Back to basic - Just a backpack rendering
This commit is contained in:
parent
3acc8525b0
commit
8890b4d973
@ -12,64 +12,59 @@ void main(){
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// Inversion filter
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//FragColor = vec4( vec3 (1.0 - texture(screenTexure, TexCoords) ), 1.0) ;
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//grayscale
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/*
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FragColor = texture(screenTexure, TexCoords);
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float average = (FragColor.r + FragColor.g + FragColor.b) / 3.0;
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FragColor = vec4(average, average, average, 1.0);
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*/
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// Simple Grayscale
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//FragColor = texture(screenTexure, TexCoords);
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//float average = (FragColor.r + FragColor.g + FragColor.b) / 3.0;
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//FragColor = vec4(average, average, average, 1.0);
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// physically accurate grayscale
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/* FragColor = texture(screenTexure, TexCoords);
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float average = 0.2126 * FragColor.r + 0.7152 * FragColor.g + 0.0722 * FragColor.b;
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FragColor = vec4(average,average,average, 1.0);*/
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//FragColor = texture(screenTexure, TexCoords);
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//float average = 0.2126 * FragColor.r + 0.7152 * FragColor.g + 0.0722 * FragColor.b;
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//FragColor = vec4(average,average,average, 1.0);*/
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vec2 offset[9] = vec2[] (
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vec2(-offset, offset), // top-left
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vec2(0.0f, offset), // top-center
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vec2(offset, offset), // top-right
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vec2(-offset, 0.0f), // center-left
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vec2(0.0f, 0.0f), // center-center
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vec2(offset, 0.0f), // center-right
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vec2(-offset, -offset), // bottom-left
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vec2(0.0f, -offset), // bottom-center
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vec2(offset, -offset) // bottom-right
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vec2(-offset, offset), // top-left
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vec2(0.0f, offset), // top-center
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vec2(offset, offset), // top-right
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vec2(-offset, 0.0f), // center-left
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vec2(0.0f, 0.0f), // center-center
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vec2(offset, 0.0f), // center-right
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vec2(-offset, -offset), // bottom-left
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vec2(0.0f, -offset), // bottom-center
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vec2(offset, -offset) // bottom-right
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);
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// sharpen
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/*float kernel[9] = float[](
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float sharpen_kernel[9] = float[](
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-1, -1, -1,
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-1, 9, -1,
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-1, -1, -1
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);*/
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);
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// blur
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/* float kernel[9] = float[](
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float blur_kernel[9] = float[](
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1.0 /16, 2.0 /16, 1.0 /16,
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2.0 /16, 4.0 /16, 2.0 /16,
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1.0 /16, 2.0 /16, 1.0 /16
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);*/
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);
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// Edge-detection
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/* float kernel[9] = float[] (
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float edgeDetection_kernel[9] = float[] (
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1, 1, 1,
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1, -8, 1,
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1, 1, 1
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);
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vec3 sampleTex[9];
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for (int i= 0; i < 9; i++) {
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sampleTex[i] = vec3(texture(screenTexure, TexCoords.st + offset[i]));
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}
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//vec3 sampleTex[9];
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//for (int i= 0; i < 9; i++) {
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// sampleTex[i] = vec3(texture(screenTexure, TexCoords.st + offset[i]));
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//}
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vec3 col = vec3(0.0);
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for (int i = 0; i < 9; i++) {
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col += sampleTex[i] * kernel[i];
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}
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FragColor = vec4(col, 1.0);
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*/
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//vec3 col = vec3(0.0);
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//for (int i = 0; i < 9; i++) {
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// col += sampleTex[i] * kernel[i];
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//}
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//FragColor = vec4(col, 1.0);
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}
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@ -2,7 +2,6 @@
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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@ -60,4 +60,3 @@ project "LearnOpenGL"
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filter "configurations:Release"
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defines{"NDEBUG"}
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optimize "On"
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9
src/Primitives/Material.h
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9
src/Primitives/Material.h
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@ -0,0 +1,9 @@
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#pragma once
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#include "glm/glm.hpp"
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struct Material {
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glm::vec3 ambient;
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glm::vec3 diffuse;
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glm::vec3 specular;
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float shininess;
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};
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14
src/Primitives/Scene.h
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14
src/Primitives/Scene.h
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@ -0,0 +1,14 @@
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#pragma once
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#include <vector>
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#include "../model.h"
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#include "camera.h"
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class Scene {
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public:
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Camera cameras;
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std::vector <Model> entities;
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// std::vector<Material> materials;
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};
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@ -1,7 +1,7 @@
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#include "shader.h"
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Shader::Shader(const char* vertextPath, const char* fragmentPath)
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{
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void Shader::Load(const char* vertexPath, const char* fragmentPath) {
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// retrieve the vertex / fragment source code from filepath
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std::string vertexCode;
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std::string fragmentCode;
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@ -11,15 +11,15 @@ Shader::Shader(const char* vertextPath, const char* fragmentPath)
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try{
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try {
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std::cout << "Opening VertexShader.. " << vertextPath << std::endl;
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vShaderFile.open(vertextPath);
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std::cout << "Opening VertexShader.. " << vertexPath << std::endl;
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vShaderFile.open(vertexPath);
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std::cout << "Opening FragmentShader.. " << fragmentPath << std::endl;
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream,fShaderStream;
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std::stringstream vShaderStream, fShaderStream;
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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@ -33,9 +33,9 @@ Shader::Shader(const char* vertextPath, const char* fragmentPath)
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fShaderFile.close();
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}
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catch(std::ifstream::failure e){
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catch (std::ifstream::failure e) {
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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std::cout << e.what() << "| IO error code: " << e.code() << std::endl ;
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std::cout << e.what() << "| IO error code: " << e.code() << std::endl;
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}
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const char* vShaderCode = vertexCode.c_str();
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@ -53,8 +53,8 @@ Shader::Shader(const char* vertextPath, const char* fragmentPath)
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glCompileShader(vertex);
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// print any compile errors if there are any
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glGetShaderiv(vertex,GL_COMPILE_STATUS, &success);
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if(!success)
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER:::VERTEX::COMPILATION_FAILED" << std::endl << infoLog << std::endl;
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@ -67,7 +67,7 @@ Shader::Shader(const char* vertextPath, const char* fragmentPath)
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glCompileShader(fragment);
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if(!success){
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if (!success) {
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER:::VERTEX::COMPILATION_FAILED" << std::endl << infoLog << std::endl;
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}
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@ -80,7 +80,7 @@ Shader::Shader(const char* vertextPath, const char* fragmentPath)
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glLinkProgram(ID);
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glGetProgramiv(ID, GL_LINK_STATUS, &success);
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if(!success){
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if (!success) {
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glGetProgramInfoLog(ID, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED" << std::endl << infoLog << std::endl;
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}
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@ -89,7 +89,6 @@ Shader::Shader(const char* vertextPath, const char* fragmentPath)
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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void Shader::use(){
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@ -13,8 +13,8 @@ class Shader
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unsigned int ID;// Program ID
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// Read and build the shader upon construction
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Shader(const char* vertexPath, const char* fragmentPath);
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Shader() = default;
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void Load(const char* vertexPath, const char* fragmentPath);
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// Activate the shader
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void use();
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@ -1,84 +0,0 @@
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#include "OutlinePass.h"
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#include "Renderer.h"
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#include "../../CheckErrors.h"
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OutlinePass::OutlinePass(Model& sceneObject, glm::mat4& model, glm::mat4& projection, Camera& camera)
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: RenderPass("Renderpass - Outline", "../Shaders/shader.vs", "../Shaders/outlineshader.fs" ) , m_model(sceneObject), camera(camera), projection(projection), model(model)
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{
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}
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void OutlinePass::Create() {
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// Framebuffer outline effect
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std::cout << "Create Framebuffer" << std::endl;
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m_outlineFrameBuffer = new FrameBuffer();
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glCheckError();
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m_outlineFrameBuffer->Bind();
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glCheckError();
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// Create a texture attachment (colour attachment)
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std::cout << "Create Texture" << std::endl;
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m_colourTexture = CreateTexture(800, 600);
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glCheckError();
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// attach texture to the frame buffer as a colour attachment
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m_outlineFrameBuffer->Attach(*m_colourTexture);
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glCheckError();
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// Add depth buffer attachment
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std::cout << "Create RenderBuffer" << std::endl;
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m_outlineRenderBuffer = new RenderBuffer();
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glCheckError();
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m_outlineRenderBuffer->Bind();
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glCheckError();
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m_outlineRenderBuffer->UseDepthAndStencil();
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glCheckError();
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m_outlineRenderBuffer->Unbind();
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glCheckError();
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// attach depth buffer to our framebuffer
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_outlineRenderBuffer->id);
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glCheckError();
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m_outlineFrameBuffer->Unbind();
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glCheckError();
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std::cout << "Success!" << std::endl;
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}
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OutlinePass::~OutlinePass(){
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delete m_colourTexture;
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delete m_outlineRenderBuffer;
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}
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void OutlinePass::Render()
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{
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std::cout << "Start outline render" << std::endl;
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glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
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glStencilMask(0x00);
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glDisable(GL_DEPTH_TEST);
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m_shader.use();
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m_shader.setMat4("model", model);
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m_shader.setMat4("view", camera.GetViewMatrix());
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m_shader.setMat4("projection", projection);
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m_shader.setVec3("outlineColor", glm::vec3(0.28, 0.10, 0.26));
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model = glm::scale(model, glm::vec3(1.05f,1.05f, 1.05f));
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m_shader.setMat4("model", model);
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std::cout << "Drawing model" << std::endl;
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m_model.Draw(m_shader);
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glStencilFunc(GL_ALWAYS, 1, 0xff);
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glStencilMask(0xFF);
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std::cout << "Finished outline render" << std::endl;
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}
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@ -1,30 +0,0 @@
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#pragma once
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#include <glm/glm.hpp>
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#include "RenderPass.h"
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#include "FrameBuffer.h"
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#include "RenderBuffer.h"
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#include "../model.h"
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#include "../Primitives/texture.h"
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#include "../Primitives/camera.h"
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class OutlinePass : RenderPass {
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public:
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void Render() override;
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OutlinePass (Model& sceneObject, glm::mat4& model , glm::mat4& projection, Camera& camera) ;
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void Create();
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~OutlinePass();
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private:
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FrameBuffer* m_outlineFrameBuffer;
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RenderBuffer* m_outlineRenderBuffer;
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Texture* m_colourTexture;
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glm::mat4 model;
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glm::mat4 projection;
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Model& m_model;
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Camera& camera;
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};
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@ -1,7 +1,7 @@
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#include "RenderBuffer.h"
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void RenderBuffer::UseDepthAndStencil (){
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600); /// NOTE: should be part of creating but kept seperate for now!
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void RenderBuffer::UseDepthAndStencil (int width, int height){
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); /// NOTE: should be part of creating but kept seperate for now!
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}
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void RenderBuffer::Bind()
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@ -10,7 +10,7 @@ public:
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void Bind();
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void Unbind();
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void UseDepthAndStencil();
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void UseDepthAndStencil(int width, int height);
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RenderBuffer();
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~RenderBuffer();
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@ -1,19 +0,0 @@
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#pragma once
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#include <string>
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#include "../Primitives/shader.h"
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class RenderPass {
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public :
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virtual void Render() = 0;
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RenderPass(const std::string& name,const std::string& VertexShaderFile, const std::string& FragmentShaderFile) : m_shader(VertexShaderFile.c_str(), FragmentShaderFile.c_str())
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{
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std::cout << "Created " << name << std::endl;
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}
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~RenderPass(){}
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protected:
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Shader m_shader;
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};
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@ -9,60 +9,131 @@
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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 "../Primitives/Scene.h"
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void Renderer::Setup()
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{
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shader.Load("../Shaders/Framebuffers.vs", "../Shaders/Framebuffers.fs");
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// Create ScreenVAO
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glGenVertexArrays(1, &ScreenVAO);
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glBindVertexArray(ScreenVAO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, ScreenVertices.size() * sizeof(float), &ScreenVertices[0], GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
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glBindVertexArray(0);
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// Enable features
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glEnable(GL_MULTISAMPLE);
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}
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void Renderer::resize(int width, int height ) {
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framebuffer = FrameBuffer();
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framebuffer.Bind();
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ColourBuffer = CreateTexture(800,600);
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ColourBuffer = CreateTexture(width, height);
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framebuffer.Attach(*ColourBuffer);
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renderbufferObject = RenderBuffer();
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renderbufferObject.Bind();
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renderbufferObject.UseDepthAndStencil();
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renderbufferObject.Unbind();
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renderbufferObject.UseDepthAndStencil(width, height);
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framebuffer.Attach(renderbufferObject);
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if(framebuffer.IsComplete() == false ){
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std::cout << "ERROR::FRAMEBUFFER::Framebuffer is not complete! " << std::endl;
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if (framebuffer.IsComplete() == false) {
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std::cout << "ERROR::FRAMEBUFFER::Framebuffer is not complete! " << std::endl;
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}
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framebuffer.Unbind();
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renderbufferObject.Unbind();
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}
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void Renderer::Render( )
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void Renderer::Render(Scene& scene)
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{
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Recalculate the Camera's view matrix
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view = camera.GetViewMatrix();
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// Reset the model matrix to an identity matrix
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model = glm::mat4(1.0f);
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glm::mat4 projection = glm::perspective(glm::radians(scene.cameras.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
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auto view = scene.cameras.GetViewMatrix();
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auto model = glm::mat4(1.0f);
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framebuffer.Bind();
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// 1. Skybox pass
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skyboxpass.Render();
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/*
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Shader cubemap;
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cubemap.Load("../Shaders/skybox.vs", "../Shaders/Cubemap.fs");
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glDepthMask(GL_FALSE);
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cubemap.use();
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cubemap.setMat4("projection", projection);
|
||||
auto centeredView = glm::mat4(glm::mat3(scene.cameras.GetViewMatrix()));
|
||||
cubemap.setMat4("view", centeredView);
|
||||
|
||||
skybox.Bind();
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
skybox.Unbind();
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
*/
|
||||
|
||||
|
||||
// 2. Scene pass
|
||||
scenepass.Render();
|
||||
Shader blinnPhong;
|
||||
blinnPhong.Load("../Shaders/shader.vs", "../Shaders/shader.fs");
|
||||
|
||||
blinnPhong.use();
|
||||
blinnPhong.setVec3("cameraPos", scene.cameras.Position);
|
||||
|
||||
/*
|
||||
glActiveTexture(GL_TEXTURE11);
|
||||
m_skybox.Bind(); // Segmentation Fault HERE!!
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
*/
|
||||
|
||||
blinnPhong.setInt("skybox", 11);
|
||||
|
||||
blinnPhong.setMat4("model", model);
|
||||
blinnPhong.setMat4("view", view);
|
||||
blinnPhong.setMat4("projection", projection);
|
||||
|
||||
for (auto entity : scene.entities) {
|
||||
entity.Draw(blinnPhong);
|
||||
}
|
||||
|
||||
// m_skybox.Unbind();
|
||||
|
||||
// 3. outline pass
|
||||
//Shader OutlineShader;
|
||||
//OutlineShader.Load("../Shaders/shader.vs", "../Shaders/outlineshader.fs");
|
||||
|
||||
outlinepass.Render();
|
||||
|
||||
/*
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
*/
|
||||
|
||||
// 4. draw result to screen
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
/*glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
@ -70,8 +141,8 @@ void Renderer::Render( )
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
|
||||
m_shader.use();
|
||||
m_shader.setInt("screenTexture",0);
|
||||
shader.use();
|
||||
shader.setInt("screenTexture",0);
|
||||
glBindVertexArray(ScreenVAO);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ColourBuffer->id);
|
||||
@ -83,57 +154,20 @@ void Renderer::Render( )
|
||||
glStencilMask(0xFF);
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
*/
|
||||
}
|
||||
|
||||
Renderer::Renderer(Camera& camera, Model& scene) :
|
||||
camera(camera),
|
||||
renderbufferObject(),
|
||||
framebuffer(),
|
||||
skybox(),
|
||||
skyboxpass(skybox, camera, projection),
|
||||
scenepass(skybox, scene,camera,projection, model),
|
||||
outlinepass(scene, model, projection, camera),
|
||||
m_shader("../Shaders/Framebuffers.vs", "../Shaders/Framebuffers.fs")
|
||||
{
|
||||
void Renderer::Shutdown() {
|
||||
|
||||
framebuffer.Unbind();
|
||||
}
|
||||
|
||||
outlinepass.Create();
|
||||
Renderer::Renderer() {
|
||||
|
||||
|
||||
std::vector<std::string> faces = {
|
||||
"../Textures/skybox/right.jpg",
|
||||
"../Textures/skybox/left.jpg",
|
||||
"../Textures/skybox/top.jpg",
|
||||
"../Textures/skybox/bottom.jpg",
|
||||
"../Textures/skybox/front.jpg",
|
||||
"../Textures/skybox/back.jpg"
|
||||
};
|
||||
skybox.loadCubeTextures(faces);
|
||||
|
||||
|
||||
// auto outlinepass = OutlinePass(scene , model, projection, camera);
|
||||
// Create ScreenVAO
|
||||
glGenVertexArrays(1, &ScreenVAO);
|
||||
glBindVertexArray(ScreenVAO);
|
||||
|
||||
glGenBuffers(1, &VBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, ScreenVertices.size() * sizeof(float), &ScreenVertices[0], GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0,2, GL_FLOAT,GL_FALSE, 4 * sizeof(float),(void*) 0 );
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1,2,GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2*sizeof(float)));
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Enable features
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
|
||||
}
|
||||
|
||||
|
@ -5,38 +5,25 @@
|
||||
#include "../Primitives/shader.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "RenderBuffer.h"
|
||||
#include "ScenePass.h"
|
||||
#include "OutlinePass.h"
|
||||
#include "SkyboxPass.h"
|
||||
|
||||
#include "../Primitives/Scene.h"
|
||||
|
||||
class Renderer
|
||||
{
|
||||
public:
|
||||
void Render();
|
||||
void Setup();
|
||||
|
||||
Renderer(Camera& camera,Model& scene);
|
||||
Renderer();
|
||||
~Renderer();
|
||||
void Setup();
|
||||
void resize(int width, int height);
|
||||
void Render(Scene& scene);
|
||||
void Shutdown();
|
||||
|
||||
|
||||
private:
|
||||
ScenePass scenepass;
|
||||
SkyboxPass skyboxpass;
|
||||
OutlinePass outlinepass;
|
||||
|
||||
Camera& camera;
|
||||
GLuint ScreenVAO, VBO;
|
||||
FrameBuffer framebuffer;
|
||||
RenderBuffer renderbufferObject;
|
||||
Texture* ColourBuffer;
|
||||
Skybox skybox;
|
||||
|
||||
Shader m_shader;
|
||||
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
glm::mat4 view;
|
||||
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
|
||||
Shader shader;
|
||||
|
||||
glm::vec3 lightpos = glm::vec3(-0.2f, -1.0f, -0.3f);
|
||||
|
||||
|
@ -1,34 +0,0 @@
|
||||
#include "ScenePass.h"
|
||||
|
||||
void ScenePass::Render()
|
||||
{
|
||||
m_shader.use();
|
||||
m_shader.setVec3("cameraPos", camera.Position);
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE11);
|
||||
m_skybox.Bind(); // Segmentation Fault HERE!!
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
m_shader.setInt("skybox",11);
|
||||
|
||||
|
||||
m_shader.setMat4("model", model);
|
||||
m_shader.setMat4("view", camera.GetViewMatrix());
|
||||
m_shader.setMat4("projection", projection);
|
||||
|
||||
|
||||
m_scene.Draw(m_shader);
|
||||
|
||||
|
||||
m_skybox.Unbind();
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void ScenePass::SetSkybox(Skybox& skybox)
|
||||
{
|
||||
m_skybox = skybox;
|
||||
}
|
@ -1,33 +0,0 @@
|
||||
#pragma once
|
||||
#include "RenderPass.h"
|
||||
#include "../Primitives/Skybox.h"
|
||||
#include "../Primitives/shader.h"
|
||||
#include "../Primitives/camera.h"
|
||||
#include "../model.h"
|
||||
|
||||
class ScenePass : public RenderPass {
|
||||
|
||||
public:
|
||||
void Render() override;
|
||||
|
||||
ScenePass(Skybox& skybox, Model& scene, Camera& camera, glm::mat4 projection , glm::mat4 model)
|
||||
: RenderPass("RenderPass - Scene", "../Shaders/shader.vs", "../Shaders/shader.fs" ),
|
||||
m_scene(scene), camera(camera), projection(projection), model(model), m_skybox(skybox)
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
~ScenePass() = default;
|
||||
|
||||
void SetSkybox(Skybox& skybox);
|
||||
|
||||
private:
|
||||
Skybox& m_skybox;
|
||||
Model& m_scene;
|
||||
Camera& camera;
|
||||
|
||||
glm::mat4 projection;
|
||||
glm::mat4 model;
|
||||
|
||||
|
||||
};
|
@ -1,32 +0,0 @@
|
||||
#include "SkyboxPass.h"
|
||||
SkyboxPass::SkyboxPass(Skybox& skybox, Camera& camera, glm::mat4& projection) : RenderPass("Render Pass - Skybox", "../Shaders/skybox.vs", "../Shaders/Cubemap.fs"),
|
||||
skybox(skybox),
|
||||
camera(camera),
|
||||
projection(projection)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void SkyboxPass::Render()
|
||||
{
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
m_shader.use();
|
||||
|
||||
m_shader.setMat4("projection", projection);
|
||||
glm::mat4 centeredView = glm::mat4(glm::mat3(camera.GetViewMatrix()));
|
||||
m_shader.setMat4("view", centeredView);
|
||||
|
||||
|
||||
|
||||
skybox.Bind();
|
||||
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
skybox.Unbind();
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
@ -1,20 +0,0 @@
|
||||
#pragma once
|
||||
#include "RenderPass.h"
|
||||
#include "../Primitives/Skybox.h"
|
||||
#include "../Primitives/shader.h"
|
||||
#include "../Primitives/camera.h"
|
||||
|
||||
class SkyboxPass : public RenderPass {
|
||||
public:
|
||||
void Render() override;
|
||||
|
||||
SkyboxPass( Skybox& skybox, Camera& camera, glm::mat4& projection);
|
||||
~SkyboxPass() = default;
|
||||
|
||||
private:
|
||||
Skybox& skybox;
|
||||
Camera& camera;
|
||||
glm::mat4& projection;
|
||||
|
||||
|
||||
};
|
29
src/main.cpp
29
src/main.cpp
@ -14,14 +14,14 @@
|
||||
#include <stb_image.h>
|
||||
|
||||
#include "Application.h"
|
||||
|
||||
#include "Primitives/Scene.h"
|
||||
|
||||
|
||||
void processInput( GLFWwindow* window);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
|
||||
const int WIDTH = 800, HEIGHT = 600;
|
||||
float deltaTime = 0.0f; ; // Time between current frame and last frame
|
||||
float lastFrame = 0.0f; // Time of last frame
|
||||
bool firstMouse = true;
|
||||
@ -35,7 +35,7 @@ public:
|
||||
void Run () override
|
||||
{
|
||||
// Create a window
|
||||
Window window(800,600, "LearnOpenGL");
|
||||
Window window(WIDTH,HEIGHT, "LearnOpenGL");
|
||||
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
@ -48,10 +48,27 @@ public:
|
||||
ImGui_ImplOpenGL3_Init("#version 460");
|
||||
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
|
||||
Model backpack("../Models/backpack.obj");
|
||||
|
||||
Renderer renderer = Renderer(camera, backpack);
|
||||
Scene scene;
|
||||
scene.entities.push_back(backpack);
|
||||
|
||||
scene.cameras = camera;
|
||||
|
||||
|
||||
std::vector<std::string> faces = {
|
||||
"../Textures/skybox/right.jpg",
|
||||
"../Textures/skybox/left.jpg",
|
||||
"../Textures/skybox/top.jpg",
|
||||
"../Textures/skybox/bottom.jpg",
|
||||
"../Textures/skybox/front.jpg",
|
||||
"../Textures/skybox/back.jpg"
|
||||
};
|
||||
Skybox skybox = Skybox();
|
||||
skybox.loadCubeTextures(faces);
|
||||
|
||||
Renderer renderer = Renderer();
|
||||
renderer.resize(WIDTH, HEIGHT);
|
||||
renderer.Setup();
|
||||
|
||||
|
||||
@ -65,7 +82,7 @@ public:
|
||||
|
||||
glfwPollEvents();
|
||||
processInput(window.ptr());
|
||||
renderer.Render();
|
||||
renderer.Render(scene);
|
||||
|
||||
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
|
Loading…
Reference in New Issue
Block a user