Refactor uniforms

Add GeoData to control uniforms for geo pass. TODO refactor post pass uniforms
This commit is contained in:
Jack 2024-08-25 22:49:45 -04:00
parent f638a2f1f8
commit 7cf2ec7b55
6 changed files with 76 additions and 50 deletions

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@ -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

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@ -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;

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@ -2,6 +2,9 @@
layout(vertices = 4) out;
layout(binding = 0) uniform sampler2D heightTexture;
uniform float tessellationFactor;
in VS_OUT {
vec3 position;
vec2 texCoord;
@ -12,21 +15,19 @@ 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] = tessellationFactor;
gl_TessLevelOuter[1] = tessellationFactor;
gl_TessLevelOuter[2] = tessellationFactor;
gl_TessLevelOuter[3] = tessellationFactor;
gl_TessLevelInner[0] = tessellationFactor;
gl_TessLevelInner[1] = tessellationFactor;
}
}

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@ -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));

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@ -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
}
};

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@ -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