Refactor fbo to make for functional, less OOP
This commit is contained in:
parent
25147837fc
commit
d144434f59
10
imgui.ini
10
imgui.ini
|
@ -4,8 +4,8 @@ Size=400,400
|
|||
Collapsed=0
|
||||
|
||||
[Window][Terrain Controls]
|
||||
Pos=856,19
|
||||
Size=424,701
|
||||
Pos=868,19
|
||||
Size=412,701
|
||||
Collapsed=0
|
||||
DockId=0x00000002,0
|
||||
|
||||
|
@ -24,12 +24,12 @@ Collapsed=0
|
|||
|
||||
[Window][Scene Window]
|
||||
Pos=0,19
|
||||
Size=854,701
|
||||
Size=866,701
|
||||
Collapsed=0
|
||||
DockId=0x00000001,0
|
||||
|
||||
[Docking][Data]
|
||||
DockSpace ID=0x6F42A598 Window=0xE80F322C Pos=0,19 Size=1280,701 Split=X Selected=0x9F2D9299
|
||||
DockNode ID=0x00000001 Parent=0x6F42A598 SizeRef=854,701 CentralNode=1 Selected=0x9F2D9299
|
||||
DockNode ID=0x00000002 Parent=0x6F42A598 SizeRef=424,701 Selected=0xF69494A7
|
||||
DockNode ID=0x00000001 Parent=0x6F42A598 SizeRef=866,701 CentralNode=1 Selected=0x9F2D9299
|
||||
DockNode ID=0x00000002 Parent=0x6F42A598 SizeRef=412,701 Selected=0xF69494A7
|
||||
|
||||
|
|
|
@ -3,24 +3,21 @@
|
|||
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
class FBO {
|
||||
public:
|
||||
FBO();
|
||||
~FBO();
|
||||
|
||||
GLuint fbo_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 GetAlbedoGbuffer() const;
|
||||
GLuint GetPositionGbuffer() const;
|
||||
GLuint GetNormalGbuffer() const;
|
||||
struct Framebuffer {
|
||||
GLuint id = 0;
|
||||
GLuint albedoTexture = 0;
|
||||
GLuint positionTexture = 0;
|
||||
GLuint normalTexture = 0;
|
||||
GLuint depthTexture = 0;
|
||||
};
|
||||
|
||||
namespace FBO {
|
||||
Framebuffer GenerateFramebuffer(int width, int height);
|
||||
GLuint CreateFramebuffer();
|
||||
GLuint CreateTexture(int width, int height, GLenum format);
|
||||
GLuint CreateDepthTexture(int width, int height);
|
||||
void AttachTextureToFramebuffer(GLuint framebufferId, GLuint textureId, GLenum attachment);
|
||||
void Cleanup(const Framebuffer& fbo);
|
||||
}
|
||||
|
||||
#endif // FBO_H_
|
|
@ -34,8 +34,8 @@ class Scene {
|
|||
void InitQuadBuffers();
|
||||
void InitShaders();
|
||||
|
||||
FBO fbo_;
|
||||
FBO post_fbo_;
|
||||
Framebuffer geo_fbo_;
|
||||
Framebuffer lht_fbo_;
|
||||
GLuint shader_program_;
|
||||
GLuint quad_shader_program_;
|
||||
GLuint vao_;
|
||||
|
|
154
source/fbo.cpp
154
source/fbo.cpp
|
@ -4,98 +4,86 @@
|
|||
|
||||
#include "fbo.h"
|
||||
|
||||
FBO::FBO() : fbo_id_(-1), albedo_gbuffer_id_(-1), position_gbuffer_id_(-1), normal_gbuffer_id_(-1), depth_rbo_id_(-1) {}
|
||||
namespace FBO {
|
||||
Framebuffer GenerateFramebuffer(int width, int height) {
|
||||
Framebuffer fbo;
|
||||
fbo.id = CreateFramebuffer();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
|
||||
|
||||
FBO::~FBO() {
|
||||
Cleanup();
|
||||
}
|
||||
fbo.albedoTexture = CreateTexture(width, height, GL_RGBA);
|
||||
fbo.positionTexture = CreateTexture(width, height, GL_RGBA);
|
||||
fbo.normalTexture = CreateTexture(width, height, GL_RGBA);
|
||||
fbo.depthTexture = CreateDepthTexture(width, height);
|
||||
|
||||
void FBO::Init(int width, int height) {
|
||||
// Generate the framebuffer
|
||||
glGenFramebuffers(1, &fbo_id_);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
|
||||
AttachTextureToFramebuffer(fbo.id, fbo.albedoTexture, GL_COLOR_ATTACHMENT0);
|
||||
AttachTextureToFramebuffer(fbo.id, fbo.positionTexture, GL_COLOR_ATTACHMENT1);
|
||||
AttachTextureToFramebuffer(fbo.id, fbo.normalTexture, GL_COLOR_ATTACHMENT2);
|
||||
|
||||
// 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, albedo_gbuffer_id_, 0);
|
||||
GLenum drawBuffers[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, drawBuffers);
|
||||
|
||||
// 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_gbuffer_id_, 0);
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
std::cerr << "Error: Framebuffer is not complete!" << std::endl;
|
||||
}
|
||||
|
||||
// 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);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 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
|
||||
glGenRenderbuffers(1, &depth_rbo_id_);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, depth_rbo_id_);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, width, height);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_rbo_id_);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
// Check if the framebuffer is complete
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
std::cerr << "Error: Framebuffer is not complete!" << std::endl;
|
||||
return fbo;
|
||||
}
|
||||
}
|
||||
|
||||
void FBO::Bind() {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
|
||||
}
|
||||
|
||||
void FBO::Unbind() {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
void FBO::Cleanup() {
|
||||
if (albedo_gbuffer_id_ != -1) {
|
||||
glDeleteTextures(1, &albedo_gbuffer_id_);
|
||||
GLuint CreateFramebuffer() {
|
||||
GLuint fboId = 0;
|
||||
glGenFramebuffers(1, &fboId);
|
||||
return fboId;
|
||||
}
|
||||
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_);
|
||||
}
|
||||
if (fbo_id_ != -1) {
|
||||
glDeleteFramebuffers(1, &fbo_id_);
|
||||
}
|
||||
}
|
||||
|
||||
GLuint FBO::GetAlbedoGbuffer() const {
|
||||
return albedo_gbuffer_id_;
|
||||
}
|
||||
GLuint CreateTexture(int width, int height, GLenum format) {
|
||||
GLuint textureId = 0;
|
||||
glGenTextures(1, &textureId);
|
||||
glBindTexture(GL_TEXTURE_2D, textureId);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, format, 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);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
if(textureId == 0) {
|
||||
std::cerr << "Texture was not created!" << std::endl;
|
||||
}
|
||||
return textureId;
|
||||
}
|
||||
|
||||
GLuint FBO::GetPositionGbuffer() const {
|
||||
return position_gbuffer_id_;
|
||||
}
|
||||
GLuint CreateDepthTexture(int width, int height) {
|
||||
GLuint depthId;
|
||||
glGenRenderbuffers(1, &depthId);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, depthId);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, width, height);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthId);
|
||||
if(depthId == 0) {
|
||||
std::cerr << "Depth Texture was not created!" << std::endl;
|
||||
}
|
||||
return depthId;
|
||||
}
|
||||
|
||||
GLuint FBO::GetNormalGbuffer() const {
|
||||
return normal_gbuffer_id_;
|
||||
}
|
||||
void AttachTextureToFramebuffer(GLuint framebufferId, GLuint textureId, GLenum attachment) {
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, textureId, 0);
|
||||
}
|
||||
|
||||
void Cleanup(const Framebuffer& fbo) {
|
||||
if (fbo.albedoTexture != 0) {
|
||||
glDeleteTextures(1, &fbo.albedoTexture);
|
||||
}
|
||||
if (fbo.positionTexture != 0) {
|
||||
glDeleteTextures(1, &fbo.positionTexture);
|
||||
}
|
||||
if (fbo.normalTexture != 0) {
|
||||
glDeleteTextures(1, &fbo.normalTexture);
|
||||
}
|
||||
if (fbo.depthTexture != 0) {
|
||||
glDeleteTextures(1, &fbo.depthTexture);
|
||||
}
|
||||
if (fbo.id != 0) {
|
||||
glDeleteFramebuffers(1, &fbo.id);
|
||||
}
|
||||
}
|
||||
}; // namespace
|
||||
|
|
|
@ -25,6 +25,7 @@
|
|||
#include "Uniforms.h"
|
||||
#include "InitShader.h" //Functions for loading shaders from text files
|
||||
#include "DebugCallback.h"
|
||||
#include "load_texture.h"
|
||||
|
||||
#include <FreeImage.h>
|
||||
|
||||
|
@ -39,7 +40,6 @@ const std::string kQuadVertexPath = "shaders/quad_vertex.glsl";
|
|||
const std::string kQuadFragmentPath = "shaders/quad_fragment.glsl";
|
||||
|
||||
const std::string kHGTPath = "hgt/N02E016.hgt";
|
||||
|
||||
GLuint tex_id = -1;
|
||||
|
||||
float tessellationFactor = 32.0f;
|
||||
|
@ -68,8 +68,8 @@ Scene::~Scene() {
|
|||
glDeleteProgram(shader_program_);
|
||||
glDeleteVertexArrays(1, &vao_);
|
||||
|
||||
fbo_.~FBO();
|
||||
post_fbo_.~FBO();
|
||||
FBO::Cleanup(geo_fbo_);
|
||||
FBO::Cleanup(lht_fbo_);
|
||||
}
|
||||
|
||||
void Scene::Init() {
|
||||
|
@ -78,8 +78,8 @@ void Scene::Init() {
|
|||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
fbo_.Init(window_width, window_height);
|
||||
post_fbo_.Init(window_width, window_height);
|
||||
geo_fbo_ = FBO::GenerateFramebuffer(window_width, window_height);
|
||||
lht_fbo_ = FBO::GenerateFramebuffer(window_width, window_height);
|
||||
|
||||
std::vector<int16_t> heightData = LoadHGT(kHGTPath, 3601, 3601);
|
||||
tex_id = CreateHeightmapTexture(heightData, 3601, 3601);
|
||||
|
@ -207,7 +207,7 @@ void Scene::ReloadShader() {
|
|||
|
||||
void Scene::Display(GLFWwindow* window) {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
fbo_.Bind();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, geo_fbo_.id);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glUseProgram(shader_program_);
|
||||
|
@ -236,19 +236,19 @@ void Scene::Display(GLFWwindow* window) {
|
|||
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
fbo_.Unbind();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
post_fbo_.Bind();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, lht_fbo_.id);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glUseProgram(quad_shader_program_);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, fbo_.GetAlbedoGbuffer());
|
||||
glBindTexture(GL_TEXTURE_2D, geo_fbo_.albedoTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, fbo_.GetPositionGbuffer());
|
||||
glBindTexture(GL_TEXTURE_2D, geo_fbo_.positionTexture);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, fbo_.GetNormalGbuffer());
|
||||
glBindTexture(GL_TEXTURE_2D, geo_fbo_.normalTexture);
|
||||
|
||||
GLint colorTextureLoc = glGetUniformLocation(quad_shader_program_, "albedoGbuffer");
|
||||
glUniform1i(colorTextureLoc, 0);
|
||||
|
@ -261,7 +261,7 @@ void Scene::Display(GLFWwindow* window) {
|
|||
glBindVertexArray(quad_vao_);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
post_fbo_.Unbind();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
DrawGui(window);
|
||||
glfwSwapBuffers(window);
|
||||
|
@ -330,7 +330,7 @@ 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_.GetAlbedoGbuffer(), windowSize, ImVec2(0, 1), ImVec2(1, 0));
|
||||
ImGui::Image((void*)(intptr_t)lht_fbo_.albedoTexture, windowSize, ImVec2(0, 1), ImVec2(1, 0));
|
||||
ImGui::End();
|
||||
|
||||
ImGui::Render();
|
||||
|
|
Loading…
Reference in New Issue