mirror of
https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
framebuffer related bugfixes
setting already present material uniforms
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@@ -64,31 +64,28 @@ namespace vb01{
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environmentShader = new Shader(libPath + "environmentPreFilter");
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brdfIntegrationShader = new Shader(libPath + "brdfIntegration");
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environmentMap = new Texture(reflectionSize, 5, false);
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environmentMap = new Texture(reflectionSize, false, 5);
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brdfIntegrationMap = new Texture(reflectionSize, reflectionSize, false);
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int width = reflectionSize;
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initFramebuffer(preFilterFramebuffer, preFilterRenderbuffer, environmentMap, reflectionSize);
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initFramebuffer(brdfFramebuffer, brdfRenderbuffer, brdfIntegrationMap, reflectionSize);
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initFramebuffer(preFilterFramebuffer, preFilterRenderbuffer, reflectionSize);
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initFramebuffer(brdfFramebuffer, brdfRenderbuffer, reflectionSize);
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initMesh();
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}
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void Mesh::initFramebuffer(u32 &framebuffer, u32 &renderbuffer, Texture *map, int width){
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void Mesh::initFramebuffer(u32 &framebuffer, u32 &renderbuffer, int width){
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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if(map->isCubemap())
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, *map->getTexture(), 0);
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else
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *map->getTexture(), 0);
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glGenRenderbuffers(1, &renderbuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, width);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, width);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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cout << "Environment framebuffer not complete\n";
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cout << "Mesh framebuffer not complete\n";
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@@ -170,7 +167,6 @@ namespace vb01{
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shader->setBool(castShadow, "castShadow");
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shader->setBool(skeleton, "animated");
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shader->setBool(false, "environmentMapEnabled");
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shader->setMat4(view, "view");
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shader->setMat4(proj, "proj");
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shader->setVec3(camPos, "camPos");
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@@ -246,16 +242,11 @@ namespace vb01{
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}
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void Mesh::updatePrefilterMap(Vector3 pos){
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Root *root = Root::getSingleton();
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/*
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Node *rootNode = root->getRootNode();
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vector<Node*> descendants;
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rootNode->getDescendants(descendants);
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Mesh *skybox = root->getSkybox();
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Texture *skyboxTex = ((Material::TextureUniform*)skybox->getMaterial()->getUniform("skybox"))->value;
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/*
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for(Node *node : descendants){
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for(Mesh *mesh : node->getMeshes())
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if(mesh != this && mesh->isReflectible()){
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@@ -283,40 +274,38 @@ namespace vb01{
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}
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}
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*/
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vec3 dirs[]{vec3(1, 0, 0), vec3(-1, 0, 0), vec3(0, 1, 0), vec3(0, -1, 0), vec3(0, 0, 1), vec3(0, 0, -1)};
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float far = 100;
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mat4 proj = perspective(radians(90.f), 1.f, .1f, far);
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Root *root = Root::getSingleton();
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Mesh *skybox = root->getSkybox();
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Texture *skyboxTex = ((Material::TextureUniform*)skybox->getMaterial()->getUniform("skybox"))->value;
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glBindFramebuffer(GL_FRAMEBUFFER, preFilterFramebuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, preFilterRenderbuffer);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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skyboxTex->select();
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environmentShader->use();
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environmentShader->setInt(0, "environmentMap");
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mat4 proj = perspective(radians(90.f), 1.f, .1f, 100.f);
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environmentShader->setMat4(proj, "proj");
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environmentShader->setMat4(mat4(1.f), "model");
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int numMipmaps = environmentMap->getMipmapLevel();
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environmentShader->use();
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vec3 dirs[]{vec3(1, 0, 0), vec3(-1, 0, 0), vec3(0, 1, 0), vec3(0, -1, 0), vec3(0, 0, 1), vec3(0, 0, -1)};
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for(int i = 0; i < numMipmaps; ++i){
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u32 width = reflectionSize * pow(0.5, i);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, width);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, width);
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glViewport(0, 0, width, width);
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environmentShader->setFloat((float)i / numMipmaps, "roughness");
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for(int j = 0; j < 6; j++){
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vec3 upVec;
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if(1 < j && j < 4)
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upVec = vec3(0, 0, -1);
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else
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upVec = vec3(0, -1, 0);
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environmentShader->setMat4(proj, "proj");
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environmentShader->setMat4(lookAt(vec3(0), dirs[j], upVec), "view");
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environmentShader->setMat4(mat4(1.f), "model");
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environmentShader->setInt(0, "environmentMap");
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environmentShader->setFloat((float)i / numMipmaps, "roughness");
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skyboxTex->select();
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vec3 v = vec3(pos.x, pos.y, pos.z);
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vec3 upVec = (fabs(dirs[j].y) == 1 ? vec3(0, 0, -1) : vec3(0, 1, 0));
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environmentShader->setMat4(lookAt(v, v + dirs[j], upVec), "view");
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, *environmentMap->getTexture(), i);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if(skybox)
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skybox->render();
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@@ -329,13 +318,13 @@ namespace vb01{
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void Mesh::updateBrdfLut(){
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glBindFramebuffer(GL_FRAMEBUFFER, brdfFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *brdfIntegrationMap->getTexture(), 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glViewport(0, 0, reflectionSize, reflectionSize);
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glBindRenderbuffer(GL_RENDERBUFFER, brdfRenderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, reflectionSize, reflectionSize);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, reflectionSize, reflectionSize);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *brdfIntegrationMap->getTexture(), 0);
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brdfIntegrationShader->use();
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@@ -352,13 +341,14 @@ namespace vb01{
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Shader *shader = material->getShader();
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shader->use();
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int brdfId = 10, preFilterId = 11;
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shader->setInt(brdfId, "brdfIntegrationMap");
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shader->setInt(preFilterId, "preFilterMap");
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shader->setInt(brdfId, "brdfIntegrationMap");
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environmentMap->select(brdfId);
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brdfIntegrationMap->select(preFilterId);
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environmentMap->select(preFilterId);
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brdfIntegrationMap->select(brdfId);
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}
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void Mesh::render(){
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