From eac76c9a5033c3882ad0666a9e245f44bfdbbfad Mon Sep 17 00:00:00 2001 From: Joey de Vries Date: Wed, 15 Jul 2015 11:48:45 +0200 Subject: [PATCH] New tutorial code Added code of new tutorials to the repository --- CMakeLists.txt | 4 +- includes/learnopengl/shader.h | 15 +- .../deferred_light_box.frag | 9 + .../8.deferred_shading/deferred_light_box.vs | 13 + .../8.deferred_shading/deferred_shading.cpp | 583 +++++++++++------- .../8.deferred_shading/deferred_shading.frag | 72 ++- .../8.deferred_shading/deferred_shading.vs | 6 +- .../8.deferred_shading/g_buffer.frag | 23 + .../8.deferred_shading/g_buffer.vs | 23 + src/5.advanced_lighting/9.ssao/ssao.cpp | 511 ++++++++++----- src/5.advanced_lighting/9.ssao/ssao.frag | 60 +- src/5.advanced_lighting/9.ssao/ssao.vs | 6 +- src/5.advanced_lighting/9.ssao/ssao_blur.frag | 19 + .../9.ssao/ssao_geometry.frag | 28 + .../9.ssao/ssao_geometry.vs | 23 + .../9.ssao/ssao_lighting.frag | 59 ++ 16 files changed, 1039 insertions(+), 415 deletions(-) create mode 100644 src/5.advanced_lighting/8.deferred_shading/deferred_light_box.frag create mode 100644 src/5.advanced_lighting/8.deferred_shading/deferred_light_box.vs create mode 100644 src/5.advanced_lighting/8.deferred_shading/g_buffer.frag create mode 100644 src/5.advanced_lighting/8.deferred_shading/g_buffer.vs create mode 100644 src/5.advanced_lighting/9.ssao/ssao_blur.frag create mode 100644 src/5.advanced_lighting/9.ssao/ssao_geometry.frag create mode 100644 src/5.advanced_lighting/9.ssao/ssao_geometry.vs create mode 100644 src/5.advanced_lighting/9.ssao/ssao_lighting.frag diff --git a/CMakeLists.txt b/CMakeLists.txt index 9b4cb81..77ed568 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -115,8 +115,8 @@ set(5.advanced_lighting 5.parallax_mapping 6.hdr 7.bloom - # 8.deferred_shading - # 9.ssao + 8.deferred_shading + 9.ssao ) diff --git a/includes/learnopengl/shader.h b/includes/learnopengl/shader.h index b2636c2..060fe2d 100644 --- a/includes/learnopengl/shader.h +++ b/includes/learnopengl/shader.h @@ -19,11 +19,18 @@ public: std::string vertexCode; std::string fragmentCode; std::string geometryCode; + std::ifstream vShaderFile; + std::ifstream fShaderFile; + std::ifstream gShaderFile; + // ensures ifstream objects can throw exceptions: + vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); + fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); + gShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); try { // Open files - std::ifstream vShaderFile(vertexPath); - std::ifstream fShaderFile(fragmentPath); + vShaderFile.open(vertexPath); + fShaderFile.open(fragmentPath); std::stringstream vShaderStream, fShaderStream; // Read file's buffer contents into streams vShaderStream << vShaderFile.rdbuf(); @@ -37,14 +44,14 @@ public: // If geometry shader path is present, also load a geometry shader if(geometryPath != nullptr) { - std::ifstream gShaderFile(geometryPath); + gShaderFile.open(geometryPath); std::stringstream gShaderStream; gShaderStream << gShaderFile.rdbuf(); gShaderFile.close(); geometryCode = gShaderStream.str(); } } - catch (std::exception e) + catch (std::ifstream::failure e) { std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl; } diff --git a/src/5.advanced_lighting/8.deferred_shading/deferred_light_box.frag b/src/5.advanced_lighting/8.deferred_shading/deferred_light_box.frag new file mode 100644 index 0000000..b1153a2 --- /dev/null +++ b/src/5.advanced_lighting/8.deferred_shading/deferred_light_box.frag @@ -0,0 +1,9 @@ +#version 330 core +layout (location = 0) out vec4 FragColor; + +uniform vec3 lightColor; + +void main() +{ + FragColor = vec4(lightColor, 1.0); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/8.deferred_shading/deferred_light_box.vs b/src/5.advanced_lighting/8.deferred_shading/deferred_light_box.vs new file mode 100644 index 0000000..2aa17c1 --- /dev/null +++ b/src/5.advanced_lighting/8.deferred_shading/deferred_light_box.vs @@ -0,0 +1,13 @@ +#version 330 core +layout (location = 0) in vec3 position; +layout (location = 1) in vec3 normal; +layout (location = 2) in vec2 texCoords; + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; + +void main() +{ + gl_Position = projection * view * model * vec4(position, 1.0f); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/8.deferred_shading/deferred_shading.cpp b/src/5.advanced_lighting/8.deferred_shading/deferred_shading.cpp index b51efb8..5ebc22d 100644 --- a/src/5.advanced_lighting/8.deferred_shading/deferred_shading.cpp +++ b/src/5.advanced_lighting/8.deferred_shading/deferred_shading.cpp @@ -1,6 +1,3 @@ -// Std. Includes -#include - // GLEW #define GLEW_STATIC #include @@ -11,6 +8,7 @@ // GL includes #include #include +#include // GLM Mathemtics #include @@ -21,7 +19,7 @@ #include // 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); @@ -29,262 +27,411 @@ 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; +GLboolean wireframe = false; + // The MAIN function, from here we start our application and run our Game loop int main() { - // Init GLFW - glfwInit(); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); + // Init GLFW + glfwInit(); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); - GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed - glfwMakeContextCurrent(window); + GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed + glfwMakeContextCurrent(window); - // Set the required callback functions - glfwSetKeyCallback(window, key_callback); - glfwSetCursorPosCallback(window, mouse_callback); - glfwSetScrollCallback(window, scroll_callback); + // Set the required callback functions + glfwSetKeyCallback(window, key_callback); + glfwSetCursorPosCallback(window, mouse_callback); + glfwSetScrollCallback(window, scroll_callback); - // Options - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + // Options + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); - // Initialize GLEW to setup the OpenGL Function pointers - glewExperimental = GL_TRUE; - glewInit(); + // Initialize GLEW to setup the OpenGL Function pointers + glewExperimental = GL_TRUE; + glewInit(); - // Define the viewport dimensions - glViewport(0, 0, screenWidth, screenHeight); + // Define the viewport dimensions + 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 some OpenGL options + glEnable(GL_DEPTH_TEST); - // Setup and compile our shaders - Shader shader("depth_testing.vs", "depth_testing.frag"); + // Setup and compile our shaders + Shader shaderGeometryPass("g_buffer.vs", "g_buffer.frag"); + Shader shaderLightingPass("deferred_shading.vs", "deferred_shading.frag"); + Shader shaderLightBox("deferred_light_box.vs", "deferred_light_box.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, "gPosition"), 0); + glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gNormal"), 1); + glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gAlbedoSpec"), 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, - - -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, - - 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, - - -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, - - -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, - - 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); - - // Load textures - GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg"); - GLuint floorTexture = loadTexture("../../../resources/textures/metal.png"); - #pragma endregion - - // Game loop - while(!glfwWindowShouldClose(window)) + // Models + Model cyborg("../../../resources/objects/nanosuit/nanosuit.obj"); + std::vector objectPositions; + objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0)); + objectPositions.push_back(glm::vec3(0.0, -3.0, -3.0)); + objectPositions.push_back(glm::vec3(3.0, -3.0, -3.0)); + objectPositions.push_back(glm::vec3(-3.0, -3.0, 0.0)); + objectPositions.push_back(glm::vec3(0.0, -3.0, 0.0)); + objectPositions.push_back(glm::vec3(3.0, -3.0, 0.0)); + objectPositions.push_back(glm::vec3(-3.0, -3.0, 3.0)); + objectPositions.push_back(glm::vec3(0.0, -3.0, 3.0)); + objectPositions.push_back(glm::vec3(3.0, -3.0, 3.0)); + // - Colors + const GLuint NR_LIGHTS = 32; + std::vector lightPositions; + std::vector lightColors; + srand(13); + for (GLuint i = 0; i < NR_LIGHTS; i++) { - // Set frame time - GLfloat currentFrame = glfwGetTime(); - deltaTime = currentFrame - lastFrame; - lastFrame = currentFrame; - - // Check and call events - 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); - - - // Swap the buffers - glfwSwapBuffers(window); + // Calculate slightly random offsets + GLfloat xPos = ((rand() % 100) / 100.0) * 6.0 - 3.0; + GLfloat yPos = ((rand() % 100) / 100.0) * 6.0 - 4.0; + GLfloat zPos = ((rand() % 100) / 100.0) * 6.0 - 3.0; + lightPositions.push_back(glm::vec3(xPos, yPos, zPos)); + // Also calculate random color + GLfloat rColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0 + GLfloat gColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0 + GLfloat bColor = ((rand() % 100) / 200.0f) + 0.5; // Between 0.5 and 1.0 + lightColors.push_back(glm::vec3(rColor, gColor, bColor)); } - glfwTerminate(); - return 0; + // Set up G-Buffer + // 3 textures: + // 1. Positions (RGB) + // 2. Color (RGB) + Specular (A) + // 3. Normals (RGB) + GLuint gBuffer; + glGenFramebuffers(1, &gBuffer); + glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); + GLuint gPosition, gNormal, gAlbedoSpec; + // - Position color buffer + glGenTextures(1, &gPosition); + glBindTexture(GL_TEXTURE_2D, gPosition); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 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, gPosition, 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); + // - 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 \ No newline at end of file + camera.ProcessMouseScroll(yoffset); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/8.deferred_shading/deferred_shading.frag b/src/5.advanced_lighting/8.deferred_shading/deferred_shading.frag index 5f3992f..8053f81 100644 --- a/src/5.advanced_lighting/8.deferred_shading/deferred_shading.frag +++ b/src/5.advanced_lighting/8.deferred_shading/deferred_shading.frag @@ -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); -} \ No newline at end of file + // 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); +} diff --git a/src/5.advanced_lighting/8.deferred_shading/deferred_shading.vs b/src/5.advanced_lighting/8.deferred_shading/deferred_shading.vs index 3abdaa6..819c18d 100644 --- a/src/5.advanced_lighting/8.deferred_shading/deferred_shading.vs +++ b/src/5.advanced_lighting/8.deferred_shading/deferred_shading.vs @@ -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; } \ No newline at end of file diff --git a/src/5.advanced_lighting/8.deferred_shading/g_buffer.frag b/src/5.advanced_lighting/8.deferred_shading/g_buffer.frag new file mode 100644 index 0000000..8564a06 --- /dev/null +++ b/src/5.advanced_lighting/8.deferred_shading/g_buffer.frag @@ -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; +} \ No newline at end of file diff --git a/src/5.advanced_lighting/8.deferred_shading/g_buffer.vs b/src/5.advanced_lighting/8.deferred_shading/g_buffer.vs new file mode 100644 index 0000000..4659151 --- /dev/null +++ b/src/5.advanced_lighting/8.deferred_shading/g_buffer.vs @@ -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; +} \ No newline at end of file diff --git a/src/5.advanced_lighting/9.ssao/ssao.cpp b/src/5.advanced_lighting/9.ssao/ssao.cpp index b51efb8..e2d9220 100644 --- a/src/5.advanced_lighting/9.ssao/ssao.cpp +++ b/src/5.advanced_lighting/9.ssao/ssao.cpp @@ -1,6 +1,3 @@ -// Std. Includes -#include - // GLEW #define GLEW_STATIC #include @@ -11,6 +8,7 @@ // GL includes #include #include +#include // GLM Mathemtics #include @@ -20,25 +18,34 @@ // Other Libs #include +#include // 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 randomFloats(0.0, 1.0); // generates random floats between 0.0 and 1.0 + std::default_random_engine generator; + std::vector 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 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 \ No newline at end of file +} \ No newline at end of file diff --git a/src/5.advanced_lighting/9.ssao/ssao.frag b/src/5.advanced_lighting/9.ssao/ssao.frag index 5f3992f..222afdf 100644 --- a/src/5.advanced_lighting/9.ssao/ssao.frag +++ b/src/5.advanced_lighting/9.ssao/ssao.frag @@ -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; } \ No newline at end of file diff --git a/src/5.advanced_lighting/9.ssao/ssao.vs b/src/5.advanced_lighting/9.ssao/ssao.vs index 3abdaa6..819c18d 100644 --- a/src/5.advanced_lighting/9.ssao/ssao.vs +++ b/src/5.advanced_lighting/9.ssao/ssao.vs @@ -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; } \ No newline at end of file diff --git a/src/5.advanced_lighting/9.ssao/ssao_blur.frag b/src/5.advanced_lighting/9.ssao/ssao_blur.frag new file mode 100644 index 0000000..d4d802e --- /dev/null +++ b/src/5.advanced_lighting/9.ssao/ssao_blur.frag @@ -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); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/9.ssao/ssao_geometry.frag b/src/5.advanced_lighting/9.ssao/ssao_geometry.frag new file mode 100644 index 0000000..381c16b --- /dev/null +++ b/src/5.advanced_lighting/9.ssao/ssao_geometry.frag @@ -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); +} \ No newline at end of file diff --git a/src/5.advanced_lighting/9.ssao/ssao_geometry.vs b/src/5.advanced_lighting/9.ssao/ssao_geometry.vs new file mode 100644 index 0000000..14d8450 --- /dev/null +++ b/src/5.advanced_lighting/9.ssao/ssao_geometry.vs @@ -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; +} \ No newline at end of file diff --git a/src/5.advanced_lighting/9.ssao/ssao_lighting.frag b/src/5.advanced_lighting/9.ssao/ssao_lighting.frag new file mode 100644 index 0000000..afd5332 --- /dev/null +++ b/src/5.advanced_lighting/9.ssao/ssao_lighting.frag @@ -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); +}