enhanced texture class, implemented framebuffer class, moved gbuffer in deferredmodule.cpp

This commit is contained in:
Anselme 2015-12-03 12:00:19 +01:00
parent a1e6dcc95e
commit 84662d2c9f
10 changed files with 162 additions and 148 deletions

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@ -13,7 +13,6 @@ endif(WIN32)
set(LIB_SRC_LIST
framebuffer.cpp
gbuffer.cpp
meshbuilder.cpp
phongentity.cpp
phongmaterial.cpp

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@ -1 +1,35 @@
#include "deferredmodule.h"
#include "glassert.h"
#include "texture.h"
GBuffer::GBuffer(int width, int height) : FrameBuffer()
{
Texture* tex;
// - Normal buffer
tex = new Texture(GL_RGB, GL_RGB16F, width, height, GL_FLOAT);
tex->setFiltering(GL_NEAREST);
addTexture(tex, GL_COLOR_ATTACHMENT0);
// - Color + Specular exponent buffer
tex = new Texture(GL_RGBA, GL_RGBA, width, height);
tex->setFiltering(GL_NEAREST);
addTexture(tex, GL_COLOR_ATTACHMENT1);
// - Specular color + objectId buffer
tex = new Texture(GL_RGBA, GL_RGBA, width, height);
tex->setFiltering(GL_NEAREST);
addTexture(tex, GL_COLOR_ATTACHMENT2);
// - depth buffer
tex = new Texture(GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, width, height, GL_FLOAT);
tex->setFiltering(GL_NEAREST);
addTexture(tex, GL_DEPTH_ATTACHMENT);
initGL();
}
GBuffer::~GBuffer()
{
for(Texture* t : textures)
delete(t);
}

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@ -1,14 +1,19 @@
#ifndef DEFERREDMODULE_H
#define DEFERREDMODULE_H
#include "framebuffer.h"
#include "module.h"
#include <vector>
#include <cstddef>
#include <glew/glew.h>
class Shader;
class PhongEntity;
class GBuffer : public FrameBuffer
{
public:
GBuffer(int width, int height);
~GBuffer();
};
class DeferredModule : public Module
{
public:

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@ -1,7 +1,37 @@
#include "framebuffer.h"
#include "texture.h"
#include "glassert.h"
FrameBuffer::FrameBuffer()
{
glAssert(glGenFramebuffers(1, &fbo));
}
FrameBuffer::~FrameBuffer()
{
glAssert(glDeleteFramebuffers(1, &fbo));
}
void FrameBuffer::addTexture(Texture* tex, GLenum attachment)
{
textures.push_back(tex);
bindFBO();
glAssert(glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, tex->getTarget(), tex->getId(), 0));
attachments.push_back(attachment);
}
void FrameBuffer::initGL()
{
bindFBO();
glAssert(glDrawBuffers(attachments.size(), attachments.data()));
}
void FrameBuffer::bindFBO()
{
glAssert(glBindFramebuffer(GL_FRAMEBUFFER, fbo));
}
Texture* FrameBuffer::getTexture(int texId)
{
return textures[texId];
}

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@ -1,11 +1,25 @@
#ifndef FRAMEBUFFER_H
#define FRAMEBUFFER_H
#include <glew/glew.h>
#include <vector>
class Texture;
class FrameBuffer
{
protected:
GLuint fbo;
std::vector<Texture*> textures;
std::vector<GLuint> attachments;
public:
FrameBuffer();
~FrameBuffer();
void addTexture(Texture* tex, GLenum attachment);
void initGL();
void bindFBO();
Texture* getTexture(int texId);
};
#endif // FRAMEBUFFER_H

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@ -1,56 +0,0 @@
#include "gbuffer.h"
#include "sparrowrenderer.h"
#include "glassert.h"
GBuffer::GBuffer(int width, int height)
{
glAssert(glGenFramebuffers(1, &fbo));
glAssert(glBindFramebuffer(GL_FRAMEBUFFER, fbo));
// - Normal buffer
glAssert(glGenTextures(1, textures + NORMAL));
glAssert(glBindTexture(GL_TEXTURE_2D, textures[NORMAL]));
glAssert(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, NULL));
glAssert(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
glAssert(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
glAssert(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[NORMAL], 0));
// - Color + Specular exponent buffer
glAssert(glGenTextures(1, textures + COLOR));
glAssert(glBindTexture(GL_TEXTURE_2D, textures[COLOR]));
glAssert(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
glAssert(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
glAssert(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
glAssert(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[COLOR], 0));
// - Specular color + objectId buffer
glAssert(glGenTextures(1, textures + SPECULAR));
glAssert(glBindTexture(GL_TEXTURE_2D, textures[SPECULAR]));
glAssert(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
glAssert(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
glAssert(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
glAssert(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, textures[SPECULAR], 0));
// - depth buffer
glAssert(glGenTextures(1, textures + DEPTH));
glAssert(glBindTexture(GL_TEXTURE_2D, textures[DEPTH]));
glAssert(glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL));
glAssert(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
glAssert(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
glAssert(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, textures[DEPTH], 0));
// - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
GLuint attachments[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_DEPTH_ATTACHMENT};
glAssert(glDrawBuffers(4, attachments));
}
void GBuffer::bind()
{
glAssert(glBindFramebuffer(GL_FRAMEBUFFER, fbo));
}
void GBuffer::bindTexture(TextureType type, int slot)
{
glAssert(glActiveTexture(GL_TEXTURE0 + slot));
glAssert(glBindTexture(GL_TEXTURE_2D, textures[type]));
}

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@ -1,26 +0,0 @@
#ifndef GBUFFER_H
#define GBUFFER_H
#include <glew/glew.h>
class GBuffer
{
// fbo
GLuint fbo;
// textures
enum TextureType
{
NORMAL,
COLOR,
SPECULAR,
DEPTH,
NB_TEXTURES
};
GLuint textures[NB_TEXTURES];
public:
GBuffer(int width, int height);
void bind();
void bindTexture(TextureType type, int slot);
};
#endif // GBUFFER_H

37
image.h
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@ -2,6 +2,7 @@
#define IMAGE
#include <cstddef>
#include <glm/gtc/noise.hpp>
struct Image
{
@ -12,6 +13,42 @@ struct Image
Image() : pixels(NULL) {}
Image(int myDepth, int myWidth, int myHeight, float frequency, float amplitude) :
width(myWidth),
height(myHeight),
depth(myDepth)
{
allocate(width * height * (depth/8));
unsigned char* data = (unsigned char*)pixels;
float xFactor = 1.0f / (width - 1);
float yFactor = 1.0f / (height - 1);
for( int row = 0; row < height; row++ ) {
for( int col = 0 ; col < width; col++ ) {
float x = xFactor * col;
float y = yFactor * row;
float sum = 0.0f;
float freq = frequency;
float scale = amplitude;
// Compute the sum for each octave
for( int oct = 0; oct < 4 ; oct++ ) {
glm::vec2 p(x * freq, y * freq);
float val = glm::perlin(p, glm::vec2(freq)) / scale;
sum += val;
float result = (sum + 1.0f)/ 2.0f;
// Store in texture buffer
data[((row * width + col) * 4) + oct] =
(unsigned char) ( result * 255.0f );
freq *= 2.0f; // Double the frequency
scale *= amplitude; // Next power of b
}
}
}
}
~Image()
{
if(pixels != NULL)

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@ -1,37 +1,40 @@
#include "texture.h"
#include "glassert.h"
#include "image.h"
#include <glm/gtc/noise.hpp>
Texture::Texture() : type(GL_TEXTURE_2D)
Texture::Texture(GLenum format,
GLenum internal_format,
int width,
int height,
GLenum dataType,
GLenum texTarget) :
target(texTarget)
{
glAssert(glGenTextures(1, &texId));
glAssert(glBindTexture(type, texId));
createNoiseTexture(GL_TEXTURE_2D, 512, 512, 10, 1.5f);
glAssert(glBindTexture(target, texId));
glAssert(glTexImage2D(target, 0, internal_format, width, height, 0, format, dataType, NULL));
setWrap(GL_REPEAT);
setFiltering(GL_LINEAR);
}
Texture::Texture(Image* myImage) : type(GL_TEXTURE_2D)
Texture::Texture(Image* myImage) : target(GL_TEXTURE_2D)
{
glAssert(glGenTextures(1, &texId));
glAssert(glBindTexture(type, texId));
createTexture(myImage, GL_TEXTURE_2D);
glAssert(glBindTexture(target, texId));
initPixels(myImage, GL_TEXTURE_2D);
setWrap(GL_REPEAT);
setFiltering(GL_LINEAR);
}
Texture::Texture(Image* myCubemapImages[6]) : type(GL_TEXTURE_CUBE_MAP)
Texture::Texture(Image* myCubemapImages[6]) : target(GL_TEXTURE_CUBE_MAP)
{
glAssert(glActiveTexture(GL_TEXTURE0));
glAssert(glGenTextures(1, &texId));
glAssert(glBindTexture(type, texId));
glAssert(glBindTexture(target, texId));
for(int i=0; i<6; ++i)
{
createTexture(myCubemapImages[i], GL_TEXTURE_CUBE_MAP_POSITIVE_X + i);
initPixels(myCubemapImages[i], GL_TEXTURE_CUBE_MAP_POSITIVE_X + i);
setWrap(GL_CLAMP_TO_EDGE);
setFiltering(GL_LINEAR);
}
@ -42,73 +45,39 @@ Texture::~Texture()
glAssert(glDeleteTextures(1, &texId));
}
void Texture::createNoiseTexture(GLenum textureSlot, int width, int height, float frequency, float amplitude)
{
GLubyte *data = new GLubyte[ width * height * 4];
float xFactor = 1.0f / (width - 1);
float yFactor = 1.0f / (height - 1);
for( int row = 0; row < height; row++ ) {
for( int col = 0 ; col < width; col++ ) {
float x = xFactor * col;
float y = yFactor * row;
float sum = 0.0f;
float freq = frequency;
float scale = amplitude;
// Compute the sum for each octave
for( int oct = 0; oct < 4 ; oct++ ) {
glm::vec2 p(x * freq, y * freq);
float val = glm::perlin(p, glm::vec2(freq)) / scale;
sum += val;
float result = (sum + 1.0f)/ 2.0f;
// Store in texture buffer
data[((row * width + col) * 4) + oct] =
(GLubyte) ( result * 255.0f );
freq *= 2.0f; // Double the frequency
scale *= amplitude; // Next power of b
}
}
}
glAssert(glTexImage2D(textureSlot, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data));
}
void Texture::createTexture(Image* myImage, GLenum textureSlot)
void Texture::initPixels(Image* myImage, GLenum target)
{
switch(myImage->depth)
{
case 32:
glAssert(glTexImage2D(textureSlot, 0, GL_RGBA, myImage->width, myImage->height, 0, GL_BGRA, GL_UNSIGNED_BYTE, myImage->pixels));
glAssert(glTexImage2D(target, 0, GL_RGBA, myImage->width, myImage->height, 0, GL_BGRA, GL_UNSIGNED_BYTE, myImage->pixels));
break;
case 24:
glAssert(glTexImage2D(textureSlot, 0, GL_RGB, myImage->width, myImage->height, 0, GL_BGR, GL_UNSIGNED_BYTE, myImage->pixels));
glAssert(glTexImage2D(target, 0, GL_RGB, myImage->width, myImage->height, 0, GL_BGR, GL_UNSIGNED_BYTE, myImage->pixels));
break;
case 8:
glAssert(glTexImage2D(textureSlot, 0, GL_R8, myImage->width, myImage->height, 0, GL_RED, GL_UNSIGNED_BYTE, myImage->pixels));
glAssert(glTexImage2D(target, 0, GL_R8, myImage->width, myImage->height, 0, GL_RED, GL_UNSIGNED_BYTE, myImage->pixels));
break;
}
}
void Texture::setWrap(GLint wrap)
{
glAssert(glTexParameteri(type, GL_TEXTURE_WRAP_S, wrap));
glAssert(glTexParameteri(type, GL_TEXTURE_WRAP_T, wrap));
glAssert(glTexParameteri(type, GL_TEXTURE_WRAP_R, wrap));
glAssert(glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap));
glAssert(glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap));
glAssert(glTexParameteri(target, GL_TEXTURE_WRAP_R, wrap));
}
void Texture::setFiltering(GLint filter)
{
glAssert(glTexParameteri(type, GL_TEXTURE_MIN_FILTER, filter));
glAssert(glTexParameteri(type, GL_TEXTURE_MAG_FILTER, filter));
glAssert(glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter));
glAssert(glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter));
}
void Texture::bind(int slot)
{
GLenum texSlot = GL_TEXTURE0+slot;
glAssert(glActiveTexture(texSlot));
glAssert(glBindTexture(type, texId));
glAssert(glBindTexture(target, texId));
}

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@ -10,15 +10,19 @@ class Texture
{
private:
GLuint texId;
GLenum type;
GLenum target;
void createNoiseTexture(GLenum textureSlot, int width, int height, float frequency, float myScale);
void createTexture(Image* myImage, GLenum textureSlot);
void setWrap(GLint wrap);
void setFiltering(GLint filter);
void initPixels(Image* myImage, GLenum textureSlot);
public:
// creates a 2D texture from perlin noise
Texture();
// creates an empty 2D texture
Texture(GLenum format = GL_RGBA,
GLenum internal_format = GL_RGBA,
int width = 512,
int height = 512,
GLenum dataType = GL_UNSIGNED_BYTE,
GLenum texTarget = GL_TEXTURE_2D);
// creates a standard texture from an image
Texture(Image* myImage);
// creates a cubeMap from 6 images
@ -26,6 +30,10 @@ public:
~Texture();
void bind(int slot);
GLuint getId() {return texId;}
GLenum getTarget() {return target;}
void setWrap(GLint wrap);
void setFiltering(GLint filter);
};
#endif // TEXTURE_H