Deferred rendering mode + Skybox
- Added deferred rendering mode to the renderer - Added a skybox to the forward rendering mode - moved default imported assets directory (temporary fix)
This commit is contained in:
parent
2a5c7811e7
commit
2dcc3f1803
BIN
Editor/Assets/Cube.mesh
Normal file
BIN
Editor/Assets/Cube.mesh
Normal file
Binary file not shown.
@ -66,13 +66,9 @@ YAML::Emitter& operator<< (YAML::Emitter& emitter, glm::vec3& vector) {
|
|||||||
emitter << YAML::Key << "Light";
|
emitter << YAML::Key << "Light";
|
||||||
emitter << YAML::Value;
|
emitter << YAML::Value;
|
||||||
emitter << YAML::BeginMap;
|
emitter << YAML::BeginMap;
|
||||||
emitter << YAML::Key << "strength";
|
|
||||||
emitter << YAML::Value << entity.GetComponent<LightComponent>().Strength;
|
|
||||||
|
|
||||||
emitter << YAML::Key << "Color";
|
emitter << YAML::Key << "Color";
|
||||||
emitter << YAML::Value << entity.GetComponent<LightComponent>().Color;
|
emitter << YAML::Value << entity.GetComponent<LightComponent>().Color;
|
||||||
emitter << YAML::EndMap;
|
emitter << YAML::EndMap;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -129,7 +125,6 @@ YAML::Emitter& operator<< (YAML::Emitter& emitter, glm::vec3& vector) {
|
|||||||
}
|
}
|
||||||
if (entity["Light"]) {
|
if (entity["Light"]) {
|
||||||
LightComponent lc = SE.AddComponent<LightComponent>();
|
LightComponent lc = SE.AddComponent<LightComponent>();
|
||||||
lc.Strength = entity["Light"]["strength"].as<float>();
|
|
||||||
lc.Color = glm::vec3(entity["Light"]["Color"][0].as<float>(), entity["Light"]["Color"][1].as<float>(), entity["Light"]["Color"][2].as<float>());
|
lc.Color = glm::vec3(entity["Light"]["Color"][0].as<float>(), entity["Light"]["Color"][1].as<float>(), entity["Light"]["Color"][2].as<float>());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -106,9 +106,10 @@ public:
|
|||||||
switch (result) {
|
switch (result) {
|
||||||
case(NFD_OKAY):
|
case(NFD_OKAY):
|
||||||
// Import Model
|
// Import Model
|
||||||
|
|
||||||
AssetManager::LoadFromSource(
|
AssetManager::LoadFromSource(
|
||||||
path,
|
path,
|
||||||
project.get()->GetProjectDirectory() / "Assets"
|
"build/Debug/Assets"//project.get()->GetProjectDirectory() / "Assets"
|
||||||
);
|
);
|
||||||
break;
|
break;
|
||||||
case(NFD_CANCEL):
|
case(NFD_CANCEL):
|
||||||
|
@ -19,8 +19,7 @@ using namespace YoggieEngine;
|
|||||||
|
|
||||||
auto matrix = glm::mat4(1.0f);
|
auto matrix = glm::mat4(1.0f);
|
||||||
auto worldOrigin = glm::mat4(1.0f);
|
auto worldOrigin = glm::mat4(1.0f);
|
||||||
auto projection = glm::perspective(45.0f, 0.89f, 0.001f, 1.0f);
|
|
||||||
auto view = glm::mat4(1.0f);
|
|
||||||
|
|
||||||
inline void ComponentView(const std::string& componentName, voidFunction func)
|
inline void ComponentView(const std::string& componentName, voidFunction func)
|
||||||
{
|
{
|
||||||
@ -40,7 +39,7 @@ public:
|
|||||||
|
|
||||||
void AddComponentDropDown(Entity& selected )
|
void AddComponentDropDown(Entity& selected )
|
||||||
{
|
{
|
||||||
static char* names[] = { "Script Component", "Camera Component" };
|
static char* names[] = { "Script Component", "Camera Component", "Light Component"};
|
||||||
if (ImGui::Button("Add Component"))
|
if (ImGui::Button("Add Component"))
|
||||||
ImGui::OpenPopup("Component picker");
|
ImGui::OpenPopup("Component picker");
|
||||||
|
|
||||||
@ -82,25 +81,23 @@ public:
|
|||||||
ImGui::ColorEdit3("Colour", glm::value_ptr(render3d.color));
|
ImGui::ColorEdit3("Colour", glm::value_ptr(render3d.color));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
static bool deferred = true;
|
||||||
if (selected.HasComponent<LightComponent>()) {
|
if (selected.HasComponent<LightComponent>()) {
|
||||||
auto& light = selected.GetComponent<LightComponent>();
|
auto& light = selected.GetComponent<LightComponent>();
|
||||||
if (ImGui::CollapsingHeader("Light", ImGuiTreeNodeFlags_DefaultOpen)) {
|
if (ImGui::CollapsingHeader("Light", ImGuiTreeNodeFlags_DefaultOpen)) {
|
||||||
ImGui::DragFloat("Strength", &light.Strength, 0.001f);
|
|
||||||
ImGui::ColorEdit3("Colour", glm::value_ptr(light.Color));
|
ImGui::ColorEdit3("Colour", glm::value_ptr(light.Color));
|
||||||
|
ImGui::Checkbox("Deferred", &deferred);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (selected.HasComponent <CameraComponent>()) {
|
if (selected.HasComponent <CameraComponent>()) {
|
||||||
auto& camera = selected.GetComponent<CameraComponent>();
|
auto& camera = selected.GetComponent<CameraComponent>();
|
||||||
static float Zoom = 90;
|
if (ImGui::CollapsingHeader("Camera")) {
|
||||||
static glm::vec3 Position, Rotation = glm::vec3(0.0f);
|
ImGui::DragFloat3("Position:",glm::value_ptr(camera.Position), 0.01f);
|
||||||
ComponentView("Camera", [] {
|
ImGui::DragFloat3("Rotation:", glm::value_ptr(camera.Rotation), 0.01f);
|
||||||
ImGui::SliderFloat("Zoom", &Zoom, 10, 190);
|
|
||||||
ImGui::InputFloat3("Position:", &Position[0]);
|
}
|
||||||
ImGui::InputFloat3("Rotation:", &Rotation[0]);
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (selected.HasComponent<ScriptComponent>()) {
|
if (selected.HasComponent<ScriptComponent>()) {
|
||||||
@ -131,7 +128,7 @@ public:
|
|||||||
|
|
||||||
class Viewport : EditorWindow {
|
class Viewport : EditorWindow {
|
||||||
public:
|
public:
|
||||||
Viewport (Framebuffer& fb, Camera cam ) : EditorWindow("SceneView")
|
Viewport (Framebuffer& fb, Camera cam) : EditorWindow("SceneView")
|
||||||
{
|
{
|
||||||
ImVec2 WinPos = ImGui::GetWindowPos();
|
ImVec2 WinPos = ImGui::GetWindowPos();
|
||||||
ImVec2 ContentRegionMin = ImGui::GetWindowContentRegionMin();
|
ImVec2 ContentRegionMin = ImGui::GetWindowContentRegionMin();
|
||||||
@ -149,11 +146,13 @@ public:
|
|||||||
ImGuizmo::Enable(true);
|
ImGuizmo::Enable(true);
|
||||||
ImGuizmo::SetRect(ScreenSpaceMin.x, ScreenSpaceMin.y,ContentRegionMax.x, ContentRegionMax.y);
|
ImGuizmo::SetRect(ScreenSpaceMin.x, ScreenSpaceMin.y,ContentRegionMax.x, ContentRegionMax.y);
|
||||||
|
|
||||||
ImGuizmo::ViewManipulate(glm::value_ptr(cam.ViewMatrix), 1, { ScreenSpaceMin.x,ScreenSpaceMin.y }, { 90,90 }, 0x22CCCCCC);
|
glm::mat4 transposed_view = glm::transpose(cam.ViewMatrix);
|
||||||
|
|
||||||
|
ImGuizmo::ViewManipulate(glm::value_ptr(transposed_view), 1, { ScreenSpaceMin.x,ScreenSpaceMin.y }, { 90,90 }, 0x22CCCCCC);
|
||||||
ImGuizmo::DrawGrid(glm::value_ptr(cam.ViewMatrix), glm::value_ptr(cam.ProjectionMatrix), glm::value_ptr(worldOrigin), 100.0f);
|
ImGuizmo::DrawGrid(glm::value_ptr(cam.ViewMatrix), glm::value_ptr(cam.ProjectionMatrix), glm::value_ptr(worldOrigin), 100.0f);
|
||||||
|
|
||||||
// Matrix is the model matrix we would want to manipulate
|
// Matrix is the model matrix we would want to manipulate
|
||||||
ImGuizmo::Manipulate(glm::value_ptr(cam.ViewMatrix), glm::value_ptr(cam.ProjectionMatrix), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(matrix));
|
//ImGuizmo::Manipulate(glm::value_ptr(cam.ViewMatrix), glm::value_ptr(cam.ProjectionMatrix), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(cam.ViewMatrix));
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -14,8 +14,6 @@
|
|||||||
#include "SceneSerializer.h"
|
#include "SceneSerializer.h"
|
||||||
#include "AssetManagement/AssetManager.h"
|
#include "AssetManagement/AssetManager.h"
|
||||||
#include "UI/MainMenuBar.h"
|
#include "UI/MainMenuBar.h"
|
||||||
|
|
||||||
|
|
||||||
const unsigned int MS_PER_UPDATE = 2;
|
const unsigned int MS_PER_UPDATE = 2;
|
||||||
void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene);
|
void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene);
|
||||||
|
|
||||||
@ -26,6 +24,8 @@ RendererConfig EditorSceneRendererConfig{
|
|||||||
true // Depth testing
|
true // Depth testing
|
||||||
};
|
};
|
||||||
|
|
||||||
|
glm::vec3 temp = glm::vec3(0);
|
||||||
|
Camera cam = Camera(glm::vec3(12.0f, 1.0f, 0.0f), glm::vec3(45.0f, 0.0f, 0.0f), 90);
|
||||||
class Editor : public Application {
|
class Editor : public Application {
|
||||||
public:
|
public:
|
||||||
Editor()
|
Editor()
|
||||||
@ -46,7 +46,9 @@ public:
|
|||||||
viewportRenderer.Submit(renderComponent, t);
|
viewportRenderer.Submit(renderComponent, t);
|
||||||
});
|
});
|
||||||
|
|
||||||
viewportRenderer.Render();
|
// Render scene
|
||||||
|
viewportRenderer.Render(ActiveScene);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderEditorGUI() {
|
void RenderEditorGUI() {
|
||||||
@ -120,7 +122,6 @@ public:
|
|||||||
Physics Physics;
|
Physics Physics;
|
||||||
//Physics.Demo();
|
//Physics.Demo();
|
||||||
|
|
||||||
|
|
||||||
double previous = glfwGetTime();
|
double previous = glfwGetTime();
|
||||||
double lag = 0.0;
|
double lag = 0.0;
|
||||||
while (!AppWindow.WindowShouldClose())
|
while (!AppWindow.WindowShouldClose())
|
||||||
@ -145,6 +146,8 @@ public:
|
|||||||
lag -= MS_PER_UPDATE;
|
lag -= MS_PER_UPDATE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
RenderScene();
|
RenderScene();
|
||||||
|
|
||||||
RenderEditorGUI();
|
RenderEditorGUI();
|
||||||
@ -176,7 +179,6 @@ private:
|
|||||||
std::unique_ptr<Project> CurrentProject;
|
std::unique_ptr<Project> CurrentProject;
|
||||||
Scene ActiveScene;
|
Scene ActiveScene;
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
YoggieEngine::Application* CreateApplication() {
|
YoggieEngine::Application* CreateApplication() {
|
||||||
@ -211,8 +213,10 @@ void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene ) {
|
|||||||
rendercube2.mesh = *(model->renderable->mesh);
|
rendercube2.mesh = *(model->renderable->mesh);
|
||||||
|
|
||||||
// create an ambient light source
|
// create an ambient light source
|
||||||
auto AmbientLight = scene.AddEntity("AmbientLight");
|
auto light = scene.AddEntity("Light");
|
||||||
auto light = AmbientLight.AddComponent<LightComponent>();
|
auto lightComponent = light.AddComponent<LightComponent>();
|
||||||
light.Color = glm::vec3(1.0f);
|
lightComponent.Color = glm::vec3(1.0f);
|
||||||
light.Strength = 1.0f;
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -1,19 +1,24 @@
|
|||||||
#include <YoggieEngine.h>
|
#include <YoggieEngine.h>
|
||||||
#include "Camera.h"
|
#include "Camera.h"
|
||||||
namespace YoggieEngine {
|
namespace YoggieEngine {
|
||||||
|
Camera::Camera(const Camera& other)
|
||||||
|
: Position(other.Position), Rotation(other.Rotation), Zoom(other.Zoom)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
|
Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
|
||||||
: Position(position), Rotation(rotation), Zoom(zoom) {
|
: Position(position), Rotation( rotation)
|
||||||
|
{
|
||||||
|
|
||||||
Front = glm::vec3(-1.0f, 0.0f, 0.0f);
|
Front = glm::vec3(-1.0f, 0.0f, 0.0f);
|
||||||
Right = glm::vec3(0.0f, 0.0f, 1.0f);
|
Right = glm::vec3(0.0f, 0.0f, 1.0f);
|
||||||
Up = glm::vec3(0.0f, 1.0f, 0.0f);
|
Up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||||
|
Zoom = zoom;
|
||||||
|
|
||||||
|
|
||||||
auto rotated_position = glm::rotate(glm::mat4(1.0f), Rotation.x, glm::vec3(1.0f, 0.0f, 0.0f)) * glm::vec4(Position, 1.0f);
|
|
||||||
ViewMatrix = glm::lookAt(
|
ViewMatrix = glm::lookAt(
|
||||||
Position,
|
Position,
|
||||||
glm::vec3{ rotated_position.x, rotated_position.y , rotated_position.z } + Front,
|
Position + Front,
|
||||||
Up);
|
Up);
|
||||||
|
|
||||||
ProjectionMatrix = glm::perspective(glm::radians(Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
|
ProjectionMatrix = glm::perspective(glm::radians(Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
|
||||||
@ -24,13 +29,8 @@ namespace YoggieEngine {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Camera::Update() {
|
void Camera::Update() {
|
||||||
ViewMatrix = glm::lookAt(
|
ViewMatrix = glm::lookAt(Position,Position + Front,Up);
|
||||||
Position,
|
|
||||||
Position + Front,
|
|
||||||
Up);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -2,6 +2,8 @@
|
|||||||
namespace YoggieEngine {
|
namespace YoggieEngine {
|
||||||
class Camera {
|
class Camera {
|
||||||
public:
|
public:
|
||||||
|
|
||||||
|
Camera(const Camera& other);
|
||||||
Camera(glm::vec3 position, glm::vec3 rotation, float zoom);
|
Camera(glm::vec3 position, glm::vec3 rotation, float zoom);
|
||||||
~Camera();
|
~Camera();
|
||||||
|
|
||||||
|
45
YoggieEngine/src/Graphics/Primitives/CubeMap.cpp
Normal file
45
YoggieEngine/src/Graphics/Primitives/CubeMap.cpp
Normal file
@ -0,0 +1,45 @@
|
|||||||
|
#include <YoggieEngine.h>
|
||||||
|
#include "CubeMap.h"
|
||||||
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
|
#include "../stb_image.h"
|
||||||
|
|
||||||
|
|
||||||
|
YoggieEngine::CubeMap::CubeMap()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
YoggieEngine::CubeMap::CubeMap(std::vector<std::string>& texture_faces)
|
||||||
|
{
|
||||||
|
glGenTextures(1, &textureID);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
|
||||||
|
|
||||||
|
stbi_set_flip_vertically_on_load(false);
|
||||||
|
|
||||||
|
int width, height, nrChannels;
|
||||||
|
unsigned char* data;
|
||||||
|
for (unsigned int i = 0; i < texture_faces.size(); i++)
|
||||||
|
{
|
||||||
|
data = stbi_load(texture_faces[i].c_str(), &width, &height, &nrChannels, 0);
|
||||||
|
if (data) {
|
||||||
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
stbi_image_free(data);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
spdlog::debug("Loading image {} failed!", texture_faces[i]);
|
||||||
|
stbi_image_free(data);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||||
|
|
||||||
|
stbi_set_flip_vertically_on_load(true);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
YoggieEngine::CubeMap::~CubeMap()
|
||||||
|
{
|
||||||
|
}
|
19
YoggieEngine/src/Graphics/Primitives/CubeMap.h
Normal file
19
YoggieEngine/src/Graphics/Primitives/CubeMap.h
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
|
||||||
|
namespace YoggieEngine {
|
||||||
|
class CubeMap {
|
||||||
|
public:
|
||||||
|
CubeMap();
|
||||||
|
CubeMap(std::vector<std::string>& texture_faces);
|
||||||
|
~CubeMap();
|
||||||
|
|
||||||
|
unsigned int getID() { return textureID; }
|
||||||
|
|
||||||
|
private:
|
||||||
|
unsigned int textureID;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
};
|
||||||
|
};
|
@ -7,6 +7,7 @@ namespace YoggieEngine {
|
|||||||
unsigned int IBO_identifier;
|
unsigned int IBO_identifier;
|
||||||
TransformComponent& transform;
|
TransformComponent& transform;
|
||||||
Shader& shader;
|
Shader& shader;
|
||||||
|
glm::vec3& color;
|
||||||
// Material
|
// Material
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
@ -2,7 +2,7 @@
|
|||||||
#include "RenderSurface.h"
|
#include "RenderSurface.h"
|
||||||
namespace YoggieEngine {
|
namespace YoggieEngine {
|
||||||
RenderSurface::RenderSurface() {
|
RenderSurface::RenderSurface() {
|
||||||
shader = new Shader("build/SandboxAppliction/Debug/renderSuface.vs", "build/SandboxApplication/Debug/renderSurface.fs");
|
shader = new Shader("build/SandboxAppliction/Debug/Shaders/forward/geometry.vert", "build/SandboxApplication/Debug/Shaders/forward/geometry.frag");
|
||||||
|
|
||||||
verts = std::vector<glm::vec3>{
|
verts = std::vector<glm::vec3>{
|
||||||
{-0.5f, 0.5f, 0.0f}, // 0
|
{-0.5f, 0.5f, 0.0f}, // 0
|
||||||
|
@ -6,24 +6,152 @@
|
|||||||
#include "../Graphics/Memory/VertexArray.h"
|
#include "../Graphics/Memory/VertexArray.h"
|
||||||
#include "../Graphics/Primitives/DrawCommand.h"
|
#include "../Graphics/Primitives/DrawCommand.h"
|
||||||
|
|
||||||
|
#define FORWARD 1
|
||||||
|
#define DEFERRED 0
|
||||||
|
|
||||||
|
extern YoggieEngine::Camera cam;
|
||||||
namespace YoggieEngine {
|
namespace YoggieEngine {
|
||||||
Camera cam = Camera(glm::vec3(12.0f, 0.0f, 0.0f), glm::vec3(45.0f, 0.0f, 0.0f), 90.0f);
|
unsigned int quadVAO = 0;
|
||||||
|
unsigned int quadVBO = 0;
|
||||||
|
|
||||||
|
|
||||||
|
float skyboxVertices[]{
|
||||||
|
// positions
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
-1.0f, -1.0f, -1.0f,
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
1.0f, 1.0f, -1.0f,
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, -1.0f,
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
-1.0f, 1.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
1.0f, -1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, -1.0f,
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
-1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, -1.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
1.0f, 1.0f, -1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
-1.0f, 1.0f, 1.0f,
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
|
||||||
|
-1.0f, -1.0f, -1.0f,
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
1.0f, -1.0f, 1.0f
|
||||||
|
};
|
||||||
|
|
||||||
Renderer::Renderer(RendererConfig& config)
|
Renderer::Renderer(RendererConfig& config)
|
||||||
: m_framebuffer(Framebuffer(config.ScreenWidth, config.ScreenHeight))
|
: m_framebuffer(Framebuffer(config.ScreenWidth, config.ScreenHeight)),
|
||||||
|
gBufferShader("build/Debug/Shaders/deferred/geometry.vert", "build/Debug/Shaders/deferred/geometry.frag"),
|
||||||
|
lightingPassShader("build/Debug/Shaders/deferred/lightPass.vert", "build/Debug/Shaders/deferred/lightPass.frag"),
|
||||||
|
SkyboxShader("build/Debug/Shaders/Cubemaps/Skybox.vert", "build/Debug/Shaders/Cubemaps/Skybox.frag")
|
||||||
{
|
{
|
||||||
|
width = config.ScreenWidth;
|
||||||
|
height = config.ScreenHeight;
|
||||||
|
|
||||||
|
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
#if DEFERRED
|
||||||
|
// Deferred Rendering
|
||||||
|
glGenFramebuffers(1, &gBuffer);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
||||||
|
|
||||||
|
// - Position Color Buffer ;
|
||||||
|
glGenTextures(1, &gPosition);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gPosition);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0);
|
||||||
|
|
||||||
|
// - normal color buffer ;
|
||||||
|
glGenTextures(1, &gNormal);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gNormal);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gNormal, 0);
|
||||||
|
|
||||||
|
// - Color + Specular buffer ;
|
||||||
|
glGenTextures(1, &gColorSpec);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gColorSpec);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gColorSpec, 0);
|
||||||
|
|
||||||
|
|
||||||
|
unsigned int attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 , GL_COLOR_ATTACHMENT2 };
|
||||||
|
glDrawBuffers(3, attachments);
|
||||||
|
|
||||||
|
// Create and attach a depth buffer
|
||||||
|
glGenRenderbuffers(1, &gDepth);
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, gDepth);
|
||||||
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
|
||||||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gDepth);
|
||||||
|
|
||||||
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||||
|
{
|
||||||
|
spdlog::critical("Framebuffer not complete {}{}", __FILE__, __LINE__);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
std::vector<std::string> faces{
|
||||||
|
"build/Debug/skybox/Open_Water/right.jpg",
|
||||||
|
"build/Debug/skybox/Open_Water/left.jpg",
|
||||||
|
"build/Debug/skybox/Open_Water/top.jpg",
|
||||||
|
"build/Debug/skybox/Open_Water/bottom.jpg",
|
||||||
|
"build/Debug/skybox/Open_Water/front.jpg",
|
||||||
|
"build/Debug/skybox/Open_Water/back.jpg"
|
||||||
|
};
|
||||||
|
|
||||||
|
sky = CubeMap(faces);
|
||||||
|
|
||||||
|
// Create a skybox vao
|
||||||
|
unsigned int VBO;
|
||||||
|
glGenVertexArrays(1, &skyboxVAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glBindVertexArray(skyboxVAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Renderer::~Renderer(){}
|
Renderer::~Renderer(){}
|
||||||
|
|
||||||
|
|
||||||
Camera& Renderer::getCamera() {
|
Camera& Renderer::getCamera() {
|
||||||
return cam;
|
return cam;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::Submit( Render3DComponent& renderComponent, TransformComponent& transform) {
|
void Renderer::Submit( Render3DComponent& renderComponent, TransformComponent& transform) {
|
||||||
|
|
||||||
if (renderComponent.VAO == 0 || renderComponent.IBO == 0)
|
if (renderComponent.VAO == 0 || renderComponent.IBO == 0)
|
||||||
{
|
{
|
||||||
if (renderComponent.VAO != 0)
|
if (renderComponent.VAO != 0)
|
||||||
@ -60,22 +188,151 @@ void Renderer::Submit( Render3DComponent& renderComponent, TransformComponent& t
|
|||||||
renderComponent.IBO = elementBuffer.getBufferID();
|
renderComponent.IBO = elementBuffer.getBufferID();
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawCommand dc = { renderComponent.VAO, renderComponent.mesh.elements.size(), renderComponent.IBO, transform, renderComponent.shader };
|
DrawCommand dc = { renderComponent.VAO, renderComponent.mesh.elements.size(), renderComponent.IBO, transform, renderComponent.shader, renderComponent.color };
|
||||||
commands.push_back(dc);
|
commands.push_back(dc);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::Render()
|
|
||||||
{
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer.GetId());
|
|
||||||
|
|
||||||
if (m_depthTest) {
|
void Renderer::GeometryPass() {
|
||||||
glEnable(GL_DEPTH_TEST);
|
// 1.0 Geometry pass
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
||||||
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
gBufferShader.Use();
|
||||||
|
|
||||||
|
for (const DrawCommand& command : commands)
|
||||||
|
{
|
||||||
|
glBindVertexArray(command.VAO_identifier);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.IBO_identifier);
|
||||||
|
|
||||||
|
glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), command.transform.Rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||||
|
rotation *= glm::rotate(glm::mat4(1.0f), command.transform.Rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||||
|
rotation *= glm::rotate(glm::mat4(1.0f), command.transform.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||||
|
|
||||||
|
glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), command.transform.Position) * glm::scale(glm::mat4(1.0f), command.transform.Scale) * rotation;
|
||||||
|
|
||||||
|
|
||||||
|
gBufferShader.setUniformVec3("Color", command.color);
|
||||||
|
gBufferShader.setUniformMat4("Model", modelMatrix);
|
||||||
|
gBufferShader.setUniformMat4("View", cam.ViewMatrix);
|
||||||
|
gBufferShader.setUniformMat4("Projection", cam.ProjectionMatrix);
|
||||||
|
|
||||||
|
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(command.num_elements),
|
||||||
|
GL_UNSIGNED_INT, NULL);
|
||||||
|
|
||||||
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Renderer::SkyboxPass() {
|
||||||
|
// Render skybox
|
||||||
|
glDepthMask(GL_FALSE);
|
||||||
|
SkyboxShader.Use();
|
||||||
|
SkyboxShader.setUniformMat4("projection", cam.ProjectionMatrix);
|
||||||
|
SkyboxShader.setUniformMat4("view", glm::mat4(glm::mat3(cam.ViewMatrix))); // remove rotation from the view matrix
|
||||||
|
glBindVertexArray(skyboxVAO);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, sky.getID());
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
glDepthMask(GL_TRUE);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::lightingPass(Scene& scene){
|
||||||
|
|
||||||
|
// 2.0 Lighting Pass
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer.GetId());
|
||||||
|
lightingPassShader.Use();
|
||||||
|
|
||||||
|
// Bind all Gbuffer textures
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gPosition);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gNormal);
|
||||||
|
glActiveTexture(GL_TEXTURE2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, gColorSpec);
|
||||||
|
|
||||||
|
// send relevant Lighting Uniforms
|
||||||
|
auto lights = scene.getReg().view<LightComponent, TransformComponent>();
|
||||||
|
unsigned int lightnr = 0;
|
||||||
|
lights.each([&](auto entity, LightComponent& light, TransformComponent& transform) {
|
||||||
|
lightingPassShader.setUniformVec3("lights[" + std::to_string(lightnr) + "].Position", transform.Position);
|
||||||
|
lightingPassShader.setUniformVec3("lights[" + std::to_string(lightnr) + "].Color", light.Color);
|
||||||
|
|
||||||
|
// Attenuation
|
||||||
|
const float linear = 0.7f;
|
||||||
|
const float quadratic = 1.8f;
|
||||||
|
lightingPassShader.setUniformFloat("lights[" + std::to_string(lightnr) + "].Linear", linear);
|
||||||
|
lightingPassShader.setUniformFloat("lights[" + std::to_string(lightnr) + "].Quadratic", quadratic);
|
||||||
|
|
||||||
|
|
||||||
|
lightnr++;
|
||||||
|
});
|
||||||
|
|
||||||
|
lightingPassShader.setUniformVec3("viewPos", getCamera().Position);
|
||||||
|
|
||||||
|
// render to quad
|
||||||
|
if (quadVAO == 0)
|
||||||
|
{
|
||||||
|
float quadVertices[] = {
|
||||||
|
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
|
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||||
|
};
|
||||||
|
// setup plane VAO ;
|
||||||
|
glGenVertexArrays(1, &quadVAO);
|
||||||
|
glGenBuffers(1, &quadVBO);
|
||||||
|
glBindVertexArray(quadVAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
glBindVertexArray(quadVAO);
|
||||||
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::Render(Scene& scene)
|
||||||
|
{
|
||||||
|
#if DEFERRED
|
||||||
|
// configure shader
|
||||||
|
lightingPassShader.Use();
|
||||||
|
lightingPassShader.setUniformInt("gPosition", 0);
|
||||||
|
lightingPassShader.setUniformInt("gNormal", 1);
|
||||||
|
lightingPassShader.setUniformInt("gColorSpec", 2);
|
||||||
|
|
||||||
|
GeometryPass();
|
||||||
|
|
||||||
|
lightingPass(scene);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if FORWARD
|
||||||
|
// Forward rendering approach
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer.GetId());
|
||||||
|
|
||||||
glClearColor(m_clearColor.r, m_clearColor.g, m_clearColor.b, 1.0f);
|
glClearColor(m_clearColor.r, m_clearColor.g, m_clearColor.b, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
SkyboxPass();
|
||||||
|
|
||||||
|
|
||||||
for (const DrawCommand& command : commands)
|
for (const DrawCommand& command : commands)
|
||||||
{
|
{
|
||||||
glBindVertexArray(command.VAO_identifier);
|
glBindVertexArray(command.VAO_identifier);
|
||||||
@ -91,7 +348,7 @@ void Renderer::Render()
|
|||||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), command.transform.Position) * glm::scale(glm::mat4(1.0f), command.transform.Scale) * rotation;
|
glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), command.transform.Position) * glm::scale(glm::mat4(1.0f), command.transform.Scale) * rotation;
|
||||||
|
|
||||||
|
|
||||||
command.shader.setUniformVec3("Color", glm::vec3(0.3f, 0.3f, 0.3f));
|
command.shader.setUniformVec3("Color", command.color);
|
||||||
command.shader.setUniformMat4("M", modelMatrix);
|
command.shader.setUniformMat4("M", modelMatrix);
|
||||||
command.shader.setUniformMat4("V", cam.ViewMatrix);
|
command.shader.setUniformMat4("V", cam.ViewMatrix);
|
||||||
command.shader.setUniformMat4("P", cam.ProjectionMatrix);
|
command.shader.setUniformMat4("P", cam.ProjectionMatrix);
|
||||||
@ -104,22 +361,23 @@ void Renderer::Render()
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// Lighting pass
|
||||||
/*
|
/*
|
||||||
* Lighting pass
|
auto lights = scene.getReg().view<LightComponent>();
|
||||||
* auto lights = scene.getReg().view<LightComponent>();
|
|
||||||
lights.each([&](auto entity, LightComponent& light) {
|
lights.each([&](auto entity, LightComponent& light) {
|
||||||
renderComponent.shader.setUniformVec3("lighting.color", light.Color);
|
renderComponent.shader.setUniformVec3("lighting.color", light.Color);
|
||||||
renderComponent.shader.setUniformFloat("lighting.strength", light.Strength);
|
renderComponent.shader.setUniformFloat("lighting.strength", light.Strength);
|
||||||
});
|
});
|
||||||
*
|
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
commands.clear();
|
commands.clear();
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Renderer::setCurrentFrameBuffer(const Framebuffer& fb)
|
void Renderer::setCurrentFrameBuffer(const Framebuffer& fb)
|
||||||
{
|
{
|
||||||
m_framebuffer = fb;
|
m_framebuffer = fb;
|
||||||
@ -130,5 +388,4 @@ void Renderer::setClearColor(const glm::vec3& ClearColor)
|
|||||||
m_clearColor = ClearColor;
|
m_clearColor = ClearColor;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
@ -24,17 +24,35 @@ namespace YoggieEngine {
|
|||||||
|
|
||||||
|
|
||||||
void Submit(Render3DComponent& renderComponent, TransformComponent& transform); // Collects DrawCommands
|
void Submit(Render3DComponent& renderComponent, TransformComponent& transform); // Collects DrawCommands
|
||||||
void Render(); // Draw to screen (using drawCall structs)
|
void Render(Scene&); // Draw to screen (using drawCall structs)
|
||||||
|
|
||||||
void setCurrentFrameBuffer(const Framebuffer& fb);
|
void setCurrentFrameBuffer(const Framebuffer& fb);
|
||||||
void setClearColor(const glm::vec3& ClearColor);
|
void setClearColor(const glm::vec3& ClearColor);
|
||||||
|
|
||||||
Camera& getCamera();
|
Camera& getCamera();
|
||||||
|
|
||||||
|
private:
|
||||||
|
void GeometryPass();
|
||||||
|
void SkyboxPass();
|
||||||
|
void lightingPass(Scene& scene);
|
||||||
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Framebuffer m_framebuffer;
|
Framebuffer m_framebuffer;
|
||||||
|
int width, height;
|
||||||
glm::vec3 m_clearColor;
|
glm::vec3 m_clearColor;
|
||||||
bool m_depthTest;
|
bool m_depthTest;
|
||||||
std::vector<DrawCommand> commands;
|
std::vector<DrawCommand> commands;
|
||||||
|
|
||||||
|
|
||||||
|
unsigned int skyboxVAO = 0;
|
||||||
|
CubeMap sky;
|
||||||
|
|
||||||
|
// deferred rending parameters
|
||||||
|
unsigned int gBuffer, gPosition, gNormal, gColorSpec, gDepth;
|
||||||
|
Shader lightingPassShader;
|
||||||
|
Shader gBufferShader;
|
||||||
|
Shader SkyboxShader;
|
||||||
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
@ -25,14 +25,14 @@ namespace YoggieEngine {
|
|||||||
};
|
};
|
||||||
|
|
||||||
struct LightComponent {
|
struct LightComponent {
|
||||||
float Strength = 1.0f;
|
glm::vec3 Color = glm::vec3(1.0f, .5f, .5f);
|
||||||
glm::vec3 Color = glm::vec3(1.0f, 1.0f, 1.0f);
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
struct CameraComponent {
|
struct CameraComponent {
|
||||||
glm::mat4 view;
|
glm::vec3 Position = glm::vec3(0);
|
||||||
|
glm::vec3 Rotation = glm::vec3(0);
|
||||||
|
float Zoom ;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
@ -49,7 +49,7 @@ namespace YoggieEngine {
|
|||||||
Shader shader;
|
Shader shader;
|
||||||
|
|
||||||
Render3DComponent()
|
Render3DComponent()
|
||||||
: shader(Shader("build/Debug/test.vs", "build/Debug/test.fs")),
|
: shader(Shader("build/Debug/Shaders/forward/geometry.vert", "build/Debug/Shaders/forward/geometry.frag")),
|
||||||
color(glm::vec3(1.0f, 0.0f, 0.0f))
|
color(glm::vec3(1.0f, 0.0f, 0.0f))
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
20
YoggieEngine/src/Shaders/Deferred/geometry.frag
Normal file
20
YoggieEngine/src/Shaders/Deferred/geometry.frag
Normal file
@ -0,0 +1,20 @@
|
|||||||
|
#version 440 core
|
||||||
|
layout (location = 0) out vec3 gPosition;
|
||||||
|
layout (location = 1) out vec3 gNormal;
|
||||||
|
layout (location = 2) out vec4 gColorSpec;
|
||||||
|
|
||||||
|
|
||||||
|
in vec2 TexCoords;
|
||||||
|
in vec3 FragPos;
|
||||||
|
in vec3 Normal;
|
||||||
|
|
||||||
|
uniform sampler2D texture_diffuse1;
|
||||||
|
uniform smapler2D texture_specular1;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
gPosition = FragPos;
|
||||||
|
gNormal = normalize(Normal);
|
||||||
|
gColorSpec.rgb = texture(texture_diffuse1, TexCoords).rgb;
|
||||||
|
gColorSpec.a = texture(texture_specular1, TexCoords).r;
|
||||||
|
|
||||||
|
}
|
26
YoggieEngine/src/Shaders/Deferred/geometry.vert
Normal file
26
YoggieEngine/src/Shaders/Deferred/geometry.vert
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
#version 440 core
|
||||||
|
in layout(location=0) vec3 aPos;
|
||||||
|
in layout(location=1) vec3 aNormal;
|
||||||
|
in layout(location=2) vec2 aTexCoords;
|
||||||
|
|
||||||
|
out vec3 FragPos;
|
||||||
|
out vec2 TexCoords;
|
||||||
|
out vec3 Normal;
|
||||||
|
|
||||||
|
|
||||||
|
uniform mat4 Model;
|
||||||
|
uniform mat4 View;
|
||||||
|
uniform mat4 Projection;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 worldPos = model * vec4(aPos, 1.0f);
|
||||||
|
FragPos = worldPos.xyz;
|
||||||
|
TexCoords = aTexCoords;
|
||||||
|
|
||||||
|
mat3 normalMatrix = transpose(inverse(mat3(model)));
|
||||||
|
Normal = normalMatrix * aNormal;
|
||||||
|
|
||||||
|
gl_Position = Projection * View * worldPos;
|
||||||
|
}
|
41
YoggieEngine/src/Shaders/Deferred/lightPass.frag
Normal file
41
YoggieEngine/src/Shaders/Deferred/lightPass.frag
Normal file
@ -0,0 +1,41 @@
|
|||||||
|
#version 440 core
|
||||||
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
in vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform sampler2D gPosition;
|
||||||
|
uniform sampler2D gNormal;
|
||||||
|
uniform sampler2D gColorSpec;
|
||||||
|
|
||||||
|
|
||||||
|
struct Light {
|
||||||
|
vec3 Position;
|
||||||
|
vec3 Color;
|
||||||
|
};
|
||||||
|
const int NR_LIGHTS = 32;
|
||||||
|
uniform Light lights[NR_LIGHTS];
|
||||||
|
uniform vec3 viewPos;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// retrieve data from G-buffer
|
||||||
|
vec3 FragPos = texture(gPosition, TexCoords).rgb;
|
||||||
|
vec3 Normal = texture(gNormal, TexCoords).rgb;
|
||||||
|
vec3 Albedo = texture(gColorSpec, TexCoords).rgb;
|
||||||
|
float Specular = texture(gColorSpec, TexCoords).a;
|
||||||
|
|
||||||
|
// calculate lighting as usual
|
||||||
|
vec3 lighting = Albedo * 0.1; // Hard-coded ambient light
|
||||||
|
vec3 viewDir = normalize(viewPos - FragPos);
|
||||||
|
for( int i = 0; i < NR_LIGHTS; ++i)
|
||||||
|
{
|
||||||
|
// diffuse
|
||||||
|
vec3 lightDir = normalize(lights[i].Position - FragPos);
|
||||||
|
vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Albedo * lights[i].Color;
|
||||||
|
lighting += diffuse;
|
||||||
|
}
|
||||||
|
|
||||||
|
FragColor = vec4(lighting, 1.0f);
|
||||||
|
|
||||||
|
|
||||||
|
}
|
13
YoggieEngine/src/Shaders/Deferred/lightPass.vert
Normal file
13
YoggieEngine/src/Shaders/Deferred/lightPass.vert
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
#version 440 core
|
||||||
|
layout (location=0) in vec3 aPos;
|
||||||
|
layout (location=1) in vec2 aTexCoords;
|
||||||
|
|
||||||
|
out vec2 TexCoords;
|
||||||
|
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
TexCoords = aTexCoords;
|
||||||
|
gl_Position = vec4(aPos, 1.0f);
|
||||||
|
|
||||||
|
}
|
@ -35,6 +35,7 @@ extern "C"
|
|||||||
#include "Graphics/Primitives/Mesh.h"
|
#include "Graphics/Primitives/Mesh.h"
|
||||||
#include "Graphics/Primitives/Shader.h"
|
#include "Graphics/Primitives/Shader.h"
|
||||||
#include "Graphics/Primitives/Texture.h"
|
#include "Graphics/Primitives/Texture.h"
|
||||||
|
#include "Graphics/Primitives/CubeMap.h"
|
||||||
#include "Graphics/Primitives/Camera.h"
|
#include "Graphics/Primitives/Camera.h"
|
||||||
#include "Graphics/Primitives/Material.h"
|
#include "Graphics/Primitives/Material.h"
|
||||||
#include "Graphics/Renderer.h"
|
#include "Graphics/Renderer.h"
|
||||||
|
Loading…
Reference in New Issue
Block a user