LearnOpenGL/src/Renderer/Renderer.cpp

378 lines
11 KiB
C++

#include "Renderer.h"
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stdio.h>
#include <cmath>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "../Primitives/Scene.h"
static enum class RenderPass {
NONE = 0,
SKYBOX,
DEFAULT,
PBR
};
const int num_passes = static_cast<int>(RenderPass::DEFAULT) ;
Texture* colourAttachment;
glm::vec3 lightPositions[] = {
glm::vec3(-10.0f, 10.0f, 10.0f),
glm::vec3(10.0f, 10.0f, 10.0f),
glm::vec3(-10.0f, -10.0f, 10.0f),
glm::vec3(10.0f, -10.0f, 10.0f)
};
glm::vec3 lightColors[] = {
glm::vec3(300.0f, 300.0f, 300.0f),
glm::vec3(300.0f, 300.0f, 300.0f),
glm::vec3(300.0f, 300.0f, 300.0f),
glm::vec3(300.0f, 300.0f, 300.0f)
};
int nrRows = 7;
int nrColumns = 7;
float spacing = 2.5;
void Renderer::Setup()
{
// 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);
// Load shaders
shaders[static_cast<int>(RenderPass::SKYBOX)] = Shader();
shaders[static_cast<int>(RenderPass::SKYBOX)].Load("../Shaders/skybox.vs", "../Shaders/Cubemap.fs");
shaders[static_cast<int>(RenderPass::DEFAULT)] = Shader();
shaders[static_cast<int>(RenderPass::DEFAULT)].Load("../Shaders/shader.vs", "../Shaders/shader.fs");
shaders[static_cast<int>(RenderPass::PBR)] = Shader();
shaders[static_cast<int>(RenderPass::PBR)].Load("../Shaders/pbr.vs", "../Shaders/pbr.fs");
}
void Renderer::resize(int width, int height ) {
framebuffer = FrameBuffer();
framebuffer.Bind();
ColourBuffer = CreateTexture(width, height);
framebuffer.Attach(*ColourBuffer);
renderbufferObject = RenderBuffer();
renderbufferObject.Bind();
renderbufferObject.UseDepthAndStencil(width, height);
framebuffer.Attach(renderbufferObject);
if (framebuffer.IsComplete() == false) {
std::cout << "ERROR::FRAMEBUFFER::Framebuffer is not complete! " << std::endl;
}
renderbufferObject.Unbind();
OutlineEffect = FrameBuffer();
OutlineEffect.Bind();
colourAttachment = CreateTexture(width, height);
OutlineEffect.Attach(*colourAttachment);
auto renderBuffer = RenderBuffer();
renderBuffer.Bind();
renderBuffer.UseDepthAndStencil(width, height);
renderBuffer.Unbind();
glad_glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderBuffer.id);
OutlineEffect.Unbind();
}
unsigned int sphereVAO = 0;
unsigned int indexCount;
void renderSphere() {
if (sphereVAO == 0) {
glGenVertexArrays(1, &sphereVAO);
unsigned int vbo, ebo;
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
std::vector<glm::vec3> positions;
std::vector<glm::vec2> uv;
std::vector<glm::vec3> normals;
std::vector<unsigned int> indices;
const unsigned int X_SEGMENTS = 64;
const unsigned int Y_SEGMENTS = 64;
const float PI = 3.14159265359f;
for (unsigned int x = 0; x <= X_SEGMENTS; ++x) {
for (unsigned int y = 0; y <= Y_SEGMENTS; ++y) {
float xSegment = (float)x / (float)X_SEGMENTS;
float ySegment = (float)y / (float)Y_SEGMENTS;
float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
float yPos = std::cos(ySegment * PI);
float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
positions.push_back(glm::vec3(xPos, yPos, zPos));
uv.push_back(glm::vec2(xSegment, ySegment));
normals.push_back(glm::vec3(xPos, yPos, zPos));
}
}
bool oddRow = false;
for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
{
if (!oddRow) // even rows: y == 0, y == 2; and so on
{
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
{
indices.push_back(y * (X_SEGMENTS + 1) + x);
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
}
}
else
{
for (int x = X_SEGMENTS; x >= 0; --x)
{
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
indices.push_back(y * (X_SEGMENTS + 1) + x);
}
}
oddRow = !oddRow;
}
indexCount = static_cast<unsigned int>(indices.size());
std::vector<float> data;
for (unsigned int i = 0; i < positions.size(); ++i)
{
data.push_back(positions[i].x);
data.push_back(positions[i].y);
data.push_back(positions[i].z);
if (normals.size() > 0)
{
data.push_back(normals[i].x);
data.push_back(normals[i].y);
data.push_back(normals[i].z);
}
if (uv.size() > 0)
{
data.push_back(uv[i].x);
data.push_back(uv[i].y);
}
}
glBindVertexArray(sphereVAO);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
unsigned int stride = (3 + 2 + 3) * sizeof(float);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
}
glBindVertexArray(sphereVAO);
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
}
void Renderer::Render(Scene& scene)
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glm::mat4 projection = glm::perspective(glm::radians(scene.MainCamera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
auto view = scene.MainCamera.GetViewMatrix();
auto model = glm::mat4(1.0f);
// Skybox
glDepthMask(GL_FALSE);
Shader shader = shaders.at(static_cast<int>(RenderPass::SKYBOX));
shader.use();
shader.setMat4("projection", projection);
auto centeredView = glm::mat4(glm::mat3(scene.MainCamera.GetViewMatrix()));
shader.setMat4("view", centeredView);
scene.skybox.Bind();
glDrawArrays(GL_TRIANGLES, 0, 36);
scene.skybox.Unbind();
glDepthMask(GL_TRUE);
// Phong lighting
shader = shaders.at(static_cast<int>(RenderPass::DEFAULT));
shader.use();
shader.setVec3("cameraPos", scene.MainCamera.Position);
shader.setInt("skybox", 11);
glActiveTexture(GL_TEXTURE11);
scene.skybox.Bind();
glActiveTexture(GL_TEXTURE0);
model = glm::translate(model, glm::vec3(20.0f, 0.0f, 0.0f));
shader.setMat4("model", model);
shader.setMat4("view", view);
shader.setMat4("projection", projection);
for (auto entity : scene.entities) {
entity.Draw(shader);
}
scene.skybox.Unbind();
// PBR
shader = shaders.at(static_cast<int>(RenderPass::PBR));
shader.use();
shader.setVec3("albedo", glm::vec3(0.5f, 0.0f, 0.0f));
shader.setFloat("ao", 1.0f);
shader.setMat4("projection", projection);
view = scene.MainCamera.GetViewMatrix();
shader.setMat4("view", view);
shader.setVec3("camPos", scene.MainCamera.Position);
model = glm::mat4(1.0f);
for (int row = 0; row < nrRows; ++row) {
shader.setFloat("metallic", (float)row / (float)nrRows);
for (int col = 0; col < nrColumns; ++col) {
shader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(
(col - (nrColumns / 2)) * spacing,
(row - (nrRows / 2)) * spacing,
0.0f
));
shader.setMat4("model", model);
shader.setMat3("normalMatrix", glm::transpose(glm::inverse(glm::mat3(model))));
renderSphere();
}
}
// Render light source
for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i) {
glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
newPos = lightPositions[i];
shader.setVec3("lightPositions[" + std::to_string(i)+"]", newPos);
shader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
model = glm::mat4(1.0f);
model = glm::translate(model, newPos);
model = glm::scale(model, glm::vec3(0.5f));
shader.setMat4("model", model);
shader.setMat3("normalMatrix", glm::transpose(glm::inverse(glm::mat3(model))));
renderSphere();
}
/*
Shader OutlineShader;
OutlineShader.Load("../Shaders/shader.vs", "../Shaders/outlineshader.fs");
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
glStencilMask(0x00);
glDisable(GL_DEPTH_TEST);
//OutlineEffect.Bind();
//glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
OutlineShader.use();
OutlineShader.setMat4("model", glm::scale(glm::mat4(1.0f), glm::vec3(1.05f, 1.05f, 1.05f)));
OutlineShader.setMat4("view", view);
OutlineShader.setMat4("projection", projection);
OutlineShader.setVec3("outlineColor", glm::vec3(0.28f, 0.10f, 0.26f));
for (auto entity : scene.entities) {
entity.Draw(OutlineShader);
}
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glStencilMask(0xFF);
*/
// 4. draw result to screen
/*
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
Shader shader;
shader.Load("../Shaders/Framebuffers.vs", "../Shaders/Framebuffers.fs");
shader.use();
shader.setInt("screenTexture",0);
glBindVertexArray(ScreenVAO);
glBindTexture(GL_TEXTURE_2D, ColourBuffer->id);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Reset stencil
glEnable(GL_DEPTH_TEST);
*/
}
void Renderer::Shutdown() {
framebuffer.Unbind();
}