Rendering linearized depth buffer by rendering it to another RGB texture
parent
ea2b5d1e13
commit
9c56d3f061
|
@ -10,27 +10,7 @@ uniform float uFar;
|
|||
|
||||
void main() {
|
||||
float z = texture(uTexture, ioUV).r;
|
||||
float c = (2.0 * uNear) / (uFar + uNear - z * (uFar - uNear));
|
||||
// c = 2.0 * uNear * uFar / (uFar + uNear - z * (uFar - uNear));
|
||||
// c = (uNear + (z - uNear) / (uFar - uNear);
|
||||
|
||||
c = (z - uNear) / (uFar - uNear);
|
||||
float c = (z - uNear) / (uFar - uNear);
|
||||
|
||||
outColor = vec3(c);
|
||||
|
||||
if (abs(c + 1) < 0.2)
|
||||
outColor = vec3(1, 0, 0);
|
||||
// if (abs(c - 0.1) < 0.1)
|
||||
// outColor = vec3(0, 0, 1);
|
||||
// if (abs(c - 0.8) < 0.1)
|
||||
// outColor = vec3(1, 0, 0);
|
||||
|
||||
|
||||
// n ---- z ------- f
|
||||
// 0 1
|
||||
//
|
||||
// (n + (z - n)) (f - n)
|
||||
//
|
||||
// (f - n)
|
||||
// outColor = vec3(z);
|
||||
}
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#include "Globals.h"
|
||||
#include "RenderModule.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "Serializer.h"
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
#include "imgui_dock.h"
|
||||
|
@ -10,10 +11,16 @@ using namespace SimpleMath::GL;
|
|||
|
||||
struct Renderer;
|
||||
|
||||
struct RendererSettings {
|
||||
bool DrawDepth = false;
|
||||
};
|
||||
|
||||
static RendererSettings sRendererSettings;
|
||||
|
||||
static const GLfloat g_vertex_buffer_data[] = {
|
||||
-0.9f, -0.9f, 0.0f,
|
||||
0.9f, -0.9f, 0.0f,
|
||||
0.0f, 0.9f, 1.0f
|
||||
0.0f, 0.9f, 4.0f
|
||||
};
|
||||
|
||||
static const GLfloat g_quad_vertex_buffer_data[] = {
|
||||
|
@ -47,6 +54,7 @@ template <typename Serializer>
|
|||
static void module_serialize (
|
||||
struct module_state *state,
|
||||
Serializer* serializer) {
|
||||
SerializeBool(*serializer, "protot.RenderModule.DrawDepth", sRendererSettings.DrawDepth);
|
||||
// // get the state from the serializer
|
||||
// Camera* camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
|
||||
// assert (camera != nullptr);
|
||||
|
@ -74,6 +82,7 @@ static void module_reload(struct module_state *state, void *read_serializer) {
|
|||
gLog ("Renderer initialize");
|
||||
assert (state != nullptr);
|
||||
state->renderer->Initialize(100, 100);
|
||||
state->renderer->mSettings = &sRendererSettings;
|
||||
|
||||
gRenderer = state->renderer;
|
||||
|
||||
|
@ -147,7 +156,10 @@ glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data
|
|||
muDefaultColor = mDefaultProgram.GetUniformLocation("uColor");
|
||||
|
||||
// Render Target
|
||||
mRenderTarget = RenderTarget (width, height, RenderTarget::EnableColor | RenderTarget::EnableDepthTexture);
|
||||
mRenderTarget = RenderTarget (width, height,
|
||||
RenderTarget::EnableColor
|
||||
| RenderTarget::EnableDepthTexture
|
||||
| RenderTarget::EnableLinearizedDepthTexture);
|
||||
|
||||
// Render Target Quad
|
||||
glGenVertexArrays(1, &mRenderQuadVertexArrayId);
|
||||
|
@ -186,11 +198,11 @@ void Renderer::RenderGl() {
|
|||
if (width != mWidth || height != mHeight)
|
||||
Resize(width, height);
|
||||
|
||||
mCamera.eye = Vector3f (0.0f, 0.0f, 1.0f);
|
||||
mCamera.eye = Vector3f (0.0f, 0.0f, 4.0f);
|
||||
mCamera.poi = Vector3f (0.0f, 0.0f, 0.0f);
|
||||
mCamera.up = Vector3f (0.0f, 1.0f, 0.0f);
|
||||
mCamera.near = 0.0f;
|
||||
mCamera.far = 1.0f;
|
||||
mCamera.far = 4.0f;
|
||||
mCamera.orthographic = true;
|
||||
|
||||
mCamera.UpdateMatrices();
|
||||
|
@ -230,23 +242,63 @@ void Renderer::RenderGl() {
|
|||
);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3); // starting from vertex 0; 3 vertices total
|
||||
|
||||
if (mSettings->DrawDepth) {
|
||||
mRenderTarget.RenderToLinearizedDepth(true);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
Matrix44f model_view_projection = Matrix44f::Identity();
|
||||
|
||||
// render depth texture
|
||||
glUseProgram(mRenderQuadProgramDepth.mProgramId);
|
||||
glUniformMatrix4fv(muRenderQuadModelViewProj, 1, GL_FALSE, model_view_projection.data());
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, mRenderTarget.mDepthTexture);
|
||||
glUniform1i(muRenderQuadTexture, 0);
|
||||
|
||||
// TODO: adjust for perspective
|
||||
glUniform1f(muRenderQuadDepthNear, mCamera.near);
|
||||
// TODO: why do I have to divide by depth range?
|
||||
glUniform1f(muRenderQuadDepthFar, mCamera.far / (mCamera.far - mCamera.near));
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mRenderQuadVertexBufferId);
|
||||
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
|
||||
|
||||
mRenderTarget.RenderToLinearizedDepth(false);
|
||||
}
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
void Renderer::RenderGui() {
|
||||
bool render_color = true;
|
||||
|
||||
GLuint texture;
|
||||
if (render_color) {
|
||||
texture = mRenderTarget.mColorTexture;
|
||||
} else {
|
||||
texture = mRenderTarget.mDepthTexture;
|
||||
}
|
||||
|
||||
if (ImGui::BeginDock("Scene")) {
|
||||
ImGui::Checkbox("Draw Depth", &mSettings->DrawDepth);
|
||||
|
||||
GLuint texture;
|
||||
if (mSettings->DrawDepth) {
|
||||
texture = mRenderTarget.mLinearizedDepthTexture;
|
||||
} else {
|
||||
texture = mRenderTarget.mColorTexture;
|
||||
}
|
||||
|
||||
ImGui::Text("Scene");
|
||||
const ImVec2 content_avail = ImGui::GetContentRegionAvail();
|
||||
|
||||
// mRenderTarget.Resize(content_avail.x, content_avail.y);
|
||||
|
||||
ImGui::Image((void*) texture,
|
||||
content_avail,
|
||||
ImVec2(0.0f, 1.0f),
|
||||
|
@ -254,46 +306,6 @@ void Renderer::RenderGui() {
|
|||
);
|
||||
}
|
||||
ImGui::EndDock();
|
||||
|
||||
return;
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
Matrix44f model_view_projection = Matrix44f::Identity();
|
||||
|
||||
if (render_color) {
|
||||
// Render the full screen quad
|
||||
glUseProgram(mRenderQuadProgramColor.mProgramId);
|
||||
glBindTexture(GL_TEXTURE_2D, mRenderTarget.mColorTexture);
|
||||
glUniformMatrix4fv(muRenderQuadModelViewProj, 1, GL_FALSE, model_view_projection.data());
|
||||
glUniform1i(muRenderQuadTexture, 0);
|
||||
glUniform1f(muRenderQuadTime, (float)(glfwGetTime() * 10.0f));
|
||||
} else {
|
||||
// render depth texture
|
||||
glUseProgram(mRenderQuadProgramDepth.mProgramId);
|
||||
glBindTexture(GL_TEXTURE_2D, mRenderTarget.mDepthTexture);
|
||||
glUniformMatrix4fv(muRenderQuadModelViewProj, 1, GL_FALSE, model_view_projection.data());
|
||||
glUniform1i(muRenderQuadTexture, 0);
|
||||
glUniform1f(muRenderQuadDepthNear, mCamera.near);
|
||||
glUniform1f(muRenderQuadDepthFar, mCamera.far);
|
||||
}
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mRenderQuadVertexBufferId);
|
||||
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
|
||||
glDisableVertexAttribArray(0);
|
||||
}
|
||||
|
||||
void Renderer::Resize (int width, int height) {
|
||||
|
|
|
@ -106,7 +106,11 @@ struct Mesh {
|
|||
GLuint mVertexBuffer = -1;
|
||||
};
|
||||
|
||||
struct RendererSettings;
|
||||
|
||||
struct Renderer {
|
||||
RendererSettings* mSettings = nullptr;
|
||||
|
||||
bool mInitialized = false;
|
||||
uint32_t mWidth = 1;
|
||||
uint32_t mHeight = 1;
|
||||
|
|
|
@ -170,6 +170,11 @@ void RenderTarget::Cleanup() {
|
|||
glDeleteRenderbuffers(1, &mDepthBuffer);
|
||||
mDepthBuffer = -1;
|
||||
}
|
||||
|
||||
if (mLinearizedDepthTexture != -1) {
|
||||
glDeleteTextures(1, &mLinearizedDepthTexture);
|
||||
mLinearizedDepthTexture = -1;
|
||||
}
|
||||
}
|
||||
|
||||
void RenderTarget::Resize(int width, int height) {
|
||||
|
@ -210,6 +215,17 @@ void RenderTarget::Resize(int width, int height) {
|
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, mDepthTexture, 0);
|
||||
|
||||
if (mFlags & EnableLinearizedDepthTexture) {
|
||||
glGenTextures(1, &mLinearizedDepthTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, mLinearizedDepthTexture);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, mWidth, mHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
} else if (mFlags & EnableDepth) {
|
||||
assert((mFlags & EnableDepthTexture) == false);
|
||||
glGenRenderbuffers(1, &mDepthBuffer);
|
||||
|
@ -219,4 +235,11 @@ void RenderTarget::Resize(int width, int height) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
void RenderTarget::RenderToLinearizedDepth(bool render_to_depth) {
|
||||
if (render_to_depth) {
|
||||
assert(mFlags & EnableLinearizedDepthTexture);
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mLinearizedDepthTexture, 0);
|
||||
} else {
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mColorTexture, 0);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -146,6 +146,9 @@ struct RenderProgram {
|
|||
bool Load();
|
||||
};
|
||||
|
||||
struct RenderSettings;
|
||||
|
||||
|
||||
struct RenderTarget {
|
||||
int mWidth = 0;
|
||||
int mHeight = 0;
|
||||
|
@ -153,11 +156,13 @@ struct RenderTarget {
|
|||
GLuint mColorTexture = -1;
|
||||
GLuint mDepthBuffer = -1;
|
||||
GLuint mDepthTexture = -1;
|
||||
GLuint mLinearizedDepthTexture = -1;
|
||||
|
||||
typedef enum {
|
||||
EnableColor = 1,
|
||||
EnableDepth = 2,
|
||||
EnableDepthTexture = 4
|
||||
EnableDepthTexture = 4,
|
||||
EnableLinearizedDepthTexture = 8
|
||||
} Flags;
|
||||
|
||||
int mFlags = 0;
|
||||
|
@ -168,6 +173,7 @@ struct RenderTarget {
|
|||
|
||||
void Cleanup();
|
||||
void Resize(int width, int height);
|
||||
void RenderToLinearizedDepth(bool render_to_depth);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue