Add normal to deferred shading setup

This commit is contained in:
Jack Christensen 2024-08-17 19:40:42 -04:00
parent 706b17b19a
commit 9408344349
5 changed files with 66 additions and 65 deletions

View File

@ -9,16 +9,18 @@ class FBO {
~FBO();
GLuint fbo_id_;
GLuint color_texture_id_;
GLuint position_texture_id_;
GLuint albedo_gbuffer_id_;
GLuint position_gbuffer_id_;
GLuint normal_gbuffer_id_;
GLuint depth_rbo_id_;
void Init(int width, int height);
void Bind();
void Unbind();
void Cleanup();
GLuint GetColorTexture() const;
GLuint GetPositionTexture() const;
GLuint GetAlbedoGbuffer() const;
GLuint GetPositionGbuffer() const;
GLuint GetNormalGbuffer() const;
};
#endif // FBO_H_

View File

@ -14,8 +14,9 @@ layout(std140, binding = 0) uniform SceneUniforms
vec4 eye_w; //world-space eye position
};
layout(location = 0) out vec4 FragColor;
layout(location = 1) out vec4 FragPosition;
layout(location = 0) out vec4 albedoGbuffer;
layout(location = 1) out vec4 positionGbuffer;
layout(location = 2) out vec4 normalGbuffer;
float getHeight(vec2 uv) {
return texture(heightTexture, uv).r * 0.025f;
@ -52,32 +53,7 @@ vec3 calculateNormalsFromHeightTexture() {
}
void main() {
//FragColor = vec4(fragNormal, 1.0f);
float shininess = 1.0f;
vec3 lightColor = vec3(0.5f);
vec3 objectColor = vec3(texture(heightTexture, fs_in.texCoord).r);
// Ambient
vec3 ambient = vec3(0.15f) * vec3(0.15f);
// Diffuse
//vec3 norm = normalize(normal);
vec3 norm = calculateNormalsFromHeightTexture();
vec3 lightDir = normalize(vec3(1.0f, 1.0f, -1.0f) - fs_in.position);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * vec3(texture(heightTexture, fs_in.texCoord).r);
// Specular (Phong)
vec3 viewDir = normalize(eye_w.xyz - fs_in.position);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess);
vec3 specular = spec * lightColor;
// Combine results
vec3 result = ambient + diffuse;
FragColor = vec4(fs_in.normal, 1.0);
FragPosition = vec4(fs_in.position, 1.0);
//FragColor = vec4(vec3(texture(heightTexture, fs_in.texCoord).r), 1.0);
//FragColor = vec4((fs_in.position * 0.5 + 0.5), 1.0);
albedoGbuffer = vec4(vec3(texture(heightTexture, fs_in.texCoord).r), 1.0);
positionGbuffer = vec4(fs_in.position, 1.0);
normalGbuffer = vec4(fs_in.normal, 1.0);
}

View File

@ -5,16 +5,18 @@ out vec4 frag_color;
in vec2 tex_coords;
uniform sampler2D colorTexture;
uniform sampler2D positionTexture;
uniform sampler2D albedoGbuffer;
uniform sampler2D positionGbuffer;
uniform sampler2D normalGbuffer;
void main()
{
vec3 hdr_color = texture(colorTexture, tex_coords).rgb;
vec3 hdr_color = texture(albedoGbuffer, tex_coords).rgb;
vec3 tone_mapped_color = hdr_color / (hdr_color + vec3(1.0));
tone_mapped_color = pow(tone_mapped_color, vec3(1.0/2.2));
vec3 position = texture(positionTexture, tex_coords).rgb;
vec3 position = texture(positionGbuffer, tex_coords).rgb;
vec3 normal = texture(normalGbuffer, tex_coords).rgb;
frag_color = vec4(tone_mapped_color, 1.0);
frag_color = vec4(normal, 1.0);
}

View File

@ -4,7 +4,7 @@
#include "fbo.h"
FBO::FBO() : fbo_id_(-1), color_texture_id_(-1), position_texture_id_(-1), depth_rbo_id_(-1) {}
FBO::FBO() : fbo_id_(-1), albedo_gbuffer_id_(-1), position_gbuffer_id_(-1), normal_gbuffer_id_(-1), depth_rbo_id_(-1) {}
FBO::~FBO() {
Cleanup();
@ -15,28 +15,38 @@ void FBO::Init(int width, int height) {
glGenFramebuffers(1, &fbo_id_);
glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
// Generate the color texture
glGenTextures(1, &color_texture_id_);
glBindTexture(GL_TEXTURE_2D, color_texture_id_);
// Generate the albedo gbuffer
glGenTextures(1, &albedo_gbuffer_id_);
glBindTexture(GL_TEXTURE_2D, albedo_gbuffer_id_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id_, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, albedo_gbuffer_id_, 0);
// Generate the position texture
glGenTextures(1, &position_texture_id_);
glBindTexture(GL_TEXTURE_2D, position_texture_id_);
// Generate the position gbuffer
glGenTextures(1, &position_gbuffer_id_);
glBindTexture(GL_TEXTURE_2D, position_gbuffer_id_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, position_texture_id_, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, position_gbuffer_id_, 0);
GLenum drawBuffers[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, drawBuffers);
// Generate the normal gbuffer
glGenTextures(1, &normal_gbuffer_id_);
glBindTexture(GL_TEXTURE_2D, normal_gbuffer_id_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normal_gbuffer_id_, 0);
GLenum drawBuffers[3] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
glDrawBuffers(3, drawBuffers);
// RBO was causing issues. Not using for now
// Generate the Depth renderbuffer
@ -61,11 +71,14 @@ void FBO::Unbind() {
}
void FBO::Cleanup() {
if (color_texture_id_ != -1) {
glDeleteTextures(1, &position_texture_id_);
if (albedo_gbuffer_id_ != -1) {
glDeleteTextures(1, &albedo_gbuffer_id_);
}
if (position_texture_id_ != -1) {
glDeleteTextures(1, &color_texture_id_);
if (position_gbuffer_id_ != -1) {
glDeleteTextures(1, &position_gbuffer_id_);
}
if (normal_gbuffer_id_ != -1) {
glDeleteTextures(1, &normal_gbuffer_id_);
}
if (depth_rbo_id_ != -1) {
glDeleteTextures(1, &depth_rbo_id_);
@ -75,10 +88,14 @@ void FBO::Cleanup() {
}
}
GLuint FBO::GetColorTexture() const {
return color_texture_id_;
GLuint FBO::GetAlbedoGbuffer() const {
return albedo_gbuffer_id_;
}
GLuint FBO::GetPositionTexture() const {
return position_texture_id_;
GLuint FBO::GetPositionGbuffer() const {
return position_gbuffer_id_;
}
GLuint FBO::GetNormalGbuffer() const {
return normal_gbuffer_id_;
}

View File

@ -39,7 +39,7 @@ const std::string kHGTPath = "hgt/N02E016.hgt";
GLuint tex_id = -1;
float tessellationFactor = 1.0f;
float tessellationFactor = 32.0f;
std::vector<Vertex> vertices;
std::vector<GLuint> indices;
@ -240,14 +240,18 @@ void Scene::Display(GLFWwindow* window) {
glUseProgram(quad_shader_program_);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo_.GetColorTexture());
glBindTexture(GL_TEXTURE_2D, fbo_.GetAlbedoGbuffer());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, fbo_.GetPositionTexture());
glBindTexture(GL_TEXTURE_2D, fbo_.GetPositionGbuffer());
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, fbo_.GetNormalGbuffer());
GLint colorTextureLoc = glGetUniformLocation(quad_shader_program_, "colorTexture");
glUniform1i(colorTextureLoc, 0); // Texture unit 0
GLint positionTextureLoc = glGetUniformLocation(quad_shader_program_, "positionTexture");
GLint colorTextureLoc = glGetUniformLocation(quad_shader_program_, "albedoGbuffer");
glUniform1i(colorTextureLoc, 0);
GLint positionTextureLoc = glGetUniformLocation(quad_shader_program_, "positionGbuffer");
glUniform1i(positionTextureLoc, 1);
GLint normalTextureLoc = glGetUniformLocation(quad_shader_program_, "normalGbuffer");
glUniform1i(normalTextureLoc, 2);
// Render the full-screen quad
glBindVertexArray(quad_vao_);
@ -322,7 +326,7 @@ void Scene::DrawGui(GLFWwindow* window) {
// Draw FBO to ImGui window
ImGui::Begin("Scene Window");
ImVec2 windowSize = ImGui::GetContentRegionAvail();
ImGui::Image((void*)(intptr_t)post_fbo_.GetColorTexture(), windowSize, ImVec2(0, 1), ImVec2(1, 0));
ImGui::Image((void*)(intptr_t)post_fbo_.GetAlbedoGbuffer(), windowSize, ImVec2(0, 1), ImVec2(1, 0));
ImGui::End();
ImGui::Render();