feat: deferred lighting (WIP)
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@@ -84,6 +84,26 @@ void GBuffer::createDepthBuffer() {
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);
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}
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void GBuffer::createSSAOBuffer() {
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glGenTextures(1, &ssaoBuffer);
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glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_R16F,
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width,
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height,
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0,
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GL_RED,
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GL_FLOAT,
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nullptr
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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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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}
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GBuffer::GBuffer(uint width, uint height) : width(width), height(height) {
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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@@ -100,7 +120,20 @@ GBuffer::GBuffer(uint width, uint height) : width(width), height(height) {
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createDepthBuffer();
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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logger.error() << "framebuffer is not complete!";
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logger.error() << "gbuffer is not complete!";
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glGenFramebuffers(1, &ssaoFbo);
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glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
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createSSAOBuffer();
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoBuffer, 0
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);
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GLenum ssaoAttachments[1] = {GL_COLOR_ATTACHMENT0};
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glDrawBuffers(1, ssaoAttachments);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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logger.error() << "SSAO framebuffer is not complete!";
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@@ -109,8 +142,10 @@ GBuffer::~GBuffer() {
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glDeleteTextures(1, &colorBuffer);
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glDeleteTextures(1, &positionsBuffer);
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glDeleteTextures(1, &normalsBuffer);
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glDeleteTextures(1, &ssaoBuffer);
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glDeleteRenderbuffers(1, &depthBuffer);
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glDeleteFramebuffers(1, &fbo);
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glDeleteFramebuffers(1, &ssaoFbo);
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}
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void GBuffer::bind() {
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@@ -118,6 +153,11 @@ void GBuffer::bind() {
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void GBuffer::bindSSAO() const {
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glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void GBuffer::unbind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@@ -133,6 +173,10 @@ void GBuffer::bindBuffers() const {
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glBindTexture(GL_TEXTURE_2D, colorBuffer);
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}
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void GBuffer::bindSSAOBuffer() const {
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glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
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}
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void GBuffer::resize(uint width, uint height) {
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if (this->width == width && this->height == height) {
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return;
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@@ -180,6 +224,17 @@ void GBuffer::resize(uint width, uint height) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
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glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_R16F, width, height, 0, GL_RED, GL_FLOAT, nullptr
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);
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoBuffer, 0
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);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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std::unique_ptr<ImageData> GBuffer::toImage() const {
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@@ -10,9 +10,11 @@ public:
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~GBuffer() override;
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void bind() override;
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void bindSSAO() const;
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void unbind() override;
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void bindBuffers() const;
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void bindSSAOBuffer() const;
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void resize(uint width, uint height);
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@@ -29,9 +31,12 @@ private:
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uint positionsBuffer;
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uint normalsBuffer;
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uint depthBuffer;
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uint ssaoFbo;
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uint ssaoBuffer;
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void createColorBuffer();
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void createPositionsBuffer();
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void createNormalsBuffer();
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void createDepthBuffer();
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void createSSAOBuffer();
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};
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@@ -88,7 +88,9 @@ void PostProcessing::configureEffect(
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shader.uniform1i("u_position", 1);
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shader.uniform1i("u_normal", 2);
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}
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shader.uniform1i("u_noise", 3);
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shader.uniform1i("u_noise", 3); // used in SSAO pass
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shader.uniform1i("u_ssao", 3);
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shader.uniform1i("u_shadows", 4);
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shader.uniform2i("u_screenSize", viewport);
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shader.uniform1f("u_timer", timer);
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@@ -126,13 +128,25 @@ void PostProcessing::render(
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glBindTexture(GL_TEXTURE_2D, noiseTexture);
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glActiveTexture(GL_TEXTURE0);
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auto& ssaoEffect = assets.require<PostEffect>("ssao");
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auto& shader = ssaoEffect.use();
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configureEffect(context, ssaoEffect, shader, timer, camera, shadowMap);
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gbuffer->bindSSAO();
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quadMesh->draw();
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gbuffer->unbind();
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glActiveTexture(GL_TEXTURE3);
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gbuffer->bindSSAOBuffer();
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} else {
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glActiveTexture(GL_TEXTURE0);
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fbo->getTexture()->bind();
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}
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if (totalPasses == 0) {
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auto& effect = assets.require<PostEffect>("default");
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auto& effect = assets.require<PostEffect>(
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gbuffer ? "deferred_lighting" : "default"
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);
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auto& shader = effect.use();
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configureEffect(context, effect, shader, timer, camera, shadowMap);
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quadMesh->draw();
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@@ -17,7 +17,10 @@ static int l_set_effect(lua::State* L) {
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size_t index = static_cast<size_t>(lua::tointeger(L, 1));
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auto name = lua::require_string(L, 2);
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auto& assets = *engine->getAssets();
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auto effect = std::make_shared<PostEffect>(assets.require<PostEffect>(name));
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auto effect = assets.getShared<PostEffect>(name);
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if (effect == nullptr) {
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throw std::runtime_error(std::string("post-effect '") + name + "' not found");
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}
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post_processing->setEffect(index, std::move(effect));
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return 0;
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}
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