mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-09 10:13:21 +08:00
Add first version weighted blended OIT source code for OIT guest article.
This commit is contained in:
51
src/8.guest/2020/oit/composite.fs
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51
src/8.guest/2020/oit/composite.fs
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#version 400 core
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// shader outputs
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layout (location = 0) out vec4 frag;
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// color accumulation buffer
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layout (binding = 0) uniform sampler2D accum;
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// revealage threshold buffer
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layout (binding = 1) uniform sampler2D reveal;
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// epsilon number
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const float EPSILON = 0.00001f;
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// caluclate floating point numbers equality accurately
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bool isApproximatelyEqual(float a, float b)
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{
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return abs(a - b) <= (abs(a) < abs(b) ? abs(b) : abs(a)) * EPSILON;
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}
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// get the max value between three values
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float max3(vec3 v)
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{
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return max(max(v.x, v.y), v.z);
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}
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void main()
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{
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// fragment coordination
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ivec2 coords = ivec2(gl_FragCoord.xy);
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// fragment revealage
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float revealage = texelFetch(reveal, coords, 0).r;
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// save the blending and color texture fetch cost if there is not a transparent fragment
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if (isApproximatelyEqual(revealage, 1.0f))
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discard;
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// fragment color
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vec4 accumulation = texelFetch(accum, coords, 0);
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// suppress overflow
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if (isinf(max3(abs(accumulation.rgb))))
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accumulation.rgb = vec3(accumulation.a);
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// prevent floating point precision bug
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vec3 average_color = accumulation.rgb / max(accumulation.a, EPSILON);
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// blend pixels
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frag = vec4(average_color, 1.0f - revealage);
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}
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9
src/8.guest/2020/oit/composite.vs
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9
src/8.guest/2020/oit/composite.vs
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#version 400 core
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// shader inputs
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layout (location = 0) in vec3 position;
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void main()
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{
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gl_Position = vec4(position, 1.0f);
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}
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15
src/8.guest/2020/oit/screen.fs
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15
src/8.guest/2020/oit/screen.fs
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#version 400 core
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// shader inputs
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in vec2 texture_coords;
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// shader outputs
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layout (location = 0) out vec4 frag;
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// screen image
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uniform sampler2D screen;
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void main()
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{
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frag = vec4(texture(screen, texture_coords).rgb, 1.0f);
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}
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15
src/8.guest/2020/oit/screen.vs
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15
src/8.guest/2020/oit/screen.vs
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#version 400 core
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// shader inputs
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 uv;
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// shader outputs
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out vec2 texture_coords;
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void main()
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{
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texture_coords = uv;
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gl_Position = vec4(position, 1.0f);
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}
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12
src/8.guest/2020/oit/solid.fs
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12
src/8.guest/2020/oit/solid.fs
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#version 400 core
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// shader outputs
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layout (location = 0) out vec4 frag;
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// material color
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uniform vec3 color;
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void main()
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{
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frag = vec4(color, 1.0f);
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}
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12
src/8.guest/2020/oit/solid.vs
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12
src/8.guest/2020/oit/solid.vs
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#version 400 core
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// shader inputs
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layout (location = 0) in vec3 position;
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// mvp matrix
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uniform mat4 mvp;
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void main()
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{
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gl_Position = mvp * vec4(position, 1.0f);
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}
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20
src/8.guest/2020/oit/transparent.fs
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20
src/8.guest/2020/oit/transparent.fs
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#version 400 core
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// shader outputs
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layout (location = 0) out vec4 accum;
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layout (location = 1) out float reveal;
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// material color
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uniform vec4 color;
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void main()
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{
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// weight function
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float weight = clamp(pow(min(1.0, color.a * 10.0) + 0.01, 3.0) * 1e8 * pow(1.0 - gl_FragCoord.z * 0.9, 3.0), 1e-2, 3e3);
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// store pixel color accumulation
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accum = vec4(color.rgb * color.a, color.a) * weight;
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// store pixel revealage threshold
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reveal = color.a;
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}
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12
src/8.guest/2020/oit/transparent.vs
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12
src/8.guest/2020/oit/transparent.vs
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@@ -0,0 +1,12 @@
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#version 400 core
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// shader inputs
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layout (location = 0) in vec3 position;
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// model * view * projection matrix
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uniform mat4 mvp;
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void main()
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{
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gl_Position = mvp * vec4(position, 1.0f);
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}
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382
src/8.guest/2020/oit/weighted_blended.cpp
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382
src/8.guest/2020/oit/weighted_blended.cpp
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@@ -0,0 +1,382 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <learnopengl/shader_m.h>
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#include <learnopengl/camera.h>
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void process_input(GLFWwindow *window);
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glm::mat4 calculate_model_matrix(const glm::vec3& position, const glm::vec3& rotation = glm::vec3(0.0f), const glm::vec3& scale = glm::vec3(1.0f));
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
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float lastX = (float)SCR_WIDTH / 2.0;
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float lastY = (float)SCR_HEIGHT / 2.0;
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bool firstMouse = true;
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// timing
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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int main(int argc, char* argv[])
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{
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// build and compile shaders
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// -------------------------
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Shader solidShader("solid.vs", "solid.fs");
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Shader transparentShader("transparent.vs", "transparent.fs");
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Shader compositeShader("composite.vs", "composite.fs");
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Shader screenShader("screen.vs", "screen.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float quadVertices[] = {
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// positions // uv
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f
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};
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// quad VAO
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unsigned int quadVAO, quadVBO;
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glBindVertexArray(0);
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// set up framebuffers and their texture attachments
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// ------------------------------------------------------------------
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unsigned int opaqueFBO, transparentFBO;
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glGenFramebuffers(1, &opaqueFBO);
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glGenFramebuffers(1, &transparentFBO);
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// set up attachments for opaque framebuffer
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unsigned int opaqueTexture;
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glGenTextures(1, &opaqueTexture);
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glBindTexture(GL_TEXTURE_2D, opaqueTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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unsigned int depthTexture;
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glGenTextures(1, &depthTexture);
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glBindTexture(GL_TEXTURE_2D, depthTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, opaqueFBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, opaqueTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "ERROR::FRAMEBUFFER:: Opaque framebuffer is not complete!" << std::endl;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// set up attachments for transparent framebuffer
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unsigned int accumTexture;
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glGenTextures(1, &accumTexture);
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glBindTexture(GL_TEXTURE_2D, accumTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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unsigned int revealTexture;
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glGenTextures(1, &revealTexture);
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glBindTexture(GL_TEXTURE_2D, revealTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SCR_WIDTH, SCR_HEIGHT, 0, GL_RED, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, transparentFBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, accumTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, revealTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); // opaque framebuffer's depth texture
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const GLenum transparentDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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glDrawBuffers(2, transparentDrawBuffers);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "ERROR::FRAMEBUFFER:: Transparent framebuffer is not complete!" << std::endl;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// set up transformation matrices
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// ------------------------------------------------------------------
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glm::mat4 redModelMat = calculate_model_matrix(glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 greenModelMat = calculate_model_matrix(glm::vec3(0.0f, 0.0f, 0.0f));
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glm::mat4 blueModelMat = calculate_model_matrix(glm::vec3(0.0f, 0.0f, 2.0f));
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// set up intermediate variables
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// ------------------------------------------------------------------
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glm::vec4 zeroFillerVec(0.0f);
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glm::vec4 oneFillerVec(1.0f);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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||||||
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{
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||||||
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// camera matrices
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||||||
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||||
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glm::mat4 view = camera.GetViewMatrix();
|
||||||
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glm::mat4 vp = projection * view;
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||||||
|
|
||||||
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// input
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||||||
|
// -----
|
||||||
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process_input(window);
|
||||||
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|
||||||
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// render
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||||||
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// ------
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||||||
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||||||
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// draw solid objects (solid pass)
|
||||||
|
// ------
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||||||
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||||||
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// configure render states
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
glDepthFunc(GL_LESS);
|
||||||
|
glDepthMask(GL_TRUE);
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
|
// bind opaque framebuffer to render solid objects
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, opaqueFBO);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// use solid shader
|
||||||
|
solidShader.use();
|
||||||
|
|
||||||
|
// draw red quad
|
||||||
|
solidShader.setMat4("mvp", vp * redModelMat);
|
||||||
|
solidShader.setVec3("color", glm::vec3(1.0f, 0.0f, 0.0f));
|
||||||
|
glBindVertexArray(quadVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
|
||||||
|
// draw transparent objects (transparent pass)
|
||||||
|
// -----
|
||||||
|
|
||||||
|
// configure render states
|
||||||
|
glDepthMask(GL_FALSE);
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunci(0, GL_ONE, GL_ONE);
|
||||||
|
glBlendFunci(1, GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
|
||||||
|
glBlendEquation(GL_FUNC_ADD);
|
||||||
|
|
||||||
|
// bind transparent framebuffer to render transparent objects
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, transparentFBO);
|
||||||
|
glClearBufferfv(GL_COLOR, 0, &zeroFillerVec[0]);
|
||||||
|
glClearBufferfv(GL_COLOR, 1, &oneFillerVec[0]);
|
||||||
|
|
||||||
|
// use transparent shader
|
||||||
|
transparentShader.use();
|
||||||
|
|
||||||
|
// draw green quad
|
||||||
|
transparentShader.setMat4("mvp", vp * greenModelMat);
|
||||||
|
transparentShader.setVec4("color", glm::vec4(0.0f, 1.0f, 0.0f, 0.5f));
|
||||||
|
glBindVertexArray(quadVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
|
||||||
|
// draw blue quad
|
||||||
|
transparentShader.setMat4("mvp", vp * blueModelMat);
|
||||||
|
transparentShader.setVec4("color", glm::vec4(0.0f, 0.0f, 1.0f, 0.5f));
|
||||||
|
glBindVertexArray(quadVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
|
||||||
|
// draw composite image (composite pass)
|
||||||
|
// -----
|
||||||
|
|
||||||
|
// set render states
|
||||||
|
glDepthFunc(GL_ALWAYS);
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
// bind opaque framebuffer
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, opaqueFBO);
|
||||||
|
|
||||||
|
// use composite shader
|
||||||
|
compositeShader.use();
|
||||||
|
|
||||||
|
// draw screen quad
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, accumTexture);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, revealTexture);
|
||||||
|
glBindVertexArray(quadVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
|
||||||
|
// draw to backbuffer (final pass)
|
||||||
|
// -----
|
||||||
|
|
||||||
|
// set render states
|
||||||
|
glDisable(GL_DEPTH);
|
||||||
|
glDepthMask(GL_TRUE); // enable depth writes so glClear won't ignore clearing the depth buffer
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
// bind backbuffer
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||||
|
|
||||||
|
// use screen shader
|
||||||
|
screenShader.use();
|
||||||
|
|
||||||
|
// draw final screen quad
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, opaqueTexture);
|
||||||
|
glBindVertexArray(quadVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &quadVAO);
|
||||||
|
glDeleteBuffers(1, &quadVBO);
|
||||||
|
glDeleteTextures(1, &opaqueTexture);
|
||||||
|
glDeleteTextures(1, &depthTexture);
|
||||||
|
glDeleteTextures(1, &accumTexture);
|
||||||
|
glDeleteTextures(1, &revealTexture);
|
||||||
|
glDeleteFramebuffers(1, &opaqueFBO);
|
||||||
|
glDeleteFramebuffers(1, &transparentFBO);
|
||||||
|
|
||||||
|
glfwTerminate();
|
||||||
|
|
||||||
|
return EXIT_SUCCESS;
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the mouse moves, this callback is called
|
||||||
|
// -------------------------------------------------------
|
||||||
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||||
|
{
|
||||||
|
if (firstMouse)
|
||||||
|
{
|
||||||
|
lastX = xpos;
|
||||||
|
lastY = ypos;
|
||||||
|
firstMouse = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
float xoffset = xpos - lastX;
|
||||||
|
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
||||||
|
|
||||||
|
lastX = xpos;
|
||||||
|
lastY = ypos;
|
||||||
|
|
||||||
|
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
|
||||||
|
// ----------------------------------------------------------------------
|
||||||
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||||
|
{
|
||||||
|
camera.ProcessMouseScroll(yoffset);
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void process_input(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||||
|
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||||
|
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||||
|
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||||
|
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
// generate a model matrix
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
glm::mat4 calculate_model_matrix(const glm::vec3& position, const glm::vec3& rotation, const glm::vec3& scale)
|
||||||
|
{
|
||||||
|
glm::mat4 trans = glm::mat4(1.0f);
|
||||||
|
|
||||||
|
trans = glm::translate(trans, position);
|
||||||
|
trans = glm::rotate(trans, glm::radians(rotation.x), glm::vec3(1.0, 0.0, 0.0));
|
||||||
|
trans = glm::rotate(trans, glm::radians(rotation.y), glm::vec3(0.0, 1.0, 0.0));
|
||||||
|
trans = glm::rotate(trans, glm::radians(rotation.z), glm::vec3(0.0, 0.0, 1.0));
|
||||||
|
trans = glm::scale(trans, scale);
|
||||||
|
|
||||||
|
return trans;
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user