initial commit

This commit is contained in:
MihailRis
2025-05-07 20:42:50 +03:00
parent 27b194816b
commit fc46b7c434
36 changed files with 754 additions and 70 deletions
+1 -1
View File
@@ -100,7 +100,7 @@ void DrawContext::setViewport(const glm::uvec2& viewport) {
glViewport(0, 0, viewport.x, viewport.y);
}
void DrawContext::setFramebuffer(Framebuffer* fbo) {
void DrawContext::setFramebuffer(Bindable* fbo) {
if (this->fbo == fbo)
return;
this->fbo = fbo;
+2 -2
View File
@@ -16,7 +16,7 @@ class DrawContext {
glm::uvec2 viewport;
Batch2D* g2d;
Flushable* flushable = nullptr;
Framebuffer* fbo = nullptr;
Bindable* fbo = nullptr;
bool depthMask = true;
bool depthTest = false;
bool cullFace = false;
@@ -37,7 +37,7 @@ public:
DrawContext sub(Flushable* flushable=nullptr) const;
void setViewport(const glm::uvec2& viewport);
void setFramebuffer(Framebuffer* fbo);
void setFramebuffer(Bindable* fbo);
void setDepthMask(bool flag);
void setDepthTest(bool flag);
void setCullFace(bool flag);
+53 -3
View File
@@ -2,6 +2,9 @@
#include <GL/glew.h>
#include "Texture.hpp"
#include "debug/Logger.hpp"
static debug::Logger logger("gl-framebuffer");
Framebuffer::Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture)
: fbo(fbo), depth(depth), texture(std::move(texture))
@@ -38,18 +41,41 @@ Framebuffer::Framebuffer(uint width, uint height, bool alpha)
// Setup color attachment (texture)
texture = create_texture(width, height, format);
glGenTextures(1, &positions);
glBindTexture(GL_TEXTURE_2D, positions);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, positions, 0);
glGenTextures(1, &normals);
glBindTexture(GL_TEXTURE_2D, normals);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normals, 0);
unsigned int attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, attachments);
// Setup depth attachment
glGenRenderbuffers(1, &depth);
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
logger.error() << "framebuffer is not complete!";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Framebuffer::~Framebuffer() {
glDeleteFramebuffers(1, &fbo);
glDeleteRenderbuffers(1, &depth);
glDeleteTextures(1, &normals);
glDeleteTextures(1, &depth);
}
void Framebuffer::bind() {
@@ -60,6 +86,19 @@ void Framebuffer::unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Framebuffer::bindBuffers() {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->getId());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, positions);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, normals);
glActiveTexture(GL_TEXTURE0);
}
void Framebuffer::resize(uint width, uint height) {
if (this->width == width && this->height == height) {
return;
@@ -67,11 +106,22 @@ void Framebuffer::resize(uint width, uint height) {
this->width = width;
this->height = height;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindTexture(GL_TEXTURE_2D, positions);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, positions, 0);
glBindTexture(GL_TEXTURE_2D, normals);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normals, 0);
glBindTexture(GL_TEXTURE_2D, 0);
texture = create_texture(width, height, format);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
+8 -3
View File
@@ -1,14 +1,17 @@
#pragma once
#include "typedefs.hpp"
#include "commons.hpp"
#include <memory>
class Texture;
class Framebuffer {
class Framebuffer : public Bindable {
uint fbo;
uint depth;
uint positions;
uint normals;
uint width;
uint height;
uint format;
@@ -19,10 +22,12 @@ public:
~Framebuffer();
/// @brief Use framebuffer
void bind();
void bind() override;
/// @brief Stop using framebuffer
void unbind();
void unbind() override;
void bindBuffers();
/// @brief Update framebuffer texture size
/// @param width new width
+186
View File
@@ -0,0 +1,186 @@
#include "GBuffer.hpp"
#include <GL/glew.h>
#include "debug/Logger.hpp"
static debug::Logger logger("gl-gbuffer");
void GBuffer::createColorBuffer() {
glGenTextures(1, &colorBuffer);
glBindTexture(GL_TEXTURE_2D, colorBuffer);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB,
width,
height,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
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_ATTACHMENT0, GL_TEXTURE_2D, colorBuffer, 0
);
}
void GBuffer::createPositionsBuffer() {
glGenTextures(1, &positionsBuffer);
glBindTexture(GL_TEXTURE_2D, positionsBuffer);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA16F,
width,
height,
0,
GL_RGBA,
GL_FLOAT,
nullptr
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, positionsBuffer, 0
);
}
void GBuffer::createNormalsBuffer() {
glGenTextures(1, &normalsBuffer);
glBindTexture(GL_TEXTURE_2D, normalsBuffer);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA16F,
width,
height,
0,
GL_RGBA,
GL_FLOAT,
nullptr
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normalsBuffer, 0
);
}
void GBuffer::createDepthBuffer() {
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glFramebufferRenderbuffer(
GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer
);
}
GBuffer::GBuffer(uint width, uint height) : width(width), height(height) {
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
createColorBuffer();
createPositionsBuffer();
createNormalsBuffer();
GLenum attachments[3] = {
GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2
};
glDrawBuffers(3, attachments);
createDepthBuffer();
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
logger.error() << "framebuffer is not complete!";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
GBuffer::~GBuffer() {
glDeleteTextures(1, &colorBuffer);
glDeleteTextures(1, &positionsBuffer);
glDeleteTextures(1, &normalsBuffer);
glDeleteRenderbuffers(1, &depthBuffer);
glDeleteFramebuffers(1, &fbo);
}
void GBuffer::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
void GBuffer::unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GBuffer::bindBuffers() {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, normalsBuffer);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, positionsBuffer);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, colorBuffer);
}
void GBuffer::resize(uint width, uint height) {
if (this->width == width && this->height == height) {
return;
}
this->width = width;
this->height = height;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, colorBuffer);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB,
width,
height,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
nullptr
);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorBuffer, 0
);
glBindTexture(GL_TEXTURE_2D, positionsBuffer);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, nullptr
);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, positionsBuffer, 0
);
glBindTexture(GL_TEXTURE_2D, normalsBuffer);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, nullptr
);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normalsBuffer, 0
);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
uint GBuffer::getWidth() const {
return width;
}
uint GBuffer::getHeight() const {
return height;
}
+34
View File
@@ -0,0 +1,34 @@
#pragma once
#include "typedefs.hpp"
#include "commons.hpp"
class GBuffer : public Bindable{
public:
GBuffer(uint width, uint height);
~GBuffer();
void bind() override;
void unbind() override;
void bindBuffers();
void resize(uint width, uint height);
uint getWidth() const;
uint getHeight() const;
private:
uint width;
uint height;
uint fbo;
uint colorBuffer;
uint positionsBuffer;
uint normalsBuffer;
uint depthBuffer;
void createColorBuffer();
void createPositionsBuffer();
void createNormalsBuffer();
void createDepthBuffer();
};
+84 -10
View File
@@ -6,22 +6,56 @@
#include "DrawContext.hpp"
#include "PostEffect.hpp"
#include "assets/Assets.hpp"
#include "window/Camera.hpp"
#include <stdexcept>
#include <random>
PostProcessing::PostProcessing(size_t effectSlotsCount)
: effectSlots(effectSlotsCount) {
// Fullscreen quad mesh bulding
PostProcessingVertex meshData[]{
{{-1.0f, -1.0f}},
{{-1.0f, 1.0f}},
{{1.0f, 1.0f}},
{{-1.0f, -1.0f}},
{{1.0f, 1.0f}},
{{1.0f, -1.0f}},
PostProcessingVertex meshData[] {
{{-1.0f, -1.0f}},
{{-1.0f, 1.0f}},
{{1.0f, 1.0f}},
{{-1.0f, -1.0f}},
{{1.0f, 1.0f}},
{{1.0f, -1.0f}},
};
quadMesh = std::make_unique<Mesh<PostProcessingVertex>>(meshData, 6);
std::vector<glm::vec3> ssaoNoise;
for (unsigned int i = 0; i < 16; i++)
{
glm::vec3 noise(
(rand() / static_cast<float>(RAND_MAX)) * 2.0 - 1.0,
(rand() / static_cast<float>(RAND_MAX)) * 2.0 - 1.0,
0.0f);
ssaoNoise.push_back(noise);
}
glGenTextures(1, &noiseTexture);
glBindTexture(GL_TEXTURE_2D, noiseTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 4, 4, 0, GL_RGB, GL_FLOAT, ssaoNoise.data());
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);
glBindTexture(GL_TEXTURE_2D, 0);
std::uniform_real_distribution<float> randomFloats(0.0, 1.0);
std::default_random_engine generator;
for (unsigned int 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);
ssaoKernel.push_back(sample);
}
}
PostProcessing::~PostProcessing() = default;
@@ -39,7 +73,7 @@ void PostProcessing::use(DrawContext& context) {
}
void PostProcessing::render(
const DrawContext& context, const Assets& assets, float timer
const DrawContext& context, const Assets& assets, float timer, const Camera& camera, uint depthMap
) {
if (fbo == nullptr) {
throw std::runtime_error("'use(...)' was never called");
@@ -51,8 +85,38 @@ void PostProcessing::render(
if (totalPasses == 0) {
auto& effect = assets.require<PostEffect>("default");
effect.use();
fbo->getTexture()->bind();
fbo->bindBuffers();
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, noiseTexture);
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, depthMap);
glActiveTexture(GL_TEXTURE0);
const auto& viewport = context.getViewport();
auto& shader = effect.use();
if (!ssaoConfigured) {
for (unsigned int i = 0; i < 64; ++i) {
auto name = "samples["+ std::to_string(i) + "]";
shader.uniform3f(name, ssaoKernel[i]);
}
ssaoConfigured = true;
}
shader.uniform1i("u_screen", 0);
shader.uniform1i("u_position", 1);
shader.uniform1i("u_normal", 2);
shader.uniform1i("u_noise", 3);
shader.uniform1i("u_shadows", 4);
shader.uniform2i("u_screenSize", viewport);
shader.uniform1f("u_timer", timer);
shader.uniform1f("near_plane", camera.near);
shader.uniform1f("far_plane", camera.far);
shader.uniformMatrix("u_projection", camera.getProjection());
quadMesh->draw();
return;
}
@@ -64,15 +128,25 @@ void PostProcessing::render(
}
auto& shader = effect->use();
for (unsigned int i = 0; i < 64; ++i) {
shader.uniform3f("samples["+ std::to_string(i) + "]", ssaoKernel[i]);
}
const auto& viewport = context.getViewport();
shader.uniform1i("u_screen", 0);
shader.uniform1i("u_position", 1);
shader.uniform1i("u_normal", 2);
shader.uniform1i("u_noise", 3);
shader.uniform2i("u_screenSize", viewport);
shader.uniform1f("u_timer", timer);
shader.uniformMatrix("u_projection", camera.getProjView(false));
fbo->getTexture()->bind();
fbo->bindBuffers();
if (currentPass < totalPasses) {
fboSecond->bind();
}
quadMesh->draw();
if (currentPass < totalPasses) {
fboSecond->unbind();
+6 -1
View File
@@ -11,6 +11,7 @@ class Framebuffer;
class DrawContext;
class ImageData;
class PostEffect;
class Camera;
struct PostProcessingVertex {
glm::vec2 position;
@@ -30,6 +31,10 @@ class PostProcessing {
/// @brief Fullscreen quad mesh as the post-processing canvas
std::unique_ptr<Mesh<PostProcessingVertex>> quadMesh;
std::vector<std::shared_ptr<PostEffect>> effectSlots;
std::vector<glm::vec3> ssaoKernel;
uint noiseTexture;
bool ssaoConfigured = false;
public:
PostProcessing(size_t effectSlotsCount);
~PostProcessing();
@@ -42,7 +47,7 @@ public:
/// with framebuffer texture bound
/// @param context graphics context
/// @throws std::runtime_error if use(...) wasn't called before
void render(const DrawContext& context, const Assets& assets, float timer);
void render(const DrawContext& context, const Assets& assets, float timer, const Camera& camera, uint depthMap);
void setEffect(size_t slot, std::shared_ptr<PostEffect> effect);
+47
View File
@@ -0,0 +1,47 @@
#include "ShadowMap.hpp"
#include <GL/glew.h>
ShadowMap::ShadowMap(int resolution) : resolution(resolution) {
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
float border[4] {1.0f, 1.0f, 1.0f, 1.0f};
glTexParameterfv(GL_TEXTURE_2D,GL_TEXTURE_BORDER_COLOR, border);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
ShadowMap::~ShadowMap() {
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &depthMap);
}
void ShadowMap::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClear(GL_DEPTH_BUFFER_BIT);
}
void ShadowMap::unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
uint ShadowMap::getDepthMap() const {
return depthMap;
}
int ShadowMap::getResolution() const {
return resolution;
}
+18
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@@ -0,0 +1,18 @@
#pragma once
#include "typedefs.hpp"
class ShadowMap {
public:
ShadowMap(int resolution);
~ShadowMap();
void bind();
void unbind();
uint getDepthMap() const;
int getResolution() const;
private:
uint fbo;
uint depthMap;
int resolution;
};
+8
View File
@@ -69,3 +69,11 @@ public:
virtual void flush() = 0;
};
class Bindable {
public:
virtual ~Bindable() = default;
virtual void bind() = 0;
virtual void unbind() = 0;
};