diff --git a/shaders/gbuffer.frag.glsl b/shaders/gbuffer.frag.glsl index 1ddf6fa..4061260 100644 --- a/shaders/gbuffer.frag.glsl +++ b/shaders/gbuffer.frag.glsl @@ -1,11 +1,11 @@ -// - Normal buffer -layout (location = 0) out vec3 outNormal; +// - Position in view space +layout (location = 0) out vec4 outPosition; // - Color + objectId buffer layout (location = 1) out vec4 outColor; +// - Normal buffer +layout (location = 2) out vec3 outNormal; // - Specular color + Specular exponent buffer -layout (location = 2) out vec4 outSpecular; -// - Position in view space -layout (location = 3) out vec4 outPosition; +layout (location = 3) out vec4 outSpecular; uniform float materialNs; @@ -69,7 +69,11 @@ void main() outColor.rgb = materialKd; #endif - outColor.a = float(object_identifier)/255; +#ifdef INSTANCED + outColor.a = float(object_identifier+instanceId)/255; +#else + outColor.a = float(object_identifier)/255; +#endif #ifdef SPECULAR_TEXTURE outSpecular.rgb = texture(specularTexture, varTexCoord).rgb; diff --git a/shaders/lighting.frag.glsl b/shaders/lighting.frag.glsl index 2f15600..0fe2714 100644 --- a/shaders/lighting.frag.glsl +++ b/shaders/lighting.frag.glsl @@ -1,13 +1,13 @@ // G-BUFFER -// - Normal buffer -uniform sampler2DRect normalBuffer; -// - Color + objectId buffer -uniform sampler2DRect colorBuffer; -// - Specular color + Specular exponent buffer -uniform sampler2DRect specularBuffer; // - Position in view space uniform sampler2DRect positionBuffer; +// - Color + objectId buffer +uniform sampler2DRect colorBuffer; +// - Normal buffer +uniform sampler2DRect normalBuffer; +// - Specular color + Specular exponent buffer +uniform sampler2DRect specularBuffer; // - depth buffer uniform sampler2DRect depthBuffer; diff --git a/src/deferredpipeline.cpp b/src/deferredpipeline.cpp index 927de58..55e279c 100644 --- a/src/deferredpipeline.cpp +++ b/src/deferredpipeline.cpp @@ -15,28 +15,29 @@ RESOURCE_PACK(shaders) GBuffer::GBuffer(int width, int height) : FrameBuffer() { Texture* tex; - // - Normal buffer - tex = new Texture(GL_RGB, GL_RGB16F, width, height, GL_FLOAT, GL_TEXTURE_RECTANGLE); + + // - Position buffer + tex = new Texture(GL_RGBA, GL_RGBA16F, width, height, GL_FLOAT, GL_TEXTURE_RECTANGLE); tex->setFiltering(GL_NEAREST); - tex->setUnit(NORMAL); + tex->setUnit(POSITION); addTexture(tex, GL_COLOR_ATTACHMENT0); - + // - Color + objectId buffer tex = new Texture(GL_RGBA, GL_RGBA, width, height, GL_UNSIGNED_BYTE, GL_TEXTURE_RECTANGLE); tex->setFiltering(GL_NEAREST); tex->setUnit(DIFFUSE); addTexture(tex, GL_COLOR_ATTACHMENT1); + + // - Normal buffer + tex = new Texture(GL_RGB, GL_RGB16F, width, height, GL_FLOAT, GL_TEXTURE_RECTANGLE); + tex->setFiltering(GL_NEAREST); + tex->setUnit(NORMAL); + addTexture(tex, GL_COLOR_ATTACHMENT2); // - Specular color + Specular exponent buffer tex = new Texture(GL_RGBA, GL_RGBA, width, height, GL_UNSIGNED_BYTE, GL_TEXTURE_RECTANGLE); tex->setFiltering(GL_NEAREST); tex->setUnit(SPECULAR); - addTexture(tex, GL_COLOR_ATTACHMENT2); - - // - Position buffer - tex = new Texture(GL_RGBA, GL_RGBA16F, width, height, GL_FLOAT, GL_TEXTURE_RECTANGLE); - tex->setFiltering(GL_NEAREST); - tex->setUnit(POSITION); addTexture(tex, GL_COLOR_ATTACHMENT3); // - depth buffer @@ -163,10 +164,10 @@ void DeferredPipeline::renderGL(Scene *scene) shader->bind(); // bind GBuffer - shader->bindInteger(shader->getLocation("normalBuffer"), GBuffer::NORMAL); - shader->bindInteger(shader->getLocation("colorBuffer"), GBuffer::DIFFUSE); - shader->bindInteger(shader->getLocation("specularBuffer"), GBuffer::SPECULAR); shader->bindInteger(shader->getLocation("positionBuffer"), GBuffer::POSITION); + shader->bindInteger(shader->getLocation("colorBuffer"), GBuffer::DIFFUSE); + shader->bindInteger(shader->getLocation("normalBuffer"), GBuffer::NORMAL); + shader->bindInteger(shader->getLocation("specularBuffer"), GBuffer::SPECULAR); shader->bindInteger(shader->getLocation("depthBuffer"), GBuffer::DEPTH); // bind light @@ -261,3 +262,12 @@ void DeferredPipeline::refreshScene(Scene *scene) for(unsigned int type : m_lightTypes) m_lightShaders[type] = m_lightingSource->compile(0, type); } + +glm::vec4 DeferredPipeline::pick(int x, int y) +{ + m_gBuffer->bindFBO(); + glm::vec4 pos; + glReadPixels(x, y, 1, 1, GL_RGBA, GL_FLOAT, glm::value_ptr(pos)); + FrameBuffer::screen->bindFBO(); + return pos; +} diff --git a/src/deferredpipeline.h b/src/deferredpipeline.h index e9184c2..c252412 100644 --- a/src/deferredpipeline.h +++ b/src/deferredpipeline.h @@ -12,7 +12,7 @@ class Camera; class GBuffer : public FrameBuffer { public: - enum Buffers { NORMAL, DIFFUSE, SPECULAR, POSITION, DEPTH, NB_BUFFERS }; + enum Buffers { POSITION, DIFFUSE, NORMAL, SPECULAR, DEPTH, NB_BUFFERS }; GBuffer(int width, int height); void bindTextures(); void unbindTextures(); @@ -61,6 +61,8 @@ public: virtual void renderGL(Scene *scene); virtual void resizeGL(int w, int h); + + glm::vec4 pick(int x, int y); }; #endif // DEFERREDPIPELINE_H diff --git a/src/trackballcamera.cpp b/src/trackballcamera.cpp index af75d4d..0409b42 100644 --- a/src/trackballcamera.cpp +++ b/src/trackballcamera.cpp @@ -42,6 +42,13 @@ void TrackBallCamera::moveCamera(const glm::vec3 &diff) computeView(); } +void TrackBallCamera::lookAt(const glm::vec3 &pos) +{ + m_dist = glm::length(target); + m_center = pos; + computeView(); +} + void TrackBallCamera::reset() { m_center = glm::vec3(0, 4, 0); diff --git a/src/trackballcamera.h b/src/trackballcamera.h index 17cc7c5..455cdc5 100644 --- a/src/trackballcamera.h +++ b/src/trackballcamera.h @@ -21,6 +21,7 @@ public: void rotateCamera(float dx, float dy); void moveCamera(float dx, float dy); void moveCamera(const glm::vec3 &diff); + void lookAt(const glm::vec3 &pos); void zoom(int nbScrolls); void reset(); glm::vec3 getDefaultPxInfo();