mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
861 lines
30 KiB
C++
861 lines
30 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <learnopengl/filesystem.h>
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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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#include <iostream>
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#include <vector>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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unsigned int loadTexture(const char *path, bool gammaCorrection);
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void renderQuad();
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void renderCube();
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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bool bloom = true;
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float exposure = 1.0f;
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int programChoice = 1;
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float bloomFilterRadius = 0.005f;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 5.0f));
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float lastX = (float)SCR_WIDTH / 2.0;
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float lastY = (float)SCR_HEIGHT / 2.0;
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bool firstMouse = true;
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// timing
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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// bloom stuff
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struct bloomMip
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{
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glm::vec2 size;
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glm::ivec2 intSize;
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unsigned int texture;
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};
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class bloomFBO
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{
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public:
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bloomFBO();
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~bloomFBO();
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bool Init(unsigned int windowWidth, unsigned int windowHeight, unsigned int mipChainLength);
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void Destroy();
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void BindForWriting();
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const std::vector<bloomMip>& MipChain() const;
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private:
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bool mInit;
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unsigned int mFBO;
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std::vector<bloomMip> mMipChain;
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};
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bloomFBO::bloomFBO() : mInit(false) {}
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bloomFBO::~bloomFBO() {}
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bool bloomFBO::Init(unsigned int windowWidth, unsigned int windowHeight, unsigned int mipChainLength)
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{
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if (mInit) return true;
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glGenFramebuffers(1, &mFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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glm::vec2 mipSize((float)windowWidth, (float)windowHeight);
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glm::ivec2 mipIntSize((int)windowWidth, (int)windowHeight);
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// Safety check
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if (windowWidth > (unsigned int)INT_MAX || windowHeight > (unsigned int)INT_MAX) {
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std::cerr << "Window size conversion overflow - cannot build bloom FBO!" << std::endl;
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return false;
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}
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for (GLuint i = 0; i < mipChainLength; i++)
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{
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bloomMip mip;
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mipSize *= 0.5f;
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mipIntSize /= 2;
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mip.size = mipSize;
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mip.intSize = mipIntSize;
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glGenTextures(1, &mip.texture);
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glBindTexture(GL_TEXTURE_2D, mip.texture);
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// we are downscaling an HDR color buffer, so we need a float texture format
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R11F_G11F_B10F,
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(int)mipSize.x, (int)mipSize.y,
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0, GL_RGB, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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std::cout << "Created bloom mip " << mipIntSize.x << 'x' << mipIntSize.y << std::endl;
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mMipChain.emplace_back(mip);
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}
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, mMipChain[0].texture, 0);
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// setup attachments
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unsigned int attachments[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, attachments);
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// check completion status
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int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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printf("gbuffer FBO error, status: 0x%x\n", status);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return false;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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mInit = true;
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return true;
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}
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void bloomFBO::Destroy()
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{
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for (int i = 0; i < (int)mMipChain.size(); i++) {
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glDeleteTextures(1, &mMipChain[i].texture);
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mMipChain[i].texture = 0;
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}
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glDeleteFramebuffers(1, &mFBO);
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mFBO = 0;
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mInit = false;
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}
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void bloomFBO::BindForWriting()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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}
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const std::vector<bloomMip>& bloomFBO::MipChain() const
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{
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return mMipChain;
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}
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class BloomRenderer
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{
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public:
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BloomRenderer();
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~BloomRenderer();
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bool Init(unsigned int windowWidth, unsigned int windowHeight);
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void Destroy();
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void RenderBloomTexture(unsigned int srcTexture, float filterRadius);
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unsigned int BloomTexture();
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unsigned int BloomMip_i(int index);
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private:
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void RenderDownsamples(unsigned int srcTexture);
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void RenderUpsamples(float filterRadius);
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bool mInit;
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bloomFBO mFBO;
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glm::ivec2 mSrcViewportSize;
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glm::vec2 mSrcViewportSizeFloat;
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Shader* mDownsampleShader;
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Shader* mUpsampleShader;
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bool mKarisAverageOnDownsample = true;
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};
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BloomRenderer::BloomRenderer() : mInit(false) {}
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BloomRenderer::~BloomRenderer() {}
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bool BloomRenderer::Init(unsigned int windowWidth, unsigned int windowHeight)
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{
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if (mInit) return true;
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mSrcViewportSize = glm::ivec2(windowWidth, windowHeight);
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mSrcViewportSizeFloat = glm::vec2((float)windowWidth, (float)windowHeight);
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// Framebuffer
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const unsigned int num_bloom_mips = 6; // TODO: Play around with this value
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bool status = mFBO.Init(windowWidth, windowHeight, num_bloom_mips);
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if (!status) {
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std::cerr << "Failed to initialize bloom FBO - cannot create bloom renderer!\n";
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return false;
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}
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// Shaders
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mDownsampleShader = new Shader("6.new_downsample.vs", "6.new_downsample.fs");
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mUpsampleShader = new Shader("6.new_upsample.vs", "6.new_upsample.fs");
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// Downsample
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mDownsampleShader->use();
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mDownsampleShader->setInt("srcTexture", 0);
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glUseProgram(0);
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// Upsample
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mUpsampleShader->use();
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mUpsampleShader->setInt("srcTexture", 0);
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glUseProgram(0);
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return true;
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}
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void BloomRenderer::Destroy()
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{
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mFBO.Destroy();
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delete mDownsampleShader;
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delete mUpsampleShader;
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}
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void BloomRenderer::RenderDownsamples(unsigned int srcTexture)
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{
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const std::vector<bloomMip>& mipChain = mFBO.MipChain();
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mDownsampleShader->use();
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mDownsampleShader->setVec2("srcResolution", mSrcViewportSizeFloat);
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if (mKarisAverageOnDownsample) {
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mDownsampleShader->setInt("mipLevel", 0);
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}
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// Bind srcTexture (HDR color buffer) as initial texture input
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, srcTexture);
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// Progressively downsample through the mip chain
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for (int i = 0; i < (int)mipChain.size(); i++)
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{
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const bloomMip& mip = mipChain[i];
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glViewport(0, 0, mip.size.x, mip.size.y);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, mip.texture, 0);
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// Render screen-filled quad of resolution of current mip
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renderQuad();
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// Set current mip resolution as srcResolution for next iteration
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mDownsampleShader->setVec2("srcResolution", mip.size);
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// Set current mip as texture input for next iteration
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glBindTexture(GL_TEXTURE_2D, mip.texture);
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// Disable Karis average for consequent downsamples
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if (i == 0) { mDownsampleShader->setInt("mipLevel", 1); }
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}
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glUseProgram(0);
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}
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void BloomRenderer::RenderUpsamples(float filterRadius)
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{
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const std::vector<bloomMip>& mipChain = mFBO.MipChain();
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mUpsampleShader->use();
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mUpsampleShader->setFloat("filterRadius", filterRadius);
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// Enable additive blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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for (int i = (int)mipChain.size() - 1; i > 0; i--)
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{
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const bloomMip& mip = mipChain[i];
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const bloomMip& nextMip = mipChain[i-1];
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// Bind viewport and texture from where to read
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mip.texture);
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// Set framebuffer render target (we write to this texture)
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glViewport(0, 0, nextMip.size.x, nextMip.size.y);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, nextMip.texture, 0);
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// Render screen-filled quad of resolution of current mip
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renderQuad();
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}
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// Disable additive blending
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//glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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glUseProgram(0);
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}
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void BloomRenderer::RenderBloomTexture(unsigned int srcTexture, float filterRadius)
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{
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mFBO.BindForWriting();
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this->RenderDownsamples(srcTexture);
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this->RenderUpsamples(filterRadius);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Restore viewport
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glViewport(0, 0, mSrcViewportSize.x, mSrcViewportSize.y);
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}
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GLuint BloomRenderer::BloomTexture()
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{
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return mFBO.MipChain()[0].texture;
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}
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GLuint BloomRenderer::BloomMip_i(int index)
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{
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const std::vector<bloomMip>& mipChain = mFBO.MipChain();
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int size = (int)mipChain.size();
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return mipChain[(index > size-1) ? size-1 : (index < 0) ? 0 : index].texture;
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}
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int main()
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{
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 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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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// build and compile shaders
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// -------------------------
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Shader shader("6.bloom.vs", "6.bloom.fs");
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Shader shaderLight("6.bloom.vs", "6.light_box.fs");
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Shader shaderBlur("6.old_blur.vs", "6.old_blur.fs");
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Shader shaderBloomFinal("6.bloom_final.vs", "6.bloom_final.fs");
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// load textures
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// -------------
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unsigned int woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str(), true); // note that we're loading the texture as an SRGB texture
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unsigned int containerTexture = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str(), true); // note that we're loading the texture as an SRGB texture
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// configure (floating point) framebuffers
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// ---------------------------------------
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unsigned int hdrFBO;
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glGenFramebuffers(1, &hdrFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
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// create 2 floating point color buffers (1 for normal rendering, other for brightness threshold values)
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unsigned int colorBuffers[2];
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glGenTextures(2, colorBuffers);
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for (unsigned int i = 0; i < 2; i++)
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{
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glBindTexture(GL_TEXTURE_2D, colorBuffers[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // we clamp to the edge as the blur filter would otherwise sample repeated texture values!
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// attach texture to framebuffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, colorBuffers[i], 0);
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}
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// create and attach depth buffer (renderbuffer)
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unsigned int rboDepth;
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glGenRenderbuffers(1, &rboDepth);
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glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
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// tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
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unsigned int attachments[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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glDrawBuffers(2, attachments);
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// finally check if framebuffer is complete
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "Framebuffer not complete!" << std::endl;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// ping-pong-framebuffer for blurring
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unsigned int pingpongFBO[2];
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unsigned int pingpongColorbuffers[2];
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glGenFramebuffers(2, pingpongFBO);
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glGenTextures(2, pingpongColorbuffers);
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for (unsigned int i = 0; i < 2; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]);
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glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // we clamp to the edge as the blur filter would otherwise sample repeated texture values!
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpongColorbuffers[i], 0);
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// also check if framebuffers are complete (no need for depth buffer)
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "Framebuffer not complete!" << std::endl;
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}
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// lighting info
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// -------------
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// positions
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std::vector<glm::vec3> lightPositions;
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lightPositions.push_back(glm::vec3( 0.0f, 0.5f, 1.5f));
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lightPositions.push_back(glm::vec3(-4.0f, 0.5f, -3.0f));
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lightPositions.push_back(glm::vec3( 3.0f, 0.5f, 1.0f));
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lightPositions.push_back(glm::vec3(-.8f, 2.4f, -1.0f));
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// colors
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std::vector<glm::vec3> lightColors;
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lightColors.push_back(glm::vec3(5.0f, 5.0f, 5.0f));
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lightColors.push_back(glm::vec3(10.0f, 0.0f, 0.0f));
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lightColors.push_back(glm::vec3(0.0f, 0.0f, 15.0f));
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lightColors.push_back(glm::vec3(0.0f, 5.0f, 0.0f));
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// shader configuration
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// --------------------
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shader.use();
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shader.setInt("diffuseTexture", 0);
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shaderBlur.use();
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shaderBlur.setInt("image", 0);
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shaderBloomFinal.use();
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shaderBloomFinal.setInt("scene", 0);
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shaderBloomFinal.setInt("bloomBlur", 1);
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// bloom renderer
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// --------------
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BloomRenderer bloomRenderer;
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bloomRenderer.Init(SCR_WIDTH, SCR_HEIGHT);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// per-frame time logic
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// --------------------
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float currentFrame = static_cast<float>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// input
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// -----
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processInput(window);
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// render
|
|
// ------
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
// 1. render scene into floating point framebuffer
|
|
// -----------------------------------------------
|
|
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
|
glm::mat4 view = camera.GetViewMatrix();
|
|
glm::mat4 model = glm::mat4(1.0f);
|
|
shader.use();
|
|
shader.setMat4("projection", projection);
|
|
shader.setMat4("view", view);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, woodTexture);
|
|
// set lighting uniforms
|
|
for (unsigned int i = 0; i < lightPositions.size(); i++)
|
|
{
|
|
shader.setVec3("lights[" + std::to_string(i) + "].Position", lightPositions[i]);
|
|
shader.setVec3("lights[" + std::to_string(i) + "].Color", lightColors[i]);
|
|
}
|
|
shader.setVec3("viewPos", camera.Position);
|
|
// create one large cube that acts as the floor
|
|
model = glm::mat4(1.0f);
|
|
model = glm::translate(model, glm::vec3(0.0f, -1.0f, 0.0));
|
|
model = glm::scale(model, glm::vec3(12.5f, 0.5f, 12.5f));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
// then create multiple cubes as the scenery
|
|
glBindTexture(GL_TEXTURE_2D, containerTexture);
|
|
model = glm::mat4(1.0f);
|
|
model = glm::translate(model, glm::vec3(0.0f, 1.5f, 0.0));
|
|
model = glm::scale(model, glm::vec3(0.5f));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
|
|
model = glm::mat4(1.0f);
|
|
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 1.0));
|
|
model = glm::scale(model, glm::vec3(0.5f));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
|
|
model = glm::mat4(1.0f);
|
|
model = glm::translate(model, glm::vec3(-1.0f, -1.0f, 2.0));
|
|
model = glm::rotate(model, glm::radians(60.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
|
|
model = glm::mat4(1.0f);
|
|
model = glm::translate(model, glm::vec3(0.0f, 2.7f, 4.0));
|
|
model = glm::rotate(model, glm::radians(23.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
|
model = glm::scale(model, glm::vec3(1.25));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
|
|
model = glm::mat4(1.0f);
|
|
model = glm::translate(model, glm::vec3(-2.0f, 1.0f, -3.0));
|
|
model = glm::rotate(model, glm::radians(124.0f), glm::normalize(glm::vec3(1.0, 0.0, 1.0)));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
|
|
model = glm::mat4(1.0f);
|
|
model = glm::translate(model, glm::vec3(-3.0f, 0.0f, 0.0));
|
|
model = glm::scale(model, glm::vec3(0.5f));
|
|
shader.setMat4("model", model);
|
|
renderCube();
|
|
|
|
// finally show all the light sources as bright cubes
|
|
shaderLight.use();
|
|
shaderLight.setMat4("projection", projection);
|
|
shaderLight.setMat4("view", view);
|
|
|
|
for (unsigned int i = 0; i < lightPositions.size(); i++)
|
|
{
|
|
model = glm::mat4(1.0f);
|
|
model = glm::translate(model, glm::vec3(lightPositions[i]));
|
|
model = glm::scale(model, glm::vec3(0.25f));
|
|
shaderLight.setMat4("model", model);
|
|
shaderLight.setVec3("lightColor", lightColors[i]);
|
|
renderCube();
|
|
}
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
if (programChoice < 1 || programChoice > 3) { programChoice = 1; }
|
|
bloom = (programChoice == 1) ? false : true;
|
|
bool horizontal = true;
|
|
|
|
// 2.A) bloom is disabled
|
|
// ----------------------
|
|
if (programChoice == 1)
|
|
{
|
|
|
|
}
|
|
|
|
// 2.B) blur bright fragments with two-pass Gaussian Blur
|
|
// ------------------------------------------------------
|
|
else if (programChoice == 2)
|
|
{
|
|
bool first_iteration = true;
|
|
unsigned int amount = 10;
|
|
shaderBlur.use();
|
|
for (unsigned int i = 0; i < amount; i++)
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
|
|
shaderBlur.setInt("horizontal", horizontal);
|
|
glBindTexture(GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongColorbuffers[!horizontal]); // bind texture of other framebuffer (or scene if first iteration)
|
|
renderQuad();
|
|
horizontal = !horizontal;
|
|
if (first_iteration)
|
|
first_iteration = false;
|
|
}
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
// 2.C) use unthresholded bloom with progressive downsample/upsampling
|
|
// -------------------------------------------------------------------
|
|
else if (programChoice == 3)
|
|
{
|
|
bloomRenderer.RenderBloomTexture(colorBuffers[1], bloomFilterRadius);
|
|
}
|
|
|
|
// 3. now render floating point color buffer to 2D quad and tonemap HDR colors to default framebuffer's (clamped) color range
|
|
// --------------------------------------------------------------------------------------------------------------------------
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
shaderBloomFinal.use();
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
if (programChoice == 1) {
|
|
glBindTexture(GL_TEXTURE_2D, 0); // trick to bind invalid texture "0", we don't care either way!
|
|
}
|
|
if (programChoice == 2) {
|
|
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]);
|
|
}
|
|
else if (programChoice == 3) {
|
|
glBindTexture(GL_TEXTURE_2D, bloomRenderer.BloomTexture());
|
|
}
|
|
shaderBloomFinal.setInt("programChoice", programChoice);
|
|
shaderBloomFinal.setFloat("exposure", exposure);
|
|
renderQuad();
|
|
|
|
//std::cout << "bloom: " << (bloom ? "on" : "off") << "| exposure: " << exposure << std::endl;
|
|
|
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
|
// -------------------------------------------------------------------------------
|
|
glfwSwapBuffers(window);
|
|
glfwPollEvents();
|
|
}
|
|
|
|
bloomRenderer.Destroy();
|
|
glfwTerminate();
|
|
return 0;
|
|
}
|
|
|
|
// renderCube() renders a 1x1 3D cube in NDC.
|
|
// -------------------------------------------------
|
|
unsigned int cubeVAO = 0;
|
|
unsigned int cubeVBO = 0;
|
|
void renderCube()
|
|
{
|
|
// initialize (if necessary)
|
|
if (cubeVAO == 0)
|
|
{
|
|
float vertices[] = {
|
|
// back face
|
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
|
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
|
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
|
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
|
|
// front face
|
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
|
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
|
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
|
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
|
|
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
|
|
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
|
|
// left face
|
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
|
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
|
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
|
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
|
|
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
|
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
|
|
// right face
|
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
|
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
|
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
|
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
|
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
|
// bottom face
|
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
|
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
|
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
|
|
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
|
|
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
|
// top face
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
|
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
|
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
|
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
|
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
|
|
-1.0f, 1.0f, 1.0f, 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(float), (void*)0);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
|
glEnableVertexAttribArray(2);
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindVertexArray(0);
|
|
}
|
|
// render Cube
|
|
glBindVertexArray(cubeVAO);
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
// renderQuad() renders a 1x1 XY quad in NDC
|
|
// -----------------------------------------
|
|
unsigned int quadVAO = 0;
|
|
unsigned int quadVBO;
|
|
void renderQuad()
|
|
{
|
|
if (quadVAO == 0)
|
|
{
|
|
float 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(float), (void*)0);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
|
}
|
|
glBindVertexArray(quadVAO);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
|
// ---------------------------------------------------------------------------------------------------------
|
|
void processInput(GLFWwindow *window)
|
|
{
|
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
|
glfwSetWindowShouldClose(window, true);
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
|
camera.ProcessKeyboard(FORWARD, deltaTime);
|
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
|
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
|
camera.ProcessKeyboard(LEFT, deltaTime);
|
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
|
camera.ProcessKeyboard(RIGHT, deltaTime);
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
|
{
|
|
if (exposure > 0.0f)
|
|
exposure -= 0.001f;
|
|
else
|
|
exposure = 0.0f;
|
|
}
|
|
else if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
|
|
{
|
|
exposure += 0.001f;
|
|
}
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
|
|
{
|
|
programChoice = 1;
|
|
}
|
|
else if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
|
|
{
|
|
programChoice = 2;
|
|
}
|
|
else if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS)
|
|
{
|
|
programChoice = 3;
|
|
}
|
|
}
|
|
|
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
|
// ---------------------------------------------------------------------------------------------
|
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
|
{
|
|
// make sure the viewport matches the new window dimensions; note that width and
|
|
// height will be significantly larger than specified on retina displays.
|
|
glViewport(0, 0, width, height);
|
|
}
|
|
|
|
// glfw: whenever the mouse moves, this callback is called
|
|
// -------------------------------------------------------
|
|
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
|
|
{
|
|
float xpos = static_cast<float>(xposIn);
|
|
float ypos = static_cast<float>(yposIn);
|
|
if (firstMouse)
|
|
{
|
|
lastX = xpos;
|
|
lastY = ypos;
|
|
firstMouse = false;
|
|
}
|
|
|
|
float xoffset = xpos - lastX;
|
|
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
|
|
|
lastX = xpos;
|
|
lastY = ypos;
|
|
|
|
camera.ProcessMouseMovement(xoffset, yoffset);
|
|
}
|
|
|
|
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
|
|
// ----------------------------------------------------------------------
|
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
|
{
|
|
camera.ProcessMouseScroll(static_cast<float>(yoffset));
|
|
}
|
|
|
|
// utility function for loading a 2D texture from file
|
|
// ---------------------------------------------------
|
|
unsigned int loadTexture(char const * path, bool gammaCorrection)
|
|
{
|
|
unsigned int textureID;
|
|
glGenTextures(1, &textureID);
|
|
|
|
int width, height, nrComponents;
|
|
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
|
|
if (data)
|
|
{
|
|
GLenum internalFormat;
|
|
GLenum dataFormat;
|
|
if (nrComponents == 1)
|
|
{
|
|
internalFormat = dataFormat = GL_RED;
|
|
}
|
|
else if (nrComponents == 3)
|
|
{
|
|
internalFormat = gammaCorrection ? GL_SRGB : GL_RGB;
|
|
dataFormat = GL_RGB;
|
|
}
|
|
else if (nrComponents == 4)
|
|
{
|
|
internalFormat = gammaCorrection ? GL_SRGB_ALPHA : GL_RGBA;
|
|
dataFormat = GL_RGBA;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, textureID);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, dataFormat, GL_UNSIGNED_BYTE, data);
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
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);
|
|
|
|
stbi_image_free(data);
|
|
}
|
|
else
|
|
{
|
|
std::cout << "Texture failed to load at path: " << path << std::endl;
|
|
stbi_image_free(data);
|
|
}
|
|
|
|
return textureID;
|
|
}
|