Update uniform handling

This commit is contained in:
Jack Christensen 2024-08-26 03:32:58 +00:00
parent 944f98243c
commit 1b10e2fed6
10 changed files with 406 additions and 359 deletions

3
CHANGELOG.md Normal file
View File

@ -0,0 +1,3 @@
## [v0.1.1] - 2024-08-25
### Changed
- Refactored uniform handling in the initial geometry pass to improve maintainability.

View File

@ -1,5 +1,5 @@
cmake_minimum_required(VERSION 3.10)
project(TerraVisor VERSION 0.0.1)
project(TerraVisor VERSION 0.0.2)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)

View File

@ -2,6 +2,7 @@
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <string>
namespace Uniforms
{
@ -15,6 +16,17 @@ namespace Uniforms
glm::vec4 eye_w = glm::vec4(0.0f, 0.0f, 3.0f, 1.0f); //world-space eye position
};
struct GeoUniforms
{
glm::mat4 PV;
glm::mat4 M;
float minTessellation = 1.0f;
float maxTessellation = 32.0f;
float displacementScale = 0.007f;
int gridDensity = 16;
};
struct LightUniforms
{
glm::vec4 La = glm::vec4(0.5f, 0.5f, 0.55f, 1.0f); //ambient light color
@ -34,11 +46,13 @@ namespace Uniforms
extern SceneUniforms SceneData;
extern LightUniforms LightData;
extern MaterialUniforms MaterialData;
extern GeoUniforms GeoData;
//IDs for the buffer objects holding the uniform block data
extern GLuint scene_ubo;
extern GLuint light_ubo;
extern GLuint material_ubo;
extern GLuint sceneUbo;
extern GLuint lightUbo;
extern GLuint materialUbo;
extern GLuint geoUbo;
namespace UboBinding
{
@ -46,6 +60,7 @@ namespace Uniforms
extern int scene;
extern int light;
extern int material;
extern int geo;
};
//Locations for the uniforms which are not in uniform blocks

View File

@ -9,12 +9,6 @@ in TE_OUT {
vec3 normal;
} fs_in;
layout(std140, binding = 0) uniform SceneUniforms
{
mat4 PV; //camera projection * view matrix
vec4 eye_w; //world-space eye position
};
layout(location = 0) out vec4 albedoGbuffer;
layout(location = 1) out vec4 positionGbuffer;
layout(location = 2) out vec4 normalGbuffer;

View File

@ -2,6 +2,20 @@
layout(vertices = 4) out;
layout(binding = 0) uniform sampler2D heightTexture;
uniform float tessellationFactor;
layout(std140, binding = 4) uniform GeoUniforms
{
mat4 PV;
mat4 M;
float minTessellation;
float maxTessellation;
float displacementScale;
int gridDensity;
};
in VS_OUT {
vec3 position;
vec2 texCoord;
@ -12,21 +26,19 @@ out TC_OUT {
vec2 texCoord;
} tc_out[];
uniform float tessellationFactor;
void main() {
// Set tessellation levels
if (gl_InvocationID == 0) {
gl_TessLevelOuter[0] = tessellationFactor; // Level of tessellation along one edge
gl_TessLevelOuter[1] = tessellationFactor; // Level of tessellation along another edge
gl_TessLevelOuter[2] = tessellationFactor; // Level of tessellation along the other edge
gl_TessLevelOuter[3] = tessellationFactor; // Level of tessellation along the other edge
gl_TessLevelInner[0] = tessellationFactor; // Level of tessellation for the inner part
gl_TessLevelInner[1] = tessellationFactor; // Level of tessellation for the inner part
}
// Pass through position and texture coordinates to the tessellation evaluation shader
tc_out[gl_InvocationID].position = tc_in[gl_InvocationID].position;
tc_out[gl_InvocationID].texCoord = tc_in[gl_InvocationID].texCoord;
// Set tessellation levels
if (gl_InvocationID == 0) {
gl_TessLevelOuter[0] = maxTessellation;
gl_TessLevelOuter[1] = maxTessellation;
gl_TessLevelOuter[2] = maxTessellation;
gl_TessLevelOuter[3] = maxTessellation;
gl_TessLevelInner[0] = maxTessellation;
gl_TessLevelInner[1] = maxTessellation;
}
}

View File

@ -3,15 +3,16 @@
layout(quads, fractional_even_spacing, cw) in;
layout(binding = 0) uniform sampler2D heightTexture;
layout(location = 0) uniform mat4 M;
uniform float displacementScale = 0.025f;
uniform float tessellationFactor;
layout(std140, binding = 0) uniform SceneUniforms
layout(std140, binding = 4) uniform GeoUniforms
{
mat4 PV; //camera projection * view matrix
vec4 eye_w; //world-space eye position
mat4 PV;
mat4 M;
float minTessellation;
float maxTessellation;
float displacementScale;
int gridDensity;
};
in TC_OUT {
@ -30,13 +31,16 @@ float getHeight(vec2 uv) {
}
vec3 calculateSmoothNormal(vec3 pos, vec2 coord) {
float step = 1.0f / (16.0f * tessellationFactor + 1.0f);
// Currently hardcoded to match patch density
float step = 1.0f / (float(gridDensity) * maxTessellation + 1.0f);
// Find surrounding heights
float hLeft = getHeight(coord + vec2(-step, 0.0f));
float hRight = getHeight(coord + vec2(step, 0.0f));
float hUp = getHeight(coord + vec2(0.0f, step));
float hDown = getHeight(coord + vec2(0.0f, -step));
// Calculate tangents
vec3 tangentX = normalize(vec3(step, hRight - hLeft, 0.0));
vec3 tangentY = normalize(vec3(0.0, hUp - hDown, step));

View File

@ -1,7 +1,7 @@
#version 450 core
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec2 inTexCoord;
layout(location = 0) in vec3 posAttrib;
layout(location = 1) in vec2 texCoordAttrib;
out VS_OUT {
vec3 position;
@ -9,6 +9,6 @@ out VS_OUT {
} vs_out;
void main() {
vs_out.position = (vec4(inPosition, 1.0f)).xyz;
vs_out.texCoord = inTexCoord;
vs_out.position = (vec4(posAttrib, 1.0f)).xyz;
vs_out.texCoord = texCoordAttrib;
}

View File

@ -10,106 +10,106 @@ using namespace std;
// Create a NULL-terminated string by reading the provided file
static char* readShaderSource(const char* shaderFile)
{
ifstream ifs(shaderFile, ios::in | ios::binary | ios::ate);
if (ifs.is_open())
{
unsigned int filesize = static_cast<unsigned int>(ifs.tellg());
ifs.seekg(0, ios::beg);
char* bytes = new char[filesize + 1];
memset(bytes, 0, filesize + 1);
ifs.read(bytes, filesize);
ifs.close();
return bytes;
}
return NULL;
ifstream ifs(shaderFile, ios::in | ios::binary | ios::ate);
if (ifs.is_open())
{
unsigned int filesize = static_cast<unsigned int>(ifs.tellg());
ifs.seekg(0, ios::beg);
char* bytes = new char[filesize + 1];
memset(bytes, 0, filesize + 1);
ifs.read(bytes, filesize);
ifs.close();
return bytes;
}
return NULL;
}
void printShaderCompileError(GLuint shader)
{
GLint logSize;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize);
char* logMsg = new char[logSize];
glGetShaderInfoLog(shader, logSize, NULL, logMsg);
std::cerr << logMsg << std::endl;
delete[] logMsg;
GLint logSize;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize);
char* logMsg = new char[logSize];
glGetShaderInfoLog(shader, logSize, NULL, logMsg);
std::cerr << logMsg << std::endl;
delete[] logMsg;
}
void printProgramLinkError(GLuint program)
{
GLint logSize;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logSize);
char* logMsg = new char[logSize];
glGetProgramInfoLog(program, logSize, NULL, logMsg);
std::cerr << logMsg << std::endl;
delete[] logMsg;
GLint logSize;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logSize);
char* logMsg = new char[logSize];
glGetProgramInfoLog(program, logSize, NULL, logMsg);
std::cerr << logMsg << std::endl;
delete[] logMsg;
}
GLuint InitShader(const char* computeShaderFile)
{
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
GLchar* source;
} shaders[1] =
{
{ computeShaderFile, GL_COMPUTE_SHADER, NULL }
};
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
GLchar* source;
} shaders[1] =
{
{ computeShaderFile, GL_COMPUTE_SHADER, NULL }
};
GLuint program = glCreateProgram();
GLuint program = glCreateProgram();
for (int i = 0; i < 1; ++i)
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if (shaders[i].source == NULL)
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
for (int i = 0; i < 1; ++i)
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if (shaders[i].source == NULL)
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
GLuint shader = glCreateShader(s.type);
glShaderSource(shader, 1, (const GLchar**)&s.source, NULL);
glCompileShader(shader);
GLuint shader = glCreateShader(s.type);
glShaderSource(shader, 1, (const GLchar**)&s.source, NULL);
glCompileShader(shader);
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
delete[] s.source;
delete[] s.source;
glAttachShader(program, shader);
}
glAttachShader(program, shader);
}
/* link and error check */
glLinkProgram(program);
/* link and error check */
glLinkProgram(program);
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked)
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked)
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
error = true;
}
error = true;
}
if (error == true)
{
return -1;
}
if (error == true)
{
return -1;
}
/* use program object */
glUseProgram(program);
/* use program object */
glUseProgram(program);
return program;
return program;
}
@ -117,294 +117,301 @@ GLuint InitShader(const char* computeShaderFile)
GLuint InitShader(const char* vShaderFile, const char* fShaderFile)
{
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
GLchar* source;
} shaders[2] =
{
{ vShaderFile, GL_VERTEX_SHADER, NULL },
{ fShaderFile, GL_FRAGMENT_SHADER, NULL }
};
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
GLchar* source;
} shaders[2] =
{
{ vShaderFile, GL_VERTEX_SHADER, NULL },
{ fShaderFile, GL_FRAGMENT_SHADER, NULL }
};
GLuint program = glCreateProgram();
GLuint program = glCreateProgram();
for (int i = 0; i < 2; ++i)
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if (shaders[i].source == NULL)
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
for (int i = 0; i < 2; ++i)
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if (shaders[i].source == NULL)
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
GLuint shader = glCreateShader(s.type);
glShaderSource(shader, 1, (const GLchar**)&s.source, NULL);
glCompileShader(shader);
GLuint shader = glCreateShader(s.type);
glShaderSource(shader, 1, (const GLchar**)&s.source, NULL);
glCompileShader(shader);
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
delete[] s.source;
delete[] s.source;
glAttachShader(program, shader);
}
glAttachShader(program, shader);
}
//set shader attrib locations
const int pos_loc = 0;
const int tex_coord_loc = 1;
const int normal_loc = 2;
//set shader attrib locations
const int posLoc = 0;
const int texCoordLoc = 1;
const int normalLoc = 2;
glBindAttribLocation(program, pos_loc, "pos_attrib");
glBindAttribLocation(program, tex_coord_loc, "tex_coord_attrib");
glBindAttribLocation(program, normal_loc, "normal_attrib");
glBindAttribLocation(program, posLoc, "posAttrib");
glBindAttribLocation(program, texCoordLoc, "texCoordAttrib");
glBindAttribLocation(program, normalLoc, "normalAttrib");
/* link and error check */
glLinkProgram(program);
/* link and error check */
glLinkProgram(program);
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked)
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked)
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
error = true;
}
error = true;
}
if (error == true)
{
return -1;
}
if (error == true)
{
return -1;
}
/* use program object */
glUseProgram(program);
return program;
/* use program object */
glUseProgram(program);
return program;
}
// Create a GLSL program object from vertex and fragment shader files
GLuint InitShader(const char* vShaderFile, const char* gShaderFile, const char* fShaderFile)
{
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
GLchar* source;
} shaders[3] =
{
{ vShaderFile, GL_VERTEX_SHADER, NULL },
{ gShaderFile, GL_GEOMETRY_SHADER, NULL },
{ fShaderFile, GL_FRAGMENT_SHADER, NULL }
};
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
GLchar* source;
} shaders[3] =
{
{ vShaderFile, GL_VERTEX_SHADER, NULL },
{ gShaderFile, GL_GEOMETRY_SHADER, NULL },
{ fShaderFile, GL_FRAGMENT_SHADER, NULL }
};
GLuint program = glCreateProgram();
GLuint program = glCreateProgram();
for (int i = 0; i < 3; ++i)
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if (shaders[i].source == NULL)
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
for (int i = 0; i < 3; ++i)
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if (shaders[i].source == NULL)
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
GLuint shader = glCreateShader(s.type);
glShaderSource(shader, 1, (const GLchar**)&s.source, NULL);
glCompileShader(shader);
GLuint shader = glCreateShader(s.type);
glShaderSource(shader, 1, (const GLchar**)&s.source, NULL);
glCompileShader(shader);
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
delete[] s.source;
delete[] s.source;
glAttachShader(program, shader);
}
glAttachShader(program, shader);
}
//set shader attrib locations
const int pos_loc = 0;
const int tex_coord_loc = 1;
const int normal_loc = 2;
//set shader attrib locations
const int posLoc = 0;
const int texCoordLoc = 1;
const int normalLoc = 2;
glBindAttribLocation(program, pos_loc, "pos_attrib");
glBindAttribLocation(program, tex_coord_loc, "tex_coord_attrib");
glBindAttribLocation(program, normal_loc, "normal_attrib");
glBindAttribLocation(program, posLoc, "posAttrib");
glBindAttribLocation(program, texCoordLoc, "texCoordAttrib");
glBindAttribLocation(program, normalLoc, "normalAttrib");
/* link and error check */
glLinkProgram(program);
/* link and error check */
glLinkProgram(program);
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked)
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked)
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
error = true;
}
error = true;
}
if (error == true)
{
return -1;
}
if (error == true)
{
return -1;
}
/* use program object */
glUseProgram(program);
/* use program object */
glUseProgram(program);
return program;
return program;
}
GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, const char* fShaderFile )
{
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
std::string source;
} shaders[4] =
{
{ vShaderFile, GL_VERTEX_SHADER, "" },
{ tcShader, GL_TESS_CONTROL_SHADER, "" },
{ teShader, GL_TESS_EVALUATION_SHADER, "" },
{ fShaderFile, GL_FRAGMENT_SHADER, "" }
};
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
std::string source;
} shaders[4] =
{
{ vShaderFile, GL_VERTEX_SHADER, "" },
{ tcShader, GL_TESS_CONTROL_SHADER, "" },
{ teShader, GL_TESS_EVALUATION_SHADER, "" },
{ fShaderFile, GL_FRAGMENT_SHADER, "" }
};
GLuint program = glCreateProgram();
GLuint program = glCreateProgram();
for ( int i = 0; i < 4; ++i )
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if ( shaders[i].source.length() == 0 )
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
for ( int i = 0; i < 4; ++i )
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if ( shaders[i].source.length() == 0 )
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
GLuint shader = glCreateShader( s.type );
const char *c_str = s.source.c_str();
glShaderSource(shader, 1, (const GLchar**)&c_str, NULL);
glCompileShader( shader );
GLuint shader = glCreateShader( s.type );
const char *c_str = s.source.c_str();
glShaderSource(shader, 1, (const GLchar**)&c_str, NULL);
glCompileShader( shader );
GLint compiled;
glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled )
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
GLint compiled;
glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled )
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
glAttachShader( program, shader );
}
glAttachShader( program, shader );
}
/* link and error check */
glLinkProgram(program);
//set shader attrib locations
const int posLoc = 0;
const int texCoordLoc = 1;
GLint linked;
glGetProgramiv( program, GL_LINK_STATUS, &linked );
if ( !linked )
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
glBindAttribLocation(program, posLoc, "posAttrib");
glBindAttribLocation(program, texCoordLoc, "texCoordAttrib");
error = true;
}
/* link and error check */
glLinkProgram(program);
if(error == true)
{
return -1;
}
GLint linked;
glGetProgramiv( program, GL_LINK_STATUS, &linked );
if ( !linked )
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
/* use program object */
glUseProgram(program);
error = true;
}
return program;
if(error == true)
{
return -1;
}
/* use program object */
glUseProgram(program);
return program;
}
GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, const char* gShaderFile, const char* fShaderFile )
{
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
std::string source;
} shaders[5] =
{
{ vShaderFile, GL_VERTEX_SHADER, "" },
{ tcShader, GL_TESS_CONTROL_SHADER, "" },
{ teShader, GL_TESS_EVALUATION_SHADER, "" },
{ gShaderFile, GL_GEOMETRY_SHADER, "" },
{ fShaderFile, GL_FRAGMENT_SHADER, "" }
};
bool error = false;
struct Shader
{
const char* filename;
GLenum type;
std::string source;
} shaders[5] =
{
{ vShaderFile, GL_VERTEX_SHADER, "" },
{ tcShader, GL_TESS_CONTROL_SHADER, "" },
{ teShader, GL_TESS_EVALUATION_SHADER, "" },
{ gShaderFile, GL_GEOMETRY_SHADER, "" },
{ fShaderFile, GL_FRAGMENT_SHADER, "" }
};
GLuint program = glCreateProgram();
for ( int i = 0; i < 5; ++i )
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if ( shaders[i].source.length() == 0 )
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
GLuint program = glCreateProgram();
for ( int i = 0; i < 5; ++i )
{
Shader& s = shaders[i];
s.source = readShaderSource(s.filename);
if ( shaders[i].source.length() == 0 )
{
std::cerr << "Failed to read " << s.filename << std::endl;
error = true;
}
GLuint shader = glCreateShader( s.type );
const char *c_str = s.source.c_str();
glShaderSource( shader, 1, (const GLchar**) &c_str, NULL );
glCompileShader( shader );
GLuint shader = glCreateShader( s.type );
const char *c_str = s.source.c_str();
glShaderSource( shader, 1, (const GLchar**) &c_str, NULL );
glCompileShader( shader );
GLint compiled;
glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled )
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
GLint compiled;
glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled )
{
std::cerr << s.filename << " failed to compile:" << std::endl;
printShaderCompileError(shader);
error = true;
}
glAttachShader( program, shader );
}
glAttachShader( program, shader );
}
/* link and error check */
glLinkProgram(program);
/* link and error check */
glLinkProgram(program);
GLint linked;
glGetProgramiv( program, GL_LINK_STATUS, &linked );
if ( !linked )
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
GLint linked;
glGetProgramiv( program, GL_LINK_STATUS, &linked );
if ( !linked )
{
std::cerr << "Shader program failed to link" << std::endl;
printProgramLinkError(program);
error = true;
}
error = true;
}
if(error == true)
{
return -1;
}
if(error == true)
{
return -1;
}
/* use program object */
glUseProgram(program);
/* use program object */
glUseProgram(program);
return program;
return program;
}

View File

@ -25,7 +25,7 @@
#include "scene.h"
#include "camera.h"
#include "Uniforms.h"
#include "uniforms.h"
#include "InitShader.h"
#include "DebugCallback.h"
#include "load_texture.h"
@ -139,7 +139,7 @@ void Scene::GenerateGrid(int divisions, std::vector<Vertex>& verts, std::vector<
// Currently creates a test triangle and initializes its buffers
void Scene::InitBuffers() {
int divisions = 16; // Number of divisions along one axis of the grid
int divisions = Uniforms::GeoData.gridDensity; // Number of divisions along one axis of the grid
GenerateGrid(divisions, vertices, indices);
// Create and bind VAO, VBO, and EBO, and pass the data to OpenGL
@ -225,11 +225,10 @@ void Scene::Display(GLFWwindow* window) {
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
Uniforms::SceneData.PV = projection_matrix_ * CameraControls::GetViewMatrix(activeCamera_); // Projection-View matrix
Uniforms::GeoData.PV = projection_matrix_ * CameraControls::GetViewMatrix(activeCamera_); // Projection-View matrix
Uniforms::BufferSceneData();
glm::mat4 model_matrix = glm::rotate(angle_, glm::vec3(1.0f, 0.0f, 0.0f)) * glm::scale(glm::vec3(scale_));
glUniformMatrix4fv(Uniforms::UniformLocs::M, 1, false, glm::value_ptr(model_matrix));
Uniforms::GeoData.M = glm::rotate(angle_, glm::vec3(1.0f, 0.0f, 0.0f)) * glm::scale(glm::vec3(scale_));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex_id);
@ -336,7 +335,8 @@ void Scene::DrawGui(GLFWwindow* window) {
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::SliderFloat("Tessellation Level", &tessellationFactor, 1.0f, 64.0f);
ImGui::SliderFloat("Tessellation Level", &Uniforms::GeoData.maxTessellation, 1.0f, 64.0f);
ImGui::SliderInt("Patch Grid Density", &Uniforms::GeoData.gridDensity, 1, 24);
ImGui::End();
// Draw FBO to ImGui window

View File

@ -1,4 +1,4 @@
#include "Uniforms.h"
#include "uniforms.h"
#include <GL/glew.h>
namespace Uniforms
@ -6,11 +6,13 @@ namespace Uniforms
SceneUniforms SceneData;
LightUniforms LightData;
MaterialUniforms MaterialData;
GeoUniforms GeoData;
//IDs for the buffer objects holding the uniform block data
GLuint scene_ubo = -1;
GLuint light_ubo = -1;
GLuint material_ubo = -1;
GLuint sceneUbo = 0;
GLuint lightUbo = 0;
GLuint materialUbo = 0;
GLuint geoUbo = 0;
namespace UboBinding
{
@ -18,6 +20,7 @@ namespace Uniforms
int scene = 0;
int light = 1;
int material = 2;
int geometry = 4;
};
//Locations for the uniforms which are not in uniform blocks
@ -30,28 +33,37 @@ namespace Uniforms
void Init()
{
//Create and initialize uniform buffers
glGenBuffers(1, &Uniforms::scene_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, scene_ubo);
glGenBuffers(1, &Uniforms::sceneUbo);
glBindBuffer(GL_UNIFORM_BUFFER, sceneUbo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneUniforms), nullptr, GL_STREAM_DRAW); //Allocate memory for the buffer, but don't copy (since pointer is null).
glBindBufferBase(GL_UNIFORM_BUFFER, UboBinding::scene, scene_ubo); //Associate this uniform buffer with the uniform block in the shader that has the same binding.
glBindBufferBase(GL_UNIFORM_BUFFER, UboBinding::scene, sceneUbo); //Associate this uniform buffer with the uniform block in the shader that has the same binding.
glGenBuffers(1, &light_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, light_ubo);
glGenBuffers(1, &lightUbo);
glBindBuffer(GL_UNIFORM_BUFFER, lightUbo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniforms), &LightData, GL_STREAM_DRAW); //Allocate memory for the buffer, but don't copy (since pointer is null).
glBindBufferBase(GL_UNIFORM_BUFFER, UboBinding::light, light_ubo); //Associate this uniform buffer with the uniform block in the shader that has the same binding.
glBindBufferBase(GL_UNIFORM_BUFFER, UboBinding::light, lightUbo); //Associate this uniform buffer with the uniform block in the shader that has the same binding.
glGenBuffers(1, &material_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, material_ubo);
glGenBuffers(1, &materialUbo);
glBindBuffer(GL_UNIFORM_BUFFER, materialUbo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(MaterialUniforms), &MaterialData, GL_STREAM_DRAW); //Allocate memory for the buffer, but don't copy (since pointer is null).
glBindBufferBase(GL_UNIFORM_BUFFER, UboBinding::material, material_ubo); //Associate this uniform buffer with the uniform block in the shader that has the same binding.
glBindBufferBase(GL_UNIFORM_BUFFER, UboBinding::material, materialUbo); //Associate this uniform buffer with the uniform block in the shader that has the same binding.
glGenBuffers(1, &geoUbo);
glBindBuffer(GL_UNIFORM_BUFFER, geoUbo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GeoUniforms), &GeoData, GL_STREAM_DRAW); //Allocate memory for the buffer, but don't copy (since pointer is null).
glBindBufferBase(GL_UNIFORM_BUFFER, UboBinding::geometry, geoUbo); //Associate this uniform buffer with the uniform block in the shader that has the same binding.
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void BufferSceneData()
{
glBindBuffer(GL_UNIFORM_BUFFER, scene_ubo); //Bind the OpenGL UBO before we update the data.
glBindBuffer(GL_UNIFORM_BUFFER, sceneUbo); //Bind the OpenGL UBO before we update the data.
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(SceneData), &SceneData); //Upload the new uniform values.
glBindBuffer(GL_UNIFORM_BUFFER, 0); //unbind the ubo
glBindBuffer(GL_UNIFORM_BUFFER, geoUbo); //Bind the OpenGL UBO before we update the data.
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GeoData), &GeoData); //Upload the new uniform values.
glBindBuffer(GL_UNIFORM_BUFFER, 0); //unbind the ubo
}
};