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https://github.com/MihailRis/voxelcore.git
synced 2026-10-07 20:11:50 +00:00
add emission gbuffer attachment
This commit is contained in:
parent
8a3306ed41
commit
5ec9f14021
12 changed files with 101 additions and 31 deletions
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@ -8,6 +8,8 @@ using namespace advanced_pipeline;
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static debug::Logger logger("gl-gbuffer");
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// TODO: REFACTOR
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void GBuffer::createColorBuffer() {
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glGenTextures(1, &colorBuffer);
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glBindTexture(GL_TEXTURE_2D, colorBuffer);
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@ -64,7 +66,7 @@ void GBuffer::createNormalsBuffer() {
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width,
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height,
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0,
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GL_RGBA,
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GL_RGB,
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GL_FLOAT,
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nullptr
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);
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@ -77,6 +79,29 @@ void GBuffer::createNormalsBuffer() {
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);
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}
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void GBuffer::createEmissionBuffer() {
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glGenTextures(1, &emissionBuffer);
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glBindTexture(GL_TEXTURE_2D, emissionBuffer);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_R8,
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width,
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height,
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0,
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GL_RED,
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GL_FLOAT,
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nullptr
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, emissionBuffer, 0
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);
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}
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void GBuffer::createDepthBuffer() {
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glGenRenderbuffers(1, &depthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
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@ -113,16 +138,21 @@ GBuffer::GBuffer(uint width, uint height) : width(width), height(height) {
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createColorBuffer();
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createPositionsBuffer();
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createNormalsBuffer();
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createEmissionBuffer();
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GLenum attachments[3] = {
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GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2
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GLenum attachments[4] = {
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GL_COLOR_ATTACHMENT0,
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GL_COLOR_ATTACHMENT1,
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GL_COLOR_ATTACHMENT2,
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GL_COLOR_ATTACHMENT3,
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};
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glDrawBuffers(3, attachments);
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glDrawBuffers(4, attachments);
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createDepthBuffer();
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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logger.error() << "gbuffer is not complete!";
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int status;
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if ((status = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE) {
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logger.error() << "gbuffer is not complete! (" << status << ")";
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -134,8 +164,10 @@ GBuffer::GBuffer(uint width, uint height) : width(width), height(height) {
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);
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GLenum ssaoAttachments[1] = {GL_COLOR_ATTACHMENT0};
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glDrawBuffers(1, ssaoAttachments);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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logger.error() << "SSAO framebuffer is not complete!";
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if ((status = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE) {
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logger.error() << "SSAO framebuffer is not complete! (" << status << ")";
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@ -144,6 +176,7 @@ GBuffer::~GBuffer() {
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glDeleteTextures(1, &colorBuffer);
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glDeleteTextures(1, &positionsBuffer);
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glDeleteTextures(1, &normalsBuffer);
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glDeleteTextures(1, &emissionBuffer);
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glDeleteTextures(1, &ssaoBuffer);
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glDeleteRenderbuffers(1, &depthBuffer);
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glDeleteFramebuffers(1, &fbo);
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@ -164,6 +197,9 @@ void GBuffer::unbind() {
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}
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void GBuffer::bindBuffers() const {
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glActiveTexture(GL_TEXTURE0 + TARGET_EMISSION);
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glBindTexture(GL_TEXTURE_2D, emissionBuffer);
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glActiveTexture(GL_TEXTURE0 + TARGET_NORMALS);
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glBindTexture(GL_TEXTURE_2D, normalsBuffer);
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@ -227,12 +263,20 @@ void GBuffer::resize(uint width, uint height) {
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glBindTexture(GL_TEXTURE_2D, normalsBuffer);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, nullptr
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GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr
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);
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normalsBuffer, 0
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);
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glBindTexture(GL_TEXTURE_2D, emissionBuffer);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_INTENSITY, width, height, 0, GL_LUMINANCE, GL_FLOAT, nullptr
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);
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, emissionBuffer, 0
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);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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