add emission gbuffer attachment

This commit is contained in:
MihailRis
2025-07-12 21:09:23 +03:00
parent 8a3306ed41
commit 5ec9f14021
12 changed files with 101 additions and 31 deletions
+53 -9
View File
@@ -8,6 +8,8 @@ using namespace advanced_pipeline;
static debug::Logger logger("gl-gbuffer");
// TODO: REFACTOR
void GBuffer::createColorBuffer() {
glGenTextures(1, &colorBuffer);
glBindTexture(GL_TEXTURE_2D, colorBuffer);
@@ -64,7 +66,7 @@ void GBuffer::createNormalsBuffer() {
width,
height,
0,
GL_RGBA,
GL_RGB,
GL_FLOAT,
nullptr
);
@@ -77,6 +79,29 @@ void GBuffer::createNormalsBuffer() {
);
}
void GBuffer::createEmissionBuffer() {
glGenTextures(1, &emissionBuffer);
glBindTexture(GL_TEXTURE_2D, emissionBuffer);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_R8,
width,
height,
0,
GL_RED,
GL_FLOAT,
nullptr
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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_ATTACHMENT3, GL_TEXTURE_2D, emissionBuffer, 0
);
}
void GBuffer::createDepthBuffer() {
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
@@ -113,16 +138,21 @@ GBuffer::GBuffer(uint width, uint height) : width(width), height(height) {
createColorBuffer();
createPositionsBuffer();
createNormalsBuffer();
createEmissionBuffer();
GLenum attachments[3] = {
GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2
GLenum attachments[4] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3,
};
glDrawBuffers(3, attachments);
glDrawBuffers(4, attachments);
createDepthBuffer();
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
logger.error() << "gbuffer is not complete!";
int status;
if ((status = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE) {
logger.error() << "gbuffer is not complete! (" << status << ")";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -134,8 +164,10 @@ GBuffer::GBuffer(uint width, uint height) : width(width), height(height) {
);
GLenum ssaoAttachments[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, ssaoAttachments);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
logger.error() << "SSAO framebuffer is not complete!";
if ((status = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE) {
logger.error() << "SSAO framebuffer is not complete! (" << status << ")";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
@@ -144,6 +176,7 @@ GBuffer::~GBuffer() {
glDeleteTextures(1, &colorBuffer);
glDeleteTextures(1, &positionsBuffer);
glDeleteTextures(1, &normalsBuffer);
glDeleteTextures(1, &emissionBuffer);
glDeleteTextures(1, &ssaoBuffer);
glDeleteRenderbuffers(1, &depthBuffer);
glDeleteFramebuffers(1, &fbo);
@@ -164,6 +197,9 @@ void GBuffer::unbind() {
}
void GBuffer::bindBuffers() const {
glActiveTexture(GL_TEXTURE0 + TARGET_EMISSION);
glBindTexture(GL_TEXTURE_2D, emissionBuffer);
glActiveTexture(GL_TEXTURE0 + TARGET_NORMALS);
glBindTexture(GL_TEXTURE_2D, normalsBuffer);
@@ -227,12 +263,20 @@ void GBuffer::resize(uint width, uint height) {
glBindTexture(GL_TEXTURE_2D, normalsBuffer);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, nullptr
GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr
);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normalsBuffer, 0
);
glBindTexture(GL_TEXTURE_2D, emissionBuffer);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_INTENSITY, width, height, 0, GL_LUMINANCE, GL_FLOAT, nullptr
);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, emissionBuffer, 0
);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
+2
View File
@@ -32,6 +32,7 @@ private:
uint colorBuffer;
uint positionsBuffer;
uint normalsBuffer;
uint emissionBuffer;
uint depthBuffer;
uint ssaoFbo;
uint ssaoBuffer;
@@ -39,6 +40,7 @@ private:
void createColorBuffer();
void createPositionsBuffer();
void createNormalsBuffer();
void createEmissionBuffer();
void createDepthBuffer();
void createSSAOBuffer();
};
+1
View File
@@ -102,6 +102,7 @@ void PostProcessing::configureEffect(
if (gbuffer) {
shader.uniform1i("u_position", TARGET_POSITIONS);
shader.uniform1i("u_normal", TARGET_NORMALS);
shader.uniform1i("u_emission", TARGET_EMISSION);
}
shader.uniform1i("u_noise", TARGET_SSAO); // used in SSAO pass
shader.uniform1i("u_ssao", TARGET_SSAO);
+4 -3
View File
@@ -55,9 +55,10 @@ namespace advanced_pipeline {
inline constexpr int TARGET_SKYBOX = 1;
inline constexpr int TARGET_POSITIONS = 2;
inline constexpr int TARGET_NORMALS = 3;
inline constexpr int TARGET_SSAO = 4;
inline constexpr int TARGET_SHADOWS0 = 5;
inline constexpr int TARGET_SHADOWS1 = 6;
inline constexpr int TARGET_EMISSION = 4;
inline constexpr int TARGET_SSAO = 5;
inline constexpr int TARGET_SHADOWS0 = 6;
inline constexpr int TARGET_SHADOWS1 = 7;
}
VC_ENUM_METADATA(CursorShape)