Rendering of perspective linearized depth map kind of works now
parent
fb3e1e7432
commit
0810224356
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@ -4,13 +4,19 @@ in vec2 ioUV;
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out vec3 outColor;
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uniform sampler2D uTexture;
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uniform sampler2D uDepthTexture;
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uniform float uIsOrthographic;
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uniform float uNear;
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uniform float uFar;
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void main() {
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float z = texture(uTexture, ioUV).r;
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float c = (z - uNear) / (uFar - uNear);
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float z = texture(uDepthTexture, ioUV).r;
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float c;
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if (uIsOrthographic == 1.0) {
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c = (z - uNear) / (uFar - uNear);
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} else {
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c = (2.0 * uNear) / (uFar + uNear - z * (uFar - uNear));
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}
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outColor = vec3(c);
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}
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@ -0,0 +1,32 @@
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#version 150 core
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uniform vec4 uColor;
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uniform vec3 uLightDirection;
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uniform vec3 uViewPosition;
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smooth in vec4 ioFragColor;
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in vec3 ioNormal;
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in vec3 ioFragPosition;
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out vec4 outColor;
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void main() {
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// ambient lighting
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float ambient_strength = 0.1;
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vec4 ambient = ambient_strength * ioFragColor;
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// diffuse lighting
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vec3 normal_dir = normalize(ioNormal);
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vec3 light_dir = normalize(uLightDirection);
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float diff = max(dot(normal_dir, light_dir), 0.0);
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vec4 diffuse = diff * ioFragColor;
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// specular lighting
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vec3 view_dir = normalize(uViewPosition - ioFragPosition);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float spec = pow(max(dot(normal_dir, halfway_dir), 0.0), 32);
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vec4 specular = spec * vec4(0.5);
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outColor = ambient + diffuse + specular;
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}
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@ -0,0 +1,25 @@
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#version 150 core
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#extension GL_ARB_explicit_attrib_location : require
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in vec4 inCoord;
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in vec3 inNormal;
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in vec2 inUV;
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in vec4 inColor;
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uniform mat4 uModelMatrix;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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uniform mat3 uNormalMatrix;
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uniform vec3 uLightDirection;
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uniform vec3 uViewPosition;
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smooth out vec4 ioFragColor;
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out vec3 ioNormal;
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out vec3 ioFragPosition;
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void main() {
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gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * inCoord;
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ioFragColor = inColor;
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ioNormal = uNormalMatrix * inNormal;
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ioFragPosition = (uModelMatrix * inCoord).xyz;
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}
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@ -154,37 +154,31 @@ const struct module_api MODULE_API = {
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//
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// Camera
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//
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void Camera::UpdateMatrices() {
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mViewMatrix = LookAt(mEye, mPoi, mUp);
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void Light::Initialize() {
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gLog("Initializing light");
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mShadowMapProgram = RenderProgram("data/shaders/vs_shadowmap.vert", "data/shaders/fs_shadowmap.frag");
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if (mIsOrthographic) {
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mProjectionMatrix = Ortho(-1.0f, 1.0f, -1.0f, 1.0f, mNear, mFar);
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} else {
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mProjectionMatrix = Perspective(mFov, mWidth / mHeight, mNear, mFar);
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}
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bool load_result = mShadowMapProgram.Load();
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mShadowMapProgram.RegisterFileModification();
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assert(load_result);
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gLog("Initializing light render target size: %d, %d", mShadowMapSize, mShadowMapSize);
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mShadowMapTarget.Initialize(mShadowMapSize, mShadowMapSize,
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RenderTarget::EnableColor
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| RenderTarget::EnableDepthTexture
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| RenderTarget::EnableLinearizedDepthTexture);
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glBindFramebuffer(GL_FRAMEBUFFER, mShadowMapTarget.mFrameBufferId);
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gLog("Framebuffer of light has id: %d", mShadowMapTarget.mFrameBufferId);
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gLog("Initializing light done");
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}
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void Camera::DrawGui() {
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ImGui::Text("Width %3.4f, Height %3.4f", mWidth, mHeight);
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ImGui::InputFloat3("Eye", mEye.data(), -10.0f, 10.0f);
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ImGui::SliderFloat3("EyeS", mEye.data(), -10.0f, 10.0f);
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ImGui::InputFloat3("Poi", mPoi.data(), -10.0f, 10.0f);
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ImGui::InputFloat3("Up", mUp.data(), -10.0f, 10.0f);
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ImGui::Checkbox("Orthographic", &mIsOrthographic);
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ImGui::SliderFloat("Fov", &mFov, 5, 160);
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ImGui::SliderFloat("Near", &mNear, -10, 10);
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ImGui::SliderFloat("Far", &mFar, -20, 50);
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if (ImGui::Button("Reset")) {
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*this = Camera();
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}
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void Light::UpdateMatrices() {
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mLightProjection = Ortho (-mBBoxSize * 0.5f, mBBoxSize * 0.5f, -mBBoxSize * 0.5f, mBBoxSize * 0.5f, mNear, mFar);
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mLightView = LookAt(mDirection * mBBoxSize * 0.5f, Vector3f (0.0f, 0.0f, 0.0f), Vector3f (0.0f, 1.0f, 0.0f));
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mLightSpaceMatrix = mLightProjection * mLightView;
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}
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//
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// Renderer
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//
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@ -300,20 +294,6 @@ void Renderer::Initialize(int width, int height) {
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mDefaultProgram.RegisterFileModification();
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assert(load_result);
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// Render Target
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mRenderTarget = RenderTarget (width, height,
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RenderTarget::EnableColor
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| RenderTarget::EnableDepthTexture
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| RenderTarget::EnableLinearizedDepthTexture);
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// Render Target Quad
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glGenVertexArrays(1, &mRenderQuadVertexArrayId);
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glBindVertexArray(mRenderQuadVertexArrayId);
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glGenBuffers(1, &mRenderQuadVertexBufferId);
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glBindBuffer(GL_ARRAY_BUFFER, mRenderQuadVertexBufferId);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
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// Program for color texture rendering
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mRenderQuadProgramColor = RenderProgram("data/shaders/vs_passthrough.glsl", "data/shaders/fs_simpletexture.glsl");
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load_result = mRenderQuadProgramColor.Load();
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@ -333,6 +313,27 @@ void Renderer::Initialize(int width, int height) {
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muRenderQuadDepthNear = mRenderQuadProgramDepth.GetUniformLocation("uNear");
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muRenderQuadDepthFar = mRenderQuadProgramDepth.GetUniformLocation("uFar");
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// Render Target
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gLog("Initializing main render target size: %d,%d", width, height);
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mRenderTarget.Initialize(width, height,
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RenderTarget::EnableColor
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| RenderTarget::EnableDepthTexture
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| RenderTarget::EnableLinearizedDepthTexture);
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// Render Target Quad
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glGenVertexArrays(1, &mRenderQuadVertexArrayId);
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glBindVertexArray(mRenderQuadVertexArrayId);
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glGenBuffers(1, &mRenderQuadVertexBufferId);
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glBindBuffer(GL_ARRAY_BUFFER, mRenderQuadVertexBufferId);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
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mRenderTarget.mQuadVertexArray = mRenderQuadVertexArrayId;
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mRenderTarget.mQuadVertexBuffer = mRenderQuadVertexBufferId;
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mRenderTarget.mLinearizeDepthProgram = mRenderQuadProgramDepth;
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// Light
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mLight.Initialize();
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}
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void Renderer::Shutdown() {
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@ -348,14 +349,25 @@ void Renderer::RenderGl() {
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mCamera.mHeight = mSceneAreaHeight;
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}
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glViewport(0, 0, mCamera.mWidth, mCamera.mHeight);
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mCamera.UpdateMatrices();
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// Shadow Map
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glViewport(0, 0, mLight.mShadowMapSize, mLight.mShadowMapSize);
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mLight.mShadowMapTarget.Bind();
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glUseProgram(mLight.mShadowMapProgram.mProgramId);
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RenderScene(mLight.mShadowMapProgram);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// TODO: render linearized depth for the light
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// mLight.mShadowMapTarget.RenderToLinearizedDepth(mCamera);
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// Regular rendering
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glEnable(GL_LINE_SMOOTH);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_CULL_FACE);
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glViewport(0, 0, mCamera.mWidth, mCamera.mHeight);
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mCamera.UpdateMatrices();
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Matrix44f model_matrix = TranslateMat44(0.0f, 0.0f, 0.0f);
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Matrix44f model_view_projection =
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model_matrix
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@ -373,7 +385,7 @@ void Renderer::RenderGl() {
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// clear color and depth
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glUseProgram(mSimpleProgram.mProgramId);
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mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
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@ -399,65 +411,38 @@ void Renderer::RenderGl() {
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gVertexArray.Bind();
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gXZPlaneMesh.Draw(GL_LINES);
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// Unit cube
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// Scene
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glUseProgram(mDefaultProgram.mProgramId);
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gVertexArray.Bind();
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glBindTexture(GL_TEXTURE_2D, mLight.mShadowMapTarget.mDepthTexture);
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glEnable(GL_DEPTH_TEST);
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model_matrix = TranslateMat44(3.0f, 0.0f, 1.0f);
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Matrix33f normal_matrix = model_matrix.block<3,3>(0,0).transpose();
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normal_matrix = normal_matrix.inverse();
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mDefaultProgram.SetMat44("uModelMatrix", model_matrix);
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mDefaultProgram.SetMat44("uViewMatrix", mCamera.mViewMatrix);
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mDefaultProgram.SetMat44("uProjectionMatrix", mCamera.mProjectionMatrix);
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mDefaultProgram.SetMat33("uNormalMatrix", normal_matrix);
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mDefaultProgram.SetVec4("uColor", Vector4f (1.0f, 0.0f, 0.0f, 1.0f));
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mDefaultProgram.SetVec3("uLightDirection", mLight.mDirection);
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mDefaultProgram.SetVec3("uViewPosition", mCamera.mEye);
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gVertexArray.Bind();
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gUnitCubeMesh.Draw(GL_TRIANGLES);
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RenderScene(mDefaultProgram);
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if (mSettings->DrawDepth) {
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mRenderTarget.RenderToLinearizedDepth(true);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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Matrix44f model_view_projection = Matrix44f::Identity();
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// render depth texture
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glUseProgram(mRenderQuadProgramDepth.mProgramId);
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glUniformMatrix4fv(muRenderQuadModelViewProj, 1, GL_FALSE, model_view_projection.data());
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mRenderTarget.mDepthTexture);
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glUniform1i(muRenderQuadTexture, 0);
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// TODO: adjust for perspective
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glUniform1f(muRenderQuadDepthNear, mCamera.mNear);
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// TODO: why do I have to divide by depth range?
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glUniform1f(muRenderQuadDepthFar, mCamera.mFar / (mCamera.mFar - mCamera.mNear));
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, mRenderQuadVertexBufferId);
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glVertexAttribPointer(
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0, // attribute 0
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // offset
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);
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glDrawArrays(GL_TRIANGLES, 0, 6); // starting from vertex 0; 3 vertices total
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mRenderTarget.RenderToLinearizedDepth(false);
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mRenderTarget.RenderToLinearizedDepth(mCamera);
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}
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glDisableVertexAttribArray(0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Renderer::RenderScene(RenderProgram &program) {
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Matrix44f model_matrix = TranslateMat44(3.0f, 0.0f, 1.0f);
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Matrix33f normal_matrix = model_matrix.block<3,3>(0,0).transpose();
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normal_matrix = normal_matrix.inverse();
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program.SetMat44("uModelMatrix", model_matrix);
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program.SetMat44("uViewMatrix", mCamera.mViewMatrix);
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program.SetMat44("uProjectionMatrix", mCamera.mProjectionMatrix);
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program.SetMat33("uNormalMatrix", normal_matrix);
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program.SetVec4("uColor", Vector4f (1.0f, 0.0f, 0.0f, 1.0f));
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program.SetVec3("uLightDirection", mLight.mDirection);
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program.SetVec3("uViewPosition", mCamera.mEye);
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gVertexArray.Bind();
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gUnitCubeMesh.Draw(GL_TRIANGLES);
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}
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void Renderer::RenderGui() {
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if (ImGui::BeginDock("Scene")) {
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ImGui::Checkbox("Draw Depth", &mSettings->DrawDepth);
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@ -486,11 +471,17 @@ void Renderer::RenderGui() {
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if (ImGui::BeginDock("Render Settings")) {
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ImGui::Text("Light");
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ImGui::SliderFloat3("Direction", mLight.mDirection.data(), -10.0f, 10.0f);
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ImVec2 content_avail = ImGui::GetContentRegionAvail();
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ImGui::Image((void*) mLight.mShadowMapTarget.mLinearizedDepthTexture,
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ImVec2(content_avail.x, content_avail.x),
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ImVec2(0.0f, 1.0f),
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ImVec2(1.0f, 0.0f)
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);
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ImGui::Text("Camera");
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mCamera.DrawGui();
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ImGui::Text("Default Texture");
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const ImVec2 content_avail = ImGui::GetContentRegionAvail();
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content_avail = ImGui::GetContentRegionAvail();
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ImGui::Image((void*) mDefaultTexture.mTextureId,
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ImVec2(content_avail.x, content_avail.x),
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ImVec2(0.0f, 1.0f),
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@ -14,94 +14,40 @@
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#include "Globals.h"
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#include "RenderUtils.h"
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struct Camera {
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Vector3f mEye;
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Vector3f mPoi;
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Vector3f mUp;
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float mNear;
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float mFar;
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float mFov;
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bool mIsOrthographic;
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float mWidth;
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float mHeight;
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Matrix44f mProjectionMatrix;
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Matrix44f mViewMatrix;
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Camera() :
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mEye {5.f, 4.f, 5.f},
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mPoi {0.f, 2.f, 0.f},
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mUp {0.f, 1.f, 0.f},
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mNear (0.1f),
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mFar (150.f),
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mFov (60.f),
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mIsOrthographic (false),
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mWidth (-1.f),
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mHeight (-1.f),
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mProjectionMatrix (
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1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f),
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mViewMatrix (
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1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f)
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{}
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void UpdateMatrices();
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void DrawGui();
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};
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struct Light {
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Vector3f mPosition;
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Vector3f mDirection;
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float mViewMatrix[16];
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float mProjectionMatrix[16];
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float mtxLight[16];
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float mtxShadow[16];
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RenderTarget mShadowMapTarget;
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RenderProgram mShadowMapProgram;
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float shadowMapBias;
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uint16_t shadowMapSize;
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float mShadowMapBias;
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uint16_t mShadowMapSize;
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bool enabled;
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float near;
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float far;
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float area;
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float mNear;
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float mFar;
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float mBBoxSize;
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Matrix44f mLightProjection;
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Matrix44f mLightView;
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Matrix44f mLightSpaceMatrix;
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Light() :
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mPosition (Vector3f(0.f, 10.f, 10.f)),
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mDirection (Vector3f(-1.f, -1.f, -1.f)),
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mViewMatrix {
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1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f
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},
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mProjectionMatrix {
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1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f
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},
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mtxShadow {
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1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f
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},
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shadowMapBias (0.004f),
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shadowMapSize (2048),
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near (0.1f),
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far (100.f),
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area (10.f),
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enabled (false)
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mShadowMapBias (0.004f),
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mShadowMapSize (1024),
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mNear (0.1f),
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mFar (100.f),
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mBBoxSize (10.f),
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mLightProjection(Matrix44f::Identity()),
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mLightView(Matrix44f::Identity()),
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mLightSpaceMatrix(Matrix44f::Identity())
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{
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}
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void Initialize();
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void UpdateMatrices();
|
||||
};
|
||||
|
||||
struct RendererSettings;
|
||||
|
@ -151,5 +97,6 @@ struct Renderer {
|
|||
void Initialize(int width, int height);
|
||||
void Shutdown();
|
||||
void RenderGl();
|
||||
void RenderScene(RenderProgram &program);
|
||||
void RenderGui();
|
||||
};
|
||||
|
|
|
@ -9,11 +9,46 @@
|
|||
#include "Globals.h"
|
||||
#include "FileModificationObserver.h"
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
#include "imgui_dock.h"
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
|
||||
#include "stb/stb_image.h"
|
||||
|
||||
using namespace SimpleMath;
|
||||
using namespace SimpleMath::GL;
|
||||
|
||||
//
|
||||
// Camera
|
||||
//
|
||||
void Camera::UpdateMatrices() {
|
||||
mViewMatrix = LookAt(mEye, mPoi, mUp);
|
||||
|
||||
if (mIsOrthographic) {
|
||||
mProjectionMatrix = Ortho(-1.0f, 1.0f, -1.0f, 1.0f, mNear, mFar);
|
||||
} else {
|
||||
mProjectionMatrix = Perspective(mFov, mWidth / mHeight, mNear, mFar);
|
||||
}
|
||||
}
|
||||
|
||||
void Camera::DrawGui() {
|
||||
ImGui::Text("Width %3.4f, Height %3.4f", mWidth, mHeight);
|
||||
|
||||
ImGui::InputFloat3("Eye", mEye.data(), -10.0f, 10.0f);
|
||||
ImGui::SliderFloat3("EyeS", mEye.data(), -10.0f, 10.0f);
|
||||
|
||||
ImGui::InputFloat3("Poi", mPoi.data(), -10.0f, 10.0f);
|
||||
ImGui::InputFloat3("Up", mUp.data(), -10.0f, 10.0f);
|
||||
ImGui::Checkbox("Orthographic", &mIsOrthographic);
|
||||
ImGui::SliderFloat("Fov", &mFov, 5, 160);
|
||||
ImGui::SliderFloat("Near", &mNear, -10, 10);
|
||||
ImGui::SliderFloat("Far", &mFar, -20, 50);
|
||||
if (ImGui::Button("Reset")) {
|
||||
*this = Camera();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// RenderProgram
|
||||
|
@ -230,15 +265,21 @@ bool RenderProgram::OnFileChanged(const std::string& filename) {
|
|||
//
|
||||
// RenderTarget
|
||||
//
|
||||
RenderTarget::RenderTarget(int width, int height, int flags) {
|
||||
RenderTarget::~RenderTarget() {
|
||||
Cleanup();
|
||||
}
|
||||
|
||||
void RenderTarget::Initialize(int width, int height, int flags) {
|
||||
Cleanup();
|
||||
|
||||
mFlags = flags;
|
||||
|
||||
Cleanup();
|
||||
Resize(width, height);
|
||||
}
|
||||
|
||||
RenderTarget::~RenderTarget() {
|
||||
Cleanup();
|
||||
void RenderTarget::Bind() {
|
||||
assert(glIsFramebuffer(mFrameBufferId));
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferId);
|
||||
}
|
||||
|
||||
void RenderTarget::Cleanup() {
|
||||
|
@ -277,7 +318,7 @@ void RenderTarget::Resize(int width, int height) {
|
|||
|
||||
Cleanup();
|
||||
|
||||
gLog("Resizing RenderTarget");
|
||||
gLog("Resizing RenderTarget to %d,%d", width, height);
|
||||
|
||||
mWidth = width;
|
||||
mHeight = height;
|
||||
|
@ -294,7 +335,7 @@ void RenderTarget::Resize(int width, int height) {
|
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mColorTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture, 0);
|
||||
}
|
||||
|
||||
if (mFlags & EnableDepthTexture) {
|
||||
|
@ -310,7 +351,7 @@ void RenderTarget::Resize(int width, int height) {
|
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, mDepthTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, mDepthTexture, 0);
|
||||
|
||||
if (mFlags & EnableLinearizedDepthTexture) {
|
||||
glGenTextures(1, &mLinearizedDepthTexture);
|
||||
|
@ -329,15 +370,64 @@ void RenderTarget::Resize(int width, int height) {
|
|||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, mWidth, mHeight);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthBuffer);
|
||||
}
|
||||
|
||||
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if (result != GL_FRAMEBUFFER_COMPLETE) {
|
||||
switch (result) {
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: gLog("Error: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
|
||||
break;
|
||||
case GL_FRAMEBUFFER_UNDEFINED: gLog("Error: GL_FRAMEBUFFER_UNDEFINED");
|
||||
break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: gLog("Error: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
|
||||
break;
|
||||
default: gLog("Error when creating Framebuffer: %d", result);
|
||||
}
|
||||
}
|
||||
|
||||
assert(result == GL_FRAMEBUFFER_COMPLETE);
|
||||
}
|
||||
|
||||
void RenderTarget::RenderToLinearizedDepth(bool render_to_depth) {
|
||||
if (render_to_depth) {
|
||||
void RenderTarget::RenderToLinearizedDepth(const Camera& camera) {
|
||||
assert(mFlags & EnableLinearizedDepthTexture);
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mLinearizedDepthTexture, 0);
|
||||
} else {
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mColorTexture, 0);
|
||||
}
|
||||
assert(mLinearizedDepthTexture != -1);
|
||||
assert(mQuadVertexArray != -1);
|
||||
assert(mQuadVertexBuffer != -1);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mLinearizedDepthTexture, 0);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferId);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
Matrix44f model_view_projection = Matrix44f::Identity();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, mDepthTexture);
|
||||
|
||||
// render depth texture
|
||||
glUseProgram(mLinearizeDepthProgram.mProgramId);
|
||||
mLinearizeDepthProgram.SetMat44("uModelViewProj", model_view_projection);
|
||||
mLinearizeDepthProgram.SetFloat("uNear", camera.mNear);
|
||||
mLinearizeDepthProgram.SetFloat("uFar", camera.mFar);
|
||||
mLinearizeDepthProgram.SetFloat("uIsOrthographic", camera.mIsOrthographic ? 1.0f : 0.0f);
|
||||
mLinearizeDepthProgram.SetInt("uDepthTexture", 0);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mQuadVertexBuffer);
|
||||
glVertexAttribPointer(
|
||||
0, // attribute 0
|
||||
3, // size
|
||||
GL_FLOAT, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0 // offset
|
||||
);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6); // starting from vertex 0; 3 vertices total
|
||||
|
||||
if (mFlags & EnableColor)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture, 0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -129,6 +129,50 @@ struct Transform {
|
|||
}
|
||||
};
|
||||
|
||||
struct Camera {
|
||||
Vector3f mEye;
|
||||
Vector3f mPoi;
|
||||
Vector3f mUp;
|
||||
|
||||
float mNear;
|
||||
float mFar;
|
||||
float mFov;
|
||||
bool mIsOrthographic;
|
||||
float mWidth;
|
||||
float mHeight;
|
||||
|
||||
Matrix44f mProjectionMatrix;
|
||||
Matrix44f mViewMatrix;
|
||||
|
||||
Camera() :
|
||||
mEye {5.f, 4.f, 5.f},
|
||||
mPoi {0.f, 2.f, 0.f},
|
||||
mUp {0.f, 1.f, 0.f},
|
||||
mNear (0.1f),
|
||||
mFar (150.f),
|
||||
mFov (60.f),
|
||||
mIsOrthographic (false),
|
||||
mWidth (-1.f),
|
||||
mHeight (-1.f),
|
||||
|
||||
mProjectionMatrix (
|
||||
1.f, 0.f, 0.f, 0.f,
|
||||
0.f, 1.f, 0.f, 0.f,
|
||||
0.f, 0.f, 1.f, 0.f,
|
||||
0.f, 0.f, 0.f, 1.f),
|
||||
mViewMatrix (
|
||||
1.f, 0.f, 0.f, 0.f,
|
||||
0.f, 1.f, 0.f, 0.f,
|
||||
0.f, 0.f, 1.f, 0.f,
|
||||
0.f, 0.f, 0.f, 1.f)
|
||||
{}
|
||||
|
||||
void UpdateMatrices();
|
||||
void DrawGui();
|
||||
};
|
||||
|
||||
|
||||
|
||||
struct RenderProgram : AFileModificationListener {
|
||||
std::string mVertexShaderFilename;
|
||||
std::string mFragmentShaderFilename;
|
||||
|
@ -153,6 +197,14 @@ struct RenderProgram : AFileModificationListener {
|
|||
GLuint CompileFragmentShader();
|
||||
GLuint LinkProgram(GLuint vertex_shader, GLuint fragment_shader);
|
||||
|
||||
void SetInt(const char* name, const GLint& val) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniform1i(location, val);
|
||||
}
|
||||
void SetFloat(const char* name, const float& val) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniform1f(location, val);
|
||||
}
|
||||
void SetVec3(const char* name, const Vector3f& vec) {
|
||||
GLint location = glGetUniformLocation(mProgramId, name);
|
||||
glUniform3fv(location, 1, vec.data());
|
||||
|
@ -179,7 +231,7 @@ struct RenderProgram : AFileModificationListener {
|
|||
};
|
||||
|
||||
struct RenderSettings;
|
||||
|
||||
struct RenderProgram;
|
||||
|
||||
struct RenderTarget {
|
||||
int mWidth = 0;
|
||||
|
@ -199,13 +251,19 @@ struct RenderTarget {
|
|||
|
||||
int mFlags = 0;
|
||||
|
||||
RenderProgram mLinearizeDepthProgram;
|
||||
GLuint mQuadVertexArray = -1;
|
||||
GLuint mQuadVertexBuffer = -1;
|
||||
|
||||
RenderTarget() {};
|
||||
RenderTarget(int width, int height, int flags);
|
||||
~RenderTarget();
|
||||
|
||||
void Initialize(int width, int height, int flags);
|
||||
void Bind();
|
||||
void Cleanup();
|
||||
void Resize(int width, int height);
|
||||
void RenderToLinearizedDepth(bool render_to_depth);
|
||||
|
||||
void RenderToLinearizedDepth(const Camera &camera);
|
||||
};
|
||||
|
||||
struct Texture {
|
||||
|
|
Loading…
Reference in New Issue