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2 Commits
Author | SHA1 | Date | |
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87a7e2919f | |||
01bae3ab44 |
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@ -43,6 +43,10 @@
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<None Include="shaders\shader_8_sun.vert" />
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<None Include="shaders\shader_blur.frag" />
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<None Include="shaders\shader_blur.vert" />
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<None Include="shaders\shader_gbuffer.frag" />
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<None Include="shaders\shader_gbuffer.vert" />
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<None Include="shaders\shader_geometrypass.frag" />
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<None Include="shaders\shader_geometrypass.vert" />
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<None Include="shaders\shader_shadowmapsun.frag" />
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<None Include="shaders\shader_shadowmapsun.vert" />
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<None Include="shaders\shader_skybox.frag" />
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@ -127,5 +127,9 @@
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<None Include="shaders\shader_blur.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_gbuffer.frag" />
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<None Include="shaders\shader_gbuffer.vert" />
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<None Include="shaders\shader_geometrypass.vert" />
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<None Include="shaders\shader_geometrypass.frag" />
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</ItemGroup>
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</Project>
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@ -11,4 +11,4 @@ void main()
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{
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gl_Position = vec4(vertexPosition, 1.0);
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TexCoords = vertexTexCoord;
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}
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}
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18
cw 9/shaders/shader_geometrypass.frag
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18
cw 9/shaders/shader_geometrypass.frag
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@ -0,0 +1,18 @@
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#version 430
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layout (location = 0) out vec3 gPosition;
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layout (location = 1) out vec3 gNormal;
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layout (location = 2) out vec3 gAlbedo;
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in vec2 TexCoords;
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in vec3 FragPos;
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in vec3 Normal;
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void main()
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{
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// store the fragment position vector in the first gbuffer texture
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gPosition = FragPos;
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// also store the per-fragment normals into the gbuffer
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gNormal = normalize(Normal);
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// and the diffuse per-fragment color
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gAlbedo.rgb = vec3(0.95);
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}
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28
cw 9/shaders/shader_geometrypass.vert
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28
cw 9/shaders/shader_geometrypass.vert
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@ -0,0 +1,28 @@
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#version 430 core
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layout (location = 0) out vec3 vertexPosition;
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layout (location = 1) out vec3 vertexNormal;
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layout (location = 2) in vec2 vertexTexCoords;
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out vec3 FragPos;
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out vec2 TexCoords;
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out vec3 Normal;
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uniform bool invertedNormals;
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uniform mat4 modelMatrix;
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uniform mat3 transformation;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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vec4 viewPos = transformation * vec4(vertexPosition, 1.0);
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FragPos = viewPos.xyz;
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TexCoord = vertexTexCoords;
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mat3 normalMatrix = transpose(inverse(mat3( * model)));
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Normal = normalMatrix * (invertedNormals ? -aNormal : aNormal);
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gl_Position = viewPos;
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}
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@ -78,6 +78,8 @@ std::vector<std::string> faces =
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GLuint depthMapFBO;
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GLuint depthMap;
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GLuint gBuffer;
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GLuint depthMapShipFBO;
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GLuint depthMapShip;
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@ -90,6 +92,7 @@ GLuint programTex;
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GLuint programDepth;
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GLuint programSkybox;
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GLuint programBlur;
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GLuint programGeometryPass;
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Core::Shader_Loader shaderLoader;
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@ -110,6 +113,8 @@ unsigned int colorBuffers[2];
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unsigned int pingpongFBO[2];
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unsigned int pingpongBuffer[2];
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unsigned int gPosition, gNormal, gAlbedo;
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GLuint VAO,VBO;
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float aspectRatio = 1.f;
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@ -248,6 +253,9 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
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geometryPass(modelMatrix);
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glUseProgram(program);
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(glGetUniformLocation(program, "depthMap"), 0);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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@ -260,6 +268,7 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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@ -396,6 +405,51 @@ void renderShadowapSun(GLuint depthFBO, glm::mat4 light) {
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glViewport(0, 0, WIDTH, HEIGHT);
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}
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void initgBuffer()
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{
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glGenFramebuffers(1, &gBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
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// position color buffer
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glGenTextures(1, &gPosition);
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glBindTexture(GL_TEXTURE_2D, gPosition);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, WIDTH, HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// normal color buffer
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glGenTextures(1, &gNormal);
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glBindTexture(GL_TEXTURE_2D, gNormal);
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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_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gNormal, 0);
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// color + specular color buffer
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glGenTextures(1, &gAlbedo);
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glBindTexture(GL_TEXTURE_2D, gAlbedo);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gAlbedo, 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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}
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void geometryPass(glm::mat4 modelMatrix)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(programGeometryPass);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programGeometryPass, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programGeometryPass, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniform1i(glGetUniformLocation(programGeometryPass, "invertedNormals"), 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void initDepthMap()
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{
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glGenFramebuffers(1, &depthMapFBO);
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@ -640,6 +694,7 @@ void init(GLFWwindow* window)
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glEnable(GL_DEPTH_TEST);
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program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
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programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
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programGeometryPass = shaderLoader.CreateProgram("shaders/shader_geometrypass.vert", "shaders/shader_geometrypass.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
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programDepth = shaderLoader.CreateProgram("shaders/shader_shadowmapsun.vert", "shaders/shader_shadowmapsun.frag");
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@ -687,6 +742,8 @@ void init(GLFWwindow* window)
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loadModelToContext("./models/car/car.obj", models::carContext);
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loadModelToContext("./models/ceramic_vase_02_4k.obj", models::vaseContext);
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initgBuffer();
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initDepthMap();
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initDepthMapShip();
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