From: Patrick Schönberger Date: Wed, 10 Feb 2021 10:52:27 +0000 (+0100) Subject: render shadowmap and irradiance X-Git-Url: https://gitweb.ps.run/subsurface_scattering/commitdiff_plain/e03792c2d5620ca07ac50717062df846927027c0?ds=sidebyside render shadowmap and irradiance --- diff --git a/shaders/fbo_frag.glsl b/shaders/fbo_frag.glsl index f6f12cd..e199245 100644 --- a/shaders/fbo_frag.glsl +++ b/shaders/fbo_frag.glsl @@ -3,31 +3,35 @@ out vec4 FragColor; in vec2 TexCoords; -uniform sampler2D screenTexture; -uniform int applySSSSS; -uniform int N; +uniform sampler2D shadowmapTexture; +uniform sampler2D irradianceTexture; +uniform int screenWidth; +uniform int screenHeight; +uniform int renderState; +uniform vec2 samplePositions[13]; +uniform vec3 sampleWeights[13]; void main() { - if (applySSSSS == 1) { - float x = 1.0/1600.0; - float y = 1.0/900.0; - - float maxDist = N*N + N*N; - - vec4 color = vec4(0, 0, 0, 1); - for (int i = -N; i <= N; i++) { - for (int j = -N; j <= N; j++) { - float dist = i*i + j*j; - vec4 newC = texture(screenTexture, TexCoords + vec2(i*x, j*y)) / (2*N*N); - float factor = 1 - (dist / maxDist); - factor = pow(factor, 2); - color += newC * factor; - } - } - FragColor = color; + if (renderState == 0) { + FragColor = texture(shadowmapTexture, TexCoords); } - else { - FragColor = texture(screenTexture, TexCoords); + // stencil buffer + else if (renderState == 1 || texture(irradianceTexture, TexCoords).rgb == vec3(0, 0, 0)) { + FragColor = texture(irradianceTexture, TexCoords); + } + else if (renderState == 2) { + FragColor = texture(shadowmapTexture, TexCoords) * texture(irradianceTexture, TexCoords); + } + else if (renderState == 3) { + vec4 result = vec4(0, 0, 0, 1); + for (int i = 0; i < 13; i++) { + float oneX = 1.0/screenWidth; + float oneY = 1.0/screenHeight; + vec4 sample = texture(irradianceTexture, TexCoords + samplePositions[i] * vec2(oneX, oneY)); + vec4 weight = vec4(sampleWeights[i], 1); + result += sample * weight; + } + FragColor = result; } } diff --git a/shaders/frag.glsl b/shaders/frag_irradiance.glsl similarity index 91% rename from shaders/frag.glsl rename to shaders/frag_irradiance.glsl index a70915a..9e14ebe 100644 --- a/shaders/frag.glsl +++ b/shaders/frag_irradiance.glsl @@ -5,6 +5,8 @@ in vec3 Normal; out vec4 FragColor; +uniform sampler2D shadowmapTexture; + uniform vec3 objectColor; uniform vec3 lightColor; uniform vec3 lightPos; diff --git a/shaders/frag_shadowmap.glsl b/shaders/frag_shadowmap.glsl new file mode 100644 index 0000000..6d6dab6 --- /dev/null +++ b/shaders/frag_shadowmap.glsl @@ -0,0 +1,14 @@ + +#version 330 core + +in vec3 FragPos; + +out vec4 FragColor; + +uniform vec3 lightPos; + +void main() +{ + float lightDist = 1 - (length(lightPos - FragPos) - 5.5); + FragColor = vec4(vec3(lightDist), 1); +} diff --git a/src/main.cpp b/src/main.cpp index 4168c50..ddba48c 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -20,6 +20,46 @@ #include #include +/* + +TODO: +- ShadowMap to fbo +- Save Depth to fbo + +*/ + +float samplePositions[] = { + 0.000000f, 0.000000f, + 1.633992f, 0.036795f, + 0.177801f, 1.717593f, + -0.194906f, 0.091094f, + -0.239737f, -0.220217f, + -0.003530f, -0.118219f, + 1.320107f, -0.181542f, + 5.970690f, 0.253378f, + -1.089250f, 4.958349f, + -4.015465f, 4.156699f, + -4.063099f, -4.110150f, + -0.638605f, -6.297663f, + 2.542348f, -3.245901f +}; + +float sampleWeights[] = { + 0.220441f, 0.487000f, 0.635000f, + 0.076356f, 0.064487f, 0.039097f, + 0.116515f, 0.103222f, 0.064912f, + 0.064844f, 0.086388f, 0.062272f, + 0.131798f, 0.151695f, 0.103676f, + 0.025690f, 0.042728f, 0.033003f, + 0.048593f, 0.064740f, 0.046131f, + 0.048092f, 0.003042f, 0.000400f, + 0.048845f, 0.005406f, 0.001222f, + 0.051322f, 0.006034f, 0.001420f, + 0.061428f, 0.009152f, 0.002511f, + 0.030936f, 0.002868f, 0.000652f, + 0.073580f, 0.023239f, 0.009703f +}; + struct model { std::vector vertices; std::vector indices; @@ -254,6 +294,77 @@ GLuint compileShaders(const char *vertFilename, const char *fragFilename) { } +struct framebuffer { + framebuffer(const char *vertFilename, const char *fragFilename, int width, int height) { + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + glGenTextures(1, &renderTexture); + glBindTexture(GL_TEXTURE_2D, renderTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + //glBindTexture(GL_TEXTURE_2D, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0); + + glGenRenderbuffers(1, &rbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); + //glBindRenderbuffer(GL_RENDERBUFFER, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); + + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) { + printf("Successfully created framebuffer\n"); + } + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + screenShaderProgram = compileShaders(vertFilename, fragFilename); + glUseProgram(screenShaderProgram); + glUniform1i(glGetUniformLocation(screenShaderProgram, "screenTexture"), 0); + + // Screen VAO + + glGenBuffers(1, &screenVBO); + + glGenVertexArrays(1, &screenVAO); + + glBindVertexArray(screenVAO); + + float screenVerts[] = { + -1.0f, +1.0f, +0.0f, +1.0f, + -1.0f, -1.0f, +0.0f, +0.0f, + +1.0f, -1.0f, +1.0f, +0.0f, + + -1.0f, +1.0f, +0.0f, +1.0f, + +1.0f, -1.0f, +1.0f, +0.0f, + +1.0f, +1.0f, +1.0f, +1.0f, + }; + + glBindBuffer(GL_ARRAY_BUFFER, screenVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, + screenVerts, GL_STATIC_DRAW); + + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(0)); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2)); + + glBindVertexArray(0); + } + ~framebuffer() { + glDeleteFramebuffers(1, &fbo); + } + + GLuint fbo; + GLuint renderTexture; + GLuint rbo; + GLuint screenShaderProgram; + GLuint screenVBO; + GLuint screenVAO; +}; + int main() { // Window Setup @@ -276,7 +387,8 @@ int main() { if (glewInit() != GLEW_OK) { } - GLuint shaderProgram = compileShaders("shaders/vert.glsl", "shaders/frag.glsl"); + GLuint shaderProgramShadowmap = compileShaders("shaders/vert.glsl", "shaders/frag_shadowmap.glsl"); + GLuint shaderProgramIrradiance = compileShaders("shaders/vert.glsl", "shaders/frag_irradiance.glsl"); model m = loadModel("models/Isotrop-upperjaw.ply"); @@ -294,75 +406,16 @@ int main() { glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f); // Framebuffer - GLuint fbo; - glGenFramebuffers(1, &fbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - - GLuint renderTexture; - glGenTextures(1, &renderTexture); - glBindTexture(GL_TEXTURE_2D, renderTexture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - //glBindTexture(GL_TEXTURE_2D, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0); - - GLuint rbo; - glGenRenderbuffers(1, &rbo); - glBindRenderbuffer(GL_RENDERBUFFER, rbo); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); - //glBindRenderbuffer(GL_RENDERBUFFER, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); - - if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) { - printf("Successfully created framebuffer\n"); - } - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - GLuint screenShaderProgram = compileShaders("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl"); - glUseProgram(screenShaderProgram); - glUniform1i(glGetUniformLocation(screenShaderProgram, "screenTexture"), 0); - - // Screen VAO - - GLuint screenVBO; - glGenBuffers(1, &screenVBO); - - GLuint screenVAO; - glGenVertexArrays(1, &screenVAO); - - glBindVertexArray(screenVAO); - - float screenVerts[] = { - -1.0f, +1.0f, +0.0f, +1.0f, - -1.0f, -1.0f, +0.0f, +0.0f, - +1.0f, -1.0f, +1.0f, +0.0f, - - -1.0f, +1.0f, +0.0f, +1.0f, - +1.0f, -1.0f, +1.0f, +0.0f, - +1.0f, +1.0f, +1.0f, +1.0f, - }; - - glBindBuffer(GL_ARRAY_BUFFER, screenVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, - screenVerts, GL_STATIC_DRAW); - - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(0)); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2)); - - glBindVertexArray(0); + framebuffer fb_shadowmap("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height); + framebuffer fb_irradiance("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl", width, height); // Config struct { bool wireframe = false; bool freecam = false; - bool sssss = false; - int N = 2; + int renderState = 0; + float color[3] = { 0.7f, 0.4f, 0.4f }; } options; sf::Clock deltaClock; @@ -418,10 +471,10 @@ int main() { prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right); - // Render to fbo + // Render Shadowmap - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glClearColor(0.1f, 0.1f, 0.1f, 1.0f); + glBindFramebuffer(GL_FRAMEBUFFER, fb_shadowmap.fbo); + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); @@ -430,7 +483,7 @@ int main() { else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - glUseProgram(shaderProgram); + glUseProgram(shaderProgramShadowmap); if (options.freecam) view = freeCam.getViewMatrix(); @@ -438,27 +491,66 @@ int main() { view = arcCam.getViewMatrix(); glUniformMatrix4fv( - glGetUniformLocation(shaderProgram, "model"), + glGetUniformLocation(shaderProgramShadowmap, "model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv( - glGetUniformLocation(shaderProgram, "view"), + glGetUniformLocation(shaderProgramShadowmap, "view"), 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv( - glGetUniformLocation(shaderProgram, "projection"), + glGetUniformLocation(shaderProgramShadowmap, "projection"), 1, GL_FALSE, glm::value_ptr(proj)); + glUniform3fv( + glGetUniformLocation(shaderProgramShadowmap, "lightPos"), + 1, glm::value_ptr(lightPos)); + + m.draw(); + + // Render irradiance + + glBindFramebuffer(GL_FRAMEBUFFER, fb_irradiance.fbo); + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glEnable(GL_DEPTH_TEST); + + if (options.wireframe) + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + else + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + glUseProgram(shaderProgramIrradiance); + + if (options.freecam) + view = freeCam.getViewMatrix(); + else + view = arcCam.getViewMatrix(); + + glUniformMatrix4fv( + glGetUniformLocation(shaderProgramIrradiance, "model"), + 1, GL_FALSE, glm::value_ptr(model)); + glUniformMatrix4fv( + glGetUniformLocation(shaderProgramIrradiance, "view"), + 1, GL_FALSE, glm::value_ptr(view)); + glUniformMatrix4fv( + glGetUniformLocation(shaderProgramIrradiance, "projection"), + 1, GL_FALSE, glm::value_ptr(proj)); + + glUniform3fv( + glGetUniformLocation(shaderProgramIrradiance, "objectColor"), + 1, options.color); glUniform3f( - glGetUniformLocation(shaderProgram, "objectColor"), - 1.0f, 0.5f, 0.31f); - glUniform3f( - glGetUniformLocation(shaderProgram, "lightColor"), + glGetUniformLocation(shaderProgramIrradiance, "lightColor"), 1.0f, 1.0f, 1.0f); glUniform3fv( - glGetUniformLocation(shaderProgram, "lightPos"), + glGetUniformLocation(shaderProgramIrradiance, "lightPos"), 1, glm::value_ptr(lightPos)); glUniform3fv( - glGetUniformLocation(shaderProgram, "viewPos"), + glGetUniformLocation(shaderProgramIrradiance, "viewPos"), 1, glm::value_ptr(options.freecam ? freeCam.pos : arcCam.getPos())); + + glUniform1i(glGetUniformLocation(shaderProgramIrradiance, "shadowmapTexture"), 0); + glActiveTexture(GL_TEXTURE0 + 0); + glBindTexture(GL_TEXTURE_2D, fb_shadowmap.renderTexture); m.draw(); @@ -470,13 +562,21 @@ int main() { glDisable(GL_DEPTH_TEST); glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); - glUseProgram(screenShaderProgram); - - glUniform1i(glGetUniformLocation(screenShaderProgram, "applySSSSS"), options.sssss); - glUniform1i(glGetUniformLocation(screenShaderProgram, "N"), options.N); - - glBindVertexArray(screenVAO); - glBindTexture(GL_TEXTURE_2D, renderTexture); + glUseProgram(fb_irradiance.screenShaderProgram); + + glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenWidth"), window.getSize().x); + glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "screenHeight"), window.getSize().y); + glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "renderState"), options.renderState); + glUniform2fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "samplePositions"), 13, samplePositions); + glUniform3fv(glGetUniformLocation(fb_irradiance.screenShaderProgram, "sampleWeights"), 13, sampleWeights); + + glBindVertexArray(fb_irradiance.screenVAO); + glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "shadowmapTexture"), 0); + glUniform1i(glGetUniformLocation(fb_irradiance.screenShaderProgram, "irradianceTexture"), 1); + glActiveTexture(GL_TEXTURE0 + 0); + glBindTexture(GL_TEXTURE_2D, fb_shadowmap.renderTexture); + glActiveTexture(GL_TEXTURE0 + 1); + glBindTexture(GL_TEXTURE_2D, fb_irradiance.renderTexture); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); @@ -485,10 +585,8 @@ int main() { ImGui::Begin("Options"); ImGui::Checkbox("Wireframe", &options.wireframe); ImGui::Checkbox("Free Cam", &options.freecam); - ImGui::Checkbox("SSSSS", &options.sssss); - if (options.sssss) { - ImGui::DragInt("N", &options.N, 0.05f, 1, 16); - } + ImGui::InputInt("Render State", &options.renderState); + ImGui::InputFloat3("Color", options.color, 2); if (options.freecam) { ImGui::LabelText("Position", "%f %f %f", freeCam.pos.x, freeCam.pos.y, freeCam.pos.z); ImGui::LabelText("Rotation", "%f %f", freeCam.rot.x, freeCam.rot.y); @@ -511,7 +609,5 @@ int main() { window.display(); } - glDeleteFramebuffers(1, &fbo); - return 0; } \ No newline at end of file