split render pipelines
This commit is contained in:
parent
fc46b7c434
commit
c1608fe8e2
@ -7,7 +7,7 @@ uniform samplerCube u_cubemap;
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void main(){
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vec3 dir = normalize(v_coord);
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f_position = vec4(100000.0);
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f_position = vec4(0.0, 0.0, 0.0, 1e9);
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f_normal = vec4(0.0);
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f_color = texture(u_cubemap, dir);
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}
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@ -10,6 +10,7 @@ uniform sampler2D u_shadows;
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uniform ivec2 u_screenSize;
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uniform float u_intensity;
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uniform float u_timer;
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uniform bool u_enableShadows;
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uniform mat4 u_projection;
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#include <__effect__>
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@ -1,50 +1,3 @@
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uniform vec3 samples[64];
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int kernelSize = 32;
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float radius = 0.25;
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float bias = 0.025;
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float near_plane = 0.5f;
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float far_plane = 200.0f;
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// required when using a perspective projection matrix
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float linearize_depth(float depth) {
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float z = depth * 2.0 - 1.0; // Back to NDC
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return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane));
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}
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float fmod(float x, float y) {
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return x - y * floor(x/y);
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}
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vec4 effect() {
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vec2 noiseScale = u_screenSize / 4.0;
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vec3 position = texture(u_position, v_uv).xyz;
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vec3 color = texture(u_screen, v_uv).rgb;
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vec3 normal = texture(u_normal, v_uv).xyz;
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vec3 randomVec = normalize(texture(u_noise, v_uv * noiseScale).xyz);
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vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
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vec3 bitangent = cross(normal, tangent);
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mat3 TBN = mat3(tangent, bitangent, normal);
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float occlusion = 0.0;
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for(int i = 0; i < kernelSize; ++i)
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{
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vec3 samplePos = TBN * samples[i];
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samplePos = position + samplePos * radius;
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vec4 offset = vec4(samplePos, 1.0);
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offset = u_projection * offset;
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offset.xyz /= offset.w;
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offset.xyz = offset.xyz * 0.5 + 0.5;
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float sampleDepth = texture(u_position, offset.xy).z;
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float rangeCheck = smoothstep(0.0, 1.0, radius / abs(position.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
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}
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occlusion = 1.1 - (occlusion / kernelSize);
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float d = texture(u_shadows, v_uv).r;
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return vec4(color * occlusion, 1.0);
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return texture(u_screen, v_uv);
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}
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@ -1,4 +1,8 @@
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uniform vec3 samples[64];
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uniform vec3 u_ssaoSamples[64];
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int kernelSize = 32;
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float radius = 0.25;
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float bias = 0.025;
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vec4 effect() {
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vec2 noiseScale = u_screenSize / 4.0;
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@ -6,6 +10,30 @@ vec4 effect() {
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vec3 position = texture(u_position, v_uv).xyz;
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vec3 color = texture(u_screen, v_uv).rgb;
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vec3 normal = texture(u_normal, v_uv).xyz;
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vec3 randomVec = texture(u_noise, v_uv * noiseScale).xyz;
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return vec4(randomVec, 1.0);
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vec3 randomVec = normalize(texture(u_noise, v_uv * noiseScale).xyz);
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vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
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vec3 bitangent = cross(normal, tangent);
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mat3 tbn = mat3(tangent, bitangent, normal);
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float occlusion = 1.0;
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if (u_enableShadows) {
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occlusion = 0.0;
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for (int i = 0; i < kernelSize; i++) {
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vec3 samplePos = tbn * u_ssaoSamples[i];
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samplePos = position + samplePos * radius;
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vec4 offset = vec4(samplePos, 1.0);
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offset = u_projection * offset;
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offset.xyz /= offset.w;
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offset.xyz = offset.xyz * 0.5 + 0.5;
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float sampleDepth = texture(u_position, offset.xy).z;
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float rangeCheck = smoothstep(0.0, 1.0, radius / abs(position.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
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}
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occlusion = 1.1 - (occlusion / kernelSize);
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}
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return vec4(color * occlusion, 1.0);
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}
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@ -37,18 +37,17 @@ void main() {
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for (int i = 0; i < BLUR_SAMPLES; i++) {
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shadow += texture(u_shadows, projCoords.xyz + vec3(
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-0.002*(i%2==0?1:0)*i/BLUR_SAMPLES,
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-0.002*(i%2==0?0:1)*i/BLUR_SAMPLES,
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-0.002*(i%2==0?1:0)*i/BLUR_SAMPLES / 4.0,
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-0.002*(i%2==0?0:1)*i/BLUR_SAMPLES / 4.0,
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-0.0005 * i/BLUR_SAMPLES));
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}
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shadow /= BLUR_SAMPLES;
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shadow += 0.5;
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shadow = shadow * 0.7 + 0.3;
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shadow = shadow * 0.5 + 0.5;
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}
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vec3 fogColor = texture(u_cubemap, a_dir).rgb;
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vec4 tex_color = texture(u_texture0, a_texCoord);
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float alpha = a_color.a * tex_color.a;
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = a_color.a * texColor.a;
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if (u_alphaClip) {
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if (alpha < 0.2f)
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discard;
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@ -58,12 +57,13 @@ void main() {
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discard;
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}
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if (u_debugLights)
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tex_color.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0);
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texColor.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0);
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else if (u_debugNormals) {
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tex_color.rgb *= a_normal * 0.5 + 0.5;
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texColor.rgb *= a_normal * 0.5 + 0.5;
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}
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f_color = mix(a_color * tex_color, vec4(fogColor,1.0), a_fog);
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f_color = a_color * texColor;
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f_color.rgb *= shadow;
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f_color = mix(f_color, vec4(fogColor,1.0), a_fog);
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f_color.a = alpha;
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f_position = vec4(a_position, 1.0);
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f_normal = vec4(a_normal, 1.0);
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@ -42,22 +42,8 @@ Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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// Setup color attachment (texture)
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texture = create_texture(width, height, format);
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glGenTextures(1, &positions);
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glBindTexture(GL_TEXTURE_2D, positions);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, positions, 0);
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glGenTextures(1, &normals);
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glBindTexture(GL_TEXTURE_2D, normals);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normals, 0);
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unsigned int attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers(3, attachments);
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unsigned int attachments[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, attachments);
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// Setup depth attachment
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glGenRenderbuffers(1, &depth);
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@ -74,7 +60,6 @@ Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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Framebuffer::~Framebuffer() {
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glDeleteFramebuffers(1, &fbo);
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glDeleteTextures(1, &normals);
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glDeleteTextures(1, &depth);
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}
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@ -86,19 +71,6 @@ void Framebuffer::unbind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Framebuffer::bindBuffers() {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture->getId());
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, positions);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, normals);
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glActiveTexture(GL_TEXTURE0);
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}
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void Framebuffer::resize(uint width, uint height) {
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if (this->width == width && this->height == height) {
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return;
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@ -112,16 +84,6 @@ void Framebuffer::resize(uint width, uint height) {
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, positions);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, positions, 0);
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glBindTexture(GL_TEXTURE_2D, normals);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normals, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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texture = create_texture(width, height, format);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@ -10,8 +10,6 @@ class Texture;
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class Framebuffer : public Bindable {
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uint fbo;
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uint depth;
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uint positions;
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uint normals;
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uint width;
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uint height;
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uint format;
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@ -27,8 +25,6 @@ public:
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/// @brief Stop using framebuffer
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void unbind() override;
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void bindBuffers();
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/// @brief Update framebuffer texture size
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/// @param width new width
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/// @param height new height
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@ -117,7 +117,7 @@ void GBuffer::unbind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void GBuffer::bindBuffers() {
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void GBuffer::bindBuffers() const {
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, normalsBuffer);
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@ -177,6 +177,16 @@ void GBuffer::resize(uint width, uint height) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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std::unique_ptr<ImageData> GBuffer::toImage() const {
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auto data = std::make_unique<ubyte[]>(width * height * 3);
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glBindTexture(GL_TEXTURE_2D, colorBuffer);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, data.get());
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glBindTexture(GL_TEXTURE_2D, 0);
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return std::make_unique<ImageData>(
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ImageFormat::rgb888, width, height, std::move(data)
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);
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}
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uint GBuffer::getWidth() const {
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return width;
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}
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@ -2,21 +2,24 @@
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#include "typedefs.hpp"
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#include "commons.hpp"
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#include "ImageData.hpp"
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class GBuffer : public Bindable{
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class GBuffer : public Bindable {
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public:
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GBuffer(uint width, uint height);
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~GBuffer();
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~GBuffer() override;
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void bind() override;
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void unbind() override;
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void bindBuffers();
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void bindBuffers() const;
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void resize(uint width, uint height);
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uint getWidth() const;
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uint getHeight() const;
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std::unique_ptr<ImageData> toImage() const;
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private:
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uint width;
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uint height;
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@ -1,6 +1,7 @@
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#include "PostProcessing.hpp"
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#include "Mesh.hpp"
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#include "Shader.hpp"
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#include "GBuffer.hpp"
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#include "Texture.hpp"
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#include "Framebuffer.hpp"
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#include "DrawContext.hpp"
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@ -60,22 +61,65 @@ PostProcessing::PostProcessing(size_t effectSlotsCount)
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PostProcessing::~PostProcessing() = default;
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void PostProcessing::use(DrawContext& context) {
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void PostProcessing::use(DrawContext& context, bool gbufferPipeline) {
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const auto& vp = context.getViewport();
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if (fbo) {
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fbo->resize(vp.x, vp.y);
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fboSecond->resize(vp.x, vp.y);
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if (gbufferPipeline) {
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if (gbuffer == nullptr) {
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gbuffer = std::make_unique<GBuffer>(vp.x, vp.y);
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} else {
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gbuffer->resize(vp.x, vp.y);
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}
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context.setFramebuffer(gbuffer.get());
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} else {
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fbo = std::make_unique<Framebuffer>(vp.x, vp.y);
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fboSecond = std::make_unique<Framebuffer>(vp.x, vp.y);
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if (fbo) {
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fbo->resize(vp.x, vp.y);
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fboSecond->resize(vp.x, vp.y);
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} else {
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fbo = std::make_unique<Framebuffer>(vp.x, vp.y);
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fboSecond = std::make_unique<Framebuffer>(vp.x, vp.y);
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}
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context.setFramebuffer(fbo.get());
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}
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context.setFramebuffer(fbo.get());
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}
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void PostProcessing::configureEffect(
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const DrawContext& context,
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Shader& shader,
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float timer,
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const Camera& camera,
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uint shadowMap
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) {
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const auto& viewport = context.getViewport();
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if (!ssaoConfigured) {
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for (unsigned int i = 0; i < 64; ++i) {
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auto name = "u_ssaoSamples["+ std::to_string(i) + "]";
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shader.uniform3f(name, ssaoKernel[i]);
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}
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ssaoConfigured = true;
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}
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shader.uniform1i("u_screen", 0);
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if (gbuffer) {
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shader.uniform1i("u_position", 1);
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shader.uniform1i("u_normal", 2);
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}
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shader.uniform1i("u_noise", 3);
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shader.uniform1i("u_shadows", 4);
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shader.uniform2i("u_screenSize", viewport);
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shader.uniform1f("u_timer", timer);
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shader.uniform1i("u_enableShadows", shadowMap != 0);
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shader.uniformMatrix("u_projection", camera.getProjection());
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}
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void PostProcessing::render(
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const DrawContext& context, const Assets& assets, float timer, const Camera& camera, uint depthMap
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const DrawContext& context,
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const Assets& assets,
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float timer,
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const Camera& camera,
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uint shadowMap
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) {
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if (fbo == nullptr) {
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if (fbo == nullptr && gbuffer == nullptr) {
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throw std::runtime_error("'use(...)' was never called");
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}
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int totalPasses = 0;
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@ -83,40 +127,24 @@ void PostProcessing::render(
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totalPasses += (effect != nullptr && effect->isActive());
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}
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if (totalPasses == 0) {
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auto& effect = assets.require<PostEffect>("default");
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fbo->getTexture()->bind();
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fbo->bindBuffers();
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if (gbuffer) {
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gbuffer->bindBuffers();
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, noiseTexture);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, shadowMap);
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} else {
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fbo->getTexture()->bind();
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}
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const auto& viewport = context.getViewport();
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glActiveTexture(GL_TEXTURE0);
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if (totalPasses == 0) {
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auto& effect = assets.require<PostEffect>("default");
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auto& shader = effect.use();
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if (!ssaoConfigured) {
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for (unsigned int i = 0; i < 64; ++i) {
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auto name = "samples["+ std::to_string(i) + "]";
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shader.uniform3f(name, ssaoKernel[i]);
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}
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ssaoConfigured = true;
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}
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shader.uniform1i("u_screen", 0);
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shader.uniform1i("u_position", 1);
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shader.uniform1i("u_normal", 2);
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shader.uniform1i("u_noise", 3);
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shader.uniform1i("u_shadows", 4);
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shader.uniform2i("u_screenSize", viewport);
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shader.uniform1f("u_timer", timer);
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shader.uniform1f("near_plane", camera.near);
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shader.uniform1f("far_plane", camera.far);
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shader.uniformMatrix("u_projection", camera.getProjection());
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configureEffect(context, shader, timer, camera, shadowMap);
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quadMesh->draw();
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return;
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}
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@ -127,21 +155,9 @@ void PostProcessing::render(
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continue;
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}
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auto& shader = effect->use();
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configureEffect(context, shader, timer, camera, shadowMap);
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for (unsigned int i = 0; i < 64; ++i) {
|
||||
shader.uniform3f("samples["+ std::to_string(i) + "]", ssaoKernel[i]);
|
||||
}
|
||||
|
||||
const auto& viewport = context.getViewport();
|
||||
shader.uniform1i("u_screen", 0);
|
||||
shader.uniform1i("u_position", 1);
|
||||
shader.uniform1i("u_normal", 2);
|
||||
shader.uniform1i("u_noise", 3);
|
||||
shader.uniform2i("u_screenSize", viewport);
|
||||
shader.uniform1f("u_timer", timer);
|
||||
shader.uniformMatrix("u_projection", camera.getProjView(false));
|
||||
fbo->getTexture()->bind();
|
||||
fbo->bindBuffers();
|
||||
|
||||
if (currentPass < totalPasses) {
|
||||
fboSecond->bind();
|
||||
@ -165,6 +181,9 @@ PostEffect* PostProcessing::getEffect(size_t slot) {
|
||||
}
|
||||
|
||||
std::unique_ptr<ImageData> PostProcessing::toImage() {
|
||||
if (gbuffer) {
|
||||
return gbuffer->toImage();
|
||||
}
|
||||
return fbo->getTexture()->readData();
|
||||
}
|
||||
|
||||
|
||||
@ -12,6 +12,8 @@ class DrawContext;
|
||||
class ImageData;
|
||||
class PostEffect;
|
||||
class Camera;
|
||||
class GBuffer;
|
||||
class Shader;
|
||||
|
||||
struct PostProcessingVertex {
|
||||
glm::vec2 position;
|
||||
@ -25,29 +27,25 @@ struct PostProcessingVertex {
|
||||
/// @attention Current implementation does not support multiple render passes
|
||||
/// for multiple effects. Will be implemented in v0.21
|
||||
class PostProcessing {
|
||||
/// @brief Main framebuffer (lasy field)
|
||||
std::unique_ptr<Framebuffer> fbo;
|
||||
std::unique_ptr<Framebuffer> fboSecond;
|
||||
/// @brief Fullscreen quad mesh as the post-processing canvas
|
||||
std::unique_ptr<Mesh<PostProcessingVertex>> quadMesh;
|
||||
std::vector<std::shared_ptr<PostEffect>> effectSlots;
|
||||
|
||||
std::vector<glm::vec3> ssaoKernel;
|
||||
uint noiseTexture;
|
||||
bool ssaoConfigured = false;
|
||||
public:
|
||||
PostProcessing(size_t effectSlotsCount);
|
||||
~PostProcessing();
|
||||
|
||||
/// @brief Prepare and bind framebuffer
|
||||
/// @param context graphics context will be modified
|
||||
void use(DrawContext& context);
|
||||
void use(DrawContext& context, bool gbufferPipeline);
|
||||
|
||||
/// @brief Render fullscreen quad using the passed shader
|
||||
/// with framebuffer texture bound
|
||||
/// @param context graphics context
|
||||
/// @throws std::runtime_error if use(...) wasn't called before
|
||||
void render(const DrawContext& context, const Assets& assets, float timer, const Camera& camera, uint depthMap);
|
||||
void render(
|
||||
const DrawContext& context,
|
||||
const Assets& assets,
|
||||
float timer,
|
||||
const Camera& camera,
|
||||
uint shadowMap
|
||||
);
|
||||
|
||||
void setEffect(size_t slot, std::shared_ptr<PostEffect> effect);
|
||||
|
||||
@ -57,4 +55,24 @@ public:
|
||||
std::unique_ptr<ImageData> toImage();
|
||||
|
||||
Framebuffer* getFramebuffer() const;
|
||||
private:
|
||||
void configureEffect(
|
||||
const DrawContext& context,
|
||||
Shader& shader,
|
||||
float timer,
|
||||
const Camera& camera,
|
||||
uint shadowMap
|
||||
);
|
||||
|
||||
/// @brief Main framebuffer (lasy field)
|
||||
std::unique_ptr<Framebuffer> fbo;
|
||||
std::unique_ptr<Framebuffer> fboSecond;
|
||||
/// @brief Fullscreen quad mesh as the post-processing canvas
|
||||
std::unique_ptr<Mesh<PostProcessingVertex>> quadMesh;
|
||||
std::vector<std::shared_ptr<PostEffect>> effectSlots;
|
||||
std::unique_ptr<GBuffer> gbuffer;
|
||||
|
||||
std::vector<glm::vec3> ssaoKernel;
|
||||
uint noiseTexture;
|
||||
bool ssaoConfigured = false;
|
||||
};
|
||||
|
||||
@ -103,7 +103,7 @@ WorldRenderer::WorldRenderer(
|
||||
assets->require<Shader>("skybox_gen")
|
||||
);
|
||||
|
||||
shadowMap = std::make_unique<ShadowMap>(1024);
|
||||
shadowMap = std::make_unique<ShadowMap>(1024 * 4);
|
||||
|
||||
shadowCamera = std::make_unique<Camera>();
|
||||
}
|
||||
@ -373,18 +373,18 @@ void WorldRenderer::draw(
|
||||
auto& shadowsShader = assets.require<Shader>("shadows");
|
||||
|
||||
if (gbufferPipeline) {
|
||||
float shadowMapScale = 0.05f;
|
||||
float shadowMapScale = 0.05f * 2;
|
||||
float shadowMapSize = shadowMap->getResolution() * shadowMapScale;
|
||||
*shadowCamera = Camera(camera.position, shadowMapSize);
|
||||
shadowCamera->near = 0.5f;
|
||||
shadowCamera->far = 600.0f;
|
||||
shadowCamera->perspective = false;
|
||||
shadowCamera->setAspectRatio(1.0f);
|
||||
shadowCamera->rotate(glm::radians(-65.0f), glm::radians(-35.0f), glm::radians(-35.0f));
|
||||
shadowCamera->rotate(glm::radians(-64.0f), glm::radians(-35.0f), glm::radians(-35.0f));
|
||||
//shadowCamera.perspective = false;
|
||||
/*shadowCamera.rotation = //glm::inverse(
|
||||
glm::lookAt({}, glm::normalize(shadowCamera.position-camera.position), glm::vec3(0, 1, 0));
|
||||
//);*/
|
||||
// shadowCamera->rotation = glm::inverse(
|
||||
// glm::lookAt({}, glm::normalize(camera.position-shadowCamera->position), glm::vec3(0, 1, 0))
|
||||
// );
|
||||
shadowCamera->updateVectors();
|
||||
//shadowCamera->position += camera.dir * shadowMapSize * 0.5f;
|
||||
shadowCamera->position -= shadowCamera->front * 100.0f;
|
||||
@ -406,16 +406,7 @@ void WorldRenderer::draw(
|
||||
|
||||
/* World render scope with diegetic HUD included */ {
|
||||
DrawContext wctx = pctx.sub();
|
||||
if (gbufferPipeline) {
|
||||
if (gbuffer == nullptr) {
|
||||
gbuffer = std::make_unique<GBuffer>(vp.x, vp.y);
|
||||
} else {
|
||||
gbuffer->resize(vp.x, vp.y);
|
||||
}
|
||||
wctx.setFramebuffer(gbuffer.get());
|
||||
} else {
|
||||
postProcessing.use(wctx);
|
||||
}
|
||||
postProcessing.use(wctx, gbufferPipeline);
|
||||
|
||||
display::clearDepth();
|
||||
|
||||
@ -446,7 +437,13 @@ void WorldRenderer::draw(
|
||||
//renderBlockOverlay(wctx);
|
||||
}
|
||||
|
||||
postProcessing.render(pctx, assets, timer, camera, shadowMap->getDepthMap());
|
||||
postProcessing.render(
|
||||
pctx,
|
||||
assets,
|
||||
timer,
|
||||
camera,
|
||||
gbufferPipeline ? shadowMap->getDepthMap() : 0
|
||||
);
|
||||
}
|
||||
|
||||
void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
|
||||
|
||||
@ -54,9 +54,7 @@ class WorldRenderer {
|
||||
float timer = 0.0f;
|
||||
bool debug = false;
|
||||
bool lightsDebug = false;
|
||||
|
||||
std::unique_ptr<GBuffer> gbuffer;
|
||||
bool gbufferPipeline = false;
|
||||
bool gbufferPipeline = true;
|
||||
|
||||
/// @brief Render block selection lines
|
||||
void renderBlockSelection();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user