Nove repo opengl-learning
This commit is contained in:
58
lessons/5. Advanced Lighting/9. Deferred Shading/.vscode/settings.json
vendored
Normal file
58
lessons/5. Advanced Lighting/9. Deferred Shading/.vscode/settings.json
vendored
Normal file
@@ -0,0 +1,58 @@
|
||||
{
|
||||
"files.associations": {
|
||||
"vector": "cpp",
|
||||
"atomic": "cpp",
|
||||
"cctype": "cpp",
|
||||
"chrono": "cpp",
|
||||
"cmath": "cpp",
|
||||
"compare": "cpp",
|
||||
"concepts": "cpp",
|
||||
"cstddef": "cpp",
|
||||
"cstdint": "cpp",
|
||||
"cstdio": "cpp",
|
||||
"cstdlib": "cpp",
|
||||
"cstring": "cpp",
|
||||
"ctime": "cpp",
|
||||
"cwchar": "cpp",
|
||||
"exception": "cpp",
|
||||
"fstream": "cpp",
|
||||
"initializer_list": "cpp",
|
||||
"ios": "cpp",
|
||||
"iosfwd": "cpp",
|
||||
"iostream": "cpp",
|
||||
"istream": "cpp",
|
||||
"iterator": "cpp",
|
||||
"limits": "cpp",
|
||||
"list": "cpp",
|
||||
"memory": "cpp",
|
||||
"new": "cpp",
|
||||
"ostream": "cpp",
|
||||
"random": "cpp",
|
||||
"ratio": "cpp",
|
||||
"sstream": "cpp",
|
||||
"stdexcept": "cpp",
|
||||
"streambuf": "cpp",
|
||||
"string": "cpp",
|
||||
"system_error": "cpp",
|
||||
"thread": "cpp",
|
||||
"tuple": "cpp",
|
||||
"type_traits": "cpp",
|
||||
"typeinfo": "cpp",
|
||||
"unordered_map": "cpp",
|
||||
"utility": "cpp",
|
||||
"xfacet": "cpp",
|
||||
"xhash": "cpp",
|
||||
"xiosbase": "cpp",
|
||||
"xlocale": "cpp",
|
||||
"xlocinfo": "cpp",
|
||||
"xlocnum": "cpp",
|
||||
"xmemory": "cpp",
|
||||
"xstddef": "cpp",
|
||||
"xstring": "cpp",
|
||||
"xtr1common": "cpp",
|
||||
"xutility": "cpp"
|
||||
},
|
||||
"cmake.configureSettings": {
|
||||
"CMAKE_BUILD_TYPE":"Release"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
cmake_minimum_required(VERSION 3.13.4)
|
||||
|
||||
project("main")
|
||||
set(CMAKE_CXX_STANDARD 11)
|
||||
|
||||
set(CMAKE_CONFIGURATION_TYPES "Debug;Release" CACHE STRING "Configs" FORCE)
|
||||
if (NOT DEFINED CMAKE_BUILD_TYPE)
|
||||
message(STATUS "Setting build type to 'Debug' as none was specified.")
|
||||
set(CMAKE_BUILD_TYPE Release CACHE STRING "Choose the type of build." FORCE)
|
||||
set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS ${CMAKE_CONFIGURATION_TYPES})
|
||||
endif()
|
||||
|
||||
set(CMAKE_DEBUG_POSTFIX "d")
|
||||
|
||||
add_subdirectory("src")
|
||||
|
||||
target_include_directories("${PROJECT_NAME}"
|
||||
PUBLIC "${CMAKE_SOURCE_DIR}/../../../include"
|
||||
)
|
||||
|
||||
target_link_directories("${PROJECT_NAME}"
|
||||
PRIVATE "${CMAKE_SOURCE_DIR}/../../../lib"
|
||||
# PRIVATE "${CMAKE_SOURCE_DIR}/../../../lib/Release"
|
||||
# PRIVATE "${CMAKE_SOURCE_DIR}/../../../lib/Debug"
|
||||
)
|
||||
|
||||
target_link_libraries("${PROJECT_NAME}"
|
||||
camera
|
||||
shader
|
||||
glfbo
|
||||
glml
|
||||
)
|
||||
|
||||
if (MSVC)
|
||||
set(AssimpLibs
|
||||
debug Debug/assimp-vc142-mtd optimized Release/assimp-vc142-mt
|
||||
debug Debug/IrrXMLd optimized Release/IrrXML
|
||||
debug Debug/zlibstaticd optimized Release/zlibstatic)
|
||||
set (glfw3Lib debug Debug/glfw3d optimized Release/glfw3)
|
||||
|
||||
target_link_libraries("${PROJECT_NAME}"
|
||||
opengl32
|
||||
${AssimpLibs}
|
||||
${glfw3Lib}
|
||||
)
|
||||
elseif (UNIX)
|
||||
set(ASSIMP
|
||||
debug assimpd optimized assimp
|
||||
debug IrrXMLd optimized IrrXML
|
||||
debug zlibstaticd optimized zlibstatic)
|
||||
set(GLFW debug glfw3d optimized glfw3)
|
||||
target_link_libraries("${PROJECT_NAME}"
|
||||
glfw
|
||||
assimp
|
||||
dl
|
||||
m
|
||||
Xi
|
||||
pthread
|
||||
Xrandr
|
||||
X11
|
||||
GL
|
||||
GLU
|
||||
)
|
||||
endif()
|
||||
@@ -0,0 +1,3 @@
|
||||
#!/bin/bash
|
||||
|
||||
cmake --build build
|
||||
@@ -0,0 +1,9 @@
|
||||
#!/bin/bash
|
||||
|
||||
if [[ $1 == "-d" ]]; then
|
||||
echo "Debug configuration"
|
||||
cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
|
||||
else
|
||||
echo "Release configuration"
|
||||
cmake -S . -B build
|
||||
fi
|
||||
5
lessons/5. Advanced Lighting/9. Deferred Shading/run.sh
Normal file
5
lessons/5. Advanced Lighting/9. Deferred Shading/run.sh
Normal file
@@ -0,0 +1,5 @@
|
||||
#!/bin/bash
|
||||
|
||||
cd build/src/
|
||||
exec ./main
|
||||
#cd ../../
|
||||
@@ -0,0 +1,40 @@
|
||||
set(REPO_ROOT "${CMAKE_SOURCE_DIR}/../../..")
|
||||
set(PROJECT_DIR "${CMAKE_SOURCE_DIR}")
|
||||
set(SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}")
|
||||
set(SOURCE_INCLUDE "${SOURCE_DIR}/include")
|
||||
set(BINARY_DIR "${CMAKE_CURRENT_BINARY_DIR}")
|
||||
|
||||
include_directories(
|
||||
"${CMAKE_CURRENT_BINARY_DIR}"
|
||||
"${REPO_ROOT}/include"
|
||||
"${SOURCE_INCLUDE}"
|
||||
)
|
||||
|
||||
add_library(camera Camera.cpp include/Camera.h)
|
||||
add_library(shader Shader.cpp include/Shader.h)
|
||||
add_subdirectory("glml")
|
||||
add_subdirectory("glfbo")
|
||||
|
||||
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
||||
set(DEBUG 1)
|
||||
endif()
|
||||
|
||||
|
||||
configure_file(config.h.in config.h @ONLY)
|
||||
|
||||
file(GLOB SHADERS
|
||||
"shaders/*.frag"
|
||||
"shaders/*.vert"
|
||||
"shaders/*.geom"
|
||||
)
|
||||
|
||||
add_executable("${PROJECT_NAME}"
|
||||
main.cpp
|
||||
"${REPO_ROOT}/glad.c"
|
||||
"${REPO_ROOT}/stb_image.cpp"
|
||||
"${REPO_ROOT}/stb_image_write.cpp"
|
||||
include/DebugColors.h
|
||||
"${BINARY_DIR}/config.h"
|
||||
"${SHADERS}"
|
||||
)
|
||||
source_group(TREE ${SOURCE_DIR} PREFIX "" FILES ${SHADERS})
|
||||
@@ -0,0 +1,83 @@
|
||||
#include "Camera.h"
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
Camera::Camera(glm::vec3 position, glm::vec3 worldUp, glm::vec3 worldFront, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(2.5f), MouseSensitivity(0.1f), FOV(45.0f), Mode(CAM_FLOAT)
|
||||
{
|
||||
this->Position = position;
|
||||
this->WorldUp = worldUp;
|
||||
this->Yaw = yaw;
|
||||
this->Pitch = pitch;
|
||||
this->WorldFront = worldFront;
|
||||
this->WorldRight = glm::normalize(glm::cross(this->WorldFront, this->WorldUp));
|
||||
|
||||
updateCameraVectors();
|
||||
}
|
||||
void Camera::updateCameraVectors()
|
||||
{
|
||||
glm::vec3 front;
|
||||
front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
|
||||
front.y = sin(glm::radians(Pitch));
|
||||
front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
|
||||
Front = glm::normalize(front);
|
||||
|
||||
Right = glm::normalize(glm::cross(Front, WorldUp));
|
||||
Up = glm::normalize(glm::cross(Right, Front));
|
||||
}
|
||||
glm::mat4 Camera::getViewMatrix()
|
||||
{
|
||||
return glm::lookAt(Position, Position + Front, WorldUp);
|
||||
}
|
||||
void Camera::ProccessKeyboard(camera_movement direction, float deltaTime)
|
||||
{
|
||||
switch (direction)
|
||||
{
|
||||
case CAM_FORWARD:
|
||||
Position += deltaTime * MovementSpeed * Front;
|
||||
break;
|
||||
case CAM_BACKWARD:
|
||||
Position -= deltaTime * MovementSpeed * Front;
|
||||
break;
|
||||
case CAM_LEFT:
|
||||
Position -= deltaTime * MovementSpeed * Right;
|
||||
break;
|
||||
case CAM_RIGHT:
|
||||
Position += deltaTime * MovementSpeed * Right;
|
||||
break;
|
||||
case CAM_UP:
|
||||
Position += deltaTime * MovementSpeed * WorldUp;
|
||||
break;
|
||||
case CAM_DOWN:
|
||||
Position -= deltaTime * MovementSpeed * WorldUp;
|
||||
break;
|
||||
}
|
||||
}
|
||||
void Camera::ProccessMouse(float xoffset, float yoffset, bool constrainPitch)
|
||||
{
|
||||
xoffset *= MouseSensitivity;
|
||||
yoffset *= MouseSensitivity;
|
||||
|
||||
Yaw = fmodf(Yaw + xoffset, 360.0f);
|
||||
Pitch += yoffset;
|
||||
|
||||
if (constrainPitch)
|
||||
{
|
||||
if (Pitch > 89.0f)
|
||||
Pitch = 89.0f;
|
||||
else if (Pitch < -89.0f)
|
||||
Pitch = -89.0f;
|
||||
}
|
||||
|
||||
updateCameraVectors();
|
||||
}
|
||||
void Camera::ProccessScroll(float yoffset)
|
||||
{
|
||||
FOV -= yoffset;
|
||||
if (FOV < 1.0f)
|
||||
FOV = 1.0f;
|
||||
else if (FOV > 45.0f)
|
||||
FOV = 45.0f;
|
||||
}
|
||||
void Camera::SetCameraMode(camera_mode mode)
|
||||
{
|
||||
Mode = mode;
|
||||
}
|
||||
179
lessons/5. Advanced Lighting/9. Deferred Shading/src/Shader.cpp
Normal file
179
lessons/5. Advanced Lighting/9. Deferred Shading/src/Shader.cpp
Normal file
@@ -0,0 +1,179 @@
|
||||
#include "Shader.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <glad/glad.h>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include "DebugColors.h"
|
||||
|
||||
Shader::Shader(const char* vertexShaderSourcePath, const char* fragmentShaderSourcePath, const char* geometryShaderSourcePath, bool directSource)
|
||||
{
|
||||
const char* vertexSource;
|
||||
const char* fragmentSource;
|
||||
const char* geometrySource;
|
||||
std::string v, f, g;
|
||||
if (!directSource)
|
||||
{
|
||||
v = readFile(vertexShaderSourcePath);
|
||||
f = readFile(fragmentShaderSourcePath);
|
||||
|
||||
if (v == "" || f == "") {
|
||||
this->Program = 0;
|
||||
return;
|
||||
}
|
||||
vertexSource = v.c_str();
|
||||
fragmentSource = f.c_str();
|
||||
|
||||
if (geometryShaderSourcePath != NULL)
|
||||
{
|
||||
g = readFile(geometryShaderSourcePath);
|
||||
|
||||
if (g == "") {
|
||||
this->Program = 0;
|
||||
return;
|
||||
}
|
||||
geometrySource = g.c_str();
|
||||
}
|
||||
else
|
||||
geometrySource = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
vertexSource = vertexShaderSourcePath;
|
||||
fragmentSource = fragmentShaderSourcePath;
|
||||
geometrySource = geometryShaderSourcePath;
|
||||
}
|
||||
|
||||
int success;
|
||||
char infoLog[512];
|
||||
|
||||
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertexShader, 1, &vertexSource, NULL);
|
||||
glCompileShader(vertexShader);
|
||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
|
||||
std::cerr << "Shader.h: " DC_WARNING " Vertex shader compilation failed!\n";
|
||||
std::cerr << "shader.h: Path: " << vertexShaderSourcePath << '\n' << infoLog << std::endl;
|
||||
this->Program = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
|
||||
glCompileShader(fragmentShader);
|
||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
|
||||
std::cerr << "Shader.h: " DC_WARNING " Fragment shader compilation failed!\n";
|
||||
std::cerr << "shader.h: Path: " << fragmentShaderSourcePath << '\n' << infoLog << std::endl;
|
||||
this->Program = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
unsigned int geometryShader;
|
||||
if (geometrySource)
|
||||
{
|
||||
geometryShader = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
glShaderSource(geometryShader, 1, &geometrySource, NULL);
|
||||
glCompileShader(geometryShader);
|
||||
glGetShaderiv(geometryShader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(geometryShader, 512, NULL, infoLog);
|
||||
std::cerr << "Shader.h: " DC_WARNING " Geometry shader compilation failed!\n";
|
||||
std::cerr << "Shader.h: Path: " << geometryShaderSourcePath;
|
||||
std::cerr << std::endl << infoLog << std::endl;
|
||||
this->Program = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Program = glCreateProgram();
|
||||
glAttachShader(Program, vertexShader);
|
||||
glAttachShader(Program, fragmentShader);
|
||||
if (geometrySource)
|
||||
glAttachShader(Program, geometryShader);
|
||||
glLinkProgram(Program);
|
||||
glGetProgramiv(Program, GL_LINK_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetProgramInfoLog(Program, 512, NULL, infoLog);
|
||||
std::cerr << "shader.h: " DC_ERROR " Program linking failed\n" << infoLog << std::endl;
|
||||
this->Program = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
}
|
||||
Shader::Shader(std::string vertexShaderSourcePath,
|
||||
std::string fragmentShaderSourcePath,
|
||||
std::string geometryShaderSource,
|
||||
bool directSource) : Shader(vertexShaderSourcePath.c_str(), fragmentShaderSourcePath.c_str(), geometryShaderSource.c_str(), directSource)
|
||||
{
|
||||
}
|
||||
Shader::~Shader()
|
||||
{
|
||||
glDeleteProgram(Program);
|
||||
}
|
||||
|
||||
std::string Shader::readFile(const char* path)
|
||||
{
|
||||
std::ifstream ifs(path); // input file stream
|
||||
|
||||
if (ifs.fail())
|
||||
{
|
||||
std::cout << "shader.h: " DC_ERROR " Could not open file '" << path << "'\n";
|
||||
return "";
|
||||
}
|
||||
|
||||
std::stringstream buffer;
|
||||
buffer << ifs.rdbuf();
|
||||
std::string out = buffer.str();
|
||||
ifs.close();
|
||||
|
||||
return out;
|
||||
}
|
||||
void Shader::Use() const
|
||||
{
|
||||
glUseProgram(Program);
|
||||
}
|
||||
void Shader::setBool(const std::string name, bool value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(Program, name.c_str()), value ? 1 : 0);
|
||||
}
|
||||
void Shader::setFloat(const std::string name, float value) const
|
||||
{
|
||||
glUniform1f(glGetUniformLocation(Program, name.c_str()), value);
|
||||
}
|
||||
void Shader::setInt(const std::string name, int value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(Program, name.c_str()), value);
|
||||
}
|
||||
void Shader::setMat4(const std::string name, glm::mat4 value) const
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(Program, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
|
||||
}
|
||||
void Shader::setVec3(const std::string name, glm::vec3 value) const
|
||||
{
|
||||
setVec3(name, value.x, value.y, value.z);
|
||||
}
|
||||
void Shader::setVec3(const std::string name, float v0, float v1, float v2) const
|
||||
{
|
||||
glUniform3f(glGetUniformLocation(Program, name.c_str()), v0, v1, v2);
|
||||
}
|
||||
void Shader::setMat3(const std::string name, glm::mat3 value) const
|
||||
{
|
||||
glUniformMatrix3fv(glGetUniformLocation(Program, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
|
||||
}
|
||||
void Shader::setVec2(const std::string name, float v0, float v1) const
|
||||
{
|
||||
glUniform2f(glGetUniformLocation(Program, name.c_str()), v0, v1);
|
||||
}
|
||||
void Shader::setVec2(const std::string name, glm::vec2 v) const
|
||||
{
|
||||
setVec2(name, v.x, v.y);
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
#pragma once
|
||||
#cmakedefine REPO_ROOT "@REPO_ROOT@"
|
||||
#cmakedefine PROJECT_DIR "@PROJECT_DIR@"
|
||||
#cmakedefine SOURCE_DIR "@SOURCE_DIR@"
|
||||
#cmakedefine BINARY_DIR "@BINARY_DIR@"
|
||||
#cmakedefine DEBUG
|
||||
@@ -0,0 +1,10 @@
|
||||
add_library(glfbo
|
||||
ColorBuffer.cpp
|
||||
DepthBuffer.cpp
|
||||
StencilBuffer.cpp
|
||||
DepthStencilBuffer.cpp
|
||||
glfbo.cpp
|
||||
Framebuffer.cpp
|
||||
MSFramebuffer.cpp
|
||||
${SOURCE_INCLUDE}/glfbo.h
|
||||
)
|
||||
@@ -0,0 +1,106 @@
|
||||
#include "glfbo.h"
|
||||
#include "config.h"
|
||||
#include "DebugColors.h"
|
||||
#include <iostream>
|
||||
|
||||
using namespace glfbo;
|
||||
|
||||
ColorBuffer::ColorBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type,
|
||||
GLint internal_format,
|
||||
unsigned int samples,
|
||||
GLint wrap_s,
|
||||
GLint wrap_t,
|
||||
GLint wrap_r,
|
||||
vector3 bordercolor) : Width(width), Height(height), Type(type), Samples(samples), int_format(internal_format)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
if (samples == 1)
|
||||
std::cout << DC_WARNING << " ColorBuffer: samples == 1 will not create multisampled color buffer.\n";
|
||||
#endif
|
||||
if (type == BufferType::Texture) {
|
||||
glGenTextures(1, &ID);
|
||||
GLint target;
|
||||
if (samples > 1) {
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ID);
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, internal_format, width, height, GL_TRUE);
|
||||
target = GL_TEXTURE_2D_MULTISAMPLE;
|
||||
}
|
||||
else {
|
||||
Samples = 0;
|
||||
glBindTexture(GL_TEXTURE_2D, ID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, GL_FLOAT, 0);
|
||||
target = GL_TEXTURE_2D;
|
||||
}
|
||||
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_s);
|
||||
glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_t);
|
||||
glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, (float *)&bordercolor);
|
||||
glBindTexture(target, 0);
|
||||
}
|
||||
else if (type == BufferType::Renderbuffer) {
|
||||
glGenRenderbuffers(1, &ID);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, ID);
|
||||
|
||||
if (samples <= 1) {
|
||||
samples = 0;
|
||||
}
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internal_format, width, height);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
}
|
||||
else if (type == BufferType::Cubemap) {
|
||||
glGenTextures(GL_TEXTURE_CUBE_MAP, &ID);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, ID);
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, width , height, 0, GL_RGBA, GL_FLOAT, 0);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, wrap_s);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, wrap_t);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, wrap_r);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
}
|
||||
else {
|
||||
ID = 0;
|
||||
}
|
||||
}
|
||||
|
||||
ColorBuffer::ColorBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type,
|
||||
GLint internal_format,
|
||||
unsigned int samples,
|
||||
GLint wrap_str,
|
||||
vector3 bordercolor)
|
||||
: ColorBuffer(width, height, type, internal_format, samples, wrap_str, wrap_str, wrap_str, bordercolor) {}
|
||||
|
||||
ColorBuffer::~ColorBuffer()
|
||||
{
|
||||
if (Type == BufferType::Cubemap || Type == BufferType::Texture)
|
||||
glDeleteTextures(1, &ID);
|
||||
else
|
||||
glDeleteRenderbuffers(1, &ID);
|
||||
}
|
||||
|
||||
GLenum ColorBuffer::BindTarget()
|
||||
{
|
||||
if (Type == BufferType::Cubemap) {
|
||||
return GL_TEXTURE_CUBE_MAP;
|
||||
}
|
||||
else if (Type == BufferType::Texture) {
|
||||
if (Samples > 1)
|
||||
return GL_TEXTURE_2D_MULTISAMPLE;
|
||||
else
|
||||
return GL_TEXTURE_2D;
|
||||
}
|
||||
else {
|
||||
return GL_RENDERBUFFER;
|
||||
}
|
||||
}
|
||||
GLint ColorBuffer::Get_internal_format()
|
||||
{
|
||||
return int_format;
|
||||
}
|
||||
@@ -0,0 +1,104 @@
|
||||
#include "glfbo.h"
|
||||
#include "config.h"
|
||||
#include "DebugColors.h"
|
||||
#include <iostream>
|
||||
|
||||
using namespace glfbo;
|
||||
|
||||
DepthBuffer::DepthBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type,
|
||||
GLint internal_format,
|
||||
unsigned int samples,
|
||||
GLint wrap_s,
|
||||
GLint wrap_t,
|
||||
GLint wrap_r,
|
||||
vector3 bordercolor) : Width(width), Height(height), Samples(samples), Type(type), int_format(internal_format)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
if (samples == 1)
|
||||
std::cout << DC_WARNING << " DepthBuffer: samples == 1 will not create multisampled depth buffer.\n";
|
||||
#endif
|
||||
|
||||
if (type == BufferType::Texture) {
|
||||
glGenTextures(1, &ID);
|
||||
GLint target;
|
||||
if (samples > 1) {
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ID);
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, internal_format, width, height, GL_TRUE);
|
||||
target = GL_TEXTURE_2D_MULTISAMPLE;
|
||||
}
|
||||
else {
|
||||
Samples = 0;
|
||||
glBindTexture(GL_TEXTURE_2D, ID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width , height, 0, GL_RGBA, GL_FLOAT, 0);
|
||||
target = GL_TEXTURE_2D;
|
||||
}
|
||||
glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_s);
|
||||
glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_t);
|
||||
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, (float*)&bordercolor);
|
||||
glBindTexture(target, 0);
|
||||
}
|
||||
else if (type == BufferType::Renderbuffer) {
|
||||
glGenRenderbuffers(1, &ID);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, ID);
|
||||
|
||||
if (samples <= 1) {
|
||||
samples = 0;
|
||||
}
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internal_format, width, height);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
}
|
||||
else if (type == BufferType::Cubemap) {
|
||||
glGenTextures(1, &ID);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, ID);
|
||||
for (unsigned int i = 0; i < 6; i++)
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, Width, Height, 0,
|
||||
GL_RGBA, GL_FLOAT, 0);
|
||||
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);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
}
|
||||
else {
|
||||
ID = 0;
|
||||
}
|
||||
|
||||
}
|
||||
DepthBuffer::DepthBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type,
|
||||
GLint internal_format,
|
||||
unsigned int samples,
|
||||
GLint wrap_str,
|
||||
vector3 bordercolor)
|
||||
: DepthBuffer(width, height, type, internal_format, samples, wrap_str, wrap_str, wrap_str, bordercolor) {}
|
||||
DepthBuffer::~DepthBuffer()
|
||||
{
|
||||
if (Type == BufferType::Cubemap || Type == BufferType::Texture)
|
||||
glDeleteTextures(1, &ID);
|
||||
else
|
||||
glDeleteRenderbuffers(1, &ID);
|
||||
}
|
||||
|
||||
GLenum DepthBuffer::BindTarget()
|
||||
{
|
||||
if (Type == BufferType::Cubemap) {
|
||||
return GL_TEXTURE_CUBE_MAP;
|
||||
}
|
||||
else if (Type == BufferType::Texture) {
|
||||
if (Samples > 1)
|
||||
return GL_TEXTURE_2D_MULTISAMPLE;
|
||||
else
|
||||
return GL_TEXTURE_2D;
|
||||
}
|
||||
else {
|
||||
return GL_RENDERBUFFER;
|
||||
}
|
||||
}
|
||||
GLint DepthBuffer::Get_internal_format()
|
||||
{
|
||||
return int_format;
|
||||
}
|
||||
@@ -0,0 +1,98 @@
|
||||
#include "glfbo.h"
|
||||
#include "config.h"
|
||||
#include "DebugColors.h"
|
||||
#include <iostream>
|
||||
|
||||
using namespace glfbo;
|
||||
|
||||
DepthStencilBuffer::DepthStencilBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type,
|
||||
GLint internal_format,
|
||||
unsigned int samples,
|
||||
GLint wrap_s,
|
||||
GLint wrap_t,
|
||||
GLint wrap_r,
|
||||
vector3 bordercolor) : Width(width), Height(height), Type(type), Samples(samples), int_format(internal_format)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
if (samples == 1)
|
||||
std::cout << DC_WARNING << "DepthBuffer: samples == 1 will not create multisampled depth buffer.\n";
|
||||
#endif
|
||||
|
||||
if (type == BufferType::Cubemap)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_WARNING << " DepthStencilBuffer: Bad buffer type. Using BufferType::Renderbuffer.\n";
|
||||
#endif
|
||||
type = Type = BufferType::Renderbuffer;
|
||||
}
|
||||
|
||||
if (type == BufferType::Renderbuffer) {
|
||||
glGenRenderbuffers(1, &ID);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, ID);
|
||||
|
||||
if (samples <= 1) {
|
||||
samples = 0;
|
||||
}
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internal_format, width, height);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
}
|
||||
else {
|
||||
glGenTextures(1, &ID);
|
||||
GLint target;
|
||||
|
||||
if (samples > 1) {
|
||||
target = GL_TEXTURE_2D_MULTISAMPLE;
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, internal_format, width, height, GL_TRUE);
|
||||
}
|
||||
else {
|
||||
target = GL_TEXTURE_2D;
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, GL_FLOAT, 0);
|
||||
}
|
||||
glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_s);
|
||||
glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_t);
|
||||
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, (float*)&bordercolor);
|
||||
glBindTexture(target, 0);
|
||||
}
|
||||
}
|
||||
|
||||
DepthStencilBuffer::DepthStencilBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type,
|
||||
GLint internal_format,
|
||||
unsigned int samples,
|
||||
GLint wrap_str,
|
||||
vector3 bordercolor)
|
||||
: DepthStencilBuffer(width, height, type, internal_format, samples, wrap_str, wrap_str, wrap_str, bordercolor) {}
|
||||
|
||||
DepthStencilBuffer::~DepthStencilBuffer()
|
||||
{
|
||||
if (Type == BufferType::Renderbuffer)
|
||||
glDeleteRenderbuffers(1, &ID);
|
||||
else
|
||||
glDeleteTextures(1, &ID);
|
||||
}
|
||||
|
||||
GLenum DepthStencilBuffer::BindTarget()
|
||||
{
|
||||
if (Type == BufferType::Renderbuffer)
|
||||
return GL_RENDERBUFFER;
|
||||
else if (Type == BufferType::Texture)
|
||||
{
|
||||
if (Samples > 1)
|
||||
return GL_TEXTURE_2D_MULTISAMPLE;
|
||||
else
|
||||
return GL_TEXTURE_2D;
|
||||
}
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_WARNING << " DepthStencilBuffer::BindTarget(): Bad buffer type. Returning GL_RENDERBUFFER.\n";
|
||||
#endif
|
||||
return GL_RENDERBUFFER;
|
||||
}
|
||||
}
|
||||
GLint DepthStencilBuffer::Get_internal_format()
|
||||
{
|
||||
return int_format;
|
||||
}
|
||||
@@ -0,0 +1,337 @@
|
||||
#include <iostream>
|
||||
#include "glfbo.h"
|
||||
#include "DebugColors.h"
|
||||
#include "config.h"
|
||||
#include <stb_image_write.h>
|
||||
|
||||
using namespace glfbo;
|
||||
|
||||
Framebuffer::Framebuffer(std::unordered_map<unsigned int, ColorBuffer*> cBufs, DepthBuffer* dBuf, StencilBuffer* sBuf) : DepthBuf(NULL), StencilBuf(NULL), DepthStencilBuf(NULL), ID(0)
|
||||
{
|
||||
glGenFramebuffers(1, &ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
|
||||
if (cBufs.size() == 0 && !dBuf && !sBuf) {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_WARNING << " Framebuffer::Framebuffer: No buffers specified. Framebuffer should have at least 1 buffer attached.\n";
|
||||
#endif
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto i : cBufs)
|
||||
Attach_ColorBuffer(i.first, i.second);
|
||||
|
||||
if (dBuf)
|
||||
Attach_DepthBuffer(dBuf);
|
||||
if (sBuf)
|
||||
Attach_StencilBuffer(sBuf);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
Framebuffer::Framebuffer(unsigned int attachment, ColorBuffer* cBuf, DepthBuffer* dBuf, StencilBuffer* sBuf) : DepthBuf(NULL), StencilBuf(NULL), DepthStencilBuf(NULL), ID(0)
|
||||
{
|
||||
glGenFramebuffers(1, &ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
|
||||
if (!cBuf && !dBuf && !sBuf) {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_WARNING << " Framebuffer::Framebuffer: No buffers specified. Framebuffer should have at least 1 buffer attached.\n";
|
||||
#endif
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
if (cBuf)
|
||||
Attach_ColorBuffer(attachment, cBuf);
|
||||
if (dBuf)
|
||||
Attach_DepthBuffer(dBuf);
|
||||
if (sBuf)
|
||||
Attach_StencilBuffer(sBuf);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
Framebuffer::Framebuffer(std::unordered_map<unsigned int, ColorBuffer*> cBufs, DepthStencilBuffer* dsBuf) : DepthBuf(NULL), StencilBuf(NULL), DepthStencilBuf(NULL), ID(0)
|
||||
{
|
||||
glGenFramebuffers(1, &ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
|
||||
if (cBufs.size() == 0 && !dsBuf) {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_WARNING << " Framebuffer::Framebuffer: No buffers specified. Framebuffer should have at least 1 buffer attached.\n";
|
||||
#endif
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto i : cBufs)
|
||||
Attach_ColorBuffer(i.first, i.second);
|
||||
if (dsBuf)
|
||||
Attach_DepthStencilBuffer(dsBuf);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
Framebuffer::Framebuffer(unsigned int attachment, ColorBuffer* cBuf, DepthStencilBuffer* dsBuf) : DepthBuf(NULL), StencilBuf(NULL), DepthStencilBuf(NULL), ID(0)
|
||||
{
|
||||
glGenFramebuffers(1, &ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
|
||||
if (!cBuf && !dsBuf) {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_WARNING << " Framebuffer::Framebuffer: No buffers specified. Framebuffer should have at least 1 buffer attached.\n";
|
||||
#endif
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
if (cBuf)
|
||||
Attach_ColorBuffer(attachment, cBuf);
|
||||
if (dsBuf)
|
||||
Attach_DepthStencilBuffer(dsBuf);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
Framebuffer::Framebuffer() : DepthBuf(NULL), StencilBuf(NULL), DepthStencilBuf(NULL), ID(0)
|
||||
{
|
||||
glGenFramebuffers(1, &ID);
|
||||
}
|
||||
Framebuffer::~Framebuffer()
|
||||
{
|
||||
glDeleteFramebuffers(1, &ID);
|
||||
}
|
||||
|
||||
int Framebuffer::CheckStatus()
|
||||
{
|
||||
int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
|
||||
switch (status)
|
||||
{
|
||||
case GL_FRAMEBUFFER_COMPLETE:
|
||||
return 0;
|
||||
break;
|
||||
default:
|
||||
#ifdef DEBUG
|
||||
fprintf(stderr, "Framebuffer::Complete(): " DC_ERROR " code: %#04x\n", (int)status);
|
||||
#endif
|
||||
return status;
|
||||
}
|
||||
}
|
||||
void Framebuffer::Set_ReadDrawBuffer(GLenum mode)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
glDrawBuffer(mode);
|
||||
glReadBuffer(mode);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
void Framebuffer::Set_DrawBuffers(std::initializer_list<unsigned int> indexes)
|
||||
{
|
||||
GLint maxDrawBuf = 0;
|
||||
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuf);
|
||||
|
||||
if (indexes.size() > maxDrawBuf) {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_ERROR << " Framebuffer::Set_DrawBuffers(): Couldn't set glDrawBuffers. Number of indexes > GL_MAX_DRAW_BUFFERS.\n";
|
||||
#endif
|
||||
}
|
||||
else {
|
||||
GLenum *arr = new GLenum[indexes.size()];
|
||||
|
||||
auto j = indexes.begin();
|
||||
for (int i = 0; i < indexes.size(); i++, j++)
|
||||
arr[i] = GL_COLOR_ATTACHMENT0 + *j;
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
glDrawBuffers(indexes.size(), (const GLenum*) arr);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
delete[] arr;
|
||||
}
|
||||
}
|
||||
void Framebuffer::Attach_ColorBuffer(unsigned int attachment, ColorBuffer* buffer)
|
||||
{
|
||||
GLint maxAttach = 0;
|
||||
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxAttach);
|
||||
if (attachment > maxAttach) {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_ERROR << " Framebuffer::Attach_ColorBuffer(): Color attachment " << attachment << " > GL_MAX_COLOR_ATTACHMENTS. Color buffer wasn't attached.\n";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
else if (buffer != NULL) {
|
||||
if (buffer->ID == 0) {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_ERROR << " Cannot attach incomplete ColorBuffer at color attachment " << ColorBufs.size() << ".\n";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
if (buffer->Samples != 0) {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_ERROR << " Framebuffer::Attach_ColorBuffer(): Could not attach multisampled color buffer at color attachment " << ColorBufs.size() << "\n";
|
||||
#endif
|
||||
}
|
||||
ColorBufs[attachment] = buffer;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
switch (buffer->Type)
|
||||
{
|
||||
case BufferType::Texture:
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachment, GL_TEXTURE_2D, buffer->ID, 0);
|
||||
break;
|
||||
case BufferType::Renderbuffer:
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachment, GL_RENDERBUFFER, buffer->ID);
|
||||
break;
|
||||
case BufferType::Cubemap:
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachment, buffer->ID, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_WARNING << " Framebuffer::Attach_ColorBuffer(): ColorBuffer wasn't attached. (buffer == NULL)\n";
|
||||
#endif
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
void Framebuffer::Attach_DepthBuffer(DepthBuffer* buffer)
|
||||
{
|
||||
DepthBuf = buffer;
|
||||
if (DepthBuf != NULL)
|
||||
{
|
||||
if (DepthBuf->ID == 0) {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_ERROR << " Cannot attach uncomplete DepthBuffer. ( DepthBuffer::ID == 0 )\n";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
if (DepthBuf->Samples == 0)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
if (DepthBuf->Type == BufferType::Texture)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, DepthBuf->ID, 0);
|
||||
else if (DepthBuf->Type == BufferType::Renderbuffer)
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, DepthBuf->ID);
|
||||
else if (DepthBuf->Type == BufferType::Cubemap)
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, DepthBuf->ID, 0);
|
||||
}
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_ERROR << " Framebuffer::Attach_DepthBuffer(): Cannot attach multisampled depth buffer to Framebuffer. For multisampled framebuffers use MSFramebuffer.\n";
|
||||
#endif
|
||||
}
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
void Framebuffer::Attach_StencilBuffer(StencilBuffer* buffer)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
StencilBuf = buffer;
|
||||
if (StencilBuf != NULL)
|
||||
{
|
||||
if (StencilBuf->ID == 0) {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_ERROR << " Cannot attach uncomplete StencilBuffer. ( StencilBuffer::ID == 0 )\n";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
if (StencilBuf->Samples == 0) {
|
||||
if (StencilBuf->Type == BufferType::Renderbuffer)
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, StencilBuf->ID);
|
||||
else if (StencilBuf->Type == BufferType::Texture)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, StencilBuf->ID, 0);
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_ERROR << " Framebuffer::Attach_StencilBuffer(): StencilBuffer not attached. Wrong buffer type.\n";
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_ERROR " Framebuffer::Attach_StencilBuffer(): Cannot attach multisampled stencil buffer to Framebuffer. For multisampled framebuffer use MSFramebuffer.\n";
|
||||
#endif
|
||||
}
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
void Framebuffer::Attach_DepthStencilBuffer(DepthStencilBuffer* buffer)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
DepthStencilBuf = buffer;
|
||||
if (DepthStencilBuf != NULL)
|
||||
{
|
||||
if (DepthStencilBuf->ID == 0) {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_ERROR << " Cannot attach uncomplete DepthStencilBuffer. ( DepthStencilBuffer::ID == 0 )\n";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
if (DepthStencilBuf->Samples == 0) {
|
||||
if (DepthStencilBuf->Type == BufferType::Texture)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, DepthStencilBuf->BindTarget(), DepthStencilBuf->ID, 0);
|
||||
else if (DepthStencilBuf->Type == BufferType::Renderbuffer)
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, DepthStencilBuf->ID);
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_ERROR << " Framebuffer::Attach_DepthStencilBuffer(): DepthStencilBuffer not attached. Wrong buffer type.\n";
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_ERROR " Framebuffer::Attach_DepthStencilBuffer(): Cannot attach multisampled depth and stencil buffer to Framebuffer. For multisampled framebuffer use MSFramebuffer.\n";
|
||||
#endif
|
||||
}
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
unsigned int Framebuffer::Get_ColorBuffer(unsigned int attachment)
|
||||
{
|
||||
return ColorBufs[attachment]->ID;
|
||||
}
|
||||
unsigned int Framebuffer::Get_ColorBufferWidth(unsigned int attachment)
|
||||
{
|
||||
return ColorBufs[attachment]->Width;
|
||||
}
|
||||
unsigned int Framebuffer::Get_ColorBufferHeight(unsigned int attachment)
|
||||
{
|
||||
return ColorBufs[attachment]->Height;
|
||||
}
|
||||
std::string Framebuffer::Export(std::string dir, ImageType type, unsigned int attachment)
|
||||
{
|
||||
uint8_t channels = 0;
|
||||
GLenum format;
|
||||
switch (type) {
|
||||
case ImageType::PNG: channels = 4; format = GL_RGBA; break;
|
||||
case ImageType::JPG: channels = 3; format = GL_RGB; break;
|
||||
}
|
||||
unsigned int width = Get_ColorBufferWidth(attachment);
|
||||
unsigned int height = Get_ColorBufferHeight(attachment);
|
||||
|
||||
GLint binding = GetFramebufferBinding();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
|
||||
unsigned char *data = new unsigned char[width * height * channels];
|
||||
glReadBuffer(GL_COLOR_ATTACHMENT0 + attachment);
|
||||
glReadPixels(0, 0, width, height, format, GL_UNSIGNED_BYTE, data);
|
||||
stbi_flip_vertically_on_write(1);
|
||||
|
||||
if (dir.length() != 0 && *(dir.end() - 1) != '/')
|
||||
dir = dir + "/";
|
||||
|
||||
std::string img_name = dir + GetScreenshotName(type);
|
||||
|
||||
switch (type) {
|
||||
case ImageType::PNG: stbi_write_png(img_name.c_str(), width, height, channels, (const void*)data, width * channels);
|
||||
case ImageType::JPG: stbi_write_jpg(img_name.c_str(), width, height, channels, (const void*)data, jpg_export_quality);
|
||||
}
|
||||
|
||||
delete[] data;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, binding);
|
||||
|
||||
return img_name;
|
||||
}
|
||||
void Framebuffer::Set_JpgExportQuality(uint8_t quality)
|
||||
{
|
||||
jpg_export_quality = quality;
|
||||
}
|
||||
uint8_t Framebuffer::Get_JpgExportQuality()
|
||||
{
|
||||
return jpg_export_quality;
|
||||
}
|
||||
@@ -0,0 +1,349 @@
|
||||
#include <glad/glad.h>
|
||||
#include "glfbo.h"
|
||||
#include "config.h"
|
||||
#include "DebugColors.h"
|
||||
#include <stb_image_write.h>
|
||||
|
||||
#define WARN_EMPTY_BUFFERS DC_WARNING " MSFramebuffer::MSFramebuffer: No buffers specified. Framebuffer should have at least 1 buffer attached."
|
||||
#define WARN_SAMPLES_LESS_TWO DC_WARNING " MSFramebuffer::MSFramebuffer: Cannot create multisamples framebuffer with samples < 2. Using samples = 2"
|
||||
#define ERR_ATTACH_BUFFER_NULL(type) DC_ERROR " MSFramebuffer::Attach_" type "(): " type " wasn't attached. (buffer == NULL)"
|
||||
#define ERR_ATTACH_SAMPLES_NOT_EQ(type) DC_ERROR " MSFramebuffer::Attach_" type "(): " type " wasn't attached. Samples aren't equal to samples of MSFramebuffer."
|
||||
#define ERR_ATTACH_BUF_INCOMPLETE(type) DC_ERROR " MSFramebuffer::Attach_" type "(): Cannot attach incomplete " type "."
|
||||
#define ERR_ATTACH_WRONG_BUF_TYPE(type) DC_ERROR " MSFramebuffer::Attach_" type "(): " type " wasn't attached. Wrong buffer type."
|
||||
#define ERR_ATTACH_TOO_MANY_ATTACHMENTS DC_ERROR " MSFramebuffer::Attach_ColorBuffer(): ColorBuffer wasn't attached. Given number of color attachment > GL_MAX_COLOR_ATTACHMENTS."
|
||||
#define ERR_COL_ATTACH_NOT_FOUND(func) DC_ERROR " MSFramebuffer::" func "(): Could not find color attachment."
|
||||
#define ERR_INT_FBO_NOT_FOUND(func) DC_ERROR " MSFramebuffer::" func "(): Could not find intermediate framebuffer for specified color attachment. Did you forget to call Create_intFBO() ?"
|
||||
#define ERR_EXPORT DC_ERROR " MSFramebuffer::Export(): Could not export ColorBuffer."Framebuffer* ifbo =
|
||||
|
||||
|
||||
using namespace glfbo;
|
||||
|
||||
void MSFramebuffer::handleSamples(unsigned int s)
|
||||
{
|
||||
if (s < 2) {
|
||||
#ifdef DEBUG
|
||||
std::cout << WARN_SAMPLES_LESS_TWO << std::endl;
|
||||
#endif
|
||||
this->samples = s = 2;
|
||||
}
|
||||
else
|
||||
this->samples = s;
|
||||
}
|
||||
MSFramebuffer::MSFramebuffer(unsigned int samples, std::unordered_map<unsigned int, ColorBuffer*> cBufs, DepthBuffer* dBuf, StencilBuffer* sBuf)
|
||||
{
|
||||
glGenFramebuffers(1, &ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
|
||||
handleSamples(samples);
|
||||
if (cBufs.size() != 0) {
|
||||
bool all_null = true;
|
||||
for (auto i : cBufs) {
|
||||
if (i.second != NULL) {
|
||||
all_null = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (all_null && !dBuf && !sBuf) {
|
||||
#ifdef DEBUG
|
||||
std::cout << WARN_EMPTY_BUFFERS << std::endl;
|
||||
#endif
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
else if (!dBuf && !sBuf) {
|
||||
#ifdef DEBUG
|
||||
std::cout << WARN_EMPTY_BUFFERS << std::endl;
|
||||
#endif
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto i : cBufs)
|
||||
Attach_ColorBuffer(i.first, i.second);
|
||||
if (dBuf)
|
||||
Attach_DepthBuffer(dBuf);
|
||||
if (sBuf)
|
||||
Attach_StencilBuffer(sBuf);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
MSFramebuffer::MSFramebuffer(unsigned int samples, unsigned int attachment, ColorBuffer* cBuf, DepthBuffer* dBuf, StencilBuffer* sBuf)
|
||||
: MSFramebuffer(samples, {{attachment, cBuf}}, dBuf, sBuf) {}
|
||||
MSFramebuffer::MSFramebuffer(unsigned int samples, std::unordered_map<unsigned int, ColorBuffer*> cBufs, DepthStencilBuffer* dsBuf)
|
||||
{
|
||||
glGenFramebuffers(1, &ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
|
||||
handleSamples(samples);
|
||||
if (cBufs.size() != 0) {
|
||||
bool all_null = true;
|
||||
for (auto i : cBufs) {
|
||||
if (i.second != NULL) {
|
||||
all_null = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (all_null && !dsBuf) {
|
||||
#ifdef DEBUG
|
||||
std::cout << WARN_EMPTY_BUFFERS << std::endl;
|
||||
#endif
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
else if (!dsBuf) {
|
||||
#ifdef DEBUG
|
||||
std::cout << WARN_EMPTY_BUFFERS << std::endl;
|
||||
#endif
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto i : cBufs)
|
||||
Attach_ColorBuffer(i.first, i.second);
|
||||
if (dsBuf)
|
||||
Attach_DepthStencilBuffer(dsBuf);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
MSFramebuffer::MSFramebuffer(unsigned int samples, unsigned int attachment, ColorBuffer* cBuf, DepthStencilBuffer* dsBuf)
|
||||
: MSFramebuffer(samples, {{attachment, cBuf}}, dsBuf) {}
|
||||
MSFramebuffer::MSFramebuffer(unsigned int samples)
|
||||
{
|
||||
glGenFramebuffers(1, &ID);
|
||||
handleSamples(samples);
|
||||
}
|
||||
MSFramebuffer::~MSFramebuffer()
|
||||
{
|
||||
for (auto i : intFBOs) {
|
||||
delete i.second->ColorBufs[0];
|
||||
delete i.second;
|
||||
}
|
||||
glDeleteFramebuffers(1, &ID);
|
||||
}
|
||||
|
||||
void MSFramebuffer::Attach_ColorBuffer(unsigned int attachment, ColorBuffer* buffer)
|
||||
{
|
||||
GLint maxAttach = 0;
|
||||
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxAttach);
|
||||
if (attachment > maxAttach) {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_TOO_MANY_ATTACHMENTS << std::endl;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
if (buffer != NULL) {
|
||||
if (buffer->Samples != this->samples) {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_SAMPLES_NOT_EQ("ColorBuffer") << std::endl;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
if (buffer->ID == 0) {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_BUF_INCOMPLETE("ColorBuffer") << " At index " << ColorBufs.size() << std::endl;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
ColorBufs[attachment] = buffer;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
switch (buffer->Type)
|
||||
{
|
||||
case BufferType::Texture:
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachment, GL_TEXTURE_2D_MULTISAMPLE, buffer->ID, 0);
|
||||
break;
|
||||
case BufferType::Renderbuffer:
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachment, GL_RENDERBUFFER, buffer->ID);
|
||||
break;
|
||||
case BufferType::Cubemap:
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachment, buffer->ID, 0);
|
||||
break;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_BUFFER_NULL("ColorBuffer") << std::endl;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
void MSFramebuffer::Attach_DepthBuffer(DepthBuffer* buffer)
|
||||
{
|
||||
DepthBuf = buffer;
|
||||
if (buffer != NULL) {
|
||||
if (buffer->Samples != this->samples) {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_SAMPLES_NOT_EQ("DepthBuffer") << std::endl;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
if (buffer->ID == 0) {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_BUF_INCOMPLETE("DepthBuffer") << std::endl;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
if (DepthBuf->Type == BufferType::Texture)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, DepthBuf->ID, 0);
|
||||
else if (DepthBuf->Type == BufferType::Renderbuffer)
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, DepthBuf->ID);
|
||||
else if (DepthBuf->Type == BufferType::Cubemap)
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, DepthBuf->ID, 0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_BUFFER_NULL("DepthBuffer") << std::endl;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
void MSFramebuffer::Attach_StencilBuffer(StencilBuffer* buffer)
|
||||
{
|
||||
StencilBuf = buffer;
|
||||
if (buffer != NULL) {
|
||||
if (buffer->Samples != this->samples) {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_SAMPLES_NOT_EQ("StencilBuffer") << std::endl;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
if (buffer->ID == 0) {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_BUF_INCOMPLETE("StencilBuffer") << std::endl;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
if (StencilBuf->Type == BufferType::Renderbuffer)
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, StencilBuf->ID);
|
||||
else if (StencilBuf->Type == BufferType::Texture)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, StencilBuf->ID, 0);
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_WRONG_BUF_TYPE("StencilBuffer") << std::endl;
|
||||
#endif
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_BUFFER_NULL("StencilBuffer") << std::endl;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
void MSFramebuffer::Attach_DepthStencilBuffer(DepthStencilBuffer* buffer)
|
||||
{
|
||||
DepthStencilBuf = buffer;
|
||||
if (buffer != NULL) {
|
||||
if (buffer->Samples != this->samples) {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_SAMPLES_NOT_EQ("DepthStencilBuffer") << std::endl;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
if (buffer->ID == 0) {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_BUF_INCOMPLETE("DepthStencilBuffer") << std::endl;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
if (DepthStencilBuf->Type == BufferType::Texture)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, DepthStencilBuf->ID, 0);
|
||||
else if (DepthStencilBuf->Type == BufferType::Renderbuffer)
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, DepthStencilBuf->ID);
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_WRONG_BUF_TYPE("DepthStencilBuffer") << std::endl;
|
||||
#endif
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_ATTACH_BUFFER_NULL("DepthStencilBuffer") << std::endl;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
unsigned int MSFramebuffer::Get_Samples()
|
||||
{
|
||||
return samples;
|
||||
}
|
||||
void MSFramebuffer::Create_intFBO(unsigned int attachment)
|
||||
{
|
||||
if (ColorBufs.find(attachment) == ColorBufs.end()) {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_COL_ATTACH_NOT_FOUND("Create_intFBO") << " (attachment == " << attachment << ")" << std::endl;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
if (intFBOs.find(attachment) != intFBOs.end()) {
|
||||
if (intFBOs[attachment] != NULL) {
|
||||
delete intFBOs[attachment]->ColorBufs[0];
|
||||
delete intFBOs[attachment];
|
||||
}
|
||||
}
|
||||
|
||||
ColorBuffer *cb = new ColorBuffer(ColorBufs[attachment]->Width, ColorBufs[attachment]->Height,
|
||||
ColorBufs[attachment]->Type, ColorBufs[attachment]->Get_internal_format(),
|
||||
0, GL_CLAMP_TO_EDGE);
|
||||
Framebuffer *f = new Framebuffer();
|
||||
f->Attach_ColorBuffer(0, cb);
|
||||
f->Set_DrawBuffers({0});
|
||||
|
||||
intFBOs[attachment] = f;
|
||||
}
|
||||
unsigned int MSFramebuffer::Get_ResolvedColorBuffer(unsigned int attachment)
|
||||
{
|
||||
if (intFBOs.find(attachment) == intFBOs.end()) {
|
||||
#ifdef DEBUG
|
||||
std::cout << ERR_INT_FBO_NOT_FOUND("Get_ResolvedColorBuffer") << " (attachment == " << attachment << ")" << std::endl;
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
GLint binding;
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &binding);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, ID);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intFBOs[attachment]->ID);
|
||||
glReadBuffer(GL_COLOR_ATTACHMENT0 + attachment);
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
||||
glBlitFramebuffer(0, 0, ColorBufs[attachment]->Width, ColorBufs[attachment]->Height,
|
||||
0, 0, ColorBufs[attachment]->Width, ColorBufs[attachment]->Height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, binding);
|
||||
return intFBOs[attachment]->ColorBufs[0]->ID;
|
||||
}
|
||||
std::string MSFramebuffer::Export(std::string dir, ImageType type, unsigned int attachment)
|
||||
{
|
||||
Framebuffer* ifbo = NULL;
|
||||
auto it = intFBOs.find(attachment);
|
||||
|
||||
if (it != intFBOs.end())
|
||||
ifbo = it->second;
|
||||
else {
|
||||
#ifdef DEBUG
|
||||
std::cerr << ERR_INT_FBO_NOT_FOUND("Export") << " (attachment == " << attachment << ")\n";
|
||||
#endif
|
||||
return "";
|
||||
}
|
||||
|
||||
return ifbo->Export(dir, type, 0);
|
||||
}
|
||||
Framebuffer* MSFramebuffer::Get_intFBO(unsigned int attachment)
|
||||
{
|
||||
if (intFBOs.find(attachment) == intFBOs.end())
|
||||
{
|
||||
#ifdef DEBUG
|
||||
std::cerr << ERR_INT_FBO_NOT_FOUND("Get_intFBOs") << " (attachment == " << attachment << ")\n";
|
||||
#endif
|
||||
return NULL;
|
||||
}
|
||||
return intFBOs[attachment];
|
||||
}
|
||||
@@ -0,0 +1,80 @@
|
||||
#include "glfbo.h"
|
||||
#include <iostream>
|
||||
#include "config.h"
|
||||
#include "DebugColors.h"
|
||||
|
||||
using namespace glfbo;
|
||||
|
||||
StencilBuffer::StencilBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type,
|
||||
unsigned int samples) : Width(width), Height(height), Samples(samples), Type(type)
|
||||
{
|
||||
if (type == BufferType::Cubemap) {
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_WARNING << " StencilBuffer: Bad buffer type. Using BufferType::Renderbuffer.\n";
|
||||
#endif
|
||||
type = Type = BufferType::Renderbuffer;
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
if (samples == 1)
|
||||
std::cout << DC_WARNING << " StencilBuffer: samples == 1 will not create multisampled stencil buffer.\n";
|
||||
#endif
|
||||
|
||||
if (type == BufferType::Renderbuffer) {
|
||||
glGenRenderbuffers(1, &ID);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, ID);
|
||||
|
||||
if (samples <= 1) {
|
||||
samples = 0;
|
||||
}
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_STENCIL_INDEX8, width, height);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
}
|
||||
else {
|
||||
glGenTextures(1, &ID);
|
||||
GLint target;
|
||||
|
||||
if (samples > 1) {
|
||||
target = GL_TEXTURE_2D_MULTISAMPLE;
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_STENCIL_INDEX8, width, height, GL_TRUE);
|
||||
}
|
||||
else {
|
||||
Samples = 0;
|
||||
target = GL_TEXTURE_2D;
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, width, height, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, 0);
|
||||
}
|
||||
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glBindTexture(target, 0);
|
||||
}
|
||||
}
|
||||
|
||||
StencilBuffer::~StencilBuffer()
|
||||
{
|
||||
if (Type == BufferType::Texture)
|
||||
glDeleteTextures(1, &ID);
|
||||
else if (Type == BufferType::Renderbuffer)
|
||||
glDeleteRenderbuffers(1, &ID);
|
||||
}
|
||||
|
||||
GLenum StencilBuffer::BindTarget()
|
||||
{
|
||||
if (Type == BufferType::Renderbuffer)
|
||||
return GL_RENDERBUFFER;
|
||||
else if (Type == BufferType::Texture) {
|
||||
if (Samples > 1)
|
||||
return GL_TEXTURE_2D_MULTISAMPLE;
|
||||
else
|
||||
return GL_TEXTURE_2D;
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef DEBUG
|
||||
std::cout << DC_ERROR << " StencilBuffer::BindTarget(): Bad buffer type. Returning GL_RENDERBUFFER.\n";
|
||||
#endif
|
||||
return GL_RENDERBUFFER;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
#include "glfbo.h"
|
||||
#include <stb_image_write.h>
|
||||
|
||||
GLint glfbo::GetFramebufferBinding()
|
||||
{
|
||||
GLint bind = 0;
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &bind);
|
||||
return bind;
|
||||
}
|
||||
std::string glfbo::GetScreenshotName(glfbo::ImageType type)
|
||||
{
|
||||
time_t tim = time(NULL);
|
||||
struct tm *ltm = localtime(&tim);
|
||||
|
||||
char buf[50];
|
||||
snprintf(buf, sizeof(buf), ("screenshot_%i%02i%02i_%02i%02i%02i." + ImageTypeStrings[(size_t)type]).c_str(),
|
||||
ltm->tm_year + 1900, ltm->tm_mon + 1, ltm->tm_mday, ltm->tm_hour, ltm->tm_min, ltm->tm_sec);
|
||||
return std::string(buf);
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
add_library(glml Model.cpp ${SOURCE_INCLUDE}/glml/Model.h
|
||||
Mesh.cpp ${SOURCE_INCLUDE}/glml/Mesh.h)
|
||||
@@ -0,0 +1,67 @@
|
||||
#include <glad/glad.h>
|
||||
#include <glml/Mesh.h>
|
||||
|
||||
using namespace glml;
|
||||
|
||||
Mesh::Mesh(const std::vector<Vertex>& vertices,
|
||||
const std::vector<unsigned int>& indices,
|
||||
const std::vector<Texture>& textures) : vertices(vertices), indices(indices), textures(textures)
|
||||
{
|
||||
setupMesh();
|
||||
}
|
||||
|
||||
void Mesh::setupMesh()
|
||||
{
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenBuffers(1, &EBO);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Position));
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Normal));
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, TexCoord));
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Tangent));
|
||||
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Bitangent));
|
||||
for (int i = 0; i < 5; i++)
|
||||
glEnableVertexAttribArray(i);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::Draw(const Shader& shader) const
|
||||
{
|
||||
unsigned int diffNr = 0;
|
||||
unsigned int specNr = 0;
|
||||
unsigned int normNr = 0;
|
||||
unsigned int heigNr = 0;
|
||||
|
||||
for (int i = 0; i < textures.size(); i++)
|
||||
{
|
||||
std::string name = TextureTypeStrings[static_cast<size_t>(textures[i].type)];
|
||||
|
||||
if (textures[i].type == TextureType::diffuse)
|
||||
name += std::to_string(diffNr++);
|
||||
else if (textures[i].type == TextureType::specular)
|
||||
name += std::to_string(specNr++);
|
||||
else if (textures[i].type == TextureType::normal)
|
||||
name += std::to_string(normNr++);
|
||||
else if (textures[i].type == TextureType::height)
|
||||
name += std::to_string(heigNr++);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
shader.setInt("material." + name, i);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i].id);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
@@ -0,0 +1,200 @@
|
||||
#include <glad/glad.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <iostream>
|
||||
#include <stb_image.h>
|
||||
#include "glml/Model.h"
|
||||
#include "DebugColors.h"
|
||||
|
||||
using namespace glml;
|
||||
|
||||
Model::Model(const std::string path, bool flip_textures, bool sRGB_diffuse) :
|
||||
sRGB_diffuse(sRGB_diffuse), flip_textures(flip_textures)
|
||||
{
|
||||
loadModel(path);
|
||||
}
|
||||
void Model::Draw(const Shader& shader) const
|
||||
{
|
||||
for (int i = 0; i < meshes.size(); i++)
|
||||
meshes[i].Draw(shader);
|
||||
}
|
||||
void Model::loadModel(const std::string path)
|
||||
{
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
|
||||
|
||||
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
|
||||
{
|
||||
std::cerr << DC_ERROR "[ASSIMP] Model '" << path << "' not loaded.\n" << importer.GetErrorString() << std::endl;
|
||||
return;
|
||||
}
|
||||
directory = path.substr(0, path.find_last_of('/'));
|
||||
|
||||
processNode(scene->mRootNode, scene);
|
||||
}
|
||||
void Model::processNode(aiNode* node, const aiScene* scene)
|
||||
{
|
||||
unsigned int i;
|
||||
for (i = 0; i < node->mNumMeshes; i++)
|
||||
{
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(processMesh(mesh, scene));
|
||||
}
|
||||
for (i = 0; i < node->mNumChildren; i++)
|
||||
processNode(node->mChildren[i], scene);
|
||||
}
|
||||
Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene)
|
||||
{
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<Texture> textures;
|
||||
unsigned int i;
|
||||
|
||||
for (i = 0; i < mesh->mNumVertices; i++)
|
||||
{
|
||||
Vertex vertex;
|
||||
glm::vec3 v;
|
||||
v.x = mesh->mVertices[i].x;
|
||||
v.y = mesh->mVertices[i].y;
|
||||
v.z = mesh->mVertices[i].z;
|
||||
vertex.Position = v;
|
||||
|
||||
if (mesh->mNormals != NULL)
|
||||
{
|
||||
v.x = mesh->mNormals[i].x;
|
||||
v.y = mesh->mNormals[i].y;
|
||||
v.z = mesh->mNormals[i].z;
|
||||
vertex.Normal = v;
|
||||
}
|
||||
|
||||
if (mesh->mTangents != NULL)
|
||||
{
|
||||
v.x = mesh->mTangents[i].x;
|
||||
v.y = mesh->mTangents[i].y;
|
||||
v.z = mesh->mTangents[i].z;
|
||||
vertex.Tangent = v;
|
||||
}
|
||||
if (mesh->mBitangents != NULL)
|
||||
{
|
||||
v.x = mesh->mBitangents[i].x;
|
||||
v.y = mesh->mBitangents[i].y;
|
||||
v.z = mesh->mBitangents[i].z;
|
||||
vertex.Bitangent = v;
|
||||
}
|
||||
|
||||
if (mesh->mTextureCoords[0]) { // does the mesh contains texture coordinates?
|
||||
glm::vec2 vec;
|
||||
vec.x = mesh->mTextureCoords[0][i].x;
|
||||
vec.y = mesh->mTextureCoords[0][i].y;
|
||||
vertex.TexCoord = vec;
|
||||
}
|
||||
else {
|
||||
vertex.TexCoord = glm::vec2(0.0f);
|
||||
}
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
for (i = 0; i < mesh->mNumFaces; i++)
|
||||
{
|
||||
aiFace face = mesh->mFaces[i];
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++)
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
if (mesh->mMaterialIndex >= 0)
|
||||
{
|
||||
aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
|
||||
std::vector<Texture> diffuseMaps = loadMaterialTextures(mat, aiTextureType_DIFFUSE, TextureType::diffuse);
|
||||
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
|
||||
|
||||
std::vector<Texture> specularMaps = loadMaterialTextures(mat, aiTextureType_SPECULAR, TextureType::specular);
|
||||
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
|
||||
|
||||
std::vector<Texture> normalMaps = loadMaterialTextures(mat, aiTextureType_NORMALS, TextureType::normal);
|
||||
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
|
||||
|
||||
std::vector<Texture> heightMaps = loadMaterialTextures(mat, aiTextureType_HEIGHT, TextureType::height);
|
||||
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
|
||||
}
|
||||
return Mesh(vertices, indices, textures);
|
||||
}
|
||||
std::vector<Texture> Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type, TextureType glmlType)
|
||||
{
|
||||
std::vector<Texture> textures;
|
||||
bool sRGB = false;
|
||||
if (sRGB_diffuse && glmlType == TextureType::diffuse)
|
||||
sRGB = true;
|
||||
|
||||
for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
|
||||
{
|
||||
aiString str;
|
||||
mat->GetTexture(type, i, &str);
|
||||
bool loaded = false;
|
||||
|
||||
for (int j = 0; j < textures_loaded.size(); j++)
|
||||
{
|
||||
if (std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
|
||||
{
|
||||
textures.push_back(textures_loaded[j]);
|
||||
loaded = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!loaded)
|
||||
{
|
||||
Texture texture;
|
||||
texture.id = load_texture(directory + '/' + str.C_Str(), flip_textures, sRGB);
|
||||
texture.type = glmlType;
|
||||
texture.path = str.C_Str();
|
||||
textures.push_back(texture);
|
||||
textures_loaded.push_back(texture);
|
||||
}
|
||||
}
|
||||
return textures;
|
||||
}
|
||||
|
||||
static unsigned int glml::load_texture(std::string path, bool flip, bool sRGB, GLint wrapS, GLint wrapT)
|
||||
{
|
||||
return glml::load_texture(path.c_str(), flip, sRGB, wrapS, wrapT);
|
||||
}
|
||||
static unsigned int glml::load_texture(const char* path, bool flip, bool sRGB, GLint wrapS, GLint wrapT)
|
||||
{
|
||||
unsigned int texture = 0;
|
||||
int width, height, nrChannels, format, intFormat;
|
||||
stbi_set_flip_vertically_on_load(flip);
|
||||
unsigned char* data = stbi_load(path, &width, &height, &nrChannels, 0); // load image to the array of bytes (char = 1 byte)
|
||||
|
||||
switch (nrChannels)
|
||||
{
|
||||
case 4: format = GL_RGBA;
|
||||
if (sRGB) intFormat = GL_SRGB_ALPHA;
|
||||
else intFormat = GL_RGBA;
|
||||
break;
|
||||
case 3: format = GL_RGB;
|
||||
if (sRGB) intFormat = GL_SRGB;
|
||||
else intFormat = GL_RGB;
|
||||
break;
|
||||
case 2: format = intFormat = GL_RED; break;
|
||||
default: format = intFormat = GL_RGB; break;
|
||||
}
|
||||
|
||||
if (data) // data != NULL
|
||||
{
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, intFormat, width, height, 0, format, GL_UNSIGNED_BYTE, data); // generates texture
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
else {
|
||||
std::cerr << DC_WARNING " Could not load texture '" << path << "'\n";
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
return texture;
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
enum camera_movement {
|
||||
CAM_FORWARD,
|
||||
CAM_BACKWARD,
|
||||
CAM_LEFT,
|
||||
CAM_RIGHT,
|
||||
CAM_UP,
|
||||
CAM_DOWN
|
||||
};
|
||||
|
||||
enum camera_mode {
|
||||
CAM_FLOAT,
|
||||
CAM_MINECRAFT
|
||||
};
|
||||
|
||||
class Camera
|
||||
{
|
||||
public:
|
||||
float FOV;
|
||||
float MovementSpeed;
|
||||
float MouseSensitivity;
|
||||
float Yaw; // vlevo vpravo
|
||||
float Pitch; // nahoru dolu
|
||||
|
||||
camera_mode Mode;
|
||||
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Front;
|
||||
glm::vec3 Right;
|
||||
glm::vec3 Up;
|
||||
glm::vec3 WorldUp;
|
||||
glm::vec3 WorldRight;
|
||||
glm::vec3 WorldFront;
|
||||
|
||||
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
|
||||
glm::vec3 worldUp = glm::vec3(0.0f, 1.0f, 0.0f),
|
||||
glm::vec3 worldFront = glm::vec3(0.0f, 0.0f, -1.0),
|
||||
float yaw = -90.0f, float pitch = 0);
|
||||
|
||||
glm::mat4 getViewMatrix();
|
||||
void ProccessKeyboard(camera_movement direction, float deltaTime);
|
||||
void ProccessMouse(float xoffset, float yoffset, bool constrainPitch = true);
|
||||
void ProccessScroll(float yoffset);
|
||||
void SetCameraMode(camera_mode mode);
|
||||
|
||||
private:
|
||||
float lastY;
|
||||
float lastX;
|
||||
|
||||
void updateCameraVectors();
|
||||
};
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
#define DC_RED "\x1b[31m"
|
||||
#define DC_GREEN "\x1b[32m"
|
||||
#define DC_YELLOW "\x1b[33m"
|
||||
#define DC_CYAN "\x1b[36m"
|
||||
#define DC_MAGNETA "\x1b[35m"
|
||||
#define DC_DEFAULT "\x1b[0m"
|
||||
#define DC_ERROR "[" DC_RED "ERROR" DC_DEFAULT "]"
|
||||
#define DC_SUCCESS "[" DC_GREEN "SUCCESS" DC_DEFAULT "]"
|
||||
#define DC_INFO "[" DC_CYAN "INFO" DC_DEFAULT "]"
|
||||
#define DC_WARNING "[" DC_YELLOW "WARNING" DC_DEFAULT "]"
|
||||
|
||||
#define DC_CURSOR_MOVE(y, x) std::cout << "\033[" << (y + 1) << ";" << (x + 1) << "H"
|
||||
#define DC_CURSOR_SAVE() std::cout << "\033[s"
|
||||
#define DC_CURSOR_RESTORE() std::cout << "\033[u"
|
||||
#define DC_CLRTOEOL() std::cout << "\033[K"
|
||||
#define DC_CLRSCR() std::cout << "\033[2J"
|
||||
@@ -0,0 +1,29 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
unsigned int Program;
|
||||
|
||||
Shader(const char* vertexShaderSourcePath, const char* fragmentShaderSourcePath, const char* geometryShaderSource = NULL, bool directSource = false);
|
||||
Shader(std::string vertexShaderSourcePath, std::string fragmentShaderSourcePath, std::string geometryShaderSource = NULL, bool directSource = false);
|
||||
~Shader();
|
||||
|
||||
|
||||
void Use() const;
|
||||
|
||||
void setBool(const std::string name, bool value) const;
|
||||
void setFloat(const std::string name, float value) const;
|
||||
void setInt(const std::string name, int value) const;
|
||||
void setMat4(const std::string name, glm::mat4 value) const;
|
||||
void setVec3(const std::string name, glm::vec3 value) const;
|
||||
void setVec3(const std::string name, float v0, float v1, float v2) const;
|
||||
void setVec2(const std::string name, float v0, float v1) const;
|
||||
void setVec2(const std::string name, glm::vec2 v) const;
|
||||
void setMat3(const std::string name, glm::mat3 value) const;
|
||||
|
||||
static std::string readFile(const char* path);
|
||||
};
|
||||
|
||||
@@ -0,0 +1,206 @@
|
||||
#pragma once
|
||||
#include <iostream>
|
||||
#include <glad/glad.h>
|
||||
#include <vector>
|
||||
#include <initializer_list>
|
||||
#include <unordered_map>
|
||||
#include <string>
|
||||
|
||||
namespace glfbo
|
||||
{
|
||||
enum class BufferType : uint8_t
|
||||
{
|
||||
Texture = 0,
|
||||
Renderbuffer = 1,
|
||||
Cubemap = 2
|
||||
};
|
||||
|
||||
struct vector3
|
||||
{
|
||||
float x, y, z;
|
||||
};
|
||||
enum class ImageType : size_t
|
||||
{
|
||||
PNG = 0,
|
||||
JPG = 1
|
||||
};
|
||||
static const std::string ImageTypeStrings[] = { "png", "jpg" };
|
||||
|
||||
std::string GetScreenshotName(ImageType type);
|
||||
GLint GetFramebufferBinding();
|
||||
|
||||
class ColorBuffer
|
||||
{
|
||||
public:
|
||||
unsigned int ID;
|
||||
const unsigned int Width, Height;
|
||||
unsigned int Samples;
|
||||
BufferType Type;
|
||||
|
||||
ColorBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type,
|
||||
GLint internal_format,
|
||||
unsigned int samples,
|
||||
GLint wrap_s,
|
||||
GLint wrap_t,
|
||||
GLint wrap_r,
|
||||
vector3 bordercolor);
|
||||
ColorBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type = BufferType::Texture,
|
||||
GLint internal_format = GL_RGB,
|
||||
unsigned int samples = 0,
|
||||
GLint wrap_str = GL_CLAMP_TO_EDGE,
|
||||
vector3 bordercolor = vector3{1.0f, 1.0f, 1.0f});
|
||||
~ColorBuffer();
|
||||
|
||||
GLenum BindTarget();
|
||||
GLint Get_internal_format();
|
||||
private:
|
||||
GLint int_format;
|
||||
};
|
||||
class DepthBuffer
|
||||
{
|
||||
public:
|
||||
unsigned int ID;
|
||||
const unsigned int Width, Height;
|
||||
unsigned int Samples;
|
||||
BufferType Type;
|
||||
|
||||
DepthBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type,
|
||||
GLint internal_format,
|
||||
unsigned int samples,
|
||||
GLint wrap_s,
|
||||
GLint wrap_t,
|
||||
GLint wrap_r,
|
||||
vector3 bordercolor);
|
||||
DepthBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type = BufferType::Renderbuffer,
|
||||
GLint internal_format = GL_DEPTH_COMPONENT24,
|
||||
unsigned int samples = 0,
|
||||
GLint wrap_str = GL_CLAMP_TO_EDGE,
|
||||
vector3 border_color = vector3{1.0f, 1.0f, 1.0f});
|
||||
~DepthBuffer();
|
||||
|
||||
GLenum BindTarget();
|
||||
GLint Get_internal_format();
|
||||
private:
|
||||
GLint int_format;
|
||||
};
|
||||
class StencilBuffer
|
||||
{
|
||||
public:
|
||||
unsigned int ID;
|
||||
const unsigned int Width, Height;
|
||||
unsigned int Samples;
|
||||
BufferType Type;
|
||||
|
||||
StencilBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type = BufferType::Renderbuffer,
|
||||
unsigned int samples = 0);
|
||||
|
||||
~StencilBuffer();
|
||||
|
||||
GLenum BindTarget();
|
||||
};
|
||||
class DepthStencilBuffer
|
||||
{
|
||||
public:
|
||||
unsigned int ID;
|
||||
const unsigned int Width, Height;
|
||||
const unsigned int Samples;
|
||||
BufferType Type;
|
||||
|
||||
DepthStencilBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type,
|
||||
GLint internal_format,
|
||||
unsigned int samples,
|
||||
GLint wrap_s,
|
||||
GLint wrap_t,
|
||||
GLint wrap_r,
|
||||
vector3 bordercolor);
|
||||
DepthStencilBuffer(unsigned int width, unsigned int height,
|
||||
BufferType type = BufferType::Renderbuffer,
|
||||
GLint internal_format = GL_DEPTH24_STENCIL8,
|
||||
unsigned int samples = 0,
|
||||
GLint wrap_str = GL_CLAMP_TO_EDGE,
|
||||
vector3 bordercolor = vector3{1.0f, 1.0f, 1.0f});
|
||||
~DepthStencilBuffer();
|
||||
|
||||
GLenum BindTarget();
|
||||
GLint Get_internal_format();
|
||||
private:
|
||||
GLint int_format;
|
||||
};
|
||||
|
||||
class Framebuffer
|
||||
{
|
||||
protected:
|
||||
uint8_t jpg_export_quality = 90;
|
||||
|
||||
public:
|
||||
unsigned int ID;
|
||||
std::unordered_map<unsigned int, ColorBuffer*> ColorBufs;
|
||||
DepthBuffer *DepthBuf;
|
||||
StencilBuffer *StencilBuf;
|
||||
DepthStencilBuffer *DepthStencilBuf;
|
||||
|
||||
Framebuffer(std::unordered_map<unsigned int, ColorBuffer*> cBufs, DepthBuffer* dBuf, StencilBuffer* sBuf);
|
||||
Framebuffer(unsigned int attachment, ColorBuffer* cBuf, DepthBuffer* dBuf, StencilBuffer* sBuf);
|
||||
Framebuffer(unsigned int attachment, ColorBuffer* cBuf, DepthStencilBuffer* dsBuf);
|
||||
Framebuffer(std::unordered_map<unsigned int, ColorBuffer*> cBufs, DepthStencilBuffer* dsBuf);
|
||||
Framebuffer();
|
||||
~Framebuffer();
|
||||
|
||||
/* Returns 0 upon complete framebuffer */
|
||||
int CheckStatus();
|
||||
void Set_ReadDrawBuffer(GLenum mode);
|
||||
/* Specify color attachments for drawing */
|
||||
void Set_DrawBuffers(std::initializer_list<unsigned int> indexes);
|
||||
/* Returns color buffer ID which is binded to specified color attachment number */
|
||||
unsigned int Get_ColorBuffer(unsigned int attachment);
|
||||
unsigned int Get_ColorBufferWidth(unsigned int attachment);
|
||||
unsigned int Get_ColorBufferHeight(unsigned int attachment);
|
||||
void Set_JpgExportQuality(uint8_t quality);
|
||||
uint8_t Get_JpgExportQuality();
|
||||
|
||||
virtual void Attach_ColorBuffer(unsigned int attachment, ColorBuffer* buffer);
|
||||
virtual void Attach_DepthBuffer(DepthBuffer* buffer);
|
||||
virtual void Attach_StencilBuffer(StencilBuffer* buffer);
|
||||
virtual void Attach_DepthStencilBuffer(DepthStencilBuffer* buffer);
|
||||
virtual std::string Export(std::string dir, ImageType type, unsigned int attachment);
|
||||
};
|
||||
|
||||
class MSFramebuffer : public Framebuffer
|
||||
{
|
||||
public:
|
||||
|
||||
MSFramebuffer(unsigned int samples, std::unordered_map<unsigned int, ColorBuffer*> cBufs, DepthBuffer* dBuf, StencilBuffer* sBuf);
|
||||
MSFramebuffer(unsigned int samples, unsigned int attachment, ColorBuffer* cBuf, DepthBuffer* dBuf, StencilBuffer* sBuf);
|
||||
MSFramebuffer(unsigned int samples, unsigned int attachment, ColorBuffer* cBuf, DepthStencilBuffer* dsBuf);
|
||||
MSFramebuffer(unsigned int samples, std::unordered_map<unsigned int, ColorBuffer*> cBufs, DepthStencilBuffer* dsBuf);
|
||||
MSFramebuffer(unsigned int samples);
|
||||
~MSFramebuffer();
|
||||
|
||||
/* Returns number of samples */
|
||||
unsigned int Get_Samples();
|
||||
/* Resolve color buffer binded to specified attachment and returns resolved color buffer ID. */
|
||||
unsigned int Get_ResolvedColorBuffer(unsigned int attachment);
|
||||
/* Creates intermediate Framebuffer object for specified color attachment. */
|
||||
void Create_intFBO(unsigned int attachment);
|
||||
/* Returns pointer to intermediate framebuffer of specified color attachment. */
|
||||
Framebuffer* Get_intFBO(unsigned int attachment);
|
||||
void Attach_ColorBuffer(unsigned int attachment, ColorBuffer* buffer) override;
|
||||
void Attach_DepthBuffer(DepthBuffer* buffer) override;
|
||||
void Attach_StencilBuffer(StencilBuffer* buffer) override;
|
||||
void Attach_DepthStencilBuffer(DepthStencilBuffer* buffer) override;
|
||||
std::string Export(std::string dir, ImageType type, unsigned int attachment) override;
|
||||
|
||||
private:
|
||||
std::unordered_map<unsigned int, Framebuffer*> intFBOs;
|
||||
unsigned int samples;
|
||||
|
||||
void handleSamples(unsigned int s);
|
||||
};
|
||||
|
||||
}
|
||||
@@ -0,0 +1,53 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "Shader.h"
|
||||
|
||||
namespace glml
|
||||
{
|
||||
static const std::string TextureTypeStrings[] = {
|
||||
"texture_diffuse",
|
||||
"texture_specular",
|
||||
"texture_normal",
|
||||
"texture_height"
|
||||
};
|
||||
enum class TextureType : size_t
|
||||
{
|
||||
diffuse = 0,
|
||||
specular = 1,
|
||||
normal = 2,
|
||||
height = 3
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Normal;
|
||||
glm::vec2 TexCoord;
|
||||
glm::vec3 Tangent;
|
||||
glm::vec3 Bitangent;
|
||||
};
|
||||
struct Texture {
|
||||
unsigned int id;
|
||||
TextureType type;
|
||||
std::string path;
|
||||
};
|
||||
|
||||
class Mesh {
|
||||
public:
|
||||
unsigned int VAO;
|
||||
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<Texture> textures;
|
||||
|
||||
Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices, const std::vector<Texture>& textures);
|
||||
|
||||
void Draw(const Shader& shader) const;
|
||||
private:
|
||||
unsigned int VBO, EBO;
|
||||
|
||||
void setupMesh();
|
||||
};
|
||||
};
|
||||
|
||||
@@ -0,0 +1,48 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include "Mesh.h"
|
||||
#include <vector>
|
||||
#include "Shader.h"
|
||||
#include <assimp/scene.h>
|
||||
|
||||
/*
|
||||
* Vertex attributes are expected as follows:
|
||||
* 0. Vertex position
|
||||
* 1. Vertex normal
|
||||
* 2. Vertex texture coordinate
|
||||
* 3. Vertex tangent
|
||||
* 4. Vertex bitangent
|
||||
* In the Fragment Shader there must be at least
|
||||
* struct Material
|
||||
* {
|
||||
* sampler2D texture_diffuse0;
|
||||
* }
|
||||
* uniform Material material;
|
||||
*/
|
||||
|
||||
namespace glml
|
||||
{
|
||||
class Model {
|
||||
public:
|
||||
std::vector<Mesh> meshes;
|
||||
std::vector<Texture> textures_loaded;
|
||||
|
||||
/* sRGB_diffuse: when true, save diffuse textures as sRGB textures*/
|
||||
Model(const std::string path, bool flip_textures = false, bool sRGB_diffuse = false);
|
||||
|
||||
void Draw(const Shader& shader) const;
|
||||
private:
|
||||
// model data
|
||||
std::string directory;
|
||||
const bool sRGB_diffuse;
|
||||
const bool flip_textures;
|
||||
|
||||
void loadModel(const std::string path);
|
||||
void processNode(aiNode* node, const aiScene* scene);
|
||||
Mesh processMesh(aiMesh* mesh, const aiScene* scene);
|
||||
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, TextureType glmlType);
|
||||
};
|
||||
static unsigned int load_texture(const char* path, bool flip = true, bool sRGB = true, GLint wrapS = GL_REPEAT, GLint wrapT = GL_REPEAT);
|
||||
static unsigned int load_texture(std::string path, bool flip = true, bool sRGB = true, GLint wrapS = GL_REPEAT, GLint wrapT = GL_REPEAT);
|
||||
}
|
||||
|
||||
613
lessons/5. Advanced Lighting/9. Deferred Shading/src/main.cpp
Normal file
613
lessons/5. Advanced Lighting/9. Deferred Shading/src/main.cpp
Normal file
@@ -0,0 +1,613 @@
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
#include <stb_image.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
#include <stb_image_write.h>
|
||||
#include <ctime>
|
||||
#include <thread>
|
||||
#include <chrono>
|
||||
#include <random>
|
||||
#include "Shader.h"
|
||||
#include "Camera.h"
|
||||
#include "glml/Model.h"
|
||||
#include "DebugColors.h"
|
||||
#include "glfbo.h"
|
||||
#include "config.h" // in cmake build directory (need to run configure.sh first)
|
||||
#if _WIN32
|
||||
#include <Windows.h>
|
||||
#endif
|
||||
|
||||
#define WINDOW_NAME "9. Deferred Shading"
|
||||
#define TEXTURES_DIR REPO_ROOT "/textures/"
|
||||
#define MODELS_DIR REPO_ROOT "/models/"
|
||||
#define SHADERS_DIR SOURCE_DIR "/shaders/"
|
||||
#define _IsUnused __attribute__((__unused__)) // linux only
|
||||
|
||||
using namespace std;
|
||||
using namespace glfbo;
|
||||
typedef unsigned int uint;
|
||||
|
||||
struct Light {
|
||||
glm::vec3 Position, Color, Ambient, Diffuse, Specular;
|
||||
};
|
||||
|
||||
// Global Constants
|
||||
// ...
|
||||
// Global Variables
|
||||
GLFWwindow* window;
|
||||
int WINDOW_WIDTH = 800;
|
||||
int WINDOW_HEIGHT = 600;
|
||||
Camera myCamera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
float lastX = 400;
|
||||
float lastY = 300;
|
||||
bool firstmouse = true;
|
||||
float shader_gamma = 2.2f;
|
||||
float exposure = 1.0f;
|
||||
|
||||
uint8_t init(void);
|
||||
void framebuffersize_callback(GLFWwindow* window, int width, int height);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void proccessInput(GLFWwindow* window);
|
||||
unsigned int load_texture(const char* path, bool flip = true, bool sRGB = true, GLint wrapS = GL_REPEAT, GLint wrapT = GL_REPEAT);
|
||||
unsigned int load_cubemap(vector<string> faces);
|
||||
void draw_cube(void);
|
||||
void draw_floor(void);
|
||||
void draw_quad(void);
|
||||
void draw_scene(const Shader* shader, bool lightCube);
|
||||
|
||||
Shader* shader = NULL;
|
||||
Shader* quadShader = NULL;
|
||||
Shader* basicShader = NULL;
|
||||
Shader* gBufferShader = NULL;
|
||||
Shader* deferredQuadShader = NULL;
|
||||
|
||||
glml::Model* object = NULL;
|
||||
std::vector<glm::vec3> objectPositions;
|
||||
std::vector<Light> lights;
|
||||
const unsigned int NR_LIGHTS = 32;
|
||||
|
||||
bool cullFaces = false;
|
||||
GLint polygonMode = GL_FILL;
|
||||
glfbo::Framebuffer *printscreen_FBO = NULL;
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
#if _WIN32
|
||||
SetConsoleMode(GetStdHandle(STD_OUTPUT_HANDLE), ENABLE_PROCESSED_OUTPUT | ENABLE_WRAP_AT_EOL_OUTPUT | ENABLE_VIRTUAL_TERMINAL_PROCESSING);
|
||||
#endif
|
||||
|
||||
if (init() != 0)
|
||||
return -1;
|
||||
|
||||
shader = new Shader(SHADERS_DIR "shader.vert", SHADERS_DIR "shader.frag");
|
||||
quadShader = new Shader(SHADERS_DIR "quadShader.vert", SHADERS_DIR "quadShader.frag");
|
||||
basicShader = new Shader(SHADERS_DIR "basicShader.vert", SHADERS_DIR "basicShader.frag");
|
||||
gBufferShader = new Shader(SHADERS_DIR "shader.vert", SHADERS_DIR "gBufferShader.frag");
|
||||
deferredQuadShader = new Shader(SHADERS_DIR "quadShader.vert", SHADERS_DIR "deferredQuadShader.frag");
|
||||
|
||||
if (!shader->Program || !quadShader->Program || !basicShader->Program || !gBufferShader->Program || !deferredQuadShader->Program)
|
||||
{
|
||||
std::cerr << DC_ERROR " Could not create shader programs!" << std::endl;
|
||||
std::cerr << DC_INFO " Exiting...\n";
|
||||
return 1;
|
||||
}
|
||||
|
||||
//#pragma region "Object positions and light definitions"
|
||||
object = new glml::Model(MODELS_DIR "backpack/backpack.obj", true, true);
|
||||
objectPositions.push_back(glm::vec3(-3.0, -0.5, -3.0));
|
||||
objectPositions.push_back(glm::vec3( 0.0, -0.5, -3.0));
|
||||
objectPositions.push_back(glm::vec3( 3.0, -0.5, -3.0));
|
||||
objectPositions.push_back(glm::vec3(-3.0, -0.5, 0.0));
|
||||
objectPositions.push_back(glm::vec3( 0.0, -0.5, 0.0));
|
||||
objectPositions.push_back(glm::vec3( 3.0, -0.5, 0.0));
|
||||
objectPositions.push_back(glm::vec3(-3.0, -0.5, 3.0));
|
||||
objectPositions.push_back(glm::vec3( 0.0, -0.5, 3.0));
|
||||
objectPositions.push_back(glm::vec3( 3.0, -0.5, 3.0));
|
||||
|
||||
for (uint i = 0; i < NR_LIGHTS; i++)
|
||||
{
|
||||
Light l;
|
||||
l.Position.x = ((rand() % 100) / 100.0f) * 6.0f - 3.0f;
|
||||
l.Position.y = ((rand() % 100) / 100.0f) * 6.0f - 4.0f;
|
||||
l.Position.z = ((rand() % 100) / 100.0f) * 6.0f - 3.0f;
|
||||
l.Color.r = ((rand() % 100) / 200.0f) + 0.5f;
|
||||
l.Color.g = ((rand() % 100) / 200.0f) + 0.5f;
|
||||
l.Color.b = ((rand() % 100) / 200.0f) + 0.5f;
|
||||
l.Ambient = glm::vec3(0.1f);
|
||||
l.Diffuse = glm::vec3(0.8f);
|
||||
l.Specular = glm::vec3(1.0f);
|
||||
lights.push_back(l);
|
||||
}
|
||||
//#pragma endregion
|
||||
|
||||
myCamera.MovementSpeed = 2.5f;
|
||||
|
||||
ColorBuffer fbOffScreen_col0(WINDOW_WIDTH, WINDOW_HEIGHT, BufferType::Texture, GL_RGB16F, 0, GL_CLAMP_TO_EDGE);
|
||||
DepthStencilBuffer fbOffScreen_ds(WINDOW_WIDTH, WINDOW_HEIGHT, BufferType::Renderbuffer, GL_DEPTH24_STENCIL8, 0, GL_CLAMP_TO_EDGE);
|
||||
Framebuffer fbOffScreen(0, &fbOffScreen_col0, &fbOffScreen_ds);
|
||||
|
||||
#pragma region gBuffer init
|
||||
ColorBuffer gBuffer_pos(WINDOW_WIDTH, WINDOW_HEIGHT, BufferType::Texture, GL_RGBA16F, 0);
|
||||
ColorBuffer gBuffer_norm(WINDOW_WIDTH, WINDOW_HEIGHT, BufferType::Texture, GL_RGBA16F, 0);
|
||||
ColorBuffer gBuffer_Albedo_spec(WINDOW_WIDTH, WINDOW_HEIGHT, BufferType::Texture, GL_RGBA, 0);
|
||||
DepthBuffer gBuffer_Depth(WINDOW_WIDTH, WINDOW_HEIGHT, BufferType::Renderbuffer);
|
||||
Framebuffer gBuffer({{0, &gBuffer_pos}, {1, &gBuffer_norm}, {2, &gBuffer_Albedo_spec}}, &gBuffer_Depth, NULL);
|
||||
gBuffer.Set_DrawBuffers({0, 1, 2});
|
||||
|
||||
int result;
|
||||
if ((result = gBuffer.CheckStatus()) != 0) {
|
||||
std::cerr << DC_ERROR "gBuffer isn't complete. Error code: " << result << std::endl;
|
||||
return 1;
|
||||
}
|
||||
#pragma endregion
|
||||
|
||||
printscreen_FBO = &gBuffer;
|
||||
|
||||
if (fbOffScreen.CheckStatus() != 0) {
|
||||
std::cout << DC_ERROR << " Could not create fbOffScreen glfbo::MSFramebuffer.\n";
|
||||
}
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
cullFaces = false;
|
||||
//glEnable(GL_MULTISAMPLE);
|
||||
/* ------------------ MAIN loop ------------------ */
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
float currentFrame = (float)glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame; // cas jak dlouho trval posledni frame v sekundach
|
||||
lastFrame = currentFrame; // cas kdy zacal tento frame
|
||||
|
||||
// input ...
|
||||
proccessInput(window);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
if (cullFaces)
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
#pragma region 1. Render pass: render to gBuffer framebuffer
|
||||
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, polygonMode);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer.ID);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
gBufferShader->Use();
|
||||
draw_scene(gBufferShader, false);
|
||||
#pragma endregion
|
||||
|
||||
#pragma region 2. Render pass: render quad on screen using gBuffer textures
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0); // bind default FB
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // set clear color to white
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear depth color buffer
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glDisable(GL_DEPTH_TEST); // disable depth test
|
||||
glDisable(GL_CULL_FACE); // disable culling faces
|
||||
|
||||
deferredQuadShader->Use();
|
||||
deferredQuadShader->setInt("gBuffer.texture_position", 0);
|
||||
deferredQuadShader->setInt("gBuffer.texture_normal", 1);
|
||||
deferredQuadShader->setInt("gBuffer.texture_albedo_spec", 2);
|
||||
for (int i = 0; i < 3; i++) {
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
glBindTexture(GL_TEXTURE_2D, gBuffer.Get_ColorBuffer(i));
|
||||
}
|
||||
|
||||
/* Lighting */
|
||||
deferredQuadShader->setVec3("viewPos", myCamera.Position);
|
||||
deferredQuadShader->setInt("lights_num", lights.size());
|
||||
for (int i = 0; i < lights.size(); i++)
|
||||
{
|
||||
deferredQuadShader->setVec3("lights[" + std::to_string(i) + "].position", lights[i].Position);
|
||||
deferredQuadShader->setVec3("lights[" + std::to_string(i) + "].ambient", lights[i].Ambient);
|
||||
deferredQuadShader->setVec3("lights[" + std::to_string(i) + "].diffuse", lights[i].Diffuse * lights[i].Color);
|
||||
deferredQuadShader->setVec3("lights[" + std::to_string(i) + "].specular", lights[i].Specular * lights[i].Color);
|
||||
}
|
||||
|
||||
draw_quad();
|
||||
#pragma endregion
|
||||
|
||||
#pragma region 3. Render pass: Render light cubes
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer_Depth.ID);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glBlitFramebuffer(0, 0, gBuffer_Depth.Width, gBuffer_Depth.Height, 0, 0, gBuffer_Depth.Width, gBuffer_Depth.Height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||
glm::mat4 model(1.0f);
|
||||
glm::mat4 view = myCamera.getViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(glm::radians(myCamera.FOV),
|
||||
WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 300.0f);
|
||||
for (int i = 0; i < lights.size(); i++)
|
||||
{
|
||||
basicShader->Use();
|
||||
model = glm::translate(glm::mat4(1.0f), lights[i].Position);
|
||||
model = glm::scale(model, glm::vec3(0.1f));
|
||||
basicShader->setMat4("PVM", projection * view * model);
|
||||
basicShader->setVec3("Color", lights[i].Color);
|
||||
draw_cube();
|
||||
}
|
||||
#pragma endregion
|
||||
|
||||
glDisable(GL_FRAMEBUFFER_SRGB);
|
||||
|
||||
// check and calls events and swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
delete(shader);
|
||||
delete(quadShader);
|
||||
delete(basicShader);
|
||||
delete(gBufferShader);
|
||||
delete(deferredQuadShader);
|
||||
delete(object);
|
||||
|
||||
return 0;
|
||||
}
|
||||
unsigned int wood_texture = 0, container_texture = 0;
|
||||
void draw_scene(const Shader* shader, bool lightCube)
|
||||
{
|
||||
if (wood_texture == 0) // flipV sRGB
|
||||
wood_texture = load_texture(TEXTURES_DIR "wood/wood.png", true, true);
|
||||
if (container_texture == 0)
|
||||
container_texture = load_texture(TEXTURES_DIR "container2.png", true, true);
|
||||
|
||||
glm::mat4 model(1.0f);
|
||||
glm::mat4 view = myCamera.getViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(glm::radians(myCamera.FOV),
|
||||
WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 300.0f);
|
||||
|
||||
|
||||
shader->Use();
|
||||
shader->setFloat("gamma", shader_gamma);
|
||||
shader->setMat4("projection", projection);
|
||||
shader->setMat4("view", view);
|
||||
|
||||
//CUBES HERE
|
||||
|
||||
if (cullFaces)
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
for (int i = 0; i < objectPositions.size(); i++)
|
||||
{
|
||||
model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, objectPositions[i]);
|
||||
model = glm::scale(model, glm::vec3(0.5f));
|
||||
shader->setMat4("model", model);
|
||||
shader->setMat3("normalMatrix", glm::transpose(glm::inverse(glm::mat3(model))));
|
||||
object->Draw(*shader);
|
||||
}
|
||||
}
|
||||
|
||||
uint8_t init(void) {
|
||||
// init of glfw window
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_NAME, NULL, NULL);
|
||||
if (window == NULL) {
|
||||
cerr << DC_ERROR " Failed to create glfw window" << endl;
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// init of GLAD
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
cerr << DC_ERROR " Failed to initialize GLAD" << endl;
|
||||
}
|
||||
|
||||
glfwSetFramebufferSizeCallback(window, framebuffersize_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
glfwSwapInterval(1);
|
||||
|
||||
return 0;
|
||||
}
|
||||
void framebuffersize_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
WINDOW_HEIGHT = height;
|
||||
WINDOW_WIDTH = width;
|
||||
}
|
||||
void proccessInput(GLFWwindow* window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) // Escape
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS) // F1
|
||||
{
|
||||
if (polygonMode != GL_FILL)
|
||||
{
|
||||
polygonMode = GL_FILL;
|
||||
}
|
||||
}
|
||||
else if (glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) // F2
|
||||
{
|
||||
if (polygonMode != GL_LINE)
|
||||
{
|
||||
polygonMode = GL_LINE;
|
||||
}
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) // F3
|
||||
{
|
||||
if (printscreen_FBO)
|
||||
{
|
||||
string s = (printscreen_FBO)->Export("", ImageType::PNG, 2);
|
||||
if (s.length() != 0)
|
||||
std::cout << DC_INFO << " Screenshot saved to '" DC_MAGNETA BINARY_DIR "/" << s << DC_DEFAULT "'\n";
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1000));
|
||||
}
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_F4) == GLFW_PRESS) // F4
|
||||
{
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
}
|
||||
else if (glfwGetKey(window, GLFW_KEY_F5) == GLFW_PRESS)
|
||||
{
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
float exposure_gain_speed = 1.0f; // gain 1.0 per second
|
||||
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
|
||||
{
|
||||
exposure += exposure_gain_speed * deltaTime;
|
||||
}
|
||||
else if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
|
||||
{
|
||||
if (exposure > 0.0f) {
|
||||
exposure -= exposure_gain_speed * deltaTime;
|
||||
}
|
||||
}
|
||||
/* -------------------- Movement -------------------- */
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) // w
|
||||
myCamera.ProccessKeyboard(CAM_FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) // S
|
||||
myCamera.ProccessKeyboard(CAM_BACKWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) // D
|
||||
myCamera.ProccessKeyboard(CAM_RIGHT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) // A
|
||||
myCamera.ProccessKeyboard(CAM_LEFT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) // Left-shift
|
||||
myCamera.ProccessKeyboard(CAM_DOWN, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) // Space
|
||||
myCamera.ProccessKeyboard(CAM_UP, deltaTime);
|
||||
|
||||
}
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstmouse) {
|
||||
lastX = (float)xpos;
|
||||
lastY = (float)ypos;
|
||||
firstmouse = false;
|
||||
}
|
||||
|
||||
float xoffset = (float)xpos - lastX;
|
||||
float yoffset = lastY - (float)ypos;
|
||||
lastX = (float)xpos;
|
||||
lastY = (float)ypos;
|
||||
|
||||
myCamera.ProccessMouse(xoffset, yoffset);
|
||||
}
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
myCamera.ProccessScroll((float)yoffset);
|
||||
}
|
||||
unsigned int load_texture(const char* path, bool flip, bool sRGB, GLint wrapS, GLint wrapT)
|
||||
{
|
||||
unsigned int texture = 0;
|
||||
int width, height, nrChannels, format, intFormat;
|
||||
stbi_set_flip_vertically_on_load(flip);
|
||||
unsigned char* data = stbi_load(path, &width, &height, &nrChannels, 0); // load image to the array of bytes (char = 1 byte)
|
||||
|
||||
switch (nrChannels)
|
||||
{
|
||||
case 4: format = GL_RGBA;
|
||||
if (sRGB) intFormat = GL_SRGB_ALPHA;
|
||||
else intFormat = GL_RGBA;
|
||||
break;
|
||||
case 3: format = GL_RGB;
|
||||
if (sRGB) intFormat = GL_SRGB;
|
||||
else intFormat = GL_RGB;
|
||||
break;
|
||||
case 2: format = intFormat = GL_RED; break;
|
||||
default: format = intFormat = GL_RGB; break;
|
||||
}
|
||||
|
||||
if (data) // data != NULL
|
||||
{
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, intFormat, width, height, 0, format, GL_UNSIGNED_BYTE, data); // generates texture
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
else {
|
||||
cerr << DC_WARNING " Could not load texture '" << path << "'\n";
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
return texture;
|
||||
}
|
||||
unsigned int load_cubemap(vector<string> faces)
|
||||
{
|
||||
unsigned int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
|
||||
|
||||
int width, height, nrChannels, format;
|
||||
for (size_t i = 0; i < faces.size(); i++)
|
||||
{
|
||||
unsigned char* data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
|
||||
switch (nrChannels)
|
||||
{
|
||||
case 4: format = GL_RGBA; break;
|
||||
case 3: format = GL_RGB; break;
|
||||
case 2: format = GL_RED; break;
|
||||
default: format = GL_RGB; break;
|
||||
}
|
||||
if (data)
|
||||
{
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + static_cast<int>(i), 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
||||
}
|
||||
else {
|
||||
std::cerr << DC_INFO " Failed to load cubemap texture at " << faces[i] << std::endl;
|
||||
}
|
||||
stbi_image_free(data);
|
||||
};
|
||||
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);
|
||||
|
||||
return textureID;
|
||||
}
|
||||
|
||||
unsigned int cubeVAO = 0, cubeVBO = 0;
|
||||
void draw_cube(void)
|
||||
{
|
||||
if (cubeVBO == 0 || cubeVAO == 0)
|
||||
{
|
||||
float cubeVertices[] = {
|
||||
// back face
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
|
||||
// front face
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
// left face
|
||||
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
// right face
|
||||
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||
// bottom face
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
// top face
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
||||
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
};
|
||||
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)0);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)(3 * sizeof(float)));
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)(6 * sizeof(float)));
|
||||
for (int i = 0; i < 3; i++)
|
||||
glEnableVertexAttribArray(i);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
glBindVertexArray(cubeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
unsigned int floorVAO = 0, floorVBO = 0;
|
||||
void draw_floor(void)
|
||||
{
|
||||
if (floorVAO == 0 || floorVBO == 0)
|
||||
{
|
||||
float floorVertices[] = {
|
||||
// positions // normals // texcoords
|
||||
25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
|
||||
-25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||
-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
|
||||
|
||||
25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
|
||||
-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
|
||||
25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 25.0f
|
||||
};
|
||||
|
||||
glGenVertexArrays(1, &floorVAO);
|
||||
glGenBuffers(1, &floorVBO);
|
||||
glBindVertexArray(floorVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, floorVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(floorVertices), floorVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0); // aPos
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)0);
|
||||
glEnableVertexAttribArray(1); // aTexCoord
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)(6 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2); // aNormal
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (const void*)(3 * sizeof(float)));
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
glBindVertexArray(floorVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
unsigned int quadVAO = 0, quadVBO = 0;
|
||||
void draw_quad(void)
|
||||
{
|
||||
if (quadVAO == 0 || quadVBO == 0)
|
||||
{
|
||||
float quadVertices[] = {
|
||||
// positions // normal // texcoords
|
||||
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||
1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
||||
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||
1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f
|
||||
};
|
||||
// configure plane VAO
|
||||
glGenVertexArrays(1, &quadVAO);
|
||||
glGenBuffers(1, &quadVBO);
|
||||
glBindVertexArray(quadVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0); // Vertex positions
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(1); // Vertex normals
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2); // Vertex texture coordinates
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||
}
|
||||
glBindVertexArray(quadVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) out vec4 FragColor;
|
||||
|
||||
uniform vec3 Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
//FragColor = vec4(Color.rgb, 1.0);
|
||||
// Gamma corrected color
|
||||
FragColor = vec4(pow(Color.rgb, vec3(1.0 / 2.2)), 1.0);
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
uniform mat4 PVM;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PVM * vec4(aPos, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec2 TexCoords;
|
||||
|
||||
struct GBuffer
|
||||
{
|
||||
sampler2D texture_position;
|
||||
sampler2D texture_normal;
|
||||
sampler2D texture_albedo_spec;
|
||||
};
|
||||
struct Light {
|
||||
vec3 position;
|
||||
vec3 diffuse, specular, ambient;
|
||||
};
|
||||
|
||||
uniform Light lights[32];
|
||||
uniform int lights_num;
|
||||
uniform GBuffer gBuffer;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
vec3 CalcPointLight(Light light, vec3 color, vec3 normal, vec3 viewDir, vec3 fragPos);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture(gBuffer.texture_albedo_spec, TexCoords).rgb;
|
||||
vec3 normal = texture(gBuffer.texture_normal, TexCoords).rgb;
|
||||
vec3 fragPos = texture(gBuffer.texture_position, TexCoords).rgb;
|
||||
vec3 viewDir = normalize(viewPos - fragPos);
|
||||
|
||||
vec3 pointLight = vec3(0.0);
|
||||
for (int i = 0; i < lights_num; i++)
|
||||
pointLight += CalcPointLight(lights[i], color, normal, viewDir, fragPos);
|
||||
pointLight += 0.0025 * color; // ambient
|
||||
|
||||
FragColor = vec4(pow(pointLight, vec3(1.0/2.2)), 1.0);
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(Light light, vec3 color, vec3 normal, vec3 viewDir, vec3 fragPos)
|
||||
{
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
|
||||
float fragDist = length(light.position - fragPos);
|
||||
//float attenuation = 1.0 / (1.0 + 0.14 * fragDist + 0.07 * fragDist * fragDist);
|
||||
float attenuation = 1.0 / (fragDist * fragDist);
|
||||
|
||||
// ambient
|
||||
// vec3 ambient = light.ambient * color;
|
||||
// diffuse
|
||||
float diff = max(dot(lightDir, normal), 0.0);
|
||||
vec3 diffuse = diff * light.diffuse * color;
|
||||
// specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(halfwayDir, normal), 0.0), 128.0);
|
||||
vec3 specular = spec * light.specular * vec3(texture(gBuffer.texture_albedo_spec, TexCoords).a);
|
||||
|
||||
return (diffuse + specular) * attenuation;
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
#version 330 core
|
||||
|
||||
//out vec4 FragColor;
|
||||
layout(location = 0) out vec3 gPosition;
|
||||
layout(location = 1) out vec3 gNormal;
|
||||
layout(location = 2) out vec4 gAlbedoSpec;
|
||||
|
||||
struct Material {
|
||||
sampler2D texture_diffuse0;
|
||||
sampler2D texture_normal0;
|
||||
sampler2D texture_height0;
|
||||
sampler2D texture_specular0;
|
||||
};
|
||||
|
||||
in VS_OUT
|
||||
{
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
vec3 FragPos;
|
||||
} fs_in;
|
||||
|
||||
uniform Material material;
|
||||
|
||||
void main()
|
||||
{
|
||||
//FragColor = texture(material.texture_diffuse0, fs_in.TexCoords);
|
||||
gPosition = fs_in.FragPos;
|
||||
gNormal = normalize(fs_in.Normal);
|
||||
gAlbedoSpec.rgb = texture(material.texture_diffuse0, fs_in.TexCoords).rgb;
|
||||
gAlbedoSpec.a = texture(material.texture_specular0, fs_in.TexCoords).r;
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform float gamma;
|
||||
uniform float exposure;
|
||||
|
||||
float offset = 1.0 / 300.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 offsets[9] = vec2[](
|
||||
vec2(-offset, offset), // top-left
|
||||
vec2(0.0, offset), // top-center
|
||||
vec2(offset, offset), // top-right
|
||||
vec2(-offset, 0.0), // center-right
|
||||
vec2(0.0, 0.0), // center-center
|
||||
vec2(offset, 0.0), // center-right
|
||||
vec2(-offset, -offset), // bottom-left
|
||||
vec2(0.0, -offset), // bottom-center
|
||||
vec2(offset, -offset) // bottom-right
|
||||
);
|
||||
|
||||
float kernel[9] = float[](
|
||||
0, 0, 0,
|
||||
0, 1, 0,
|
||||
0, 0, 0
|
||||
);
|
||||
|
||||
vec3 col = vec3(0.0);
|
||||
for (int i = 0; i < 9; i++)
|
||||
{
|
||||
col += vec3(texture(texture0, TexCoords.st + offsets[i]).rgb) * kernel[i];
|
||||
}
|
||||
|
||||
vec3 hdrColor = col;
|
||||
vec3 mapped = vec3(1.0) - exp(-hdrColor * exposure);
|
||||
mapped = pow(mapped, vec3(1.0 / gamma));
|
||||
|
||||
FragColor = vec4(mapped, 1.0f);
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 2) in vec2 aTexCoord;
|
||||
|
||||
uniform mat4 PV, model;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoords = aTexCoord;
|
||||
gl_Position = vec4(aPos, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,67 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
struct Light {
|
||||
vec3 position;
|
||||
vec3 diffuse, specular, ambient;
|
||||
};
|
||||
struct Material {
|
||||
sampler2D texture_diffuse0;
|
||||
sampler2D texture_normal0;
|
||||
sampler2D texture_height0;
|
||||
sampler2D texture_specular0;
|
||||
};
|
||||
|
||||
in VS_OUT
|
||||
{
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
vec3 FragPos;
|
||||
} fs_in; // fragment shader in
|
||||
|
||||
uniform Material material;
|
||||
|
||||
uniform Light lights[32];
|
||||
uniform vec3 viewPos;
|
||||
uniform bool inverse_normals;
|
||||
uniform int lights_num;
|
||||
uniform float gamma;
|
||||
|
||||
vec3 CalcPointLight(Light light, vec3 color, vec3 normal, vec3 viewDir);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture(material.texture_diffuse0, fs_in.TexCoords).rgb;
|
||||
vec3 normal = normalize(fs_in.Normal) * ((inverse_normals) ? -1.0 : 1.0);
|
||||
vec3 viewDir = normalize(viewPos - fs_in.FragPos);
|
||||
|
||||
vec3 pointlight = vec3(0.0);
|
||||
for (int i = 0; i < lights_num; i++)
|
||||
pointlight += CalcPointLight(lights[i], color, normal, viewDir);
|
||||
pointlight += 0.0025 * color; // ambient
|
||||
|
||||
FragColor = vec4(pointlight, 1.0);
|
||||
//FragColor = vec4(texture(material.texture_diffuse0, fs_in.TexCoords).rgb, 1.0);
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(Light light, vec3 color, vec3 normal, vec3 viewDir)
|
||||
{
|
||||
vec3 lightDir = normalize(light.position - fs_in.FragPos);
|
||||
|
||||
float fragDist = length(light.position - fs_in.FragPos);
|
||||
//float attenuation = 1.0 / (1.0 + 0.14 * fragDist + 0.07 * fragDist * fragDist);
|
||||
float attenuation = 1.0 / (fragDist * fragDist);
|
||||
|
||||
// ambient
|
||||
vec3 ambient = light.ambient * color;
|
||||
// diffuse
|
||||
float diff = max(dot(lightDir, normal), 0.0);
|
||||
vec3 diffuse = diff * light.diffuse * color;
|
||||
// specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(halfwayDir, normal), 0.0), 128.0);
|
||||
vec3 specular = spec * light.specular * texture(material.texture_specular0, fs_in.TexCoords).rgb;
|
||||
|
||||
return (diffuse + specular) * attenuation;
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
|
||||
out VS_OUT
|
||||
{
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
vec3 FragPos;
|
||||
};
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
uniform mat3 normalMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
// World space
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = normalMatrix * aNormal;
|
||||
|
||||
TexCoords = aTexCoords;
|
||||
// Screen space
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user