mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
New tutorial code
Added code of new tutorials to the repository
This commit is contained in:
@@ -115,8 +115,8 @@ set(5.advanced_lighting
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5.parallax_mapping
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6.hdr
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7.bloom
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# 8.deferred_shading
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# 9.ssao
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8.deferred_shading
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9.ssao
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)
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@@ -19,11 +19,18 @@ public:
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std::string vertexCode;
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std::string fragmentCode;
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std::string geometryCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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std::ifstream gShaderFile;
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// ensures ifstream objects can throw exceptions:
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vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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gShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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// Open files
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std::ifstream vShaderFile(vertexPath);
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std::ifstream fShaderFile(fragmentPath);
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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// Read file's buffer contents into streams
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vShaderStream << vShaderFile.rdbuf();
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@@ -37,14 +44,14 @@ public:
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// If geometry shader path is present, also load a geometry shader
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if(geometryPath != nullptr)
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{
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std::ifstream gShaderFile(geometryPath);
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gShaderFile.open(geometryPath);
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std::stringstream gShaderStream;
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gShaderStream << gShaderFile.rdbuf();
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gShaderFile.close();
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geometryCode = gShaderStream.str();
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}
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}
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catch (std::exception e)
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catch (std::ifstream::failure e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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@@ -0,0 +1,9 @@
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#version 330 core
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layout (location = 0) out vec4 FragColor;
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uniform vec3 lightColor;
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void main()
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{
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FragColor = vec4(lightColor, 1.0);
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}
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@@ -0,0 +1,13 @@
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 texCoords;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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void main()
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{
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gl_Position = projection * view * model * vec4(position, 1.0f);
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}
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@@ -1,6 +1,3 @@
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// Std. Includes
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#include <string>
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// GLEW
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#define GLEW_STATIC
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#include <GL/glew.h>
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@@ -11,6 +8,7 @@
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// GL includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/model.h>
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// GLM Mathemtics
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#include <glm/glm.hpp>
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@@ -21,7 +19,7 @@
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#include <SOIL.h>
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// Properties
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GLuint screenWidth = 800, screenHeight = 600;
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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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@@ -29,262 +27,411 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void Do_Movement();
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GLuint loadTexture(GLchar* path);
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void RenderCube();
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void RenderQuad();
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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bool keys[1024];
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GLfloat lastX = 400, lastY = 300;
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bool firstMouse = true;
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Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
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// Delta
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GLfloat deltaTime = 0.0f;
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GLfloat lastFrame = 0.0f;
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// Options
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GLuint draw_mode = 1;
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GLboolean wireframe = false;
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// The MAIN function, from here we start our application and run our Game loop
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int main()
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{
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// Init GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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// Init GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
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glfwMakeContextCurrent(window);
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
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glfwMakeContextCurrent(window);
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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// Options
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// Options
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// Initialize GLEW to setup the OpenGL Function pointers
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glewExperimental = GL_TRUE;
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glewInit();
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// Initialize GLEW to setup the OpenGL Function pointers
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glewExperimental = GL_TRUE;
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glewInit();
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// Define the viewport dimensions
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glViewport(0, 0, screenWidth, screenHeight);
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// Define the viewport dimensions
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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// Setup some OpenGL options
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glEnable(GL_DEPTH_TEST);
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// glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
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// Setup some OpenGL options
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glEnable(GL_DEPTH_TEST);
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// Setup and compile our shaders
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Shader shader("depth_testing.vs", "depth_testing.frag");
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// Setup and compile our shaders
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Shader shaderGeometryPass("g_buffer.vs", "g_buffer.frag");
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Shader shaderLightingPass("deferred_shading.vs", "deferred_shading.frag");
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Shader shaderLightBox("deferred_light_box.vs", "deferred_light_box.frag");
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#pragma region "object_initialization"
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// Set the object data (buffers, vertex attributes)
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GLfloat cubeVertices[] = {
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// Positions // Texture Coords
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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// Set samplers
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shaderLightingPass.Use();
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glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gPosition"), 0);
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glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gNormal"), 1);
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glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gAlbedoSpec"), 2);
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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GLfloat planeVertices[] = {
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// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
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5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
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-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
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-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
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5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
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-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
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5.0f, -0.5f, -5.0f, 2.0f, 2.0f
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};
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// Setup cube VAO
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GLuint cubeVAO, cubeVBO;
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glGenVertexArrays(1, &cubeVAO);
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glGenBuffers(1, &cubeVBO);
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glBindVertexArray(cubeVAO);
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glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glBindVertexArray(0);
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// Setup plane VAO
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GLuint planeVAO, planeVBO;
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glGenVertexArrays(1, &planeVAO);
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glGenBuffers(1, &planeVBO);
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glBindVertexArray(planeVAO);
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glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glBindVertexArray(0);
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// Load textures
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GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
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GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
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#pragma endregion
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// Game loop
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while(!glfwWindowShouldClose(window))
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// Models
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Model cyborg("../../../resources/objects/nanosuit/nanosuit.obj");
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std::vector<glm::vec3> objectPositions;
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objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3(0.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3(3.0, -3.0, -3.0));
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objectPositions.push_back(glm::vec3(-3.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3(0.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3(3.0, -3.0, 0.0));
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objectPositions.push_back(glm::vec3(-3.0, -3.0, 3.0));
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objectPositions.push_back(glm::vec3(0.0, -3.0, 3.0));
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objectPositions.push_back(glm::vec3(3.0, -3.0, 3.0));
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// - Colors
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const GLuint NR_LIGHTS = 32;
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std::vector<glm::vec3> lightPositions;
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std::vector<glm::vec3> lightColors;
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srand(13);
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for (GLuint i = 0; i < NR_LIGHTS; i++)
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{
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// Set frame time
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GLfloat currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// Check and call events
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glfwPollEvents();
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Do_Movement();
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// Clear the colorbuffer
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Draw objects
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shader.Use();
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glm::mat4 model;
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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// Cubes
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glBindVertexArray(cubeVAO);
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glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default)
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model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// Floor
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glBindVertexArray(planeVAO);
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glBindTexture(GL_TEXTURE_2D, floorTexture);
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model = glm::mat4();
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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// Swap the buffers
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glfwSwapBuffers(window);
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// Calculate slightly random offsets
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GLfloat xPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
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GLfloat yPos = ((rand() % 100) / 100.0) * 6.0 - 4.0;
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GLfloat zPos = ((rand() % 100) / 100.0) * 6.0 - 3.0;
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lightPositions.push_back(glm::vec3(xPos, yPos, zPos));
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// Also calculate random color
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GLfloat rColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0
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GLfloat gColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0
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GLfloat bColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0
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lightColors.push_back(glm::vec3(rColor, gColor, bColor));
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}
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glfwTerminate();
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return 0;
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// Set up G-Buffer
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// 3 textures:
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// 1. Positions (RGB)
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// 2. Color (RGB) + Specular (A)
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// 3. Normals (RGB)
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GLuint gBuffer;
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glGenFramebuffers(1, &gBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
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GLuint gPosition, gNormal, gAlbedoSpec;
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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, SCR_WIDTH, SCR_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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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0);
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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_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gNormal, 0);
|
||||
// - Color + Specular color buffer
|
||||
glGenTextures(1, &gAlbedoSpec);
|
||||
glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gAlbedoSpec, 0);
|
||||
// - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
|
||||
GLuint attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, attachments);
|
||||
// - Create and attach depth buffer (renderbuffer)
|
||||
GLuint rboDepth;
|
||||
glGenRenderbuffers(1, &rboDepth);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
|
||||
// - Finally check if framebuffer is complete
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "Framebuffer not complete!" << std::endl;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Game loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// Check and call events
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL);
|
||||
|
||||
// 1. Geometry Pass: render scene's geometry/color data into gbuffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)SCR_WIDTH / (GLfloat)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 model;
|
||||
shaderGeometryPass.Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
for (GLuint i = 0; i < objectPositions.size(); i++)
|
||||
{
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, objectPositions[i]);
|
||||
model = glm::scale(model, glm::vec3(0.25f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
cyborg.Draw(shaderGeometryPass);
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
|
||||
// 2. Lighting Pass: calculate lighting by iterating over a screen filled quad pixel-by-pixel using the gbuffer's content.
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
shaderLightingPass.Use();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gPosition);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, gNormal);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
|
||||
// Also send light relevant uniforms
|
||||
for (GLuint i = 0; i < lightPositions.size(); i++)
|
||||
{
|
||||
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Position").c_str()), 1, &lightPositions[i][0]);
|
||||
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Color").c_str()), 1, &lightColors[i][0]);
|
||||
// Update attenuation parameters and calculate radius
|
||||
const GLfloat constant = 1.0; // Note that we don't send this to the shader, we assume it is always 1.0 (in our case)
|
||||
const GLfloat linear = 0.7;
|
||||
const GLfloat quadratic = 1.8;
|
||||
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Linear").c_str()), linear);
|
||||
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Quadratic").c_str()), quadratic);
|
||||
// Then calculate radius of light volume/sphere
|
||||
const GLfloat lightThreshold = 5.0; // 5 / 256
|
||||
const GLfloat maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b);
|
||||
GLfloat radius = (-linear + std::sqrtf(linear * linear - 4 * quadratic * (constant - (256.0 / lightThreshold) * maxBrightness))) / (2 * quadratic);
|
||||
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Radius").c_str()), radius);
|
||||
}
|
||||
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "viewPos"), 1, &camera.Position[0]);
|
||||
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "draw_mode"), draw_mode);
|
||||
RenderQuad();
|
||||
|
||||
// 2.5. Copy content of geometry's depth buffer to default framebuffer's depth buffer
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Write to default framebuffer
|
||||
glBlitFramebuffer(0, 0, SCR_WIDTH, SCR_HEIGHT, 0, 0, SCR_WIDTH, SCR_HEIGHT, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
// 3. Render lights on top of scene, by blitting
|
||||
shaderLightBox.Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
for (GLuint i = 0; i < lightPositions.size(); i++)
|
||||
{
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, lightPositions[i]);
|
||||
model = glm::scale(model, glm::vec3(0.25f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glUniform3fv(glGetUniformLocation(shaderLightBox.Program, "lightColor"), 1, &lightColors[i][0]);
|
||||
RenderCube();
|
||||
}
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
|
||||
// RenderQuad() Renders a 1x1 quad in NDC, best used for framebuffer color targets
|
||||
// and post-processing effects.
|
||||
GLuint quadVAO = 0;
|
||||
GLuint quadVBO;
|
||||
void RenderQuad()
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width,height;
|
||||
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
|
||||
// Assign texture to ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// Parameters
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
SOIL_free_image_data(image);
|
||||
return textureID;
|
||||
|
||||
if (quadVAO == 0)
|
||||
{
|
||||
GLfloat quadVertices[] = {
|
||||
// Positions // Texture Coords
|
||||
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
};
|
||||
// Setup 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);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
}
|
||||
glBindVertexArray(quadVAO);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
#pragma region "User input"
|
||||
// RenderCube() Renders a 1x1 3D cube in NDC.
|
||||
GLuint cubeVAO = 0;
|
||||
GLuint cubeVBO = 0;
|
||||
void RenderCube()
|
||||
{
|
||||
// Initialize (if necessary)
|
||||
if (cubeVAO == 0)
|
||||
{
|
||||
GLfloat vertices[] = {
|
||||
// Back face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,// top-left
|
||||
// Front face
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
// Left face
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
// Right face
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||
// Bottom face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,// bottom-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
// Top face
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
};
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
// Fill buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
// Link vertex attributes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
// Render Cube
|
||||
glBindVertexArray(cubeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
bool keys[1024];
|
||||
bool keysPressed[1024];
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if(keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if(keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
// Camera controls
|
||||
if (keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
|
||||
if (keys[GLFW_KEY_1])
|
||||
draw_mode = 1;
|
||||
if (keys[GLFW_KEY_2])
|
||||
draw_mode = 2;
|
||||
if (keys[GLFW_KEY_3])
|
||||
draw_mode = 3;
|
||||
if (keys[GLFW_KEY_4])
|
||||
draw_mode = 4;
|
||||
if (keys[GLFW_KEY_5])
|
||||
draw_mode = 5;
|
||||
|
||||
if (keys[GLFW_KEY_Z] && !keysPressed[GLFW_KEY_Z])
|
||||
{
|
||||
wireframe = !wireframe;
|
||||
keysPressed[GLFW_KEY_Z] = true;
|
||||
}
|
||||
}
|
||||
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if(action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if(action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
if (key >= 0 && key <= 1024)
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if (action == GLFW_RELEASE)
|
||||
{
|
||||
keys[key] = false;
|
||||
keysPressed[key] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if(firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
@@ -1,16 +1,66 @@
|
||||
#version 330 core
|
||||
out vec4 color;
|
||||
out vec4 FragColor;
|
||||
in vec2 TexCoords;
|
||||
|
||||
float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far'
|
||||
{
|
||||
float near = 0.1;
|
||||
float far = 100.0;
|
||||
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||
return (2.0 * near) / (far + near - z * (far - near));
|
||||
}
|
||||
uniform sampler2D gPosition;
|
||||
uniform sampler2D gNormal;
|
||||
uniform sampler2D gAlbedoSpec;
|
||||
|
||||
struct Light {
|
||||
vec3 Position;
|
||||
vec3 Color;
|
||||
|
||||
float Linear;
|
||||
float Quadratic;
|
||||
float Radius;
|
||||
};
|
||||
const int NR_LIGHTS = 32;
|
||||
uniform Light lights[NR_LIGHTS];
|
||||
uniform vec3 viewPos;
|
||||
|
||||
uniform int draw_mode;
|
||||
|
||||
void main()
|
||||
{
|
||||
float depth = LinearizeDepth(gl_FragCoord.z);
|
||||
color = vec4(vec3(depth), 1.0f);
|
||||
}
|
||||
// Retrieve data from gbuffer
|
||||
vec3 FragPos = texture(gPosition, TexCoords).rgb;
|
||||
vec3 Normal = texture(gNormal, TexCoords).rgb;
|
||||
vec3 Diffuse = texture(gAlbedoSpec, TexCoords).rgb;
|
||||
float Specular = texture(gAlbedoSpec, TexCoords).a;
|
||||
|
||||
// Then calculate lighting as usual
|
||||
vec3 lighting = Diffuse * 0.1; // hard-coded ambient component
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
for(int i = 0; i < NR_LIGHTS; ++i)
|
||||
{
|
||||
// Calculate distance between light source and current fragment
|
||||
float distance = length(lights[i].Position - FragPos);
|
||||
if(distance < lights[i].Radius)
|
||||
{
|
||||
// Diffuse
|
||||
vec3 lightDir = normalize(lights[i].Position - FragPos);
|
||||
vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * lights[i].Color;
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(Normal, halfwayDir), 0.0), 16.0);
|
||||
vec3 specular = lights[i].Color * spec * Specular;
|
||||
// Attenuation
|
||||
float attenuation = 1.0 / (1.0 + lights[i].Linear * distance + lights[i].Quadratic * distance * distance);
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
lighting += diffuse + specular;
|
||||
}
|
||||
}
|
||||
|
||||
// Based on which of the 1-5 keys we pressed, show final result or intermediate g-buffer textures
|
||||
if(draw_mode == 1)
|
||||
FragColor = vec4(lighting, 1.0);
|
||||
else if(draw_mode == 2)
|
||||
FragColor = vec4(FragPos, 1.0);
|
||||
else if(draw_mode == 3)
|
||||
FragColor = vec4(Normal, 1.0);
|
||||
else if(draw_mode == 4)
|
||||
FragColor = vec4(Diffuse, 1.0);
|
||||
else if(draw_mode == 5)
|
||||
FragColor = vec4(vec3(Specular), 1.0);
|
||||
}
|
||||
|
||||
@@ -4,12 +4,8 @@ layout (location = 1) in vec2 texCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||
gl_Position = vec4(position, 1.0f);
|
||||
TexCoords = texCoords;
|
||||
}
|
||||
23
src/5.advanced_lighting/8.deferred_shading/g_buffer.frag
Normal file
23
src/5.advanced_lighting/8.deferred_shading/g_buffer.frag
Normal file
@@ -0,0 +1,23 @@
|
||||
#version 330 core
|
||||
layout (location = 0) out vec3 gPosition;
|
||||
layout (location = 1) out vec3 gNormal;
|
||||
layout (location = 2) out vec4 gAlbedoSpec;
|
||||
|
||||
in vec2 TexCoords;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
|
||||
uniform sampler2D texture_diffuse1;
|
||||
uniform sampler2D texture_specular1;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Store the fragment position vector in the first gbuffer texture
|
||||
gPosition = FragPos;
|
||||
// Also store the per-fragment normals into the gbuffer
|
||||
gNormal = normalize(Normal);
|
||||
// And the diffuse per-fragment color
|
||||
gAlbedoSpec.rgb = texture(texture_diffuse1, TexCoords).rgb;
|
||||
// Store specular intensity in gAlbedoSpec's alpha component
|
||||
gAlbedoSpec.a = texture(texture_specular1, TexCoords).r;
|
||||
}
|
||||
23
src/5.advanced_lighting/8.deferred_shading/g_buffer.vs
Normal file
23
src/5.advanced_lighting/8.deferred_shading/g_buffer.vs
Normal file
@@ -0,0 +1,23 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec3 normal;
|
||||
layout (location = 2) in vec2 texCoords;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec2 TexCoords;
|
||||
out vec3 Normal;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 worldPos = model * vec4(position, 1.0f);
|
||||
FragPos = worldPos.xyz;
|
||||
gl_Position = projection * view * worldPos;
|
||||
TexCoords = texCoords;
|
||||
|
||||
mat3 normalMatrix = transpose(inverse(mat3(model)));
|
||||
Normal = normalMatrix * normal;
|
||||
}
|
||||
@@ -1,6 +1,3 @@
|
||||
// Std. Includes
|
||||
#include <string>
|
||||
|
||||
// GLEW
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
@@ -11,6 +8,7 @@
|
||||
// GL includes
|
||||
#include <learnopengl/shader.h>
|
||||
#include <learnopengl/camera.h>
|
||||
#include <learnopengl/model.h>
|
||||
|
||||
// GLM Mathemtics
|
||||
#include <glm/glm.hpp>
|
||||
@@ -20,25 +18,34 @@
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
|
||||
#include <random> // necessary for generation of random floats (for sample kernel and noise texture)
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
|
||||
// Function prototypes
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
void RenderCube();
|
||||
void RenderQuad();
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
bool keys[1024];
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
|
||||
|
||||
// Delta
|
||||
GLfloat deltaTime = 0.0f;
|
||||
GLfloat lastFrame = 0.0f;
|
||||
|
||||
// Options
|
||||
GLuint draw_mode = 1;
|
||||
|
||||
GLfloat lerp(GLfloat a, GLfloat b, GLfloat f)
|
||||
{
|
||||
return a + f * (b - a);
|
||||
}
|
||||
|
||||
// The MAIN function, from here we start our application and run our Game loop
|
||||
int main()
|
||||
{
|
||||
@@ -49,7 +56,7 @@ int main()
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// Set the required callback functions
|
||||
@@ -63,105 +70,146 @@ int main()
|
||||
// Initialize GLEW to setup the OpenGL Function pointers
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
glGetError();
|
||||
|
||||
// Define the viewport dimensions
|
||||
glViewport(0, 0, screenWidth, screenHeight);
|
||||
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
||||
|
||||
// Setup some OpenGL options
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
// glDepthFunc(GL_ALWAYS); // Set to always pass the depth test (same effect as glDisable(GL_DEPTH_TEST))
|
||||
|
||||
// Setup and compile our shaders
|
||||
Shader shader("depth_testing.vs", "depth_testing.frag");
|
||||
Shader shaderGeometryPass("ssao_geometry.vs", "ssao_geometry.frag");
|
||||
Shader shaderLightingPass("ssao.vs", "ssao_lighting.frag");
|
||||
Shader shaderSSAO("ssao.vs", "ssao.frag");
|
||||
Shader shaderSSAOBlur("ssao.vs", "ssao_blur.frag");
|
||||
|
||||
#pragma region "object_initialization"
|
||||
// Set the object data (buffers, vertex attributes)
|
||||
GLfloat cubeVertices[] = {
|
||||
// Positions // Texture Coords
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
// Set samplers
|
||||
shaderLightingPass.Use();
|
||||
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gPositionDepth"), 0);
|
||||
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gNormal"), 1);
|
||||
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gAlbedo"), 2);
|
||||
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "ssao"), 3);
|
||||
shaderSSAO.Use();
|
||||
glUniform1i(glGetUniformLocation(shaderSSAO.Program, "gPositionDepth"), 0);
|
||||
glUniform1i(glGetUniformLocation(shaderSSAO.Program, "gNormal"), 1);
|
||||
glUniform1i(glGetUniformLocation(shaderSSAO.Program, "texNoise"), 2);
|
||||
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
// Objects
|
||||
Model nanosuit("../../../resources/objects/nanosuit/nanosuit.obj");
|
||||
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
// Lights
|
||||
glm::vec3 lightPos = glm::vec3(2.0, 4.0, -2.0);
|
||||
glm::vec3 lightColor = glm::vec3(0.2, 0.2, 0.7);
|
||||
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
// Set up G-Buffer
|
||||
// 3 textures:
|
||||
// 1. Positions + depth (RGBA)
|
||||
// 2. Color (RGB)
|
||||
// 3. Normals (RGB)
|
||||
GLuint gBuffer;
|
||||
glGenFramebuffers(1, &gBuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
||||
GLuint gPositionDepth, gNormal, gAlbedo;
|
||||
// - Position + linear depth color buffer
|
||||
glGenTextures(1, &gPositionDepth);
|
||||
glBindTexture(GL_TEXTURE_2D, gPositionDepth);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPositionDepth, 0);
|
||||
// - Normal color buffer
|
||||
glGenTextures(1, &gNormal);
|
||||
glBindTexture(GL_TEXTURE_2D, gNormal);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gNormal, 0);
|
||||
// - Albedo color buffer
|
||||
glGenTextures(1, &gAlbedo);
|
||||
glBindTexture(GL_TEXTURE_2D, gAlbedo);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gAlbedo, 0);
|
||||
// - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
|
||||
GLuint attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, attachments);
|
||||
// - Create and attach depth buffer (renderbuffer)
|
||||
GLuint rboDepth;
|
||||
glGenRenderbuffers(1, &rboDepth);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
|
||||
// - Finally check if framebuffer is complete
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "GBuffer Framebuffer not complete!" << std::endl;
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
// Also create framebuffer to hold SSAO processing stage
|
||||
GLuint ssaoFBO, ssaoBlurFBO;
|
||||
glGenFramebuffers(1, &ssaoFBO); glGenFramebuffers(1, &ssaoBlurFBO);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFBO);
|
||||
GLuint ssaoColorBuffer, ssaoColorBufferBlur;
|
||||
// - SSAO color buffer
|
||||
glGenTextures(1, &ssaoColorBuffer);
|
||||
glBindTexture(GL_TEXTURE_2D, ssaoColorBuffer);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoColorBuffer, 0);
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "SSAO Framebuffer not complete!" << std::endl;
|
||||
// - and blur stage
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ssaoBlurFBO);
|
||||
glGenTextures(1, &ssaoColorBufferBlur);
|
||||
glBindTexture(GL_TEXTURE_2D, ssaoColorBufferBlur);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoColorBufferBlur, 0);
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "SSAO Blur Framebuffer not complete!" << std::endl;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||
};
|
||||
GLfloat planeVertices[] = {
|
||||
// Positions // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
// Sample kernel
|
||||
std::uniform_real_distribution<GLfloat> randomFloats(0.0, 1.0); // generates random floats between 0.0 and 1.0
|
||||
std::default_random_engine generator;
|
||||
std::vector<glm::vec3> ssaoKernel;
|
||||
for (GLuint i = 0; i < 64; ++i)
|
||||
{
|
||||
glm::vec3 sample(randomFloats(generator) * 2.0 - 1.0, randomFloats(generator) * 2.0 - 1.0, randomFloats(generator));
|
||||
sample = glm::normalize(sample);
|
||||
sample *= randomFloats(generator);
|
||||
GLfloat scale = GLfloat(i) / 64.0;
|
||||
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||
};
|
||||
// Setup cube VAO
|
||||
GLuint cubeVAO, cubeVBO;
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
// Setup plane VAO
|
||||
GLuint planeVAO, planeVBO;
|
||||
glGenVertexArrays(1, &planeVAO);
|
||||
glGenBuffers(1, &planeVBO);
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glBindVertexArray(0);
|
||||
// Scale samples s.t. they're more aligned to center of kernel
|
||||
scale = lerp(0.1f, 1.0f, scale * scale);
|
||||
sample *= scale;
|
||||
ssaoKernel.push_back(sample);
|
||||
}
|
||||
|
||||
// Load textures
|
||||
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||
#pragma endregion
|
||||
// Noise texture
|
||||
std::vector<glm::vec3> ssaoNoise;
|
||||
for (GLuint i = 0; i < 16; i++)
|
||||
{
|
||||
glm::vec3 noise(randomFloats(generator) * 2.0 - 1.0, randomFloats(generator) * 2.0 - 1.0, 0.0f); // rotate around z-axis (in tangent space)
|
||||
ssaoNoise.push_back(noise);
|
||||
}
|
||||
GLuint noiseTexture; glGenTextures(1, &noiseTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, noiseTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 4, 4, 0, GL_RGB, GL_FLOAT, &ssaoNoise[0]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Game loop
|
||||
while(!glfwWindowShouldClose(window))
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Set frame time
|
||||
GLfloat currentFrame = glfwGetTime();
|
||||
@@ -172,34 +220,82 @@ int main()
|
||||
glfwPollEvents();
|
||||
Do_Movement();
|
||||
|
||||
// Clear the colorbuffer
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Draw objects
|
||||
shader.Use();
|
||||
glm::mat4 model;
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
// Cubes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, cubeTexture); // We omit the glActiveTexture part since TEXTURE0 is already the default active texture unit. (sampler used in fragment is set to 0 as well as default)
|
||||
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
// Floor
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindTexture(GL_TEXTURE_2D, floorTexture);
|
||||
model = glm::mat4();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
// 1. Geometry Pass: render scene's geometry/color data into gbuffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)SCR_WIDTH / (GLfloat)SCR_HEIGHT, 0.1f, 50.0f);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 model;
|
||||
shaderGeometryPass.Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
// Floor cube
|
||||
model = glm::translate(model, glm::vec3(0.0, -1.0f, 0.0f));
|
||||
model = glm::scale(model, glm::vec3(20.0f, 1.0f, 20.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
RenderCube();
|
||||
// Nanosuit model on the floor
|
||||
model = glm::mat4();
|
||||
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 5.0));
|
||||
model = glm::rotate(model, -90.0f, glm::vec3(1.0, 0.0, 0.0));
|
||||
model = glm::scale(model, glm::vec3(0.5f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderGeometryPass.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
nanosuit.Draw(shaderGeometryPass);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
|
||||
// 2. Create SSAO texture
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ssaoFBO);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
shaderSSAO.Use();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gPositionDepth);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, gNormal);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, noiseTexture);
|
||||
// Send kernel + rotation
|
||||
for (GLuint i = 0; i < 64; ++i)
|
||||
glUniform3fv(glGetUniformLocation(shaderSSAO.Program, ("samples[" + std::to_string(i) + "]").c_str()), 1, &ssaoKernel[i][0]);
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderSSAO.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
RenderQuad();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
|
||||
// 3. Blur SSAO texture to remove noise
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ssaoBlurFBO);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
shaderSSAOBlur.Use();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, ssaoColorBuffer);
|
||||
RenderQuad();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
|
||||
// 4. Lighting Pass: traditional deferred Blinn-Phong lighting now with added screen-space ambient occlusion
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
shaderLightingPass.Use();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gPositionDepth);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, gNormal);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, gAlbedo);
|
||||
glActiveTexture(GL_TEXTURE3); // Add extra SSAO texture to lighting pass
|
||||
glBindTexture(GL_TEXTURE_2D, ssaoColorBufferBlur);
|
||||
// Also send light relevant uniforms
|
||||
glm::vec3 lightPosView = glm::vec3(camera.GetViewMatrix() * glm::vec4(lightPos, 1.0));
|
||||
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "light.Position"), 1, &lightPosView[0]);
|
||||
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "light.Color"), 1, &lightColor[0]);
|
||||
// Update attenuation parameters
|
||||
const GLfloat constant = 1.0; // Note that we don't send this to the shader, we assume it is always 1.0 (in our case)
|
||||
const GLfloat linear = 0.09;
|
||||
const GLfloat quadratic = 0.032;
|
||||
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, "light.Linear"), linear);
|
||||
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, "light.Quadratic"), quadratic);
|
||||
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "draw_mode"), draw_mode);
|
||||
RenderQuad();
|
||||
|
||||
|
||||
// Swap the buffers
|
||||
@@ -210,63 +306,162 @@ int main()
|
||||
return 0;
|
||||
}
|
||||
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
|
||||
// RenderQuad() Renders a 1x1 quad in NDC, best used for framebuffer color targets
|
||||
// and post-processing effects.
|
||||
GLuint quadVAO = 0;
|
||||
GLuint quadVBO;
|
||||
void RenderQuad()
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width,height;
|
||||
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
|
||||
// Assign texture to ID
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// Parameters
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
SOIL_free_image_data(image);
|
||||
return textureID;
|
||||
|
||||
if (quadVAO == 0)
|
||||
{
|
||||
GLfloat quadVertices[] = {
|
||||
// Positions // Texture Coords
|
||||
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
};
|
||||
// Setup 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);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
}
|
||||
glBindVertexArray(quadVAO);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
#pragma region "User input"
|
||||
// RenderCube() Renders a 1x1 3D cube in NDC.
|
||||
GLuint cubeVAO = 0;
|
||||
GLuint cubeVBO = 0;
|
||||
void RenderCube()
|
||||
{
|
||||
// Initialize (if necessary)
|
||||
if (cubeVAO == 0)
|
||||
{
|
||||
GLfloat vertices[] = {
|
||||
// Back face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,// top-left
|
||||
// Front face
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
||||
// Left face
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
||||
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
||||
// Right face
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||
// Bottom face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,// bottom-left
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
// Top face
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
};
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
// Fill buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
// Link vertex attributes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
// Render Cube
|
||||
glBindVertexArray(cubeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
bool keys[1024];
|
||||
bool keysPressed[1024];
|
||||
// Moves/alters the camera positions based on user input
|
||||
void Do_Movement()
|
||||
{
|
||||
// Camera controls
|
||||
if(keys[GLFW_KEY_W])
|
||||
if (keys[GLFW_KEY_W])
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_S])
|
||||
if (keys[GLFW_KEY_S])
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if(keys[GLFW_KEY_A])
|
||||
if (keys[GLFW_KEY_A])
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if(keys[GLFW_KEY_D])
|
||||
if (keys[GLFW_KEY_D])
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
|
||||
if (keys[GLFW_KEY_1])
|
||||
draw_mode = 1;
|
||||
if (keys[GLFW_KEY_2])
|
||||
draw_mode = 2;
|
||||
if (keys[GLFW_KEY_3])
|
||||
draw_mode = 3;
|
||||
if (keys[GLFW_KEY_4])
|
||||
draw_mode = 4;
|
||||
if (keys[GLFW_KEY_5])
|
||||
draw_mode = 5;
|
||||
}
|
||||
|
||||
GLfloat lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
// Is called whenever a key is pressed/released via GLFW
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
|
||||
if(action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if(action == GLFW_RELEASE)
|
||||
keys[key] = false;
|
||||
if (key >= 0 && key <= 1024)
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
keys[key] = true;
|
||||
else if (action == GLFW_RELEASE)
|
||||
{
|
||||
keys[key] = false;
|
||||
keysPressed[key] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if(firstMouse)
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
@@ -274,17 +469,15 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
}
|
||||
|
||||
GLfloat xoffset = xpos - lastX;
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
GLfloat yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
}
|
||||
@@ -1,16 +1,54 @@
|
||||
#version 330 core
|
||||
out vec4 color;
|
||||
out float FragColor;
|
||||
in vec2 TexCoords;
|
||||
|
||||
float LinearizeDepth(float depth) // Note that this ranges from [0,1] instead of up to 'far plane distance' since we divide by 'far'
|
||||
{
|
||||
float near = 0.1;
|
||||
float far = 100.0;
|
||||
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||
return (2.0 * near) / (far + near - z * (far - near));
|
||||
}
|
||||
uniform sampler2D gPositionDepth;
|
||||
uniform sampler2D gNormal;
|
||||
uniform sampler2D texNoise;
|
||||
|
||||
uniform vec3 samples[64];
|
||||
|
||||
// parameters (you'd probably want to use them as uniforms to more easily tweak the effect)
|
||||
int kernelSize = 64;
|
||||
float radius = 1.0;
|
||||
|
||||
// tile noise texture over screen based on screen dimensions divided by noise size
|
||||
const vec2 noiseScale = vec2(800.0f/4.0f, 600.0f/4.0f);
|
||||
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
float depth = LinearizeDepth(gl_FragCoord.z);
|
||||
color = vec4(vec3(depth), 1.0f);
|
||||
{
|
||||
// Get input for SSAO algorithm
|
||||
vec3 fragPos = texture(gPositionDepth, TexCoords).xyz;
|
||||
vec3 normal = texture(gNormal, TexCoords).rgb;
|
||||
vec3 randomVec = texture(texNoise, TexCoords * noiseScale).xyz;
|
||||
// Create TBN change-of-basis matrix: from tangent-space to view-space
|
||||
vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
|
||||
vec3 bitangent = cross(normal, tangent);
|
||||
mat3 TBN = mat3(tangent, bitangent, normal);
|
||||
// Iterate over the sample kernel and calculate occlusion factor
|
||||
float occlusion = 0.0;
|
||||
for(int i = 0; i < kernelSize; ++i)
|
||||
{
|
||||
// get sample position
|
||||
vec3 sample = TBN * samples[i]; // From tangent to view-space
|
||||
sample = fragPos + sample * radius;
|
||||
|
||||
// project sample position (to sample texture) (to get position on screen/texture)
|
||||
vec4 offset = vec4(sample, 1.0);
|
||||
offset = projection * offset; // from view to clip-space
|
||||
offset.xyz /= offset.w; // perspective divide
|
||||
offset.xyz = offset.xyz * 0.5 + 0.5; // transform to range 0.0 - 1.0
|
||||
|
||||
// get sample depth
|
||||
float sampleDepth = -texture(gPositionDepth, offset.xy).w; // Get depth value of kernel sample
|
||||
|
||||
// range check & accumulate
|
||||
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth ));
|
||||
occlusion += (sampleDepth >= sample.z ? 1.0 : 0.0) * rangeCheck;
|
||||
}
|
||||
occlusion = 1.0 - (occlusion / kernelSize);
|
||||
|
||||
FragColor = occlusion;
|
||||
}
|
||||
@@ -4,12 +4,8 @@ layout (location = 1) in vec2 texCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
||||
gl_Position = vec4(position, 1.0f);
|
||||
TexCoords = texCoords;
|
||||
}
|
||||
19
src/5.advanced_lighting/9.ssao/ssao_blur.frag
Normal file
19
src/5.advanced_lighting/9.ssao/ssao_blur.frag
Normal file
@@ -0,0 +1,19 @@
|
||||
#version 330 core
|
||||
in vec2 TexCoords;
|
||||
out float fragColor;
|
||||
|
||||
uniform sampler2D ssaoInput;
|
||||
|
||||
void main() {
|
||||
vec2 texelSize = 1.0 / vec2(textureSize(ssaoInput, 0));
|
||||
float result = 0.0;
|
||||
for (int x = -2; x < 2; ++x)
|
||||
{
|
||||
for (int y = -2; y < 2; ++y)
|
||||
{
|
||||
vec2 offset = vec2(float(x), float(y)) * texelSize;
|
||||
result += texture(ssaoInput, TexCoords + offset).r;
|
||||
}
|
||||
}
|
||||
fragColor = result / (4.0 * 4.0);
|
||||
}
|
||||
28
src/5.advanced_lighting/9.ssao/ssao_geometry.frag
Normal file
28
src/5.advanced_lighting/9.ssao/ssao_geometry.frag
Normal file
@@ -0,0 +1,28 @@
|
||||
#version 330 core
|
||||
layout (location = 0) out vec4 gPositionDepth;
|
||||
layout (location = 1) out vec3 gNormal;
|
||||
layout (location = 2) out vec4 gAlbedoSpec;
|
||||
|
||||
in vec2 TexCoords;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
|
||||
const float NEAR = 0.1;
|
||||
const float FAR = 50.0f;
|
||||
float LinearizeDepth(float depth)
|
||||
{
|
||||
float z = depth * 2.0 - 1.0; // Back to NDC
|
||||
return (2.0 * NEAR * FAR) / (FAR + NEAR - z * (FAR - NEAR));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Store the fragment position vector in the first gbuffer texture
|
||||
gPositionDepth.xyz = FragPos;
|
||||
// And store linear depth into gPositionDepth's alpha component
|
||||
gPositionDepth.a = LinearizeDepth(gl_FragCoord.z); // Divide by far to store depth in range 0.0 - 1.0
|
||||
// Also store the per-fragment normals into the gbuffer
|
||||
gNormal = normalize(Normal);
|
||||
// And the diffuse per-fragment color
|
||||
gAlbedoSpec.rgb = vec3(0.95);
|
||||
}
|
||||
23
src/5.advanced_lighting/9.ssao/ssao_geometry.vs
Normal file
23
src/5.advanced_lighting/9.ssao/ssao_geometry.vs
Normal file
@@ -0,0 +1,23 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec3 normal;
|
||||
layout (location = 2) in vec2 texCoords;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec2 TexCoords;
|
||||
out vec3 Normal;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 viewPos = view * model * vec4(position, 1.0f);
|
||||
FragPos = viewPos.xyz;
|
||||
gl_Position = projection * viewPos;
|
||||
TexCoords = texCoords;
|
||||
|
||||
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
|
||||
Normal = normalMatrix * normal;
|
||||
}
|
||||
59
src/5.advanced_lighting/9.ssao/ssao_lighting.frag
Normal file
59
src/5.advanced_lighting/9.ssao/ssao_lighting.frag
Normal file
@@ -0,0 +1,59 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform sampler2D gPositionDepth;
|
||||
uniform sampler2D gNormal;
|
||||
uniform sampler2D gAlbedo;
|
||||
uniform sampler2D ssao;
|
||||
|
||||
struct Light {
|
||||
vec3 Position;
|
||||
vec3 Color;
|
||||
|
||||
float Linear;
|
||||
float Quadratic;
|
||||
float Radius;
|
||||
};
|
||||
uniform Light light;
|
||||
uniform int draw_mode;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Retrieve data from gbuffer
|
||||
vec3 FragPos = texture(gPositionDepth, TexCoords).rgb;
|
||||
vec3 Normal = texture(gNormal, TexCoords).rgb;
|
||||
vec3 Diffuse = texture(gAlbedo, TexCoords).rgb;
|
||||
float Depth = texture(gPositionDepth, TexCoords).a;
|
||||
float AmbientOcclusion = texture(ssao, TexCoords).r;
|
||||
|
||||
// Then calculate lighting as usual
|
||||
vec3 ambient = vec3(0.3 * AmbientOcclusion);
|
||||
vec3 lighting = ambient;
|
||||
vec3 viewDir = normalize(-FragPos); // Viewpos is (0.0.0)
|
||||
// Diffuse
|
||||
vec3 lightDir = normalize(light.Position - FragPos);
|
||||
vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * light.Color;
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(Normal, halfwayDir), 0.0), 8.0);
|
||||
vec3 specular = light.Color * spec;
|
||||
// Attenuation
|
||||
float distance = length(light.Position - FragPos);
|
||||
float attenuation = 1.0 / (1.0 + light.Linear * distance + light.Quadratic * distance * distance);
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
lighting += diffuse + specular;
|
||||
|
||||
// Based on which of the 1-5 keys we pressed, show specific buffer values
|
||||
if(draw_mode == 1)
|
||||
FragColor = vec4(lighting, 1.0);
|
||||
else if(draw_mode == 2)
|
||||
FragColor = vec4(vec3(Depth / 50.0), 1.0);
|
||||
else if(draw_mode == 3)
|
||||
FragColor = vec4(FragPos, 1.0);
|
||||
else if(draw_mode == 3)
|
||||
FragColor = vec4(Normal, 1.0);
|
||||
else if(draw_mode == 4)
|
||||
FragColor = vec4(vec3(AmbientOcclusion), 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user