// G-buffer renderer
#include headers.h
#include renderer.h
#include toon.h
// Draw a quad over the full screen.This generates a fragment for
// each pixel on the screen, allowing the fragment shader to run on
// each fragment.
void drawFullscreenQuad()
{
vec2 verts[4] = { vec2( -1, -1 ), vec2( -1, 1 ), vec2( 1, -1 ), vec2( 1, 1 ) };
GLuint VAO, VBO;
glGenVertexArrays( 1, &VAO );
glBindVertexArray( VAO );
glGenBuffers( 1, &VBO );
glBindBuffer( GL_ARRAY_BUFFER, VBO );
glBufferData( GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW );
glEnableVertexAttribArray( 0 );
glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 0, 0 );
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
glDeleteBuffers( 1, &VBO );
glDeleteVertexArrays( 1, &VAO );
}
// Render the scene in three passes.
void Renderer::render( wfModel *obj, mat4 &M, mat4 &MV, mat4 &MVP, vec3 &lightDir )
{
// Pass-through rendering
if (debug == 0) {
dummyProg->activate();
dummyProg->setMat4(MVP, MVP );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glEnable( GL_DEPTH_TEST );
obj->draw( dummyProg );
dummyProg->deactivate();
return;
}
// Pass 1: Store colour, normal, depth in G-Buffers
gbuffer->BindForWriting();
pass1Prog->activate();
pass1Prog->setMat4(M,M );
pass1Prog->setMat4(MV, MV );
pass1Prog->setMat4(MVP,MVP );
gbuffer->BindTexture( COLOUR_GBUFFER );
gbuffer->BindTexture( NORMAL_GBUFFER );
gbuffer->BindTexture( DEPTH_GBUFFER);
int activeDrawBuffers1[] = { COLOUR_GBUFFER, NORMAL_GBUFFER, DEPTH_GBUFFER };
gbuffer->setDrawBuffers( 3, activeDrawBuffers1 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glEnable( GL_DEPTH_TEST );
obj->draw( pass1Prog );
pass1Prog->deactivate();
if (debug == 1) { // stop after pass 1
gbuffer->DrawGBuffers();
return;
}
// Pass 2: Store Laplacian (computed from depths) in G-Buffer
pass2Prog->activate();
pass2Prog->setVec2( texCoordInc, vec2( 1 / (float) windowWidth, 1 / (float) windowHeight ) );
pass2Prog->setInt( depthSampler, DEPTH_GBUFFER );
gbuffer->BindTexture( LAPLACIAN_GBUFFER );
int activeDrawBuffers2[] = { LAPLACIAN_GBUFFER };
gbuffer->setDrawBuffers( 1, activeDrawBuffers2 );
glClear( GL_COLOR_BUFFER_BIT );
glDisable( GL_DEPTH_TEST );
drawFullscreenQuad();
pass2Prog->deactivate();
if (debug == 2) { // stop after pass 2
gbuffer->DrawGBuffers();
return;
}
// Pass 3: Draw everything using data from G-Buffers
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
glClear( GL_COLOR_BUFFER_BIT );
glDisable( GL_DEPTH_TEST );
pass3Prog->activate();
pass3Prog->setVec2( texCoordInc, vec2( 1 / (float) windowWidth, 1 / (float) windowHeight ) );
pass3Prog->setVec3( lightDir, lightDir );
pass3Prog->setInt( colourSampler,COLOUR_GBUFFER );
pass3Prog->setInt( normalSampler,NORMAL_GBUFFER );
pass3Prog->setInt( depthSampler, DEPTH_GBUFFER );
pass3Prog->setInt( laplacianSampler, LAPLACIAN_GBUFFER );
gbuffer->BindTexture( COLOUR_GBUFFER );
gbuffer->BindTexture( NORMAL_GBUFFER );
gbuffer->BindTexture( DEPTH_GBUFFER );
gbuffer->BindTexture( LAPLACIAN_GBUFFER);
drawFullscreenQuad();
pass3Prog->deactivate();
}
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