second pass

This commit is contained in:
BENEDEK László 2024-10-12 04:03:59 +02:00
parent 144e3d480c
commit 17f8d58a67
6 changed files with 229 additions and 29 deletions

View File

@ -10,11 +10,10 @@ in vec3 pos;
in vec3 norm;
in vec2 tex;
out vec4 FragColor;
out vec3 position;
out vec3 albedo;
out vec3 normal;
out vec3 material;
layout (location = 0) out vec3 albedo;
layout (location = 1) out vec3 normal;
layout (location = 2) out vec3 material;
layout (location = 3) out vec3 position;
void main() {
position = pos;
@ -23,6 +22,5 @@ void main() {
material.x = texture(s_specular, tex).x;
material.y = texture(s_roughness, tex).y;
material.z = texture(s_metalic, tex).z;
FragColor = texture(s_albedo, tex);
}

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@ -0,0 +1,20 @@
#version 460 core
uniform sampler2D albedo;
uniform sampler2D depth;
uniform sampler2D normal;
uniform sampler2D material;
uniform sampler2D position;
in vec3 pos;
in vec2 tex;
out vec4 FragColor;
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
void main() {
FragColor = texture(position, tex);
}

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@ -0,0 +1,13 @@
#version 460 core
layout (location = 0) in vec3 _pos;
layout (location = 1) in vec2 _tex;
out vec3 pos;
out vec2 tex;
void main() {
gl_Position = vec4(_pos.xy, 0, 1);
pos = _pos;
tex = _tex;
}

71
main.go
View File

@ -5,6 +5,7 @@ import (
"os"
"runtime"
"git.tek.govt.hu/dowerx/opengl-deferred/types/gbuffer"
"git.tek.govt.hu/dowerx/opengl-deferred/types/geometry"
"git.tek.govt.hu/dowerx/opengl-deferred/types/shader"
"git.tek.govt.hu/dowerx/opengl-deferred/types/texture"
@ -70,6 +71,21 @@ func main() {
}
defer deferredShader.Delete()
vertexSource, err = os.ReadFile("assets/shader/screen/screen.vs")
if err != nil {
panic(err)
}
fragmentSource, err = os.ReadFile("assets/shader/screen/screen.fs")
if err != nil {
panic(err)
}
screenShader, err := shader.New(string(vertexSource), string(fragmentSource))
if err != nil {
panic(err)
}
defer screenShader.Delete()
// geometry
cube, err := geometry.LoadOBJ("assets/geometries/suzanne.obj")
if err != nil {
@ -77,6 +93,12 @@ func main() {
}
defer cube.Delete()
screen, err := geometry.Screen()
if err != nil {
panic(err)
}
defer screen.Delete()
// textures
albedo, err := texture.Load("assets/textures/TCom_Pavement_PaintedConcrete3_512_albedo.tif")
if err != nil {
@ -108,12 +130,36 @@ func main() {
}
defer metalic.Delete()
// gbuffer
gbuff, err := gbuffer.New(WIDTH, HEIGHT)
if err != nil {
panic(err)
}
defer gbuff.Delete()
gbuff.Bind()
// transformations
projection := mgl32.Perspective(mgl32.DegToRad(FOV), float32(WIDTH)/HEIGHT, 0.1, 10)
camera := mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
model := mgl32.Ident4()
// set textures
angle := 0.0
previousTime := glfw.GetTime()
for !window.ShouldClose() {
// rotate
time := glfw.GetTime()
elapsed := time - previousTime
previousTime = time
angle += elapsed
model = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0})
// first pass
// bind textures
gbuff.Bind()
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
albedo.Bind(gl.TEXTURE0)
normal.Bind(gl.TEXTURE1)
specular.Bind(gl.TEXTURE2)
@ -131,23 +177,22 @@ func main() {
deferredShader.Int("s_specular", 2)
deferredShader.Int("s_roughness", 3)
deferredShader.Int("s_metalic", 4)
cube.Draw()
angle := 0.0
previousTime := glfw.GetTime()
for !window.ShouldClose() {
// second pass
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// rotate
time := glfw.GetTime()
elapsed := time - previousTime
previousTime = time
gbuff.BindTextures()
angle += elapsed
model = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0})
deferredShader.Mat4("model", model)
screenShader.Use()
screenShader.Int("albedo", 0)
screenShader.Int("depth", 1)
screenShader.Int("normal", 2)
screenShader.Int("material", 3)
screenShader.Int("position", 4)
// render
cube.Draw()
screen.Draw()
window.SwapBuffers()
glfw.PollEvents()

109
types/gbuffer/gbuffer.go Normal file
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@ -0,0 +1,109 @@
package gbuffer
import (
"errors"
"github.com/go-gl/gl/v4.6-core/gl"
)
type GBuffer struct {
framebuffer uint32
depth uint32
colorAttachments [4]uint32 // albedo, normal, material, position
}
var attachments = []uint32{
gl.COLOR_ATTACHMENT0,
gl.COLOR_ATTACHMENT1,
gl.COLOR_ATTACHMENT2,
gl.COLOR_ATTACHMENT3,
}
func (b *GBuffer) Bind() {
gl.BindFramebuffer(gl.FRAMEBUFFER, b.framebuffer)
gl.DrawBuffers(int32(len(b.colorAttachments)), &attachments[0])
}
func (b *GBuffer) BindTextures() {
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, b.colorAttachments[0])
gl.ActiveTexture(gl.TEXTURE1)
gl.BindTexture(gl.TEXTURE_2D, b.depth)
gl.ActiveTexture(gl.TEXTURE2)
gl.BindTexture(gl.TEXTURE_2D, b.colorAttachments[1])
gl.ActiveTexture(gl.TEXTURE3)
gl.BindTexture(gl.TEXTURE_2D, b.colorAttachments[2])
gl.ActiveTexture(gl.TEXTURE4)
gl.BindTexture(gl.TEXTURE_2D, b.colorAttachments[3])
}
func (b *GBuffer) Delete() {
gl.DeleteFramebuffers(1, &b.framebuffer)
for i, _ := range b.colorAttachments {
gl.DeleteTextures(1, &b.colorAttachments[i])
}
gl.DeleteTextures(1, &b.depth)
}
func New(width int, height int) (buffer GBuffer, _ error) {
gl.GenFramebuffers(1, &buffer.framebuffer)
gl.BindFramebuffer(gl.FRAMEBUFFER, buffer.framebuffer)
// albedo
gl.GenTextures(1, &buffer.colorAttachments[0])
gl.BindTexture(gl.TEXTURE_2D, buffer.colorAttachments[0])
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(width), int32(height), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.BindTexture(gl.TEXTURE_2D, 0)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, buffer.colorAttachments[0], 0)
// depth
gl.GenTextures(1, &buffer.depth)
gl.BindTexture(gl.TEXTURE_2D, buffer.depth)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, int32(width), int32(height), 0, gl.DEPTH_COMPONENT, gl.FLOAT, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.BindTexture(gl.TEXTURE_2D, 0)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, buffer.depth, 0)
// normal
gl.GenTextures(1, &buffer.colorAttachments[1])
gl.BindTexture(gl.TEXTURE_2D, buffer.colorAttachments[1])
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(width), int32(height), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.BindTexture(gl.TEXTURE_2D, 0)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, buffer.colorAttachments[1], 0)
// material
gl.GenTextures(1, &buffer.colorAttachments[2])
gl.BindTexture(gl.TEXTURE_2D, buffer.colorAttachments[2])
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(width), int32(height), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.BindTexture(gl.TEXTURE_2D, 0)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, buffer.colorAttachments[2], 0)
// position
gl.GenTextures(1, &buffer.colorAttachments[3])
gl.BindTexture(gl.TEXTURE_2D, buffer.colorAttachments[3])
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(width), int32(height), 0, gl.RGB, gl.FLOAT, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.BindTexture(gl.TEXTURE_2D, 0)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT3, gl.TEXTURE_2D, buffer.colorAttachments[3], 0)
if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
return buffer, errors.New("failed to create framebuffer")
}
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
return buffer, nil
}

View File

@ -76,3 +76,18 @@ func LoadOBJ(path string) (geometries Geometry, err error) {
return new(o.Coord, o.Indices)
}
func Screen() (Geometry, error) {
return new(
[]float32{
// xyz uv ijk
-1, -1, 0, 0, 0, 0, 0, 0,
1, -1, 0, 1, 0, 0, 0, 0,
-1, 1, 0, 0, 1, 0, 0, 0,
1, 1, 0, 1, 1, 0, 0, 0,
},
[]int{
0, 1, 2,
1, 3, 2,
})
}