SparrowRenderer/src/deferredpipeline.cpp

461 lines
14 KiB
C++

#include "sparrowrenderer.h"
#include "deferredpipeline.h"
// renderer
#include "texture.h"
#include "scene.h"
#include "mesh.h"
#include "shader.h"
#include "shadersource.h"
#include "pbrmaterial.h"
#include "camera.h"
#include "skybox.h"
#include "guimesh.h"
// GLM
#include <glm/ext.hpp>
// Stl
#include <algorithm>
// imgui
#include <imgui/imgui.h>
// resource packs
#include <resource.h>
RESOURCE_PACK(shaders)
GBuffer::GBuffer(int width, int height, GLuint renderBuffer) : FrameBuffer()
{
Texture* tex;
// - 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_ATTACHMENT0);
// - Albedo + Roughness
tex = new Texture(GL_RGBA, GL_RGBA, width, height, GL_UNSIGNED_BYTE, GL_TEXTURE_RECTANGLE);
tex->setFiltering(GL_NEAREST);
tex->setUnit(ALBEDO);
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);
// - Emission + Metallic
tex = new Texture(GL_RGBA, GL_RGBA, width, height, GL_UNSIGNED_BYTE, GL_TEXTURE_RECTANGLE);
tex->setFiltering(GL_NEAREST);
tex->setUnit(EMISSION);
addTexture(tex, GL_COLOR_ATTACHMENT3);
addRenderBuffer(renderBuffer, GL_DEPTH_ATTACHMENT);
addRenderBuffer(renderBuffer, GL_STENCIL_ATTACHMENT);
initColorAttachments();
}
void GBuffer::bindTextures()
{
for(int i=0; i<NB_BUFFERS; ++i)
getTexture(i)->bind();
}
void GBuffer::unbindTextures()
{
for(int i=0; i<NB_BUFFERS; ++i)
getTexture(i)->unbind();
}
LightingBuffer::LightingBuffer(int width, int height, GLuint renderBuffer) : FrameBuffer()
{
// colors are encoded in float to allow tonemapping
Texture* tex = new Texture(GL_RGBA, GL_RGBA16F, width, height, GL_FLOAT, GL_TEXTURE_RECTANGLE);
tex->setFiltering(GL_NEAREST);
addTexture(tex, GL_COLOR_ATTACHMENT0);
addRenderBuffer(renderBuffer, GL_DEPTH_ATTACHMENT);
addRenderBuffer(renderBuffer, GL_STENCIL_ATTACHMENT);
initColorAttachments();
}
DeferredPipeline::DeferredPipeline() :
m_camera(nullptr),
m_skybox(nullptr),
m_width(512),
m_height(512),
m_postEffectsShader(nullptr),
m_depth_stencil_renderBuffer(0),
m_gBuffer(nullptr),
m_lightingBuffer(nullptr),
m_renderTarget(nullptr),
m_debugGuiEnabled(false),
m_gammaCorrectEnabled(true),
m_hdrTonemappingEnabled(false)
{
Resource::ResourceMap shaderMap;
Resource::getResourcePack_shaders(shaderMap);
m_gBufferSource = new ShaderSource();
m_gBufferSource->setSource(shaderMap["shaders/gbuffer.vert.glsl"], ShaderSource::VERTEX);
m_gBufferSource->setSource(shaderMap["shaders/gbuffer.frag.glsl"], ShaderSource::FRAGMENT);
m_lightingSource = new ShaderSource();
m_lightingSource->setSource(shaderMap["shaders/lighting.vert.glsl"], ShaderSource::VERTEX);
m_lightingSource->setSource(shaderMap["shaders/lighting.frag.glsl"], ShaderSource::FRAGMENT);
m_mesh2DSource = new ShaderSource();
m_mesh2DSource->setSource(shaderMap["shaders/gui.vert.glsl"], ShaderSource::VERTEX);
m_mesh2DSource->setSource(shaderMap["shaders/gui.frag.glsl"], ShaderSource::FRAGMENT);
m_postEffectsShaders = new ShaderSource();
m_postEffectsShaders->setSource(shaderMap["shaders/posteffects.vert.glsl"], ShaderSource::VERTEX);
m_postEffectsShaders->setSource(shaderMap["shaders/posteffects.frag.glsl"], ShaderSource::FRAGMENT);
recompilePostEffectsShader();
m_debugShaders = new ShaderSource();
m_debugShaders->setSource(shaderMap["shaders/debug.vert.glsl"], ShaderSource::VERTEX);
m_debugShaders->setSource(shaderMap["shaders/debug.frag.glsl"], ShaderSource::FRAGMENT);
m_guiMesh = new GuiMesh();
m_guiMesh->initGL();
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
bool depthCompare(const GeometryNode* firstElem, const GeometryNode* secondElem) {
return firstElem->mesh->getDepth() < secondElem->mesh->getDepth();
}
void DeferredPipeline::renderGL(Scene *scene)
{
if(m_renderTarget == NULL)
return;
glViewport(0, 0, m_width, m_height);
// GEOMETRY PASS
std::vector<GeometryNode*> mesh2D;
m_gBuffer->bindFBO();
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glDepthFunc(GL_LESS);
glDisable(GL_BLEND);
glClearColor(0.0f, 0.0f, 0.0f, 1.f);
glClearDepth(1.0f);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glStencilMask(0x01);
glStencilFunc(GL_ALWAYS, 0x01, 0x01); // always draw fragments (ignore the stencil buffer values for now)
// draw skybox
if(m_skybox != nullptr)
{
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
m_skybox->renderGL(m_camera);
glClear(GL_DEPTH_BUFFER_BIT);
}
// loop on geometry
for(SceneIterator<GeometryNode*>* geometryIt = scene->getGeometry();
geometryIt->isValid(); geometryIt->next())
{
GeometryNode* node = geometryIt->getItem();
unsigned int type = node->mesh->getFlags();
if(type & (1 << Mesh::MESH_2D))
{
mesh2D.push_back(node); // TODO : not every frame
continue;
}
Shader *shader = m_mesh3DShaders[node->mesh->getFlags()];
if(shader == NULL)
{
fprintf(stderr, "no shader to render this 3D geometry, please call refreshScene to generate the shader\n");
continue;
}
shader->bind();
glm::mat4 modelViewMatrix = m_camera->getViewMatrix() * node->modelMatrix;
glm::mat4 normalMatrix = glm::transpose(glm::inverse(modelViewMatrix));
shader->bindMat4(shader->getLocation("projectionMatrix"), m_camera->getProjectionMatrix());
shader->bindMat4(shader->getLocation("modelViewMatrix"), modelViewMatrix);
shader->bindMat3(shader->getLocation("normalMatrix"), glm::mat3(normalMatrix));
// draw geometry
node->mesh->draw(shader);
}
// LIGHTING PASS
m_lightingBuffer->bindFBO();
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
glBlendFunc(GL_ONE, GL_ONE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
m_gBuffer->bindTextures();
// draw unlit fragments
Shader *shader = m_lightShaders[1 << Light::UNLIT_FLAG];
if(shader != nullptr)
{
shader->bind();
shader->bindInteger(shader->getLocation("emissionBuffer"), GBuffer::EMISSION);
glStencilFunc(GL_EQUAL, 1, 0x01);
SparrowRenderer::drawQuad();
}
// loop on light sources
glStencilFunc(GL_EQUAL, 0, 0x01);
for(SceneIterator<Light*>* lightIt = scene->getLights();
lightIt->isValid(); lightIt->next())
{
Light* light = lightIt->getItem();
Shader *shader = m_lightShaders[light->getFlags()];
if(shader == nullptr)
{
fprintf(stderr, "no shader to render this light, please call refreshScene to generate the shader\n");
continue;
}
shader->bind();
// bind GBuffer
shader->bindInteger(shader->getLocation("positionBuffer"), GBuffer::POSITION);
shader->bindInteger(shader->getLocation("albedoBuffer"), GBuffer::ALBEDO);
shader->bindInteger(shader->getLocation("normalBuffer"), GBuffer::NORMAL);
shader->bindInteger(shader->getLocation("emissionBuffer"), GBuffer::EMISSION);
// bind light
light->bindAttributes(shader, m_camera);
// compute fragments
SparrowRenderer::drawQuad();
}
m_gBuffer->unbindTextures();
// POST EFFECTS PASS
m_renderTarget->bindFBO();
glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
glStencilMask(0);
m_lightingBuffer->getTexture(0)->bind(0);
m_postEffectsShader->bind();
m_postEffectsShader->bindInteger(m_postEffectsShader->getLocation("lightBuffer"), 0);
SparrowRenderer::drawQuad();
m_lightingBuffer->getTexture(0)->unbind();
// 2D PASS
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
std::sort(mesh2D.begin(), mesh2D.end(), depthCompare);
for(GeometryNode* node : mesh2D)
{
Shader *shader = m_mesh2DShaders[node->mesh->getFlags()];
if(shader == NULL)
{
fprintf(stderr, "no shader to render this 2D geometry, please call refreshScene to generate the shader\n");
continue;
}
shader->bind();
shader->bindMat4(shader->getLocation("orthoMatrix"), m_orthoMatrix);
shader->bindMat4(shader->getLocation("transformMatrix"), node->modelMatrix);
// draw geometry
node->mesh->draw(shader);
}
if(m_debugGuiEnabled)
gui();
// IMGUI PASS
m_guiMesh->drawGL();
}
struct DebugCanvas
{
glm::ivec2 top_left;
glm::ivec2 bottom_right;
void gui()
{
if(ImGui::Button("Left"))
{
if(top_left.x != -1)
top_left.x = -1;
else
bottom_right.x = 0;
}
if(ImGui::Button("Right"))
{
if(bottom_right.x != 1)
bottom_right.x = 1;
else
top_left.x = 0;
}
if(ImGui::Button("Up"))
{
if(top_left.y != 1)
top_left.y = 1;
else
bottom_right.y = 0;
}
if(ImGui::Button("Down"))
{
if(bottom_right.y != -1)
bottom_right.y = -1;
else
top_left.y = 0;
}
}
void drawCanvas()
{
Shader* shader = nullptr;
shader->bind();
shader->bindVec2(shader->getLocation("origin"), (top_left+bottom_right)/2);
shader->bindVec2(shader->getLocation("origin"), top_left-bottom_right);
SparrowRenderer::drawQuad();
}
};
void DeferredPipeline::gui()
{
ImGui::Begin("Rendering Pipeline", &m_debugGuiEnabled);
if(ImGui::Checkbox("Gamma correction", &m_gammaCorrectEnabled))
recompilePostEffectsShader();
if(ImGui::Checkbox("HDR tonemapping", &m_hdrTonemappingEnabled))
recompilePostEffectsShader();
if(ImGui::Button("Add a debug canvas"))
{
}
ImGui::End();
// debug render
}
void DeferredPipeline::recompilePostEffectsShader()
{
std::vector<const char*> defines;
if(m_gammaCorrectEnabled)
defines.push_back("GAMMA_CORRECT");
if(m_hdrTonemappingEnabled)
defines.push_back("HDR_TONEMAPPING");
if(m_postEffectsShader != nullptr)
delete m_postEffectsShader;
m_postEffectsShader = m_postEffectsShaders->compile(defines);
}
void DeferredPipeline::setSkybox(Texture* texture)
{
if(m_skybox != nullptr)
delete m_skybox;
m_skybox = nullptr;
if(texture != nullptr)
{
m_skybox = new Skybox(texture);
m_skybox->resizeGL(m_width, m_height);
}
}
void DeferredPipeline::resizeGL(int w, int h)
{
// updating dimensions
m_width = w;
m_height = h;
if(m_skybox != nullptr)
m_skybox->resizeGL(w, h);
if(m_depth_stencil_renderBuffer != 0)
glDeleteRenderbuffers(1, &m_depth_stencil_renderBuffer);
// rebuilding FrameBuffers
if(m_gBuffer != NULL)
{
delete m_gBuffer;
delete m_lightingBuffer;
}
glGenRenderbuffers(1, &m_depth_stencil_renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_depth_stencil_renderBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
m_gBuffer = new GBuffer(w, h, m_depth_stencil_renderBuffer);
m_lightingBuffer = new LightingBuffer(w, h, m_depth_stencil_renderBuffer);
m_orthoMatrix = glm::ortho(0.f, float(m_width), float(m_height), 0.f);
m_guiMesh->resizeGL(w, h);
}
void DeferredPipeline::setSources(ShaderSource *gBufferSource, ShaderSource *lightingSource, ShaderSource *guiSource, Shader *postEffectsShader)
{
if(m_gBufferSource != NULL)
delete m_gBufferSource;
m_gBufferSource = gBufferSource;
if(m_lightingSource != NULL)
delete m_lightingSource;
m_lightingSource = lightingSource;
if(m_mesh2DSource != NULL)
delete m_mesh2DSource;
m_mesh2DSource = guiSource;
if(m_postEffectsShader != NULL)
delete m_postEffectsShader;
m_postEffectsShader = postEffectsShader;
}
void DeferredPipeline::refreshScene(Scene *scene)
{
// delete previous shaders
for(auto it : m_mesh3DShaders)
delete it.second;
m_mesh3DShaders.clear();
m_meshTypes.clear();
// gather all unique mesh flags
scene->getMeshTypes(m_meshTypes);
for(unsigned int type : m_meshTypes)
{
if(type & (1 << Mesh::MESH_2D))
m_mesh2DShaders[type] = m_mesh2DSource->compile(type, 0);
else
m_mesh3DShaders[type] = m_gBufferSource->compile(type, 0);
}
for(auto it : m_lightShaders)
delete it.second;
m_lightShaders.clear();
m_lightTypes.clear();
m_lightTypes.push_back(1 << Light::UNLIT_FLAG);
scene->getLightTypes(m_lightTypes);
for(unsigned int type : m_lightTypes)
m_lightShaders[type] = m_lightingSource->compile(0, type);
}
glm::vec4 DeferredPipeline::pick(int x, int y)
{
m_gBuffer->setTarget(GL_READ_FRAMEBUFFER);
m_gBuffer->bindFBO();
float values[4] = {1};
glReadPixels(x, y, 1, 1, GL_RGBA, GL_FLOAT, values);
GLenum err = glGetError();
while(err != GL_NO_ERROR)
{
switch(err)
{
case GL_INVALID_ENUM : printf("OpenGL error : GL_INVALID_ENUM\n"); break;
case GL_INVALID_VALUE : printf("OpenGL error : GL_INVALID_VALUE\n"); break;
case GL_INVALID_OPERATION : printf("OpenGL error : GL_INVALID_OPERATION\n"); break;
default : printf("OpenGL error : other\n"); break;
}
err = glGetError();
}
m_gBuffer->setTarget();
FrameBuffer::screen->bindFBO();
return glm::vec4(values[0], values[1], values[2], values[3]);
}