framebuffer related bugfixes

setting already present material uniforms
This commit is contained in:
devZoGok
2021-11-22 20:30:31 +02:00
parent 75658fa0e8
commit 5ca6e8b16f
6 changed files with 66 additions and 63 deletions
+6
View File
@@ -26,6 +26,12 @@ namespace vb01{
return uni;
}
void Material::setTexUniform(string name, Texture *texture, bool animatable){
TextureUniform *uni = (TextureUniform*)getUniform(name);
uni->value = texture;
uni->animatable = animatable;
}
void Material::update(){
shader->use();
+1
View File
@@ -151,6 +151,7 @@ namespace vb01{
Material(std::string, bool = false);
~Material();
void update();
void setTexUniform(std::string, Texture*, bool);
Uniform* getUniform(std::string);
inline Uniform* getUniform(int i){return uniforms[i];}
inline void addIntUniform(std::string name, int value){uniforms.push_back(new IntUniform(name, value));}
+43 -53
View File
@@ -64,31 +64,28 @@ namespace vb01{
environmentShader = new Shader(libPath + "environmentPreFilter");
brdfIntegrationShader = new Shader(libPath + "brdfIntegration");
environmentMap = new Texture(reflectionSize, 5, false);
environmentMap = new Texture(reflectionSize, false, 5);
brdfIntegrationMap = new Texture(reflectionSize, reflectionSize, false);
int width = reflectionSize;
initFramebuffer(preFilterFramebuffer, preFilterRenderbuffer, environmentMap, reflectionSize);
initFramebuffer(brdfFramebuffer, brdfRenderbuffer, brdfIntegrationMap, reflectionSize);
initFramebuffer(preFilterFramebuffer, preFilterRenderbuffer, reflectionSize);
initFramebuffer(brdfFramebuffer, brdfRenderbuffer, reflectionSize);
initMesh();
}
void Mesh::initFramebuffer(u32 &framebuffer, u32 &renderbuffer, Texture *map, int width){
void Mesh::initFramebuffer(u32 &framebuffer, u32 &renderbuffer, int width){
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
if(map->isCubemap())
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, *map->getTexture(), 0);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *map->getTexture(), 0);
glGenRenderbuffers(1, &renderbuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, width);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, width);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "Environment framebuffer not complete\n";
cout << "Mesh framebuffer not complete\n";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
@@ -170,7 +167,6 @@ namespace vb01{
shader->setBool(castShadow, "castShadow");
shader->setBool(skeleton, "animated");
shader->setBool(false, "environmentMapEnabled");
shader->setMat4(view, "view");
shader->setMat4(proj, "proj");
shader->setVec3(camPos, "camPos");
@@ -246,16 +242,11 @@ namespace vb01{
}
void Mesh::updatePrefilterMap(Vector3 pos){
Root *root = Root::getSingleton();
/*
Node *rootNode = root->getRootNode();
vector<Node*> descendants;
rootNode->getDescendants(descendants);
Mesh *skybox = root->getSkybox();
Texture *skyboxTex = ((Material::TextureUniform*)skybox->getMaterial()->getUniform("skybox"))->value;
/*
for(Node *node : descendants){
for(Mesh *mesh : node->getMeshes())
if(mesh != this && mesh->isReflectible()){
@@ -283,40 +274,38 @@ namespace vb01{
}
}
*/
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)};
float far = 100;
mat4 proj = perspective(radians(90.f), 1.f, .1f, far);
Root *root = Root::getSingleton();
Mesh *skybox = root->getSkybox();
Texture *skyboxTex = ((Material::TextureUniform*)skybox->getMaterial()->getUniform("skybox"))->value;
glBindFramebuffer(GL_FRAMEBUFFER, preFilterFramebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, preFilterRenderbuffer);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
int numMipmaps = environmentMap->getMipmapLevel();
environmentShader->use();
for(int i = 0; i < numMipmaps; ++i){
u32 width = reflectionSize * pow(0.5, i);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, width);
glViewport(0, 0, width, width);
for(int j = 0; j < 6; j++){
vec3 upVec;
if(1 < j && j < 4)
upVec = vec3(0, 0, -1);
else
upVec = vec3(0, -1, 0);
environmentShader->setMat4(proj, "proj");
environmentShader->setMat4(lookAt(vec3(0), dirs[j], upVec), "view");
environmentShader->setMat4(mat4(1.f), "model");
environmentShader->setInt(0, "environmentMap");
environmentShader->setFloat((float)i / numMipmaps, "roughness");
skyboxTex->select();
environmentShader->use();
environmentShader->setInt(0, "environmentMap");
mat4 proj = perspective(radians(90.f), 1.f, .1f, 100.f);
environmentShader->setMat4(proj, "proj");
environmentShader->setMat4(mat4(1.f), "model");
int numMipmaps = environmentMap->getMipmapLevel();
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)};
for(int i = 0; i < numMipmaps; ++i){
u32 width = reflectionSize * pow(0.5, i);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, width);
glViewport(0, 0, width, width);
environmentShader->setFloat((float)i / numMipmaps, "roughness");
for(int j = 0; j < 6; j++){
vec3 v = vec3(pos.x, pos.y, pos.z);
vec3 upVec = (fabs(dirs[j].y) == 1 ? vec3(0, 0, -1) : vec3(0, 1, 0));
environmentShader->setMat4(lookAt(v, v + dirs[j], upVec), "view");
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, *environmentMap->getTexture(), i);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(skybox)
skybox->render();
@@ -329,13 +318,13 @@ namespace vb01{
void Mesh::updateBrdfLut(){
glBindFramebuffer(GL_FRAMEBUFFER, brdfFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *brdfIntegrationMap->getTexture(), 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glViewport(0, 0, reflectionSize, reflectionSize);
glBindRenderbuffer(GL_RENDERBUFFER, brdfRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, reflectionSize, reflectionSize);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, reflectionSize, reflectionSize);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *brdfIntegrationMap->getTexture(), 0);
brdfIntegrationShader->use();
@@ -352,13 +341,14 @@ namespace vb01{
Shader *shader = material->getShader();
shader->use();
int brdfId = 10, preFilterId = 11;
shader->setInt(brdfId, "brdfIntegrationMap");
shader->setInt(preFilterId, "preFilterMap");
shader->setInt(brdfId, "brdfIntegrationMap");
environmentMap->select(brdfId);
brdfIntegrationMap->select(preFilterId);
environmentMap->select(preFilterId);
brdfIntegrationMap->select(brdfId);
}
void Mesh::render(){
+4 -2
View File
@@ -57,9 +57,11 @@ namespace vb01{
inline u32* getIndices(){return indices;}
inline ShapeKey& getShapeKey(int i){return shapeKeys[i];}
inline int getNumShapeKeys(){return numShapeKeys;}
inline Texture* getEnvironmentMap(){return environmentMap;}
inline Texture* getBrdfIntegrationMap(){return brdfIntegrationMap;}
private:
void initMesh();
void initFramebuffer(u32&, u32&, Texture*, int);
void initFramebuffer(u32&, u32&, int);
void updateSkeleton(Shader*);
void updatePrefilterMap(Vector3);
void updateBrdfLut();
@@ -67,9 +69,9 @@ namespace vb01{
void updateShapeKeys(Shader*);
int reflectionSize = 512;
Texture *environmentMap = nullptr, *brdfIntegrationMap = nullptr;
Shader *environmentShader = nullptr, *brdfIntegrationShader = nullptr;
u32 preFilterFramebuffer, preFilterRenderbuffer, brdfFramebuffer, brdfRenderbuffer;
Texture *environmentMap = nullptr, *brdfIntegrationMap = nullptr;
Material *material = nullptr;
Node *node = nullptr;
std::vector<Mesh*> meshes;
+10 -6
View File
@@ -50,7 +50,7 @@ namespace vb01{
if(cubemap){
texture = new u32;
createCubemap(false, flip);
createCubemap(false, flip, true);
}
else{
texture = new u32[numPaths];
@@ -88,12 +88,13 @@ namespace vb01{
Texture::Texture(int width, bool depth, int mipmapLevel){
this->width = width;
this->mipmapLevel = mipmapLevel;
this->cubemap = true;
texture = new u32;
createCubemap(depth, false);
createCubemap(depth, false, false);
}
void Texture::createCubemap(bool depth, bool flip){
void Texture::createCubemap(bool depth, bool flip, bool fromFile){
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_CUBE_MAP, texture[0]);
@@ -102,18 +103,20 @@ namespace vb01{
for(int i = 0; i < 6; i++){
if(!depth){
if(fromFile){
data = stbi_load(paths[i].c_str(), &width, &height, &numChannels, 0);
if(data){
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, width, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
}
else{
cout << "Failed to read cubemap texture " << i << endl;
exit(-1);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
}
else
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, width, 0, GL_RGB, GL_FLOAT, NULL);
}
else{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, width, width, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
@@ -125,6 +128,7 @@ namespace vb01{
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
}
Texture::Texture(FT_Face &face, char ch){
+1 -1
View File
@@ -35,7 +35,7 @@ namespace vb01{
u8 *data;
std::string *paths = nullptr;
void createCubemap(bool, bool);
void createCubemap(bool, bool, bool);
void create2DTexture(bool);
inline int getNextFrame(int frameId){return (frameId + 1 < numFrames ? frameId + 1 : 0);}
};