | |||
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03be372af2 | ||
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c03e998ef3 | ||
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fe58218c7e | ||
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551b408fe3 | ||
| fe5a3b2541 | |||
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a9fc5d0cf5 | ||
| 32071d672e | |||
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ea937db226 | ||
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81446dee6a | ||
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0775c60b38 | ||
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41798d428a | ||
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152cb7ca88 |
@ -95,7 +95,7 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<AdditionalLibraryDirectories>C:\Graphics\Tools\SOIL\lib;C:\Graphics\Tools\Assimp\lib\x86;C:\Graphics\Tools\glfw\lib\x86;C:\Graphics\Tools\glew\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>assimp.lib;SOIL.lib;glfw3.lib;glew32.lib;opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>assimp.lib;SOIL.lib;glfw3.lib;glew32.lib;opengl32.lib;FreeImage.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
@ -147,7 +147,6 @@
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Dataset.cpp" />
|
||||
<ClCompile Include="fboManager.cpp" />
|
||||
<ClCompile Include="imgui\imgui.cpp" />
|
||||
<ClCompile Include="imgui\imgui_demo.cpp" />
|
||||
<ClCompile Include="imgui\imgui_draw.cpp" />
|
||||
@ -159,16 +158,12 @@
|
||||
<ClCompile Include="Multipass.cpp" />
|
||||
<ClCompile Include="MyGLWindow.cpp" />
|
||||
<ClCompile Include="Shader.cpp" />
|
||||
<ClCompile Include="Skybox.cpp" />
|
||||
<ClCompile Include="Source.cpp" />
|
||||
<ClCompile Include="Texture.cpp" />
|
||||
<ClCompile Include="textureManager.cpp" />
|
||||
<ClCompile Include="TextureViewer.cpp" />
|
||||
<ClCompile Include="Viewer.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Dataset.h" />
|
||||
<ClInclude Include="fboManager.h" />
|
||||
<ClInclude Include="imgui\imconfig.h" />
|
||||
<ClInclude Include="imgui\imgui.h" />
|
||||
<ClInclude Include="imgui\imgui_impl_glfw.h" />
|
||||
@ -186,10 +181,7 @@
|
||||
<ClInclude Include="MyGLWindow.h" />
|
||||
<ClInclude Include="SceneContext.h" />
|
||||
<ClInclude Include="Shader.h" />
|
||||
<ClInclude Include="Skybox.h" />
|
||||
<ClInclude Include="Texture.h" />
|
||||
<ClInclude Include="textureManager.h" />
|
||||
<ClInclude Include="TextureViewer.h" />
|
||||
<ClInclude Include="Viewer.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
@ -201,8 +193,12 @@
|
||||
<None Include="fog.frag" />
|
||||
<None Include="fog.vert" />
|
||||
<None Include="base_light.vert" />
|
||||
<None Include="light_pov.frag" />
|
||||
<None Include="light_pov.vert" />
|
||||
<None Include="nmap.frag" />
|
||||
<None Include="nmap.vert" />
|
||||
<None Include="shadow_light.frag" />
|
||||
<None Include="shadow_light.vert" />
|
||||
<None Include="skybox.frag" />
|
||||
<None Include="skybox.vert" />
|
||||
<None Include="spotlight.frag" />
|
||||
@ -233,6 +229,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="brick1.jpg" />
|
||||
<Image Include="default.jpg" />
|
||||
<Image Include="earth.jpg" />
|
||||
<Image Include="moss.png" />
|
||||
</ItemGroup>
|
||||
|
||||
@ -22,8 +22,8 @@
|
||||
<Filter Include="Models">
|
||||
<UniqueIdentifier>{af32f844-b061-4424-a685-e3f537232cf8}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="MankyuCode">
|
||||
<UniqueIdentifier>{b0c228ca-8e29-48df-a9f6-59fb58accad5}</UniqueIdentifier>
|
||||
<Filter Include="Shaders\PPShaders">
|
||||
<UniqueIdentifier>{be4b14ab-faab-4412-8a5b-ce9c1510772f}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
@ -69,18 +69,6 @@
|
||||
<ClCompile Include="Texture.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Skybox.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="fboManager.cpp">
|
||||
<Filter>MankyuCode</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="textureManager.cpp">
|
||||
<Filter>MankyuCode</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="TextureViewer.cpp">
|
||||
<Filter>MankyuCode</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Multipass.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
@ -143,18 +131,6 @@
|
||||
<ClInclude Include="Texture.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Skybox.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="fboManager.h">
|
||||
<Filter>MankyuCode</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="textureManager.h">
|
||||
<Filter>MankyuCode</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="TextureViewer.h">
|
||||
<Filter>MankyuCode</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Multipass.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
@ -217,23 +193,27 @@
|
||||
<None Include="skybox.frag">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="textureViewer.vert">
|
||||
<Filter>MankyuCode</Filter>
|
||||
</None>
|
||||
<None Include="light_pov.frag" />
|
||||
<None Include="light_pov.vert" />
|
||||
<None Include="shadow_light.frag" />
|
||||
<None Include="shadow_light.vert" />
|
||||
<None Include="textureViewer.frag">
|
||||
<Filter>MankyuCode</Filter>
|
||||
<Filter>Shaders\PPShaders</Filter>
|
||||
</None>
|
||||
<None Include="DSGeometryPass.vert">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="DSGeometryPass.frag">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="DSLightPass.vert">
|
||||
<Filter>Shaders</Filter>
|
||||
<None Include="textureViewer.vert">
|
||||
<Filter>Shaders\PPShaders</Filter>
|
||||
</None>
|
||||
<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>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
@ -246,5 +226,8 @@
|
||||
<Image Include="moss.png">
|
||||
<Filter>Resource Files</Filter>
|
||||
</Image>
|
||||
<Image Include="default.jpg">
|
||||
<Filter>Resource Files</Filter>
|
||||
</Image>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@ -1,10 +1,18 @@
|
||||
#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;
|
||||
out vec4 FragColors;
|
||||
in vec2 TexCoords;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColors = vec4(f_color, 1.f);
|
||||
{
|
||||
gPosition = FragPos;
|
||||
gNormal = normalize(Normal);
|
||||
gAlbedoSpec.rgb = texture(tex, TexCoords).rgb;
|
||||
gAlbedoSpec.a = 1;
|
||||
}
|
||||
|
||||
@ -1,18 +1,22 @@
|
||||
#version 440
|
||||
// Copy of simple.vert
|
||||
|
||||
layout(location=0) in vec3 coord3d;
|
||||
layout(location=1) in vec3 v_normal;
|
||||
layout(location=2) in vec3 v_color;
|
||||
layout(location=3) in vec2 v_texmap;
|
||||
|
||||
|
||||
out vec3 f_color;
|
||||
out vec2 TexCoords;
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
|
||||
uniform mat4 mvp;
|
||||
uniform mat3 NormalMatrix;
|
||||
uniform mat4 ModelMatrix;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
f_color = v_color;
|
||||
{
|
||||
Normal = NormalMatrix * v_normal;
|
||||
TexCoords = v_texmap;
|
||||
FragPos = (ModelMatrix * vec4(coord3d, 1.0f)).xyz;
|
||||
gl_Position = mvp * vec4(coord3d, 1.0f);
|
||||
}
|
||||
@ -1,10 +1,44 @@
|
||||
#version 440
|
||||
//Copy of simple.frag
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 f_color;
|
||||
out vec4 FragColors;
|
||||
in vec2 uv;
|
||||
|
||||
uniform sampler2D pos_tex;
|
||||
uniform sampler2D normal_tex;
|
||||
uniform sampler2D color_tex;
|
||||
|
||||
struct Light {
|
||||
vec3 Position;
|
||||
vec3 Color;
|
||||
};
|
||||
|
||||
uniform int NLights;
|
||||
uniform Light lights[64];
|
||||
|
||||
uniform vec3 view_pos;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColors = vec4(f_color, 1.f);
|
||||
vec3 FragPos = texture(pos_tex, uv).rgb;
|
||||
vec3 Normal = texture(normal_tex, uv).rgb;
|
||||
vec3 Albedo = texture(color_tex, uv).rgb;
|
||||
float Specular = 0.5f;
|
||||
|
||||
// then calculate lighting as usual
|
||||
vec3 lighting = Albedo * 0.1; // hard-coded ambient component
|
||||
vec3 viewDir = normalize(view_pos - FragPos);
|
||||
for (int i = 0; i < NLights; ++i)
|
||||
{
|
||||
vec3 L = normalize(lights[i].Position.xyz - FragPos);
|
||||
vec3 V = normalize(view_pos - FragPos);
|
||||
vec3 H = normalize(V + L);
|
||||
|
||||
vec3 diffuse = max(dot(Normal, L), 0.0) * Albedo * lights[i].Color;
|
||||
// specular
|
||||
float spec = pow(max(dot(Normal, H), 0.0), 16.0);
|
||||
vec3 specular = lights[i].Color * spec * Specular;
|
||||
lighting += diffuse + specular;
|
||||
}
|
||||
|
||||
FragColor = vec4(lighting, 1.0);
|
||||
}
|
||||
|
||||
@ -1,18 +1,12 @@
|
||||
#version 440
|
||||
// Copy of simple.vert
|
||||
#version 430
|
||||
|
||||
layout(location=0) in vec3 coord3d;
|
||||
layout(location=1) in vec3 v_normal;
|
||||
layout(location=2) in vec3 v_color;
|
||||
layout(location=3) in vec2 v_texmap;
|
||||
layout(location = 0) in vec2 vPosition;
|
||||
layout(location = 1) in vec2 vUV;
|
||||
|
||||
out vec2 uv;
|
||||
|
||||
out vec3 f_color;
|
||||
|
||||
uniform mat4 mvp;
|
||||
|
||||
void main(void)
|
||||
void main()
|
||||
{
|
||||
f_color = v_color;
|
||||
gl_Position = mvp * vec4(coord3d, 1.0f);
|
||||
}
|
||||
gl_Position = vec4(vPosition,0.0,1.0);
|
||||
uv = vUV;
|
||||
}
|
||||
@ -107,6 +107,12 @@ void Dataset::simpleFloor()
|
||||
|
||||
colors = { { 0.7, 0.7, 0.7 },{ 0.7, 0.7, 0.7 },{ 0.7, 0.7, 0.7 },
|
||||
{ 0.7, 0.7, 0.7 },{ 0.7, 0.7, 0.7 },{ 0.7, 0.7, 0.7 } };
|
||||
|
||||
tex_mapping = {
|
||||
{ 0.0f, 0.0f },{ 1.0f, 0.0f },{ 1.0f, 1.0f }, // one triangle
|
||||
{ 1.0f, 1.0f },{ 0.0f, 1.0f },{ 0.0f, 0.0f } //the other triangle
|
||||
};
|
||||
|
||||
genNormals();
|
||||
}
|
||||
|
||||
|
||||
37
BaseGLProject/GBufferVisual.frag
Normal 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();
|
||||
}
|
||||
12
BaseGLProject/GBufferVisual.vert
Normal 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;
|
||||
}
|
||||
@ -21,3 +21,10 @@ Light::Light() : location(glm::vec4(0)), intensity(glm::vec3(1))
|
||||
Light::~Light()
|
||||
{
|
||||
}
|
||||
|
||||
std::string Light::toString()
|
||||
{
|
||||
return "(" + std::to_string(location.x) + ", " +
|
||||
std::to_string(location.y) + ", " +
|
||||
std::to_string(location.z) + ")";
|
||||
}
|
||||
@ -2,6 +2,7 @@
|
||||
|
||||
#include "glm/vec3.hpp"
|
||||
#include "glm/vec4.hpp"
|
||||
#include <string>
|
||||
|
||||
class Light
|
||||
{
|
||||
@ -18,6 +19,8 @@ public:
|
||||
float spot_exponent, glm::vec4 lookAt);
|
||||
~Light();
|
||||
|
||||
std::string toString();
|
||||
|
||||
bool activated = true;
|
||||
LightType type;
|
||||
glm::vec3 intensity;
|
||||
|
||||
@ -96,7 +96,9 @@ private:
|
||||
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &shaderStatus);
|
||||
if (shaderStatus == GL_FALSE)
|
||||
{
|
||||
throw std::runtime_error(shaderTypeString + " compilation failed: " + getInfoLog(ObjectType::SHADER, shaderId));
|
||||
std::string err = getInfoLog(ObjectType::SHADER, shaderId);
|
||||
std::cout << err << std::endl;
|
||||
throw std::runtime_error(shaderTypeString + " compilation failed: " + err);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -372,10 +374,11 @@ public:
|
||||
{
|
||||
// Add the uniform location value for the uniformName key
|
||||
uniformMap[uniformName] = glGetUniformLocation(programId, uniformName.c_str());
|
||||
|
||||
|
||||
// Check to ensure that the shader contains a uniform with this name
|
||||
if (uniformMap[uniformName] == -1)
|
||||
{
|
||||
{
|
||||
int error = glGetError();
|
||||
throw std::runtime_error("Could not add uniform: " + uniformName + " - location returned -1.");
|
||||
}
|
||||
else // Valid uniform location? Inform user if we're in debug mode.
|
||||
|
||||
@ -20,7 +20,6 @@ public:
|
||||
|
||||
void glTranslate(float x, float y, float z)
|
||||
{
|
||||
|
||||
glm::mat4 Trans = glm::translate(glm::mat4(1.0f), glm::vec3(x, y, z));
|
||||
modelstack.top() = modelstack.top() * Trans;
|
||||
}
|
||||
|
||||
@ -278,9 +278,8 @@ Mesh::MeshEntry::~MeshEntry() {
|
||||
/**
|
||||
* Renders this MeshEntry
|
||||
**/
|
||||
void Mesh::MeshEntry::render(SceneContext &ctx, Shader *shd) {
|
||||
|
||||
textureBinding(shd);
|
||||
void Mesh::MeshEntry::render(SceneContext &ctx, Shader &shd) {
|
||||
|
||||
glBindVertexArray(vao);
|
||||
if (renderType == NO_INDEX)
|
||||
{
|
||||
@ -291,39 +290,16 @@ void Mesh::MeshEntry::render(SceneContext &ctx, Shader *shd) {
|
||||
int size;
|
||||
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
|
||||
glDrawElements(GL_TRIANGLES, size / sizeof(unsigned int), GL_UNSIGNED_INT, NULL);
|
||||
}
|
||||
textureUnbinding();
|
||||
}
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::MeshEntry::textureBinding(Shader * shd)
|
||||
{
|
||||
for (GLuint i = 0; i < textures.size(); i++)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i].tex_ref);
|
||||
shd->addUniform("tex[" + std::to_string(i) + "]", (int)i);
|
||||
}
|
||||
if (textures.size() > 0)
|
||||
shd->addUniform("TexCount", (int)textures.size());
|
||||
}
|
||||
|
||||
void Mesh::MeshEntry::textureUnbinding()
|
||||
{
|
||||
for (GLuint i = 0; i < textures.size(); i++)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Mesh constructor, loads the specified filename if supported by Assimp
|
||||
**/
|
||||
Mesh::Mesh(const char *filename, Shader *sh)
|
||||
Mesh::Mesh(const char *filename, std::string vert_shd, std::string frag_shd)
|
||||
{
|
||||
shader = sh;
|
||||
|
||||
shader = std::make_shared<Shader>(vert_shd, frag_shd);
|
||||
std::string fullname;
|
||||
fullname = std::string("./Models/")+ std::string(filename);
|
||||
directory = fullname;
|
||||
@ -337,36 +313,33 @@ Mesh::Mesh(const char *filename, Shader *sh)
|
||||
// Check for errors
|
||||
if (!scene || scene->mFlags == AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
|
||||
{
|
||||
std::cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << std::endl;
|
||||
return;
|
||||
std::cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << std::endl;
|
||||
throw new std::exception(("Error loading mesh at the following location : " + fullname).c_str());
|
||||
}
|
||||
|
||||
// Load all textures
|
||||
for (unsigned int i = 0; i < scene->mNumMaterials; i++)
|
||||
{
|
||||
aiMaterial* material = scene->mMaterials[i];
|
||||
if (material->GetTextureCount(aiTextureType_DIFFUSE) > 0) { //we only care diffuse texture
|
||||
aiString Path;
|
||||
if (material->GetTexture(aiTextureType_DIFFUSE, 0, &Path, NULL, NULL, NULL,
|
||||
NULL, NULL) == AI_SUCCESS) {
|
||||
std::string FullPath = directory + Path.data; //texture file
|
||||
textures.emplace(FullPath, Texture(FullPath));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
|
||||
meshEntries.push_back(new Mesh::MeshEntry(scene->mMeshes[i], scene, this));
|
||||
|
||||
for (unsigned int i = 0; i < scene->mNumMaterials; i++)
|
||||
{
|
||||
aiMaterial* material = scene->mMaterials[i];
|
||||
if (material->GetTextureCount(aiTextureType_DIFFUSE) > 0)
|
||||
{
|
||||
aiString Path;
|
||||
if (material->GetTexture(aiTextureType_DIFFUSE, 0, &Path, NULL, NULL, NULL,
|
||||
NULL, NULL) == AI_SUCCESS)
|
||||
{
|
||||
std::string FullPath = directory + Path.data; //texture file
|
||||
textures.emplace("0", Texture(FullPath));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Mesh::Mesh(Dataset &set, Shader *sh)
|
||||
{
|
||||
shader = sh;
|
||||
|
||||
Mesh::Mesh(Dataset &set, std::string vert_shd, std::string frag_shd)
|
||||
{
|
||||
shader = std::make_shared<Shader>(vert_shd, frag_shd);
|
||||
meshEntries.push_back(new Mesh::MeshEntry(set, this));
|
||||
}
|
||||
|
||||
@ -382,124 +355,41 @@ Mesh::~Mesh(void)
|
||||
meshEntries.clear();
|
||||
}
|
||||
|
||||
void Mesh::enableCulling()
|
||||
{
|
||||
if (cullMode == NONE)
|
||||
return;
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(cullMode);
|
||||
}
|
||||
|
||||
void Mesh::disableCulling()
|
||||
{
|
||||
if (cullMode == NONE)
|
||||
return;
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
void Mesh::textureUnbinding()
|
||||
{
|
||||
for (GLuint i = 0; i < textures.size(); i++)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::textureBinding(Shader *shd)
|
||||
{
|
||||
int nmap_counter = 0;
|
||||
int i = 0;
|
||||
for (std::map<std::string, Texture>::iterator it = textures.begin(); it != textures.end(); ++it)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
glBindTexture(GL_TEXTURE_2D, it->second.tex_ref);
|
||||
shd->applyTextureMaterial(it->second);
|
||||
if (it->second.isNmap)
|
||||
{
|
||||
shd->addUniform("nmap", (int)i);
|
||||
nmap_counter++;
|
||||
}
|
||||
else
|
||||
shd->addUniform("tex[" + std::to_string(i - nmap_counter) + "]", (int)i);
|
||||
i++;
|
||||
}
|
||||
if (textures.size() > 0)
|
||||
shd->addUniform("TexCount", (int)textures.size() - nmap_counter);
|
||||
}
|
||||
|
||||
void Mesh::draw(SceneContext &ctx) {
|
||||
|
||||
shader->enable();
|
||||
textureBinding(shader);
|
||||
enableCulling();
|
||||
for (unsigned int i = 0; i < meshEntries.size(); ++i) {
|
||||
|
||||
MeshEntry * m = meshEntries[i];
|
||||
|
||||
// Moving the object to his set position
|
||||
// Moving the object to his set position
|
||||
|
||||
model.glPushMatrix();
|
||||
effectTransformations();
|
||||
|
||||
//Retrieving material data from the vertex
|
||||
|
||||
float shininess = meshEntries.at(i)->shininessStrength;
|
||||
glm::vec3 diffuse = glm::vec3(meshEntries.at(i)->dcolor.r, meshEntries.at(i)->dcolor.g, meshEntries.at(i)->dcolor.b);
|
||||
glm::vec3 specular = glm::vec3(meshEntries.at(i)->scolor.r, meshEntries.at(i)->scolor.g, meshEntries.at(i)->scolor.b);
|
||||
glm::vec3 ambient = glm::vec3(meshEntries.at(i)->acolor.r, meshEntries.at(i)->acolor.g, meshEntries.at(i)->acolor.b);
|
||||
|
||||
if (glm::length(ambient) == 0 && textures.size() > 0 && textures.begin()->second.mat.enabled)
|
||||
ambient = textures.begin()->second.mat.ka;
|
||||
else if (glm::length(ambient) == 0)
|
||||
ambient = glm::vec3(0.1, 0.1, 0.1);
|
||||
|
||||
if (glm::length(diffuse) == 0 && textures.size() > 0 && textures.begin()->second.mat.enabled)
|
||||
diffuse = textures.begin()->second.mat.ks;
|
||||
else if (glm::length(diffuse) == 0)
|
||||
diffuse = glm::vec3(0.9, 0.9, 0.9);
|
||||
|
||||
if (glm::length(specular) == 0 && textures.size() > 0 && textures.begin()->second.mat.enabled)
|
||||
specular = textures.begin()->second.mat.ks;
|
||||
else if (glm::length(specular) == 0)
|
||||
specular = glm::vec3(0.4, 0.4, 0.4);
|
||||
|
||||
if (shininess == 0 && textures.size() > 0 && textures.begin()->second.mat.enabled)
|
||||
shininess = textures.begin()->second.mat.shininess;
|
||||
else if (shininess == 0)
|
||||
shininess = 150.0f;
|
||||
|
||||
shader->mat.ka = ambient;
|
||||
shader->mat.kd = diffuse;
|
||||
shader->mat.ks = specular;
|
||||
shader->mat.shininess = shininess;
|
||||
|
||||
// Setting the space matrixes uniques to the object
|
||||
ctx.modelMatrix = model.getMatrix();
|
||||
if (shader->uniformFlags & MVP_FLAG)
|
||||
ctx.mvpMatrix = ctx.projectionMatrix * ctx.viewMatrix * ctx.modelMatrix;
|
||||
if (shader->uniformFlags & MODELVIEW_FLAG)
|
||||
ctx.modelViewMatrix = ctx.viewMatrix * ctx.modelMatrix;
|
||||
if (shader->uniformFlags & NORMAL_MAT_FLAG)
|
||||
ctx.normalMatrix = glm::mat3(glm::transpose(glm::inverse(ctx.modelViewMatrix)));
|
||||
ctx.modelMatrix = model.getMatrix();
|
||||
ctx.mvpMatrix = ctx.projectionMatrix * ctx.viewMatrix * ctx.modelMatrix;
|
||||
//ctx.modelViewMatrix = ctx.viewMatrix * ctx.modelMatrix;
|
||||
ctx.normalMatrix = glm::transpose(glm::inverse(glm::mat3(ctx.modelMatrix)));
|
||||
|
||||
shader->addUniform("mvp", ctx.mvpMatrix);
|
||||
shader->addUniform("NormalMatrix", ctx.normalMatrix);
|
||||
shader->addUniform("ModelMatrix", ctx.modelMatrix);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, textures["0"].tex_ref);
|
||||
|
||||
meshEntries.at(i)->render(ctx, *shader);
|
||||
|
||||
//Sending the uniform data to the shader
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
shader->setUniforms(ctx);
|
||||
|
||||
meshEntries.at(i)->render(ctx, shader);
|
||||
model.glPopMatrix();
|
||||
}
|
||||
disableCulling();
|
||||
textureUnbinding();
|
||||
shader->disable();
|
||||
}
|
||||
|
||||
void Mesh::assignTexture(Texture &texture)
|
||||
{
|
||||
//textures.emplace_back(texture);
|
||||
}
|
||||
|
||||
void Mesh::effectTransformations()
|
||||
{
|
||||
for (auto pair : _transformations)
|
||||
|
||||
@ -60,15 +60,13 @@ public:
|
||||
MeshEntry(Dataset &set, Mesh *m);
|
||||
~MeshEntry();
|
||||
Mesh * parent;
|
||||
void render(SceneContext &ctx, Shader *shd);
|
||||
private:
|
||||
void textureBinding(Shader *shd);
|
||||
void textureUnbinding();
|
||||
void render(SceneContext &ctx, Shader &shd);
|
||||
|
||||
};
|
||||
|
||||
public:
|
||||
Mesh(const char *filename, Shader *sh);
|
||||
Mesh(Dataset &dataset, Shader *sh);
|
||||
Mesh(const char *filename, std::string vert_shd, std::string frag_shd);
|
||||
Mesh(Dataset &dataset, std::string vert_shd, std::string frag_shd);
|
||||
~Mesh(void);
|
||||
std::string directory;
|
||||
std::vector<MeshEntry*> meshEntries;
|
||||
@ -77,10 +75,6 @@ public:
|
||||
private:
|
||||
std::vector<std::pair<glm::vec4, Transformation>> _transformations;
|
||||
|
||||
void enableCulling();
|
||||
void textureBinding(Shader *shd);
|
||||
void textureUnbinding();
|
||||
void disableCulling();
|
||||
public:
|
||||
Model model;
|
||||
CullFace cullMode = NONE;
|
||||
@ -97,8 +91,7 @@ public:
|
||||
void removeLastTransformations(int n);
|
||||
glm::vec3 getPosition();
|
||||
|
||||
Shader *shader;
|
||||
std::shared_ptr<Shader> shader;
|
||||
void draw(SceneContext &ctx);
|
||||
|
||||
void assignTexture(Texture &texture);
|
||||
};
|
||||
BIN
BaseGLProject/Models/nanosuit/arm_dif.png
Normal file
|
After Width: | Height: | Size: 562 KiB |
BIN
BaseGLProject/Models/nanosuit/arm_showroom_ddn.png
Normal file
|
After Width: | Height: | Size: 846 KiB |
BIN
BaseGLProject/Models/nanosuit/arm_showroom_refl.png
Normal file
|
After Width: | Height: | Size: 386 KiB |
BIN
BaseGLProject/Models/nanosuit/arm_showroom_spec.png
Normal file
|
After Width: | Height: | Size: 1.6 MiB |
BIN
BaseGLProject/Models/nanosuit/back.jpg
Normal file
|
After Width: | Height: | Size: 51 KiB |
BIN
BaseGLProject/Models/nanosuit/body_dif.png
Normal file
|
After Width: | Height: | Size: 621 KiB |
BIN
BaseGLProject/Models/nanosuit/body_showroom_ddn.png
Normal file
|
After Width: | Height: | Size: 840 KiB |
BIN
BaseGLProject/Models/nanosuit/body_showroom_refl.png
Normal file
|
After Width: | Height: | Size: 90 KiB |
BIN
BaseGLProject/Models/nanosuit/body_showroom_spec.png
Normal file
|
After Width: | Height: | Size: 1.7 MiB |
BIN
BaseGLProject/Models/nanosuit/cell_arm_alpha.png
Normal file
|
After Width: | Height: | Size: 100 KiB |
BIN
BaseGLProject/Models/nanosuit/cell_body_alpha.png
Normal file
|
After Width: | Height: | Size: 86 KiB |
BIN
BaseGLProject/Models/nanosuit/cell_ddn.png
Normal file
|
After Width: | Height: | Size: 277 KiB |
BIN
BaseGLProject/Models/nanosuit/cell_hand_alpha.png
Normal file
|
After Width: | Height: | Size: 63 KiB |
BIN
BaseGLProject/Models/nanosuit/cell_helmet_alpha.png
Normal file
|
After Width: | Height: | Size: 42 KiB |
BIN
BaseGLProject/Models/nanosuit/cell_leg_alpha.png
Normal file
|
After Width: | Height: | Size: 570 KiB |
BIN
BaseGLProject/Models/nanosuit/front.jpg
Normal file
|
After Width: | Height: | Size: 52 KiB |
BIN
BaseGLProject/Models/nanosuit/glass_ddn.png
Normal file
|
After Width: | Height: | Size: 5.8 KiB |
BIN
BaseGLProject/Models/nanosuit/glass_dif.png
Normal file
|
After Width: | Height: | Size: 1.3 KiB |
BIN
BaseGLProject/Models/nanosuit/glass_refl.png
Normal file
|
After Width: | Height: | Size: 3.2 KiB |
BIN
BaseGLProject/Models/nanosuit/hand_dif.png
Normal file
|
After Width: | Height: | Size: 640 KiB |
BIN
BaseGLProject/Models/nanosuit/hand_showroom_ddn.png
Normal file
|
After Width: | Height: | Size: 976 KiB |
BIN
BaseGLProject/Models/nanosuit/hand_showroom_refl.png
Normal file
|
After Width: | Height: | Size: 64 KiB |
BIN
BaseGLProject/Models/nanosuit/hand_showroom_spec.png
Normal file
|
After Width: | Height: | Size: 1.7 MiB |
BIN
BaseGLProject/Models/nanosuit/helmet_diff.png
Normal file
|
After Width: | Height: | Size: 513 KiB |
BIN
BaseGLProject/Models/nanosuit/helmet_showroom_ddn.png
Normal file
|
After Width: | Height: | Size: 729 KiB |
BIN
BaseGLProject/Models/nanosuit/helmet_showroom_refl.png
Normal file
|
After Width: | Height: | Size: 55 KiB |
BIN
BaseGLProject/Models/nanosuit/helmet_showroom_spec.png
Normal file
|
After Width: | Height: | Size: 1.5 MiB |
BIN
BaseGLProject/Models/nanosuit/leg_dif.png
Normal file
|
After Width: | Height: | Size: 1.1 MiB |
BIN
BaseGLProject/Models/nanosuit/leg_showroom_ddn.png
Normal file
|
After Width: | Height: | Size: 1.3 MiB |
BIN
BaseGLProject/Models/nanosuit/leg_showroom_refl.png
Normal file
|
After Width: | Height: | Size: 73 KiB |
BIN
BaseGLProject/Models/nanosuit/leg_showroom_spec.png
Normal file
|
After Width: | Height: | Size: 1.7 MiB |
79
BaseGLProject/Models/nanosuit/nanosuit.mtl
Normal file
@ -0,0 +1,79 @@
|
||||
# Blender MTL File: 'nanosuit.blend'
|
||||
# Material Count: 6
|
||||
|
||||
newmtl Arm
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Bump arm_showroom_ddn.png
|
||||
map_Ka arm_showroom_refl.png
|
||||
map_Kd arm_dif.png
|
||||
map_Ks arm_showroom_spec.png
|
||||
|
||||
newmtl Body
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd body_dif.png
|
||||
map_Bump body_showroom_ddn.png
|
||||
map_Ka body_showroom_refl.png
|
||||
map_Ks body_showroom_spec.png
|
||||
|
||||
newmtl Glass
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Bump glass_ddn.png
|
||||
map_Ka glass_refl.png
|
||||
map_Kd glass_dif.png
|
||||
|
||||
newmtl Hand
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Bump hand_showroom_ddn.png
|
||||
map_Ka hand_showroom_refl.png
|
||||
map_Kd hand_dif.png
|
||||
map_Ks hand_showroom_spec.png
|
||||
|
||||
newmtl Helmet
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Bump helmet_showroom_ddn.png
|
||||
map_Ka helmet_showroom_refl.png
|
||||
map_Kd helmet_diff.png
|
||||
map_Ks helmet_showroom_spec.png
|
||||
|
||||
newmtl Leg
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Bump leg_showroom_ddn.png
|
||||
map_Ka leg_showroom_refl.png
|
||||
map_Kd leg_dif.png
|
||||
map_Ks leg_showroom_spec.png
|
||||
52352
BaseGLProject/Models/nanosuit/nanosuit.obj
Normal file
@ -1,8 +1,8 @@
|
||||
#include "Multipass.h"
|
||||
|
||||
Multipass::Multipass() : shader("textureViewer.vert", "textureViewer.frag")
|
||||
Multipass::Multipass()
|
||||
{
|
||||
|
||||
shader = new Shader("textureViewer.vert", "textureViewer.frag");
|
||||
_draw_buffers_size = 0;
|
||||
glGenFramebuffers(1, &_fboId);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, _fboId);
|
||||
@ -13,8 +13,9 @@ Multipass::Multipass() : shader("textureViewer.vert", "textureViewer.frag")
|
||||
void Multipass::setDrawBuffers()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, _fboId);
|
||||
glDrawBuffers(_draw_buffers_size, _draw_buffers);
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
glDrawBuffers(_draw_buffers_size, _draw_buffers);
|
||||
int framebuffer_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if (framebuffer_status != GL_FRAMEBUFFER_COMPLETE)
|
||||
throw std::runtime_error("Error during framebuffer initialisation");
|
||||
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);
|
||||
if (type != GL_DEPTH_ATTACHMENT) {
|
||||
_draw_buffers[_draw_buffers_size] = type;
|
||||
_draw_buffers_size++;
|
||||
}
|
||||
_draw_buffers_size++;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
@ -35,17 +36,21 @@ Multipass::~Multipass()
|
||||
glDeleteFramebuffers(1, &_fboId);
|
||||
}
|
||||
|
||||
void Multipass::addTexture(const std::string & tex_name, GLuint filter, GLuint type, GLuint type_2,
|
||||
bool depth, SceneContext &scnctx)
|
||||
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)
|
||||
{
|
||||
height = (height == 0) ? scnctx.height : height;
|
||||
width = (width == 0) ? scnctx.width : width;
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, _fboId);
|
||||
glGenTextures(1, &_pass_textures[tex_name]);;
|
||||
glBindTexture(GL_TEXTURE_2D, _pass_textures[tex_name]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, type, scnctx.width, scnctx.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_MIN_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
if (depth)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
|
||||
@ -61,23 +66,128 @@ void Multipass::enableFrameBufferTexture(const std::string tex_name)
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, _fboId);
|
||||
}
|
||||
|
||||
void Multipass::drawResultToScreen(SceneContext & scnctx)
|
||||
void Multipass::gBufferSetup(SceneContext &scnctx, std::vector<std::shared_ptr<Mesh>>& meshes)
|
||||
{
|
||||
//EXAMPLE CODE
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
if (shader != nullptr)
|
||||
delete(shader);
|
||||
shader = new Shader("textureViewer.vert", "textureViewer.frag");
|
||||
shader->addUniform("tex", 0);
|
||||
for (auto mesh : meshes)
|
||||
mesh->shader = std::make_shared<Shader>("DSGeometryPass.vert", "DSGeometryPass.frag");
|
||||
scnctx.firstRedraw = false;
|
||||
}
|
||||
|
||||
void Multipass::recomputeDeferredLights(SceneContext &scnctx)
|
||||
{
|
||||
if (scnctx.renderMode != DEFERRED_LIGHT)
|
||||
return;
|
||||
|
||||
int i = 0;
|
||||
for (auto light : scnctx.lights)
|
||||
{
|
||||
shader->addUniform("lights[" + std::to_string(i) + "].Position", glm::vec3(light.location));
|
||||
shader->addUniform("lights[" + std::to_string(i) + "].Color", light.intensity);
|
||||
i++;
|
||||
}
|
||||
|
||||
shader->addUniform("NLights", (int)scnctx.lights.size());
|
||||
}
|
||||
|
||||
void Multipass::deferredLightSetup(SceneContext &scnctx, std::vector<std::shared_ptr<Mesh>>& meshes)
|
||||
{
|
||||
if (shader != nullptr)
|
||||
delete(shader);
|
||||
shader = new Shader("DSLightPass.vert", "DSLightPass.frag");
|
||||
|
||||
shader->addUniform("pos_tex", 0);
|
||||
shader->addUniform("normal_tex", 1);
|
||||
shader->addUniform("color_tex", 2);
|
||||
|
||||
for (auto mesh : meshes)
|
||||
mesh->shader = std::make_shared<Shader>("DSGeometryPass.vert", "DSGeometryPass.frag");
|
||||
|
||||
recomputeDeferredLights(scnctx);
|
||||
|
||||
scnctx.firstRedraw = false;
|
||||
}
|
||||
|
||||
void Multipass::drawDeferredLightToScreen(SceneContext &scnctx)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClearColor(scnctx.bg.r, scnctx.bg.g, scnctx.bg.b, scnctx.bg.a);
|
||||
glViewport(0, 0, scnctx.width, scnctx.height);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
shader.enable();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, _pass_textures[_current_tex]);
|
||||
shader.addUniform("tex", 0);
|
||||
glBindTexture(GL_TEXTURE_2D, _pass_textures["position_buffer"]);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, _pass_textures["normal_buffer"]);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, _pass_textures["color_buffer"]);
|
||||
|
||||
shader->enable();
|
||||
|
||||
shader->addUniform("view_pos", scnctx.camPos);
|
||||
|
||||
glBindVertexArray(_quad_vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _quad_vbo);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
shader->disable();
|
||||
}
|
||||
|
||||
void Multipass::forwardLightSetup(SceneContext &scnctx, std::vector<std::shared_ptr<Mesh>>& meshes)
|
||||
{
|
||||
if (shader != nullptr)
|
||||
delete(shader);
|
||||
shader = nullptr;
|
||||
for (auto mesh : meshes)
|
||||
{
|
||||
mesh->shader = std::make_shared<Shader>("tex_base_light.vert", "tex_base_light.frag");
|
||||
mesh->shader->addUniform("tex", 0);
|
||||
}
|
||||
|
||||
scnctx.firstRedraw = false;
|
||||
}
|
||||
|
||||
void Multipass::drawGBufferToScreen(SceneContext & scnctx)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, scnctx.width, scnctx.height);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
shader->enable();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, _pass_textures[_current_tex]);
|
||||
|
||||
glBindVertexArray(_quad_vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _quad_vbo);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
shader.disable();
|
||||
shader->disable();
|
||||
}
|
||||
|
||||
GLuint Multipass::getCurrentTexture()
|
||||
{
|
||||
return _pass_textures[_current_tex];
|
||||
}
|
||||
|
||||
void Multipass::_createQuad()
|
||||
|
||||
@ -3,6 +3,7 @@
|
||||
#include <map>
|
||||
#include <GL/glew.h>
|
||||
#include "Shader.h"
|
||||
#include "Models/Mesh.h"
|
||||
#include "SceneContext.h"
|
||||
|
||||
class Multipass
|
||||
@ -15,13 +16,25 @@ public:
|
||||
void setDrawBuffers();
|
||||
void bindToFrameBuffer(GLenum type, GLenum texture, std::string texName);
|
||||
|
||||
void addTexture(const std::string &tex_name, GLuint filter, GLuint type, GLuint type_2,
|
||||
bool depth, SceneContext &scnctx);
|
||||
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);
|
||||
|
||||
void enableFrameBufferTexture(const std::string tex_name);
|
||||
void drawResultToScreen(SceneContext &scnctx);
|
||||
void enableFrameBufferTexture(const std::string tex_name);
|
||||
|
||||
Shader shader;
|
||||
|
||||
void gBufferSetup(SceneContext &scnctx, std::vector<std::shared_ptr<Mesh>>& meshes);
|
||||
void recomputeDeferredLights(SceneContext &scnctx);
|
||||
void drawGBufferToScreen(SceneContext &scnctx);
|
||||
|
||||
void deferredLightSetup(SceneContext &scnctx, std::vector<std::shared_ptr<Mesh>>& meshes);
|
||||
void drawDeferredLightToScreen(SceneContext &scnctx);
|
||||
void forwardLightSetup(SceneContext &scnctx, std::vector<std::shared_ptr<Mesh>>& meshes);
|
||||
|
||||
|
||||
|
||||
GLuint getCurrentTexture();
|
||||
|
||||
Shader *shader;
|
||||
private:
|
||||
|
||||
void _createQuad();
|
||||
|
||||
@ -1,4 +1,5 @@
|
||||
#include "MyGlWindow.h"
|
||||
|
||||
//Getting the projection matrix
|
||||
glm::mat4x4 perspective(float fovy, float aspect, float near, float far)
|
||||
{
|
||||
@ -40,20 +41,152 @@ MyGlWindow::MyGlWindow(int w, int h) :
|
||||
m_width = w;
|
||||
m_height = h;
|
||||
|
||||
_scnctx.height = m_height;
|
||||
_scnctx.width = m_width;
|
||||
scnctx.height = m_height;
|
||||
scnctx.width = m_width;
|
||||
|
||||
setup();
|
||||
}
|
||||
|
||||
MyGlWindow::~MyGlWindow()
|
||||
{
|
||||
shaders.clear();
|
||||
{
|
||||
}
|
||||
|
||||
void MyGlWindow::draw()
|
||||
{
|
||||
if (scnctx.renderMode == GBUF_DEBUG)
|
||||
drawDebugGBuffer();
|
||||
else if (scnctx.renderMode == DEFERRED_LIGHT)
|
||||
drawDeferredLight();
|
||||
else if (scnctx.renderMode == FORWARD_LIGHT)
|
||||
drawForwardLight();
|
||||
}
|
||||
|
||||
void MyGlWindow::setBgColor(float bgColor[3])
|
||||
{
|
||||
_scnctx.bg = glm::vec4(bgColor[0], bgColor[1], bgColor[2], 1);
|
||||
scnctx.bg = glm::vec4(bgColor[0], bgColor[1], bgColor[2], 1);
|
||||
}
|
||||
|
||||
void MyGlWindow::orbitLights(float timePassed, float speed)
|
||||
{
|
||||
float angle = timePassed * speed;
|
||||
|
||||
for (auto &&light : scnctx.lights)
|
||||
{
|
||||
glm::mat4 rotate = glm::rotate(glm::mat4(1.0f),
|
||||
glm::radians(angle), glm::vec3(0, 1, 0));
|
||||
light.location = rotate * light.location;
|
||||
}
|
||||
|
||||
if (scnctx.renderMode == DEFERRED_LIGHT)
|
||||
multipassManager.recomputeDeferredLights(scnctx);
|
||||
}
|
||||
|
||||
void MyGlWindow::loadScene(SceneChoice scene)
|
||||
{
|
||||
meshes.clear();
|
||||
scnctx.lights.clear();
|
||||
|
||||
float pos_x = -20;
|
||||
float pos_z = -20;
|
||||
Dataset moddata;
|
||||
switch (scene)
|
||||
{
|
||||
case MOUNTAIN:
|
||||
meshes.emplace_back(std::make_shared<Mesh>("mountain/mount.blend1.obj", "DSGeometryPass.vert", "DSGeometryPass.frag"));
|
||||
scnctx.lights.emplace_back(glm::vec3(1, 1, 1), glm::vec4(0, 2, 2, 1));
|
||||
break;
|
||||
case CUBES:
|
||||
moddata.simpleCube();
|
||||
std::srand(18);
|
||||
|
||||
for (int i = 1; i < 401; i++)
|
||||
{
|
||||
meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
|
||||
meshes[meshes.size() - 1]->textures["0"] = scnctx.textures["BrickTex"];
|
||||
|
||||
meshes[meshes.size() - 1]->addStartRotation(glm::vec4(1, 0, 0, 90));
|
||||
meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(pos_x, 0, 0, 0));
|
||||
meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(0, 0, pos_z, 0));
|
||||
pos_x += 2;
|
||||
|
||||
if (i % 20 == 0)
|
||||
{
|
||||
pos_x = -20;
|
||||
pos_z += 2;
|
||||
}
|
||||
|
||||
}
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
float light_r = (std::rand() % 60) / 100.f;
|
||||
float light_g = (std::rand() % 60) / 100.f;
|
||||
float light_b = (std::rand() % 60) / 100.f;
|
||||
scnctx.lights.emplace_back(glm::vec3(light_r, light_g, light_b),
|
||||
glm::vec4(std::rand() % 40 - 20, std::rand() % 3 + 3, std::rand() % 40 - 20, 1));
|
||||
}
|
||||
break;
|
||||
case TEAPOTS:
|
||||
moddata.simpleFloor();
|
||||
meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
|
||||
meshes[meshes.size() - 1]->textures["0"] = scnctx.textures["BrickTex"];
|
||||
meshes[meshes.size() - 1]->addStartScaling(glm::vec4(3, 1, 3, 0));
|
||||
meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(0, -1, 0, 0));
|
||||
|
||||
moddata.simpleCube();
|
||||
meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
|
||||
meshes[meshes.size() - 1]->textures["0"] = scnctx.textures["DefaultTex"];
|
||||
meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(-30, 0, 0, 0));
|
||||
meshes[meshes.size() - 1]->addStartScaling(glm::vec4(1, 5, 30, 0));
|
||||
|
||||
meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
|
||||
meshes[meshes.size() - 1]->textures["0"] = scnctx.textures["DefaultTex"];
|
||||
meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(30, 0, 0, 0));
|
||||
meshes[meshes.size() - 1]->addStartScaling(glm::vec4(1, 5, 30, 0));
|
||||
|
||||
meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
|
||||
meshes[meshes.size() - 1]->textures["0"] = scnctx.textures["DefaultTex"];
|
||||
meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(0, 0, 30, 0));
|
||||
meshes[meshes.size() - 1]->addStartScaling(glm::vec4(30, 5, 1, 0));
|
||||
|
||||
meshes.emplace_back(std::make_shared<Mesh>(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
|
||||
meshes[meshes.size() - 1]->textures["0"] = scnctx.textures["DefaultTex"];
|
||||
meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(0, 0, -30, 0));
|
||||
meshes[meshes.size() - 1]->addStartScaling(glm::vec4(30, 5, 1, 0));
|
||||
|
||||
pos_x = -30 + 4.5;
|
||||
pos_z = -30 + 4.5;
|
||||
|
||||
for (int i = 1; i < 141; i++)
|
||||
{
|
||||
meshes.emplace_back(std::make_shared<Mesh>("teapot.obj", "DSGeometryPass.vert", "DSGeometryPass.frag"));
|
||||
|
||||
meshes[meshes.size() - 1]->textures["0"] = scnctx.textures["DefaultTex"];
|
||||
meshes[meshes.size() - 1]->addStartTranslation(glm::vec4(pos_x, 0, pos_z, 0));
|
||||
|
||||
pos_x += 5.9;
|
||||
|
||||
if (i % 10 == 0)
|
||||
{
|
||||
pos_x = -30 + 4.5;
|
||||
pos_z += 4;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 64; i++)
|
||||
{
|
||||
float light_r = (std::rand() % 20) / 100.f;
|
||||
float light_g = (std::rand() % 20) / 100.f;
|
||||
float light_b = (std::rand() % 20) / 100.f;
|
||||
scnctx.lights.emplace_back(glm::vec3(light_r, light_g, light_b),
|
||||
glm::vec4(std::rand() % 60 - 30, std::rand() % 100 / 100, std::rand() % 60 - 30, 1));
|
||||
}
|
||||
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
this->scene = scene;
|
||||
scnctx.firstRedraw = true;
|
||||
}
|
||||
|
||||
void MyGlWindow::textureSetup()
|
||||
@ -63,219 +196,156 @@ void MyGlWindow::textureSetup()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
||||
|
||||
_scnctx.textures.emplace("BrickTex", Texture("brick1.jpg"));
|
||||
_scnctx.textures.emplace("MossTex", Texture("moss.png"));
|
||||
_scnctx.textures.emplace("EarthTex", Texture("earth.jpg"));
|
||||
_scnctx.textures.emplace("OgreTex", Texture("Models/ogre/ogre_diffuse.png"));
|
||||
_scnctx.textures["OgreTex"].mat.shininess = 3.0f;
|
||||
_scnctx.textures["OgreTex"].mat.ks = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
_scnctx.textures["OgreTex"].mat.ka = glm::vec3(0.3f, 0.3f, 0.3f);
|
||||
_scnctx.textures["OgreTex"].mat.enabled = true;
|
||||
_scnctx.textures.emplace("OgreNmap", Texture("Models/ogre/ogre_normalmap.png"));
|
||||
_scnctx.textures["OgreNmap"].isNmap = true;
|
||||
_scnctx.textures.emplace("CubeTex", Texture("Models/cube/color_map.jpg"));
|
||||
_scnctx.textures["CubeTex"].mat.shininess = 3.0f;
|
||||
_scnctx.textures["CubeTex"].mat.ks = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
_scnctx.textures["CubeTex"].mat.ka = glm::vec3(0.3f, 0.3f, 0.3f);
|
||||
_scnctx.textures["CubeTex"].mat.enabled = true;
|
||||
_scnctx.textures.emplace("CubeNmap", Texture("Models/cube/normal_map.jpg"));
|
||||
_scnctx.textures["CubeNmap"].isNmap = true;
|
||||
scnctx.textures.emplace("BrickTex", Texture("brick1.jpg"));
|
||||
scnctx.textures.emplace("MossTex", Texture("moss.png"));
|
||||
scnctx.textures.emplace("EarthTex", Texture("earth.jpg"));
|
||||
scnctx.textures.emplace("DefaultTex", Texture("default.jpg"));
|
||||
scnctx.textures.emplace("OgreTex", Texture("Models/ogre/ogre_diffuse.png"));
|
||||
scnctx.textures["OgreTex"].mat.shininess = 3.0f;
|
||||
scnctx.textures["OgreTex"].mat.ks = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
scnctx.textures["OgreTex"].mat.ka = glm::vec3(0.3f, 0.3f, 0.3f);
|
||||
scnctx.textures["OgreTex"].mat.enabled = true;
|
||||
scnctx.textures.emplace("OgreNmap", Texture("Models/ogre/ogre_normalmap.png"));
|
||||
scnctx.textures["OgreNmap"].isNmap = true;
|
||||
scnctx.textures.emplace("CubeTex", Texture("Models/cube/color_map.jpg"));
|
||||
scnctx.textures["CubeTex"].mat.shininess = 3.0f;
|
||||
scnctx.textures["CubeTex"].mat.ks = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
scnctx.textures["CubeTex"].mat.ka = glm::vec3(0.3f, 0.3f, 0.3f);
|
||||
scnctx.textures["CubeTex"].mat.enabled = true;
|
||||
scnctx.textures.emplace("CubeNmap", Texture("Models/cube/normal_map.jpg"));
|
||||
scnctx.textures["CubeNmap"].isNmap = true;
|
||||
}
|
||||
|
||||
void MyGlWindow::shaderSetup()
|
||||
{
|
||||
shaders["Simple"] = new Shader("simple.vert", "simple.frag");
|
||||
shaders["Simple"]->uniformFlags = ShaderFlags::MVP_FLAG;
|
||||
|
||||
shaders["BaseLight"] = new Shader("base_light.vert", "base_light.frag");
|
||||
shaders["Fog"] = new Shader("fog.vert", "fog.frag");
|
||||
|
||||
shaders["TexBaseLight"] = new Shader("tex_base_light.vert", "tex_base_light.frag");
|
||||
shaders["TexNmapLight"] = new Shader("nmap.vert", "nmap.frag");
|
||||
shaders["TexNmapLight"]->uniformFlags &= ~ShaderFlags::KD_FLAG;
|
||||
|
||||
shaders["SpotLight"] = new Shader("spotlight.vert", "spotlight.frag");
|
||||
shaders["SpotLight"]->light_type = Light::LightType::SPOT;
|
||||
shaders["TexSpotLight"] = new Shader("tex_spotlight.vert", "tex_spotlight.frag");
|
||||
shaders["TexSpotLight"]->light_type = Light::LightType::SPOT;
|
||||
|
||||
shaders["Silhouette"] = new Shader("silhouette.vert", "silhouette.frag");
|
||||
shaders["Silhouette"]->uniformFlags = ShaderFlags::MVP_FLAG;
|
||||
shaders["Silhouette"]->addUniform("fColor", glm::vec3(237 / 255, 229 / 255, 194 / 255));
|
||||
shaders["Silhouette"]->addUniform("sil_offset", 0.1f);
|
||||
|
||||
shaders["Toon"] = new Shader("base_light.vert", "toon.frag");
|
||||
//Removing useless specular component
|
||||
shaders["Toon"]->uniformFlags &= ~ShaderFlags::KS_FLAG;
|
||||
shaders["Toon"]->uniformFlags &= ~ShaderFlags::SHINE_FLAG;
|
||||
|
||||
shaders["Skybox"] = new Shader("skybox.vert", "skybox.frag");
|
||||
shaders["Skybox"]->uniformFlags = MVP_FLAG | MODEL_MATRIX_FLAG | SKYBOX_TEX_FLAG;
|
||||
shaders["Skybox"]->addUniform("RefractionIndex", glm::vec3(0.65, 0.67, 0.69));
|
||||
|
||||
shaders["DSGeometryPass"] = new Shader("DSGeometryPass.vert", "DSGeometryPass.frag");
|
||||
shaders["DSGeometryPass"]->uniformFlags = MVP_FLAG | KA_FLAG | KD_FLAG | KS_FLAG | SHINE_FLAG;
|
||||
|
||||
shaders["DSLightPass"] = new Shader("DSLightPass.vert", "DSLightPass.frag");
|
||||
shaders["DSLightPass"]->uniformFlags = LIGHTS_FLAG;
|
||||
|
||||
}
|
||||
|
||||
void MyGlWindow::lightSetup()
|
||||
{
|
||||
//Showcase lights
|
||||
_scnctx.lights.emplace("Spotlight1", Light(glm::vec3(0.8f), glm::vec4(10, 10, 10, 1)));
|
||||
// 24, 12, 2, glm::vec4(0, 1, 0, 1)));
|
||||
|
||||
//Party lights
|
||||
//_scnctx.lights.emplace("Light1", Light(glm::vec3(0.0f, 0.5f, 0.5f), glm::vec4(10, 10, 0, 1)));
|
||||
//_scnctx.lights.emplace("Light2", Light(glm::vec3(0.0f, 0.0f, 0.5f), glm::vec4(3.09, 10, 9.51, 1)));
|
||||
//_scnctx.lights.emplace("Light3", Light(glm::vec3(0.5f, 0.0f, 0.0f), glm::vec4(-8.09, 10, 5.87, 1)));
|
||||
//_scnctx.lights.emplace("Light4", Light(glm::vec3(0.0f, 0.5f, 0.0f), glm::vec4(-8.09, 10, -5.87, 1)));
|
||||
//_scnctx.lights.emplace("Light5", Light(glm::vec3(0.5f, 0.5f, 0.5f), glm::vec4(3.09, 10, -9.51, 1)));
|
||||
}
|
||||
|
||||
void MyGlWindow::multipassSetup()
|
||||
{
|
||||
_multipassManager.addTexture("render_tex", GL_NEAREST, GL_RGB, GL_RGB, false, _scnctx);
|
||||
_multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, "render_tex");
|
||||
{
|
||||
multipassManager.addTexture("position_buffer", GL_NEAREST, GL_RGB16F, GL_RGB, GL_FLOAT, false, scnctx);
|
||||
multipassManager.addTexture("normal_buffer", GL_NEAREST, GL_RGB16F, GL_RGB, GL_UNSIGNED_BYTE, false, scnctx);
|
||||
multipassManager.addTexture("color_buffer", GL_NEAREST, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, false, scnctx);
|
||||
multipassManager.addTexture("depth_tex", GL_LINEAR, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_FLOAT, true, scnctx);
|
||||
|
||||
multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, "position_buffer");
|
||||
multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, "normal_buffer");
|
||||
multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, "color_buffer");
|
||||
multipassManager.bindToFrameBuffer(GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, "depth_tex");
|
||||
|
||||
_multipassManager.addTexture("depth_tex", GL_LINEAR, GL_DEPTH_COMPONENT24,
|
||||
GL_DEPTH_COMPONENT, true, _scnctx);
|
||||
_multipassManager.bindToFrameBuffer(GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, "depth_tex");
|
||||
|
||||
_multipassManager.setDrawBuffers();
|
||||
|
||||
_multipassManager.shader.addSubroutine(GL_FRAGMENT_SHADER, "depthing");
|
||||
_multipassManager.shader.addSubroutine(GL_FRAGMENT_SHADER, "blurring");
|
||||
_multipassManager.shader.addSubroutine(GL_FRAGMENT_SHADER, "sharpening");
|
||||
_multipassManager.shader.addSubroutine(GL_FRAGMENT_SHADER, "sepia");
|
||||
_multipassManager.shader.addSubroutine(GL_FRAGMENT_SHADER, "grayscale");
|
||||
_multipassManager.shader.addSubroutine(GL_FRAGMENT_SHADER, "sobel_filter");
|
||||
_multipassManager.shader.addSubroutine(GL_FRAGMENT_SHADER, "absolutely_no_postprocess");
|
||||
multipassManager.setDrawBuffers();
|
||||
}
|
||||
|
||||
void MyGlWindow::setup()
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_DEPTH_BUFFER);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
scnctx.bg = glm::vec4(0.7, 0.7, 0.9, 1);
|
||||
|
||||
textureSetup();
|
||||
shaderSetup();
|
||||
skybox.initialize("Models/Skybox/", shaders["Skybox"]);
|
||||
skybox.scale = 10;
|
||||
_scnctx.skybox_tex = skybox.getTexID();
|
||||
lightSetup();
|
||||
multipassSetup();
|
||||
|
||||
Dataset moddata;
|
||||
moddata.checkeredFloor(100, 100, glm::vec3(0.1, 0.1, 0.1), glm::vec3(0.7, 0.7, 0.7));
|
||||
//TODO : replace by specific light shader that supports color channel (and not just materials)
|
||||
meshes.emplace("Floor", new Mesh(moddata, shaders["BaseLight"]));
|
||||
|
||||
moddata.simpleCube();
|
||||
|
||||
//Hardcoded seed for easy scene replication
|
||||
std::srand(18);
|
||||
|
||||
int zob = std::rand();
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
std::string cube_name = "Cube" + std::to_string(i);
|
||||
meshes.emplace(cube_name, new Mesh(moddata, shaders["Simple"]));
|
||||
meshes[cube_name]->addStartTranslation(glm::vec4(0, 1, 0, 0));
|
||||
meshes[cube_name]->addStartTranslation(glm::vec4(std::rand() % 100 - 50, 0, 0, 0));
|
||||
meshes[cube_name]->addStartTranslation(glm::vec4(0, 0, std::rand() % 100 - 50, 0));
|
||||
meshes[cube_name]->addStartRotation(glm::vec4(1, 0, 0, std::rand() % 360));
|
||||
meshes[cube_name]->addStartRotation(glm::vec4(0, 1, 0, std::rand() % 360));
|
||||
meshes[cube_name]->addStartRotation(glm::vec4(0, 0, 1, std::rand() % 360));
|
||||
|
||||
}
|
||||
|
||||
//meshes.emplace("Ogre", new Mesh("ogre/ogre.obj", shaders["TexNmapLight"]));
|
||||
//meshes["Ogre"]->addTranslation(glm::vec4(-0.5, 1, 0, 0));
|
||||
//meshes["Ogre"]->assignTexture(_scnctx.textures["OgreTex"]);
|
||||
//meshes["Ogre"]->assignTexture(_scnctx.textures["OgreNmap"]);
|
||||
|
||||
//meshes.emplace("Cube", new Mesh("cube/cube.obj", shaders["TexNmapLight"]));
|
||||
//meshes["Cube"]->addTranslation(glm::vec4(0.5, 1, 0, 0));
|
||||
//meshes["Cube"]->assignTexture(_scnctx.textures["CubeTex"]);
|
||||
//meshes["Cube"]->assignTexture(_scnctx.textures["CubeNmap"]);
|
||||
|
||||
//meshes["Buddha"]->addScaling(glm::vec4(4, 4, 4, 0));
|
||||
//meshes["Buddha"]->addRotation(glm::vec4(0, 1, 0, 180));
|
||||
|
||||
//meshes.emplace("Buddha", new Mesh("buddha.obj", shaders["BaseLight"]));
|
||||
//meshes["Buddha"]->addTranslation(glm::vec4(-4, 3, -4, 0));
|
||||
//meshes["Buddha"]->addScaling(glm::vec4(4, 4, 4, 0));
|
||||
//meshes["Buddha"]->addRotation(glm::vec4(0, 1, 0, 180));
|
||||
|
||||
//Dataset moddata;
|
||||
//moddata.simpleCube();
|
||||
//meshes.emplace("Cube", new Mesh(moddata, shaders["TexBaseLight"]));
|
||||
//meshes["Cube"]->assignTexture(_scnctx.textures["BrickTex"]);
|
||||
//meshes["Cube"]->assignTexture(_scnctx.textures["MossTex"]);
|
||||
//meshes["Cube"]->addTranslation(glm::vec4(4, 3, -4, 0));
|
||||
|
||||
//meshes.emplace("Mountain", new Mesh("mountain/mount.blend1.obj", shaders["TexBaseLight"]));
|
||||
|
||||
//meshes.emplace("Sponza", new Mesh("sponza/sponza.obj", shaders["TexBaseLight"]));
|
||||
//meshes["Sponza"]->addTranslation(glm::vec4(0, -200, 0, 1));
|
||||
|
||||
|
||||
//moddata.checkeredFloor(20, 20, 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["Floor"]->addTranslation(glm::vec4(0, -0.05, 0, 1));
|
||||
//meshes["Floor"]->cullMode = BACK;
|
||||
|
||||
//moddata.simpleCube();
|
||||
//meshes.emplace("Cube", new Mesh(moddata, shaders["BrickBaseLight"]));
|
||||
//meshes["Cube"]->addTranslation(glm::vec4(0, 1, 0, 1));
|
||||
|
||||
//moddata.sphere(1, 100, 100);
|
||||
//meshes.emplace("Sphere", new Mesh(moddata, shaders["TexBaseLight"]));
|
||||
//meshes["Sphere"]->assignTexture(_scnctx.textures["EarthTex"]);
|
||||
//meshes["Sphere"]->addTranslation(glm::vec4(-5, 1, -3, 1));
|
||||
|
||||
//meshes.emplace("TeapotSilhouette", new Mesh("teapot.obj", shaders["Silhouette"]));
|
||||
//meshes["TeapotSilhouette"]->addTranslation(glm::vec4(5, 0 ,3, 1));
|
||||
//meshes["TeapotSilhouette"]->cullMode = FRONT;
|
||||
//meshes.emplace("Teapot", new Mesh("teapot.obj", shaders["Toon"]));
|
||||
//meshes["Teapot"]->addTranslation(glm::vec4(5, 0, 3, 1));
|
||||
//meshes["Teapot"]->cullMode = BACK;
|
||||
|
||||
//meshes.emplace("Teapot", new Mesh("teapot.obj", shaders["Skybox"]));
|
||||
|
||||
loadScene(TEAPOTS);
|
||||
}
|
||||
|
||||
void MyGlWindow::draw()
|
||||
{
|
||||
_scnctx.height = m_height;
|
||||
_scnctx.width = m_width;
|
||||
void MyGlWindow::drawDeferredLight()
|
||||
{
|
||||
if (scnctx.firstRedraw)
|
||||
multipassManager.deferredLightSetup(scnctx, meshes);
|
||||
|
||||
scnctx.height = m_height;
|
||||
scnctx.width = m_width;
|
||||
|
||||
glm::vec3 eye(viewer.getViewPoint().x, viewer.getViewPoint().y, viewer.getViewPoint().z);
|
||||
glm::vec3 look(viewer.getViewCenter().x, viewer.getViewCenter().y, viewer.getViewCenter().z);
|
||||
glm::vec3 up(viewer.getUpVector().x, viewer.getUpVector().y, viewer.getUpVector().z);
|
||||
glm::mat4 view = lookAt(eye, look, up); //Calculate view matrix from parameters of m_viewer
|
||||
glm::mat4 projection = perspective(45.0f, (float)_scnctx.width / (float)_scnctx.height, 0.1f, 2000.0f);
|
||||
glm::mat4 projection = perspective(45.0f, (float)scnctx.width / (float)scnctx.height, 0.1f, 1000.0f);
|
||||
|
||||
_scnctx.viewMatrix = view;
|
||||
_scnctx.projectionMatrix = projection;
|
||||
|
||||
_multipassManager.enableFrameBufferTexture("render_tex");
|
||||
glClearColor(_scnctx.bg.r, _scnctx.bg.g, _scnctx.bg.b, _scnctx.bg.a);
|
||||
glViewport(0, 0, _scnctx.width, _scnctx.height);
|
||||
scnctx.camPos = eye;
|
||||
scnctx.viewMatrix = view;
|
||||
scnctx.projectionMatrix = projection;
|
||||
|
||||
glClearColor(scnctx.bg.r, scnctx.bg.g, scnctx.bg.b, scnctx.bg.a);
|
||||
glViewport(0, 0, scnctx.width, scnctx.height);
|
||||
|
||||
multipassManager.enableFrameBufferTexture(scnctx.fboDisplayName);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
||||
for (auto it = meshes.begin(); it != meshes.end(); it++)
|
||||
(*it).second->draw(_scnctx);
|
||||
|
||||
_multipassManager.drawResultToScreen(_scnctx);
|
||||
for (auto it = meshes.begin(); it != meshes.end(); it++)
|
||||
(*it)->draw(scnctx);
|
||||
|
||||
multipassManager.drawDeferredLightToScreen(scnctx);
|
||||
}
|
||||
|
||||
void MyGlWindow::drawDebugGBuffer()
|
||||
{
|
||||
if (scnctx.firstRedraw)
|
||||
multipassManager.gBufferSetup(scnctx, meshes);
|
||||
|
||||
scnctx.height = m_height;
|
||||
scnctx.width = m_width;
|
||||
|
||||
glm::vec3 eye(viewer.getViewPoint().x, viewer.getViewPoint().y, viewer.getViewPoint().z);
|
||||
glm::vec3 look(viewer.getViewCenter().x, viewer.getViewCenter().y, viewer.getViewCenter().z);
|
||||
glm::vec3 up(viewer.getUpVector().x, viewer.getUpVector().y, viewer.getUpVector().z);
|
||||
glm::mat4 view = lookAt(eye, look, up); //Calculate view matrix from parameters of m_viewer
|
||||
glm::mat4 projection = perspective(45.0f, (float)scnctx.width / (float)scnctx.height, 0.1f, 1000.0f);
|
||||
|
||||
scnctx.camPos = eye;
|
||||
scnctx.viewMatrix = view;
|
||||
scnctx.projectionMatrix = projection;
|
||||
|
||||
glClearColor(scnctx.bg.r, scnctx.bg.g, scnctx.bg.b, scnctx.bg.a);
|
||||
glViewport(0, 0, scnctx.width, scnctx.height);
|
||||
|
||||
multipassManager.enableFrameBufferTexture(scnctx.fboDisplayName);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
for (auto it = meshes.begin(); it != meshes.end(); it++)
|
||||
(*it)->draw(scnctx);
|
||||
|
||||
multipassManager.drawGBufferToScreen(scnctx);
|
||||
|
||||
}
|
||||
|
||||
void MyGlWindow::drawForwardLight()
|
||||
{
|
||||
if (scnctx.firstRedraw)
|
||||
multipassManager.forwardLightSetup(scnctx, meshes);
|
||||
|
||||
scnctx.height = m_height;
|
||||
scnctx.width = m_width;
|
||||
|
||||
glm::vec3 eye(viewer.getViewPoint().x, viewer.getViewPoint().y, viewer.getViewPoint().z);
|
||||
glm::vec3 look(viewer.getViewCenter().x, viewer.getViewCenter().y, viewer.getViewCenter().z);
|
||||
glm::vec3 up(viewer.getUpVector().x, viewer.getUpVector().y, viewer.getUpVector().z);
|
||||
glm::mat4 view = lookAt(eye, look, up); //Calculate view matrix from parameters of m_viewer
|
||||
glm::mat4 projection = perspective(45.0f, (float)scnctx.width / (float)scnctx.height, 0.1f, 1000.0f);
|
||||
|
||||
scnctx.camPos = eye;
|
||||
scnctx.viewMatrix = view;
|
||||
scnctx.projectionMatrix = projection;
|
||||
|
||||
glClearColor(scnctx.bg.r, scnctx.bg.g, scnctx.bg.b, scnctx.bg.a);
|
||||
glViewport(0, 0, scnctx.width, scnctx.height);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
for (auto it = meshes.begin(); it != meshes.end(); it++)
|
||||
{
|
||||
(*it)->shader->addUniform("view_pos", scnctx.camPos);
|
||||
int i = 0;
|
||||
for (auto light : scnctx.lights)
|
||||
{
|
||||
(*it)->shader->addUniform("lights[" + std::to_string(i) + "].Position", glm::vec3(light.location));
|
||||
(*it)->shader->addUniform("lights[" + std::to_string(i) + "].Color", light.intensity);
|
||||
i++;
|
||||
}
|
||||
|
||||
(*it)->shader->addUniform("NLights", (int)scnctx.lights.size());
|
||||
(*it)->draw(scnctx);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void MyGlWindow::resize(int w, int h)
|
||||
{
|
||||
|
||||
@ -4,7 +4,6 @@
|
||||
#include "GL/glew.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "Skybox.h"
|
||||
#include "Shader.h"
|
||||
#include "ModelView.h"
|
||||
#include "Viewer.h"
|
||||
@ -14,6 +13,13 @@
|
||||
#include "imgui/stb_image.h"
|
||||
#include "Multipass.h"
|
||||
|
||||
enum SceneChoice
|
||||
{
|
||||
MOUNTAIN,
|
||||
CUBES,
|
||||
TEAPOTS
|
||||
};
|
||||
|
||||
struct vertexAttr {
|
||||
GLfloat posX, posY, posZ;
|
||||
GLfloat r, g, b;
|
||||
@ -23,32 +29,35 @@ class MyGlWindow {
|
||||
public:
|
||||
MyGlWindow(int w, int h);
|
||||
~MyGlWindow();
|
||||
|
||||
|
||||
void draw();
|
||||
void setBgColor(float bgColor[3]);
|
||||
|
||||
std::map<std::string, Shader *> shaders;
|
||||
std::map<std::string, Mesh *> meshes;
|
||||
void orbitLights(float timePassed, float speed);
|
||||
void loadScene(SceneChoice scene);
|
||||
|
||||
std::vector<std::shared_ptr<Mesh>> meshes;
|
||||
|
||||
void resize(int w, int h);
|
||||
Viewer viewer;
|
||||
|
||||
SceneContext _scnctx;
|
||||
SceneContext scnctx;
|
||||
Multipass multipassManager;
|
||||
SceneChoice scene;
|
||||
private:
|
||||
int m_width;
|
||||
int m_height;
|
||||
|
||||
float _bgColor[3];
|
||||
|
||||
Multipass _multipassManager;
|
||||
|
||||
Skybox skybox;
|
||||
|
||||
|
||||
GLuint _vaoHandle;
|
||||
GLuint _iboHandle;
|
||||
|
||||
|
||||
void drawDebugGBuffer();
|
||||
void drawForwardLight();
|
||||
void drawDeferredLight();
|
||||
void textureSetup();
|
||||
void shaderSetup();
|
||||
void lightSetup();
|
||||
void multipassSetup();
|
||||
void setup();
|
||||
};
|
||||
@ -6,9 +6,16 @@
|
||||
#include "Texture.h"
|
||||
#include "Light.h"
|
||||
|
||||
enum RenderMode
|
||||
{
|
||||
GBUF_DEBUG,
|
||||
DEFERRED_LIGHT,
|
||||
FORWARD_LIGHT
|
||||
};
|
||||
|
||||
struct SceneContext
|
||||
{
|
||||
std::map<std::string, Light> lights;
|
||||
std::vector<Light> lights;
|
||||
std::map<std::string, float> floatValues;
|
||||
|
||||
glm::mat4x4 viewMatrix;
|
||||
@ -19,7 +26,7 @@ struct SceneContext
|
||||
glm::mat4x4 modelMatrix;
|
||||
glm::mat3x3 normalMatrix;
|
||||
|
||||
GLuint skybox_tex;
|
||||
GLuint skyboxTex;
|
||||
|
||||
std::map<std::string, Texture> textures;
|
||||
|
||||
@ -27,15 +34,9 @@ struct SceneContext
|
||||
GLuint width;
|
||||
glm::vec4 bg;
|
||||
|
||||
void adjustSpots()
|
||||
{
|
||||
for (auto it : lights)
|
||||
{
|
||||
if (it.second.type == Light::SPOT)
|
||||
{
|
||||
it.second.location = it.second.location * viewMatrix;
|
||||
it.second.direction = (viewMatrix * it.second.lookAt - it.second.location * viewMatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
std::string fboDisplayName;
|
||||
glm::vec3 camPos;
|
||||
|
||||
RenderMode renderMode;
|
||||
bool firstRedraw;
|
||||
};
|
||||
@ -19,75 +19,3 @@ void Shader::disable()
|
||||
_program.disable();
|
||||
}
|
||||
|
||||
int Shader::addSubroutine(GLenum shadertype, const std::string uniformName)
|
||||
{
|
||||
return _program.addSubroutine(shadertype, uniformName);
|
||||
}
|
||||
|
||||
void Shader::enableSubroutine(const std::string uniformName)
|
||||
{
|
||||
return _program.enableSubroutine(uniformName);
|
||||
}
|
||||
|
||||
void Shader::setMaterial(SceneContext ctx)
|
||||
{
|
||||
if ((uniformFlags & ShaderFlags::KA_FLAG) == ShaderFlags::KA_FLAG)
|
||||
glUniform3fv(_program.addUniform("Ka"), 1, glm::value_ptr(mat.ka));
|
||||
if ((uniformFlags & ShaderFlags::KD_FLAG) == ShaderFlags::KD_FLAG)
|
||||
glUniform3fv(_program.addUniform("Kd"), 1, glm::value_ptr(mat.kd));
|
||||
if ((uniformFlags & ShaderFlags::KS_FLAG) == ShaderFlags::KS_FLAG)
|
||||
glUniform3fv(_program.addUniform("Ks"), 1, glm::value_ptr(mat.ks));
|
||||
if ((uniformFlags & ShaderFlags::SHINE_FLAG) == ShaderFlags::SHINE_FLAG)
|
||||
glUniform1f(_program.addUniform("Shininess"), mat.shininess);
|
||||
}
|
||||
|
||||
void Shader::setCamera(SceneContext ctx)
|
||||
{
|
||||
if ((uniformFlags & ShaderFlags::MVP_FLAG) == ShaderFlags::MVP_FLAG)
|
||||
glUniformMatrix4fv(_program.addUniform("mvp"), 1, GL_FALSE, glm::value_ptr(ctx.mvpMatrix));
|
||||
if ((uniformFlags & ShaderFlags::NORMAL_MAT_FLAG) == ShaderFlags::NORMAL_MAT_FLAG)
|
||||
glUniformMatrix3fv(_program.addUniform("NormalMatrix"), 1, GL_FALSE, glm::value_ptr(ctx.normalMatrix));
|
||||
if ((uniformFlags & ShaderFlags::MODELVIEW_FLAG) == ShaderFlags::MODELVIEW_FLAG)
|
||||
glUniformMatrix4fv(_program.addUniform("ModelViewMatrix"), 1, GL_FALSE, glm::value_ptr(ctx.modelViewMatrix));
|
||||
if ((uniformFlags & ShaderFlags::MODEL_MATRIX_FLAG) == ShaderFlags::MODEL_MATRIX_FLAG)
|
||||
glUniformMatrix4fv(_program.addUniform("ModelMatrix"), 1, GL_FALSE, glm::value_ptr(ctx.modelMatrix));
|
||||
}
|
||||
|
||||
void Shader::setLights(SceneContext ctx)
|
||||
{
|
||||
int i = 0;
|
||||
if ((uniformFlags & ShaderFlags::LIGHTS_FLAG) != ShaderFlags::LIGHTS_FLAG)
|
||||
return;
|
||||
for (auto light: ctx.lights)
|
||||
{
|
||||
if (light.second.activated && light.second.type == light_type)
|
||||
{
|
||||
std::string lightname = "Light[" + std::to_string(i) + "].";
|
||||
|
||||
glUniform4fv(_program.addUniform(lightname + "Position"), 1, glm::value_ptr(ctx.viewMatrix * light.second.location));
|
||||
glUniform3fv(_program.addUniform(lightname + "Intensity"), 1, glm::value_ptr(light.second.intensity));
|
||||
if (light.second.type == Light::LightType::SPOT)
|
||||
{
|
||||
glUniform1f(_program.addUniform(lightname + "SpotCutoff"), light.second.spot_cutoff);
|
||||
glUniform1f(_program.addUniform(lightname + "SpotInnerCutoff"), light.second.spot_inner_cutoff);
|
||||
glUniform1f(_program.addUniform(lightname + "SpotExponent"), light.second.spot_exponent);
|
||||
glUniform3fv(_program.addUniform(lightname + "SpotDirection"), 1, glm::value_ptr(light.second.direction));
|
||||
}
|
||||
i++;
|
||||
}
|
||||
}
|
||||
glUniform1i(_program.addUniform("LightCount"), i);
|
||||
}
|
||||
|
||||
void Shader::setUniforms(SceneContext ctx)
|
||||
{
|
||||
setCamera(ctx);
|
||||
setLights(ctx);
|
||||
setMaterial(ctx);
|
||||
|
||||
if ((uniformFlags & ShaderFlags::SKYBOX_TEX_FLAG) == ShaderFlags::SKYBOX_TEX_FLAG)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, ctx.skybox_tex);
|
||||
}
|
||||
}
|
||||
|
||||
@ -11,38 +11,18 @@
|
||||
#include "Loader.h"
|
||||
#include "Texture.h"
|
||||
|
||||
enum ShaderFlags
|
||||
{
|
||||
NO_UNIFORM = 0,
|
||||
KD_FLAG = 1,
|
||||
KA_FLAG = 2,
|
||||
KS_FLAG = 4,
|
||||
SHINE_FLAG = 8,
|
||||
MVP_FLAG = 16,
|
||||
NORMAL_MAT_FLAG = 32,
|
||||
MODELVIEW_FLAG = 64,
|
||||
LIGHTS_FLAG = 128,
|
||||
MODEL_MATRIX_FLAG = 256,
|
||||
SKYBOX_TEX_FLAG = 512,
|
||||
};
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
Shader() {};
|
||||
Shader(const std::string vtx_name, const std::string frag_name);
|
||||
~Shader();
|
||||
|
||||
int uniformFlags = KD_FLAG | KA_FLAG | KS_FLAG | SHINE_FLAG | MVP_FLAG | NORMAL_MAT_FLAG | MODELVIEW_FLAG | LIGHTS_FLAG;
|
||||
Light::LightType light_type = Light::LightType::BASE;
|
||||
|
||||
Material mat;
|
||||
|
||||
void enable();
|
||||
void disable();
|
||||
|
||||
int addSubroutine(GLenum shadertype, const std::string uniformName);
|
||||
void enableSubroutine(const std::string uniformName);
|
||||
|
||||
|
||||
public:
|
||||
void setUniforms(SceneContext ctx);
|
||||
@ -62,25 +42,15 @@ public:
|
||||
_program.use(); glUniform1fv(_program.addUniform(name), 1, &data);
|
||||
}
|
||||
|
||||
void addUniform(const std::string name, glm::mat3x3 &data)
|
||||
{
|
||||
_program.use(); glUniformMatrix3fv(_program.addUniform(name), 1, GL_FALSE, glm::value_ptr(data));
|
||||
}
|
||||
|
||||
void addUniform(const std::string name, glm::mat4x4 &data)
|
||||
{
|
||||
_program.use(); glUniformMatrix4fv(_program.addUniform(name), 1, GL_FALSE, glm::value_ptr(data));
|
||||
}
|
||||
|
||||
void applyTextureMaterial(Texture &tex)
|
||||
{
|
||||
if (mat.enabled)
|
||||
{
|
||||
addUniform("Ka", tex.mat.ka);
|
||||
addUniform("Kd", tex.mat.kd);
|
||||
addUniform("Ks", tex.mat.ks);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
void setMaterial(SceneContext ctx);
|
||||
void setCamera(SceneContext ctx);
|
||||
void setLights(SceneContext ctx);
|
||||
}
|
||||
|
||||
ShaderProgram _program;
|
||||
};
|
||||
@ -1,141 +0,0 @@
|
||||
#include "Skybox.h"
|
||||
#include "imgui/stb_image.h"
|
||||
|
||||
Skybox::Skybox()
|
||||
{
|
||||
float side = 50.0f; //size of cube
|
||||
float side2 = side / 2.0f;
|
||||
float v[24 * 3] = {
|
||||
// Front
|
||||
-side2, -side2, side2,
|
||||
side2, -side2, side2,
|
||||
side2, side2, side2,
|
||||
-side2, side2, side2,
|
||||
// Right
|
||||
side2, -side2, side2,
|
||||
side2, -side2, -side2,
|
||||
side2, side2, -side2,
|
||||
side2, side2, side2,
|
||||
// Back
|
||||
-side2, -side2, -side2,
|
||||
-side2, side2, -side2,
|
||||
side2, side2, -side2,
|
||||
side2, -side2, -side2,
|
||||
// Left
|
||||
-side2, -side2, side2, //12
|
||||
-side2, side2, side2, //13
|
||||
-side2, side2, -side2, //14
|
||||
-side2, -side2, -side2, //15
|
||||
// Bottom
|
||||
-side2, -side2, side2,
|
||||
-side2, -side2, -side2,
|
||||
side2, -side2, -side2,
|
||||
side2, -side2, side2,
|
||||
// Top
|
||||
-side2, side2, side2,
|
||||
side2, side2, side2,
|
||||
side2, side2, -side2,
|
||||
-side2, side2, -side2
|
||||
};
|
||||
|
||||
GLuint el[] = {
|
||||
0,2,1, 0,3,2, 4,6,5, 4,7,6,
|
||||
8,10,9, 8,11,10, 12,14,13, 12,15,14,
|
||||
16,18,17, 16,19,18, 20,22,21, 20,23,22
|
||||
};
|
||||
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
|
||||
glGenBuffers(1, &vector_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vector_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, 24 * 3 * sizeof(GLfloat), v, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 3, NULL);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glGenBuffers(1, &ibo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 36 * sizeof(GLuint), el, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 0, NULL);
|
||||
glEnableVertexAttribArray(4);
|
||||
|
||||
}
|
||||
|
||||
void Skybox::initialize(std::string skybox_dir, Shader *sky)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glGenTextures(1, &texID); //set the texID as a member variable
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, texID);
|
||||
|
||||
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
const char * suffixes[] = { "left", "right", "top", "down", "back", "front"};
|
||||
|
||||
GLuint targets[] = {
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
|
||||
};
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
int channel, width, height;
|
||||
unsigned char *image;
|
||||
std::string filename;
|
||||
filename = std::string(skybox_dir + suffixes[i]) + std::string(".JPG");
|
||||
image = stbi_load(filename.c_str(), &width, &height, &channel, 0);
|
||||
glTexImage2D(targets[i], 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
stbi_image_free(image);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
sky->enable();
|
||||
sky->addUniform("DrawSkyBox", (int)GL_FALSE);
|
||||
sky->addUniform("CubeMapTex", (int)0);
|
||||
sky->disable();
|
||||
}
|
||||
|
||||
Skybox::~Skybox()
|
||||
{
|
||||
glDeleteBuffers(1, &vector_vbo);
|
||||
glDeleteBuffers(1, &ibo);
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
}
|
||||
|
||||
|
||||
// //Things to add
|
||||
// //Per model :
|
||||
// // - ModelMatrix
|
||||
// // - MaterialColor
|
||||
|
||||
void Skybox::draw(Shader *sky_shader, SceneContext &ctx)
|
||||
{
|
||||
sky_shader->enable();
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glm::mat4x4 modelMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(scale));
|
||||
glm::mat4x4 mvpMatrix = ctx.projectionMatrix * ctx.viewMatrix * modelMatrix;
|
||||
sky_shader->addUniform("mvp", mvpMatrix);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, texID);
|
||||
glBindVertexArray(vao);
|
||||
sky_shader->addUniform("DrawSkyBox", (int)GL_TRUE);
|
||||
|
||||
|
||||
int size;
|
||||
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
|
||||
glDrawElements(GL_TRIANGLES, size / sizeof(GLuint), GL_UNSIGNED_INT, 0);
|
||||
|
||||
sky_shader->addUniform("DrawSkyBox", (int)GL_FALSE);
|
||||
glBindVertexArray(0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
glDisable(GL_CULL_FACE);
|
||||
sky_shader->disable();
|
||||
}
|
||||
@ -1,30 +0,0 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include <GL/glew.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <glm/mat4x4.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/matrix_inverse.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include "Shader.h"
|
||||
#include "SceneContext.h"
|
||||
|
||||
class Skybox
|
||||
{
|
||||
private:
|
||||
unsigned int vao;
|
||||
unsigned int vector_vbo;
|
||||
unsigned int ibo;
|
||||
GLuint texID;
|
||||
public:
|
||||
Skybox();
|
||||
float scale = 1;
|
||||
void initialize(std::string skybox_dir, Shader *sky);
|
||||
GLuint getTexID() { return texID; }
|
||||
~Skybox();
|
||||
void draw(Shader *sky_shader, SceneContext &ctx);
|
||||
};
|
||||
|
||||
@ -18,6 +18,8 @@ double cx, cy;
|
||||
int g_width;
|
||||
int g_height;
|
||||
|
||||
bool reset = false;
|
||||
|
||||
void window_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
g_width = width;
|
||||
@ -25,9 +27,11 @@ void window_size_callback(GLFWwindow* window, int width, int height)
|
||||
}
|
||||
|
||||
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GLFW_TRUE);
|
||||
if (key == GLFW_KEY_R && action == GLFW_PRESS)
|
||||
reset = true;
|
||||
}
|
||||
|
||||
static void cursor_pos_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
@ -155,6 +159,54 @@ bool createWindow(GLFWwindow **window)
|
||||
return true;
|
||||
}
|
||||
|
||||
void FPSDisplay(int width)
|
||||
{
|
||||
static int frameCount = 0;
|
||||
static int fps = 60;
|
||||
static double previousTime = glfwGetTime();
|
||||
double currentTime = glfwGetTime();
|
||||
frameCount++;
|
||||
// If a second has passed.
|
||||
if (currentTime - previousTime >= 1.0)
|
||||
{
|
||||
fps = frameCount;
|
||||
frameCount = 0;
|
||||
previousTime = currentTime;
|
||||
}
|
||||
|
||||
if (ImGui::Begin("FPSCounterOutline1", false,
|
||||
ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoFocusOnAppearing))
|
||||
ImGui::TextColored(ImVec4(0, 0, 0, 1), std::to_string(fps).c_str());
|
||||
ImGui::End();
|
||||
|
||||
if (ImGui::Begin("FPSCounterOutline2", false,
|
||||
ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoFocusOnAppearing))
|
||||
ImGui::TextColored(ImVec4(0, 0, 0, 1), std::to_string(fps).c_str());
|
||||
ImGui::End();
|
||||
|
||||
if (ImGui::Begin("FPSCounterOutline3", false,
|
||||
ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoFocusOnAppearing))
|
||||
ImGui::TextColored(ImVec4(0, 0, 0, 1), std::to_string(fps).c_str());
|
||||
ImGui::End();
|
||||
|
||||
if (ImGui::Begin("FPSCounterOutline4", false,
|
||||
ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoFocusOnAppearing))
|
||||
ImGui::TextColored(ImVec4(0, 0, 0, 1), std::to_string(fps).c_str());
|
||||
ImGui::End();
|
||||
|
||||
if (ImGui::Begin("FPSCounter", false,
|
||||
ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoFocusOnAppearing))
|
||||
ImGui::TextColored(ImVec4(1, 1, 1, 1), std::to_string(fps).c_str());
|
||||
ImGui::End();
|
||||
|
||||
ImGui::SetWindowPos("FPSCounterOutline1", ImVec2(width - 49.f, 20.f), ImGuiCond_Once);
|
||||
ImGui::SetWindowPos("FPSCounterOutline2", ImVec2(width - 51.f, 20.f), ImGuiCond_Once);
|
||||
ImGui::SetWindowPos("FPSCounterOutline3", ImVec2(width - 50.f, 19.f), ImGuiCond_Once);
|
||||
ImGui::SetWindowPos("FPSCounterOutline4", ImVec2(width - 50.f, 21.f), ImGuiCond_Once);
|
||||
|
||||
ImGui::SetWindowPos("FPSCounter", ImVec2(width - 50.f, 20.f), ImGuiCond_Once);
|
||||
}
|
||||
|
||||
int loop(GLFWwindow *window)
|
||||
{
|
||||
std::printf("OpenGL %s, GLSL %s\n", glGetString(GL_VERSION), glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
@ -165,56 +217,141 @@ int loop(GLFWwindow *window)
|
||||
glfwGetWindowSize(window, &width, &heigth);
|
||||
MyGlWindow glWin(width, heigth);
|
||||
|
||||
int frameCount = 0;
|
||||
int fps = 60;
|
||||
double previousTime = glfwGetTime();
|
||||
glWin.scnctx.fboDisplayName = "position_buffer";
|
||||
bool is_selected = false;
|
||||
|
||||
glWin.scnctx.renderMode = DEFERRED_LIGHT;
|
||||
glWin.scnctx.firstRedraw = true;
|
||||
|
||||
std::vector<std::string> lights_strs;
|
||||
char const **strings = nullptr;
|
||||
|
||||
int current_light = 0;
|
||||
|
||||
bool orbiting_lights = true;
|
||||
float light_speed = 50.0f;
|
||||
|
||||
double prev_time = glfwGetTime();
|
||||
double sinceLastFrame;
|
||||
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
sinceLastFrame = glfwGetTime() - prev_time;
|
||||
prev_time = glfwGetTime();
|
||||
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
if (ImGui::Begin("First Window"))
|
||||
if (ImGui::Begin("Scene settings"))
|
||||
{
|
||||
ImGui::SetWindowPos(ImVec2(20, 20));
|
||||
if (ImGui::BeginCombo("Debug Buffer", glWin.scnctx.fboDisplayName.c_str()))
|
||||
{
|
||||
if (ImGui::Selectable("Position buffer", &is_selected, 0, ImVec2(120, 10)))
|
||||
glWin.scnctx.fboDisplayName = "position_buffer";
|
||||
if (ImGui::Selectable("Normal buffer", &is_selected, 0, ImVec2(120, 10)))
|
||||
glWin.scnctx.fboDisplayName = "normal_buffer";
|
||||
if (ImGui::Selectable("Color buffer", &is_selected, 0, ImVec2(120, 10)))
|
||||
glWin.scnctx.fboDisplayName = "color_buffer";
|
||||
|
||||
static float bgColor[3] = { 0.6f, 0.6f, 0.9f };
|
||||
ImGui::ColorEdit3("Background", bgColor, 0);
|
||||
glWin.setBgColor(bgColor);
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
|
||||
ImGui::SliderFloat("Light X", &(glWin._scnctx.lights["Spotlight1"].location.x), -20, 20);
|
||||
ImGui::SliderFloat("Light Y", &(glWin._scnctx.lights["Spotlight1"].location.y), -20, 20);
|
||||
ImGui::SliderFloat("Light Z", &(glWin._scnctx.lights["Spotlight1"].location.z), -20, 20);
|
||||
ImGui::SliderFloat("Light X Intensity", &(glWin._scnctx.lights["Spotlight1"].intensity.x), 0, 1);
|
||||
ImGui::SliderFloat("Light Y Intensity", &(glWin._scnctx.lights["Spotlight1"].intensity.y), 0, 1);
|
||||
ImGui::SliderFloat("Light Z Intensity", &(glWin._scnctx.lights["Spotlight1"].intensity.z), 0, 1);
|
||||
|
||||
if (ImGui::BeginCombo("Render Mode",
|
||||
(glWin.scnctx.renderMode == DEFERRED_LIGHT) ? "Deferred Lights" : (
|
||||
(glWin.scnctx.renderMode == FORWARD_LIGHT) ? "Forward Lights" : "Debug GBuffers")))
|
||||
{
|
||||
if (ImGui::Selectable("Draw Debug GBuffers", &is_selected, 0, ImVec2(120, 10)))
|
||||
{
|
||||
glWin.scnctx.renderMode = GBUF_DEBUG;
|
||||
glWin.scnctx.firstRedraw = true;
|
||||
}
|
||||
if (ImGui::Selectable("Draw with Deferred Lights", &is_selected, 0, ImVec2(120, 10)))
|
||||
{
|
||||
glWin.scnctx.renderMode = DEFERRED_LIGHT;
|
||||
glWin.scnctx.firstRedraw = true;
|
||||
}
|
||||
|
||||
if (ImGui::Selectable("Draw with Forward Lights", &is_selected, 0, ImVec2(120, 10)))
|
||||
{
|
||||
glWin.scnctx.renderMode = FORWARD_LIGHT;
|
||||
glWin.scnctx.firstRedraw = true;
|
||||
}
|
||||
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
|
||||
if (ImGui::BeginCombo("Scene Choice",
|
||||
(glWin.scene == MOUNTAIN) ? "Mountain" :
|
||||
(glWin.scene == CUBES) ? "Cubes" : "Teapots"))
|
||||
{
|
||||
if (ImGui::Selectable("Mountain", &is_selected, 0, ImVec2(100, 10)))
|
||||
glWin.loadScene(SceneChoice::MOUNTAIN);
|
||||
if (ImGui::Selectable("Cubes", &is_selected, 0, ImVec2(100, 10)))
|
||||
glWin.loadScene(SceneChoice::CUBES);
|
||||
if (ImGui::Selectable("Teapots", &is_selected, 0, ImVec2(100, 10)))
|
||||
glWin.loadScene(SceneChoice::TEAPOTS);
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
|
||||
ImGui::SetWindowPos(ImVec2(20, 20));
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
double currentTime = glfwGetTime();
|
||||
frameCount++;
|
||||
// If a second has passed.
|
||||
if (currentTime - previousTime >= 1.0)
|
||||
{
|
||||
fps = frameCount;
|
||||
frameCount = 0;
|
||||
previousTime = currentTime;
|
||||
if (reset)
|
||||
{
|
||||
glWin.loadScene(SceneChoice::MOUNTAIN);
|
||||
reset = false;
|
||||
}
|
||||
|
||||
|
||||
if (ImGui::Begin("FPSCounter", false,
|
||||
ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoFocusOnAppearing))
|
||||
{
|
||||
ImGui::TextColored(ImVec4(1, 1, 0, 1), std::to_string(fps).c_str());
|
||||
if (ImGui::Begin("Light management"))
|
||||
{
|
||||
lights_strs.clear();
|
||||
for (auto light : glWin.scnctx.lights)
|
||||
lights_strs.push_back(light.toString());
|
||||
|
||||
std::free(strings);
|
||||
strings = (char const **)std::malloc(sizeof(char *) * (lights_strs.size() + 1));
|
||||
std::memset((void *)strings, 0, sizeof(char *) * (lights_strs.size() + 1));
|
||||
|
||||
for (int i = 0; i < lights_strs.size(); i++)
|
||||
strings[i] = lights_strs[i].c_str();
|
||||
|
||||
ImGui::ListBox("Lights", ¤t_light, strings, lights_strs.size());
|
||||
if (glWin.scnctx.lights.size() > 0)
|
||||
{
|
||||
if (ImGui::SliderFloat("Selected light X", &glWin.scnctx.lights[current_light].location.x, -10, 10)
|
||||
&& glWin.scnctx.renderMode == DEFERRED_LIGHT)
|
||||
glWin.multipassManager.recomputeDeferredLights(glWin.scnctx);
|
||||
if (ImGui::SliderFloat("Selected light Y", &glWin.scnctx.lights[current_light].location.y, -10, 10)
|
||||
&& glWin.scnctx.renderMode == DEFERRED_LIGHT)
|
||||
glWin.multipassManager.recomputeDeferredLights(glWin.scnctx);
|
||||
if (ImGui::SliderFloat("Selected light Z", &glWin.scnctx.lights[current_light].location.z, -10, 10)
|
||||
&& glWin.scnctx.renderMode == DEFERRED_LIGHT)
|
||||
glWin.multipassManager.recomputeDeferredLights(glWin.scnctx);
|
||||
|
||||
if (ImGui::SliderFloat("Selected light R", &glWin.scnctx.lights[current_light].intensity.x, 0, 1)
|
||||
&& glWin.scnctx.renderMode == DEFERRED_LIGHT)
|
||||
glWin.multipassManager.recomputeDeferredLights(glWin.scnctx);
|
||||
if (ImGui::SliderFloat("Selected light G", &glWin.scnctx.lights[current_light].intensity.y, 0, 1)
|
||||
&& glWin.scnctx.renderMode == DEFERRED_LIGHT)
|
||||
glWin.multipassManager.recomputeDeferredLights(glWin.scnctx);
|
||||
if (ImGui::SliderFloat("Selected light B", &glWin.scnctx.lights[current_light].intensity.z, 0, 1)
|
||||
&& glWin.scnctx.renderMode == DEFERRED_LIGHT)
|
||||
glWin.multipassManager.recomputeDeferredLights(glWin.scnctx);
|
||||
|
||||
}
|
||||
ImGui::Checkbox("Orbit Lights", &orbiting_lights);
|
||||
ImGui::SliderFloat("Orbit degrees / second", &light_speed, 0, 360);
|
||||
}
|
||||
ImGui::End();
|
||||
ImGui::SetWindowPos("FPSCounter", ImVec2(width - 50, 20), ImGuiCond_Once);
|
||||
|
||||
FPSDisplay(width);
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glWin.draw();
|
||||
glfwSwapBuffers(window);
|
||||
glWin.draw();
|
||||
if (orbiting_lights)
|
||||
glWin.orbitLights(sinceLastFrame, light_speed);
|
||||
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
@ -234,9 +371,6 @@ int loop(GLFWwindow *window)
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
// upload to padlet.com/mksung89/cameraControl2
|
||||
|
||||
int main()
|
||||
{
|
||||
GLFWwindow *win;
|
||||
|
||||
@ -1,135 +0,0 @@
|
||||
#include "TextureViewer.h"
|
||||
|
||||
|
||||
TextureViewer::TextureViewer()
|
||||
{
|
||||
this->s = new ShaderProgram();
|
||||
this->fs = "default.frag";
|
||||
this->vs = "default.vs";
|
||||
this->depth = false;
|
||||
setUpShaders();
|
||||
}
|
||||
|
||||
|
||||
TextureViewer::TextureViewer(GLuint tex, std::string vs, std::string fs) {
|
||||
this->s = new ShaderProgram();
|
||||
this->texture = tex;
|
||||
this->fs = fs;
|
||||
this->vs = vs;
|
||||
this->depth = false;
|
||||
|
||||
|
||||
setUpShaders();
|
||||
}
|
||||
|
||||
|
||||
TextureViewer::~TextureViewer()
|
||||
{
|
||||
delete s;
|
||||
glDeleteBuffers(1, &VBO);
|
||||
glDeleteBuffers(1, &VAO);
|
||||
}
|
||||
|
||||
void TextureViewer::draw() {
|
||||
//Bind VAO
|
||||
glBindVertexArray(VAO);
|
||||
//Bind VBO
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
|
||||
s->use();
|
||||
|
||||
glUniform1i(s->uniform("depth"), this->depth);
|
||||
|
||||
//Bind texture
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, this->texture);
|
||||
|
||||
//Draw
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
//Unbind texture for sure
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
s->disable();
|
||||
|
||||
//Unbind VBO - just for sure
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
//Unbind VAO
|
||||
glBindVertexArray(0);
|
||||
|
||||
}
|
||||
|
||||
void TextureViewer::setDepthOnly(bool depth) {
|
||||
this->depth = depth;
|
||||
}
|
||||
|
||||
//Called only once in constructor
|
||||
void TextureViewer::setUpShaders()
|
||||
{
|
||||
//We need only vertex and fragment shaders
|
||||
s->initFromFiles(this->vs,this->fs);
|
||||
|
||||
|
||||
|
||||
s->use();
|
||||
|
||||
//Create uniforms and attributes (filled later)
|
||||
|
||||
s->addUniform("tex");
|
||||
s->addUniform("depth");
|
||||
|
||||
|
||||
//Quad verticles - omitted z coord, because it will always be 1
|
||||
float pos[] = {
|
||||
-1.0, 1.0,
|
||||
1.0, 1.0,
|
||||
-1.0, -1.0,
|
||||
1.0, -1.0
|
||||
};
|
||||
|
||||
float uv[] = {
|
||||
0.0, 1.0,
|
||||
1.0, 1.0,
|
||||
0.0, 0.0,
|
||||
1.0, 0.0
|
||||
};
|
||||
|
||||
//Generate VAO
|
||||
glGenVertexArrays(1, &VAO);
|
||||
//Bind VAO
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
//Generate VBO
|
||||
glGenBuffers(1, &VBO);
|
||||
//Bind VBO
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
//Alocate buffer
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(pos)+sizeof(uv), NULL, GL_STATIC_DRAW);
|
||||
//Fill VBO
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pos), pos);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 8 * sizeof(float), sizeof(uv), uv);
|
||||
|
||||
//Fill attributes and uniforms
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, (sizeof(float)* 2), (void*)0);
|
||||
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, (sizeof(float)* 2), (GLvoid*)(sizeof(float)* 8));
|
||||
|
||||
glUniform1i(s->uniform("tex"), 0);
|
||||
|
||||
s->disable();
|
||||
//unbind buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
//Setters
|
||||
void TextureViewer::setTexture(GLuint tex) {
|
||||
this->texture = tex;
|
||||
}
|
||||
//Getters
|
||||
GLuint TextureViewer::getTexture() {
|
||||
return this->texture;
|
||||
}
|
||||
@ -1,57 +0,0 @@
|
||||
|
||||
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
|
||||
#ifndef CTEXTUREVIEWER_H
|
||||
#define CTEXTUREVIEWER_H
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
#include <vector>
|
||||
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtx/rotate_vector.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
|
||||
#include "Loader.h"
|
||||
|
||||
|
||||
/*
|
||||
* Simple class, which will render texture on screen
|
||||
*/
|
||||
class TextureViewer
|
||||
{
|
||||
private:
|
||||
|
||||
GLuint texture;
|
||||
//VBO - don't need EBO, i'll use glDrawArrays()
|
||||
GLuint VBO;
|
||||
//VAO - needed for glDrawArrays()
|
||||
GLuint VAO;
|
||||
ShaderProgram * s;
|
||||
//Default shaders
|
||||
std::string vs;
|
||||
std::string fs;
|
||||
bool depth;
|
||||
void setUpShaders();
|
||||
|
||||
|
||||
public:
|
||||
|
||||
TextureViewer();
|
||||
TextureViewer(GLuint tex, std::string vs, std::string fs);
|
||||
void draw();
|
||||
//Setters
|
||||
void setTexture(GLuint tex);
|
||||
void setDepthOnly(bool depth);
|
||||
//Getters
|
||||
GLuint getTexture();
|
||||
~TextureViewer();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
Before Width: | Height: | Size: 266 B After Width: | Height: | Size: 3.1 KiB |
@ -1,118 +0,0 @@
|
||||
#include "fboManager.h"
|
||||
|
||||
|
||||
|
||||
#include <iostream>
|
||||
|
||||
|
||||
|
||||
FboManager::FboManager() {
|
||||
useRenderDepthBuffer = false;
|
||||
attachmentCount = 0;
|
||||
/*for(int i=0;i<5;i++) {
|
||||
mrt[i] = GL_COLOR_ATTACHMENT0+i;
|
||||
}*/
|
||||
}
|
||||
|
||||
FboManager::~FboManager() {
|
||||
glDeleteFramebuffers(1, &_fboId);
|
||||
if(useRenderDepthBuffer) {
|
||||
glDeleteRenderbuffers(1, &_renderDepthBufferId);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//create FBO
|
||||
void FboManager::initFbo() {
|
||||
glGenFramebuffers(1, &_fboId);
|
||||
}
|
||||
|
||||
//generate and bind depth buffer
|
||||
void FboManager::genRenderDepthBuffer(unsigned w, unsigned h) {
|
||||
glGenRenderbuffers(1,&_renderDepthBufferId);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, _renderDepthBufferId);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT,w,h);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
}
|
||||
|
||||
//bind depth buffer
|
||||
void FboManager::bindRenderDepthBuffer() {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER,_fboId);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,_renderDepthBufferId);
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER,0);
|
||||
}
|
||||
|
||||
void FboManager::setDrawBuffers() {
|
||||
glDrawBuffers(attachmentCount, mrt);
|
||||
}
|
||||
|
||||
void FboManager::bindToFbo(GLenum type, GLenum texture, GLuint textureId) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER,_fboId);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER,type,texture,textureId,0);
|
||||
if(type != GL_DEPTH_ATTACHMENT) {
|
||||
mrt[attachmentCount] = type;
|
||||
attachmentCount += 1;
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
}
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER,0);
|
||||
}
|
||||
|
||||
void FboManager::bind3DTextureToFbo(GLenum type, GLuint textureId) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, _fboId);
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, type, textureId, 0);
|
||||
//glFramebufferTexture3D(GL_FRAMEBUFFER, type, GL_TEXTURE_3D, textureId, 0, 0);
|
||||
if (type != GL_DEPTH_ATTACHMENT) {
|
||||
mrt[attachmentCount] = type;
|
||||
attachmentCount += 1;
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
}
|
||||
}
|
||||
|
||||
GLuint FboManager::getFboId() {
|
||||
return _fboId;
|
||||
}
|
||||
|
||||
bool FboManager::checkFboStatus() {
|
||||
// check FBO status
|
||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
switch(status)
|
||||
{
|
||||
case GL_FRAMEBUFFER_COMPLETE_EXT:
|
||||
std::cout << "Framebuffer complete." << std::endl;
|
||||
return true;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
|
||||
std::cout << "[ERROR] Framebuffer incomplete: Attachment is NOT complete." << std::endl;
|
||||
return false;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
|
||||
std::cout << "[ERROR] Framebuffer incomplete: No image is attached to FBO." << std::endl;
|
||||
return false;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
|
||||
std::cout << "[ERROR] Framebuffer incomplete: Attached images have different dimensions." << std::endl;
|
||||
return false;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
|
||||
std::cout << "[ERROR] Framebuffer incomplete: Color attached images have different internal formats." << std::endl;
|
||||
return false;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
|
||||
std::cout << "[ERROR] Framebuffer incomplete: Draw buffer." << std::endl;
|
||||
return false;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
|
||||
std::cout << "[ERROR] Framebuffer incomplete: Read buffer." << std::endl;
|
||||
return false;
|
||||
|
||||
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
|
||||
std::cout << "[ERROR] Unsupported by FBO implementation." << std::endl;
|
||||
return false;
|
||||
|
||||
default:
|
||||
std::cout << "[ERROR] Unknow error." << std::endl;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -1,49 +0,0 @@
|
||||
/*
|
||||
* File: fboManager.h
|
||||
* Desc: Jednoduchy "manager" pro FBO objekty
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
|
||||
|
||||
#ifndef FBOMANAGER_H
|
||||
#define FBOMANAGER_H
|
||||
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtx/rotate_vector.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
class FboManager {
|
||||
public:
|
||||
FboManager();
|
||||
~FboManager();
|
||||
//check fbo status
|
||||
bool checkFboStatus();
|
||||
|
||||
//create a renderbuffer object
|
||||
void genRenderDepthBuffer(unsigned w, unsigned h);
|
||||
|
||||
//bind a renderbuffer object
|
||||
void bindRenderDepthBuffer();
|
||||
|
||||
void bindToFbo(GLenum type, GLenum texture, GLuint textureId);
|
||||
|
||||
void bind3DTextureToFbo(GLenum type, GLuint textureId);
|
||||
void initFbo();
|
||||
void setDrawBuffers();
|
||||
GLuint getFboId();
|
||||
private:
|
||||
GLuint _fboId;
|
||||
GLuint _renderDepthBufferId;
|
||||
bool useRenderDepthBuffer;
|
||||
unsigned attachmentCount;
|
||||
GLenum mrt[6];
|
||||
};
|
||||
|
||||
#endif
|
||||
@ -45,7 +45,7 @@ Collapsed=0
|
||||
|
||||
[Window][First Window]
|
||||
Pos=20,20
|
||||
Size=357,188
|
||||
Size=330,60
|
||||
Collapsed=0
|
||||
|
||||
[Window][FPSCounter]
|
||||
@ -53,3 +53,38 @@ Pos=1030,20
|
||||
Size=85,32
|
||||
Collapsed=0
|
||||
|
||||
[Window][Scene settings]
|
||||
Pos=20,20
|
||||
Size=314,106
|
||||
Collapsed=0
|
||||
|
||||
[Window][FPSCounterOutline]
|
||||
Pos=1031,21
|
||||
Size=32,32
|
||||
Collapsed=0
|
||||
|
||||
[Window][FPSCounterOutline4]
|
||||
Pos=1030,21
|
||||
Size=32,32
|
||||
Collapsed=0
|
||||
|
||||
[Window][FPSCounterOutline3]
|
||||
Pos=1030,19
|
||||
Size=32,32
|
||||
Collapsed=0
|
||||
|
||||
[Window][FPSCounterOutline2]
|
||||
Pos=1029,20
|
||||
Size=32,32
|
||||
Collapsed=0
|
||||
|
||||
[Window][FPSCounterOutline1]
|
||||
Pos=1031,20
|
||||
Size=32,32
|
||||
Collapsed=0
|
||||
|
||||
[Window][Light management]
|
||||
Pos=422,2
|
||||
Size=475,163
|
||||
Collapsed=0
|
||||
|
||||
|
||||
5
BaseGLProject/light_pov.frag
Normal file
@ -0,0 +1,5 @@
|
||||
#version 440
|
||||
|
||||
void main(void)
|
||||
{
|
||||
}
|
||||
13
BaseGLProject/light_pov.vert
Normal file
@ -0,0 +1,13 @@
|
||||
#version 440
|
||||
|
||||
layout(location=0) in vec3 coord3d;
|
||||
layout(location=1) in vec3 v_normal;
|
||||
layout(location=2) in vec3 v_color;
|
||||
layout(location=3) in vec2 v_texmap;
|
||||
|
||||
uniform mat4 lightmvp;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = lightmvp * vec4(coord3d, 1.0f);
|
||||
}
|
||||
69
BaseGLProject/shadow_light.frag
Normal file
@ -0,0 +1,69 @@
|
||||
#version 440
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoords;
|
||||
in vec3 fragPos;
|
||||
in vec3 fragNormal;
|
||||
in vec4 fragPosLightSpace;
|
||||
|
||||
uniform vec3 Kd;
|
||||
uniform vec3 Ka;
|
||||
uniform vec3 Ks;
|
||||
uniform float Shininess;
|
||||
|
||||
struct LightInfo {
|
||||
vec4 Position;
|
||||
vec3 Intensity;
|
||||
};
|
||||
|
||||
uniform LightInfo Light[64];
|
||||
uniform int LightCount;
|
||||
|
||||
uniform uint hasTextureDiffuse;
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D depth_tex;
|
||||
|
||||
float ShadowCalculation(vec4 PInLightSpace)
|
||||
{
|
||||
// perform perspective divide
|
||||
vec3 projCoords = PInLightSpace.xyz / PInLightSpace.w;
|
||||
// transform to [0,1] range
|
||||
projCoords = projCoords * 0.5 + 0.5; //why? because it has a values [-1, 1], convert to [0, 1]
|
||||
// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
|
||||
float closestDepth = texture(depth_tex, projCoords.xy).r;
|
||||
// get depth of current fragment from light's perspective
|
||||
float currentDepth = projCoords.z;
|
||||
// check whether current frag pos is in shadow
|
||||
float bias = 0.005;
|
||||
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
||||
// Supress the limit of the far / close plane
|
||||
if (projCoords.z > 1.0)
|
||||
shadow = 0.0;
|
||||
return shadow;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
//calculate diffuse, specular, ambient
|
||||
|
||||
vec3 c = vec3(1.0);
|
||||
if (hasTextureDiffuse == 1) {
|
||||
c = texture(tex, TexCoords).rgb;
|
||||
}
|
||||
|
||||
float shadow = ShadowCalculation(fragPosLightSpace);
|
||||
|
||||
vec3 L = normalize(Light[LightCount - 1].Position.xyz - fragPos);
|
||||
vec3 N = fragNormal;
|
||||
vec3 V = normalize(-fragPos);
|
||||
//vec3 R = normalize(reflect(-L, N));
|
||||
vec3 H = normalize(V + L);
|
||||
|
||||
vec3 ambient = Ka * Light[LightCount - 1].Intensity;
|
||||
vec3 diffuse = Kd * Light[LightCount - 1].Intensity * max(dot(L, N), 0.0);
|
||||
vec3 specular = Ks * Light[LightCount - 1].Intensity * pow(max(dot(H, N), 0.0), Shininess);
|
||||
|
||||
vec3 final = (ambient + (1-shadow)*(diffuse + specular))*c;
|
||||
FragColor = vec4(final,1.0);
|
||||
}
|
||||
25
BaseGLProject/shadow_light.vert
Normal file
@ -0,0 +1,25 @@
|
||||
#version 440
|
||||
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec3 normal;
|
||||
layout (location = 2) in vec2 v_color;
|
||||
layout (location = 3) in vec2 texCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
out vec3 fragPos;
|
||||
out vec3 fragNormal;
|
||||
out vec4 fragPosLightSpace;
|
||||
|
||||
uniform mat4 mvp;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat3 NormalMatrix;
|
||||
uniform mat4 lightmvp;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragNormal = normalize(NormalMatrix * normal);
|
||||
fragPos = vec3(ModelViewMatrix * vec4(position,1.0));
|
||||
TexCoords = texCoords;
|
||||
fragPosLightSpace = lightmvp * vec4(position,1.0);
|
||||
gl_Position = mvp * vec4(position, 1.0f);
|
||||
}
|
||||
@ -3,57 +3,44 @@
|
||||
in vec3 f_color;
|
||||
out vec4 FragColors;
|
||||
|
||||
uniform vec3 Kd;
|
||||
uniform vec3 Ka;
|
||||
uniform vec3 Ks;
|
||||
uniform float Shininess;
|
||||
|
||||
struct LightInfo {
|
||||
vec4 Position;
|
||||
vec3 Intensity;
|
||||
struct Light {
|
||||
vec3 Position;
|
||||
vec3 Color;
|
||||
};
|
||||
|
||||
uniform LightInfo Light[64];
|
||||
uniform int LightCount;
|
||||
|
||||
uniform Light lights[64];
|
||||
uniform int NLights;
|
||||
|
||||
in vec3 fNormal;
|
||||
in vec3 pos;
|
||||
|
||||
in vec2 texCoord;
|
||||
uniform int TexCount;
|
||||
uniform sampler2D tex[32];
|
||||
uniform sampler2D tex;
|
||||
|
||||
uniform vec3 view_pos;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec3 finalColor;
|
||||
vec3 diffuse_sum;
|
||||
vec3 specular_sum;
|
||||
vec3 ambient;
|
||||
|
||||
ambient = Ka * Light[0].Intensity;
|
||||
for (int i=0; i<LightCount; i++)
|
||||
vec4 texColor = texture(tex, texCoord);
|
||||
//Hardcoded ambient
|
||||
ambient = texColor.rgb * 0.1;
|
||||
for (int i = 0; i < NLights; i++)
|
||||
{
|
||||
vec3 L = normalize(Light[i].Position.xyz - pos);
|
||||
vec3 L = normalize(lights[i].Position.xyz - pos);
|
||||
vec3 N = fNormal;
|
||||
vec3 V = normalize(-pos);
|
||||
vec3 V = normalize(view_pos - pos);
|
||||
vec3 H = normalize(V + L);
|
||||
|
||||
vec3 diffuse = Kd * Light[i].Intensity * max(dot(L, N), 0.0);
|
||||
vec3 specular = Ks * Light[i].Intensity * pow(max(dot(H, N), 0.0), Shininess);
|
||||
vec3 diffuse = lights[i].Color * texColor.rgb * max(dot(L, N), 0.0);
|
||||
vec3 specular = lights[i].Color * pow(max(dot(H, N), 0.0), 16.0) * 0.5;
|
||||
diffuse_sum += diffuse;
|
||||
specular_sum += specular;
|
||||
}
|
||||
|
||||
vec4 texColor = texture(tex[0], texCoord);
|
||||
|
||||
for (int i=1; i < TexCount; i++)
|
||||
{
|
||||
vec4 new_tex = texture(tex[i], texCoord);
|
||||
texColor = mix(new_tex, texColor, new_tex.a);
|
||||
}
|
||||
|
||||
FragColors = (vec4(diffuse_sum + ambient, 1) * texColor + vec4(specular_sum, 1.0));
|
||||
|
||||
FragColors = (vec4(ambient + diffuse_sum + specular_sum, 1));
|
||||
}
|
||||
|
||||
@ -7,7 +7,7 @@ layout(location=3) in vec2 v_texmap;
|
||||
|
||||
uniform mat4 mvp;
|
||||
uniform mat3 NormalMatrix;
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat4 ModelMatrix;
|
||||
|
||||
out vec3 fNormal;
|
||||
out vec3 pos;
|
||||
@ -16,9 +16,7 @@ out vec2 texCoord;
|
||||
void main(void)
|
||||
{
|
||||
fNormal = normalize(NormalMatrix * v_normal);
|
||||
pos = (ModelViewMatrix * vec4(coord3d, 1.0)).xyz;
|
||||
|
||||
pos = (ModelMatrix * vec4(coord3d, 1.0)).xyz;
|
||||
texCoord = v_texmap;
|
||||
|
||||
gl_Position = mvp * vec4(coord3d, 1.0f);
|
||||
}
|
||||
|
||||
@ -1,101 +0,0 @@
|
||||
|
||||
|
||||
#include "textureManager.h"
|
||||
|
||||
|
||||
#define MAX_GRID_SIZE 32
|
||||
|
||||
|
||||
TextureManager::TextureManager() : clearTextureExtension(true) {
|
||||
}
|
||||
|
||||
TextureManager::~TextureManager() {
|
||||
textures.clear();
|
||||
}
|
||||
|
||||
void TextureManager::add(const string& texture) {
|
||||
GLuint tmpId;
|
||||
glGenTextures(1, &tmpId);
|
||||
textures[texture] = tmpId;
|
||||
}
|
||||
|
||||
void TextureManager::createTexture(const string& texture, const string filePath,unsigned w, unsigned h, GLuint filter, GLuint type, GLuint type_2, bool depth = false)
|
||||
{
|
||||
// SDL_Surface *surface;
|
||||
GLuint textureid;
|
||||
int mode;
|
||||
add(texture);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[texture]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
|
||||
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
//No image data - for frameBuffer
|
||||
if(filePath.empty()) {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0 ,type, w, h, 0, type_2, GL_FLOAT, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0 ,type, w, h, 0, type_2, GL_FLOAT, 0);
|
||||
if (depth) {
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TextureManager::createRGBA16F3DTexture(const string& texture, glm::vec3 dim, GLuint filter, GLuint wrap) {
|
||||
GLuint tex;
|
||||
add(texture);
|
||||
glBindTexture(GL_TEXTURE_3D, textures[texture]);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, wrap);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, wrap);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, wrap);
|
||||
//glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, w, h, d, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
//glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, w, h, d, 0, GL_RGBA, GL_FLOAT, &emptyData[0]);
|
||||
std::vector<GLfloat> emptyData(dim.x * dim.y * dim.z * sizeof(float), 0.0);
|
||||
glBindTexture(GL_TEXTURE_3D, textures[texture]);
|
||||
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, dim.x, dim.y, dim.z, 0, GL_RGBA, GL_FLOAT, &emptyData[0]);
|
||||
glBindTexture(GL_TEXTURE_3D, 0);
|
||||
//clear3Dtexture(textures[texture], dim);
|
||||
//glBindTexture(GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
void TextureManager::clear3Dtexture(GLuint texture) {
|
||||
if (clearTextureExtension) {
|
||||
GLfloat data[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
glClearTexImage(texture, 0, GL_RGBA, GL_FLOAT, &data[0]);
|
||||
}
|
||||
else {
|
||||
//MUCH SLOWER version, but should work on version lower than 4.4
|
||||
std::vector<GLfloat> emptyData(MAX_GRID_SIZE * MAX_GRID_SIZE * MAX_GRID_SIZE * sizeof(float), 0.0);
|
||||
glBindTexture(GL_TEXTURE_3D, texture);
|
||||
//glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, MAX_GRID_SIZE, MAX_GRID_SIZE, MAX_GRID_SIZE, 0, GL_RGBA, GL_FLOAT, &emptyData[0]);
|
||||
//or
|
||||
glTexSubImage3D(GL_TEXTURE_3D, 0, 0,0,0, MAX_GRID_SIZE, MAX_GRID_SIZE, MAX_GRID_SIZE, GL_RGBA, GL_FLOAT, &emptyData[0]);
|
||||
glBindTexture(GL_TEXTURE_3D, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void TextureManager::createRGBA3DTexture(const string& texture, glm::vec3 dim, GLuint filter, GLuint wrap) {
|
||||
GLuint tex;
|
||||
add(texture);
|
||||
glBindTexture(GL_TEXTURE_3D, textures[texture]);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, wrap);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, wrap);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, wrap);
|
||||
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, dim.x, dim.y, dim.z, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
//glBindTexture(GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
GLuint TextureManager::operator[] (const string& texture) {
|
||||
return textures[texture];
|
||||
}
|
||||
@ -1,41 +0,0 @@
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
|
||||
|
||||
#ifndef TEXTUREMANAGER_H
|
||||
#define TEXTUREMANAGER_H
|
||||
|
||||
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
#include <vector>
|
||||
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtx/rotate_vector.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
|
||||
using namespace std;
|
||||
|
||||
class TextureManager {
|
||||
public:
|
||||
TextureManager();
|
||||
~TextureManager();
|
||||
GLuint operator[](const string& texture);
|
||||
void add(const string& texture);
|
||||
void createTexture(const string& texture, const string filePath, unsigned w, unsigned h,
|
||||
GLuint filter, GLuint type, GLuint type_2, bool depth);
|
||||
void createRGBA16F3DTexture(const string& texture, glm::vec3 dim, GLuint filter, GLuint wrap);
|
||||
void createRGBA3DTexture(const string& texture, glm::vec3 dim, GLuint filter, GLuint wrap);
|
||||
void clear3Dtexture(GLuint texture);
|
||||
void setClearTextureExtension(bool v) {
|
||||
clearTextureExtension = v;
|
||||
}
|
||||
private:
|
||||
map<string,GLuint> textures;
|
||||
bool clearTextureExtension;
|
||||
};
|
||||
|
||||
#endif
|
||||
@ -6,144 +6,7 @@ out vec4 final_color;
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
|
||||
subroutine vec4 shading_t(vec4 color);
|
||||
subroutine uniform shading_t Shading;
|
||||
|
||||
const float f = 1.0 / 300.0;
|
||||
|
||||
vec2 offsets[9] = vec2[](
|
||||
vec2(-f, f), vec2(0.0, f), vec2(f, f),
|
||||
vec2(-f, 0.0), vec2(0.0, 0.0), vec2(f, 0.0),
|
||||
vec2(-f, -f), vec2(0.0, -f), vec2(f, -f)
|
||||
);
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 absolutely_no_postprocess(vec4 color)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 sepia(vec4 color)
|
||||
{
|
||||
return vec4(color.r * .393 + color.g * .769 + color.b * .189,
|
||||
color.r * .349 + color.g * .686 + color.b * .168,
|
||||
color.r * .272 + color.g * .534 + color.b * .131, 1.0);
|
||||
}
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 grayscale(vec4 color)
|
||||
{
|
||||
float average = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
|
||||
return vec4(average, average, average, 1);
|
||||
}
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 depthing(vec4 color)
|
||||
{
|
||||
float zNear = 0.1f; // zNear of your perspective projection
|
||||
float zFar = 2000.0f; // zFar of your perspective projection
|
||||
float depth = color.x;
|
||||
float r = (2.0 * zNear) / (zFar + zNear - depth * (zFar - zNear));
|
||||
return vec4(r, r, r, 1);
|
||||
}
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 blurring(vec4 color)
|
||||
{
|
||||
float blur_kernel[9] = float[](
|
||||
1.0 / 16, 2.0 / 16, 1.0 / 16,
|
||||
2.0 / 16, 4.0 / 16, 2.0 / 16,
|
||||
1.0 / 16, 2.0 / 16, 1.0 / 16
|
||||
);
|
||||
|
||||
vec3 texblur = vec3(0,0,0);
|
||||
for (int i = 0; i < 9; i++)
|
||||
texblur += vec3(texture(tex, uv + offsets[i]).rgb * blur_kernel[i]);
|
||||
|
||||
return vec4(texblur, 1);
|
||||
}
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 sharpening(vec4 color)
|
||||
{
|
||||
float sharp_kernel[9] = float[](
|
||||
-1, -1, -1,
|
||||
-1, 9, -1,
|
||||
-1, -1, -1
|
||||
);
|
||||
|
||||
vec3 texsharp = vec3(0,0,0);
|
||||
for (uint i = 0; i < 9; i++)
|
||||
texsharp += texture(tex, uv + offsets[i]).rgb * sharp_kernel[i];
|
||||
|
||||
return vec4(texsharp, 1);
|
||||
}
|
||||
|
||||
subroutine(shading_t)
|
||||
vec4 sobel_filter(vec4 color)
|
||||
{
|
||||
float sobel_x[9] = float[](
|
||||
-1, 0, 1,
|
||||
-2, 0, 2,
|
||||
-1, 0, 1
|
||||
);
|
||||
|
||||
float sobel_y[9] = float[](
|
||||
-1, -2, -1,
|
||||
0, 0, 0,
|
||||
1, 2, 1
|
||||
);
|
||||
|
||||
vec3 vec_x = vec3(0);
|
||||
vec3 vec_y = vec3(0);
|
||||
|
||||
for (int i = 0; i < 9; i++)
|
||||
{
|
||||
vec_x += texture(tex, uv + offsets[i]).rgb * sobel_x[i];
|
||||
vec_y += texture(tex, uv + offsets[i]).rgb * sobel_y[i];
|
||||
}
|
||||
|
||||
vec4 sobeled = vec4(sqrt(vec_x * vec_x + vec_y * vec_y), 1);
|
||||
return grayscale(sobeled);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
//rrra because depth textures are not usual textures, they have only one channel
|
||||
final_color = texture(tex, uv).rgba;
|
||||
|
||||
final_color = Shading(final_color);
|
||||
|
||||
// if (depth) {
|
||||
// float d;
|
||||
// d = LinearizeDepth(uv);
|
||||
// final_color = vec4(d,d,d,1.0);
|
||||
// }
|
||||
// else if (blur)
|
||||
// {
|
||||
// final_color = vec4(blurring_func(uv), 1);
|
||||
// }
|
||||
// else if (sharpen)
|
||||
// {
|
||||
// final_color = vec4(sharpening_func(uv));
|
||||
// }
|
||||
// else if (sepia)
|
||||
// {
|
||||
// final_color = vec4(final_color.r * .393 + final_color.g * .769 + final_color.b * .189,
|
||||
// final_color.r * .349 + final_color.g * .686 + final_color.b * .168,
|
||||
// final_color.r * .272 + final_color.g * .534 + final_color.b * .131, 1.0);
|
||||
// }
|
||||
// else if (grayscale)
|
||||
// {
|
||||
// float average = final_color.r * 0.2126 + final_color.g * 0.7152 + final_color.b * 0.0722;
|
||||
// final_color = vec4(average, average, average, 1.0);
|
||||
// }
|
||||
// else if (sobel)
|
||||
// {
|
||||
// vec3 sobeled = sobel_filter(final_color.rgb);
|
||||
// float average = sobeled.r * 0.2126 + sobeled.g * 0.7152 + sobeled.b * 0.0722;
|
||||
// final_color = vec4(average, average, average, 1.0);
|
||||
// }
|
||||
{
|
||||
final_color = texture(tex, uv).rgba;
|
||||
}
|
||||
@ -9,4 +9,4 @@ void main()
|
||||
{
|
||||
gl_Position = vec4(vPosition,0.0,1.0);
|
||||
uv = vUV;
|
||||
}
|
||||
}
|
||||