added picking

This commit is contained in:
Anselme 2016-07-21 17:30:03 +02:00
parent 44efb383a9
commit cb4b696e12
6 changed files with 50 additions and 26 deletions

View File

@ -1,11 +1,11 @@
// - Normal buffer // - Position in view space
layout (location = 0) out vec3 outNormal; layout (location = 0) out vec4 outPosition;
// - Color + objectId buffer // - Color + objectId buffer
layout (location = 1) out vec4 outColor; layout (location = 1) out vec4 outColor;
// - Normal buffer
layout (location = 2) out vec3 outNormal;
// - Specular color + Specular exponent buffer // - Specular color + Specular exponent buffer
layout (location = 2) out vec4 outSpecular; layout (location = 3) out vec4 outSpecular;
// - Position in view space
layout (location = 3) out vec4 outPosition;
uniform float materialNs; uniform float materialNs;
@ -69,7 +69,11 @@ void main()
outColor.rgb = materialKd; outColor.rgb = materialKd;
#endif #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 #ifdef SPECULAR_TEXTURE
outSpecular.rgb = texture(specularTexture, varTexCoord).rgb; outSpecular.rgb = texture(specularTexture, varTexCoord).rgb;

View File

@ -1,13 +1,13 @@
// G-BUFFER // 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 // - Position in view space
uniform sampler2DRect positionBuffer; uniform sampler2DRect positionBuffer;
// - Color + objectId buffer
uniform sampler2DRect colorBuffer;
// - Normal buffer
uniform sampler2DRect normalBuffer;
// - Specular color + Specular exponent buffer
uniform sampler2DRect specularBuffer;
// - depth buffer // - depth buffer
uniform sampler2DRect depthBuffer; uniform sampler2DRect depthBuffer;

View File

@ -15,28 +15,29 @@ RESOURCE_PACK(shaders)
GBuffer::GBuffer(int width, int height) : FrameBuffer() GBuffer::GBuffer(int width, int height) : FrameBuffer()
{ {
Texture* tex; 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->setFiltering(GL_NEAREST);
tex->setUnit(NORMAL); tex->setUnit(POSITION);
addTexture(tex, GL_COLOR_ATTACHMENT0); addTexture(tex, GL_COLOR_ATTACHMENT0);
// - Color + objectId buffer // - Color + objectId buffer
tex = new Texture(GL_RGBA, GL_RGBA, width, height, GL_UNSIGNED_BYTE, GL_TEXTURE_RECTANGLE); tex = new Texture(GL_RGBA, GL_RGBA, width, height, GL_UNSIGNED_BYTE, GL_TEXTURE_RECTANGLE);
tex->setFiltering(GL_NEAREST); tex->setFiltering(GL_NEAREST);
tex->setUnit(DIFFUSE); tex->setUnit(DIFFUSE);
addTexture(tex, GL_COLOR_ATTACHMENT1); 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 // - Specular color + Specular exponent buffer
tex = new Texture(GL_RGBA, GL_RGBA, width, height, GL_UNSIGNED_BYTE, GL_TEXTURE_RECTANGLE); tex = new Texture(GL_RGBA, GL_RGBA, width, height, GL_UNSIGNED_BYTE, GL_TEXTURE_RECTANGLE);
tex->setFiltering(GL_NEAREST); tex->setFiltering(GL_NEAREST);
tex->setUnit(SPECULAR); 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); addTexture(tex, GL_COLOR_ATTACHMENT3);
// - depth buffer // - depth buffer
@ -163,10 +164,10 @@ void DeferredPipeline::renderGL(Scene *scene)
shader->bind(); shader->bind();
// bind GBuffer // 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("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); shader->bindInteger(shader->getLocation("depthBuffer"), GBuffer::DEPTH);
// bind light // bind light
@ -261,3 +262,12 @@ void DeferredPipeline::refreshScene(Scene *scene)
for(unsigned int type : m_lightTypes) for(unsigned int type : m_lightTypes)
m_lightShaders[type] = m_lightingSource->compile(0, type); 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;
}

View File

@ -12,7 +12,7 @@ class Camera;
class GBuffer : public FrameBuffer class GBuffer : public FrameBuffer
{ {
public: public:
enum Buffers { NORMAL, DIFFUSE, SPECULAR, POSITION, DEPTH, NB_BUFFERS }; enum Buffers { POSITION, DIFFUSE, NORMAL, SPECULAR, DEPTH, NB_BUFFERS };
GBuffer(int width, int height); GBuffer(int width, int height);
void bindTextures(); void bindTextures();
void unbindTextures(); void unbindTextures();
@ -61,6 +61,8 @@ public:
virtual void renderGL(Scene *scene); virtual void renderGL(Scene *scene);
virtual void resizeGL(int w, int h); virtual void resizeGL(int w, int h);
glm::vec4 pick(int x, int y);
}; };
#endif // DEFERREDPIPELINE_H #endif // DEFERREDPIPELINE_H

View File

@ -42,6 +42,13 @@ void TrackBallCamera::moveCamera(const glm::vec3 &diff)
computeView(); computeView();
} }
void TrackBallCamera::lookAt(const glm::vec3 &pos)
{
m_dist = glm::length(target);
m_center = pos;
computeView();
}
void TrackBallCamera::reset() void TrackBallCamera::reset()
{ {
m_center = glm::vec3(0, 4, 0); m_center = glm::vec3(0, 4, 0);

View File

@ -21,6 +21,7 @@ public:
void rotateCamera(float dx, float dy); void rotateCamera(float dx, float dy);
void moveCamera(float dx, float dy); void moveCamera(float dx, float dy);
void moveCamera(const glm::vec3 &diff); void moveCamera(const glm::vec3 &diff);
void lookAt(const glm::vec3 &pos);
void zoom(int nbScrolls); void zoom(int nbScrolls);
void reset(); void reset();
glm::vec3 getDefaultPxInfo(); glm::vec3 getDefaultPxInfo();