Work In Progress

This commit is contained in:
2020-03-25 16:16:47 -05:00
parent bb8e210362
commit 07d2d8ea05
8 changed files with 89 additions and 126 deletions

View File

@@ -5,7 +5,7 @@ class IMICFPS
attr_reader :screen_vbo, :vertices, :uvs
def initialize
@framebuffer = nil
@buffers = [:position, :diffuse, :normal, :texcoord]
@buffers = [:position, :diffuse, :normal, :texcoord, :scene]
@textures = {}
@screen_vbo = nil
@ready = false
@@ -86,9 +86,9 @@ class IMICFPS
@textures[@buffers[i]] = texture_id
glBindTexture(GL_TEXTURE_2D, texture_id)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nil)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, nil)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, texture_id, 0)
end
@@ -101,7 +101,7 @@ class IMICFPS
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nil)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture_id, 0)
draw_buffers = [ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 ]
draw_buffers = @buffers.each_with_index.map { |b ,i| Object.const_get("GL_COLOR_ATTACHMENT#{i}") }
glDrawBuffers(draw_buffers.size, draw_buffers.pack("I*"))
end

View File

@@ -16,7 +16,7 @@ class IMICFPS
end
def render(camera, lights, entities)
if Shader.available?("default") && Shader.available?("render_screen")
if Shader.available?("default") && Shader.available?("render_screen") && Shader.available?("lighting")
@g_buffer.bind_for_writing
gl_error?
@@ -24,19 +24,6 @@ class IMICFPS
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Shader.use("default") do |shader|
lights.each_with_index do |light, i|
shader.uniform_float("lights[#{i}.end", -1.0);
shader.uniform_float("lights[#{i}.type", light.type);
shader.uniform_vec3("lights[#{i}].position", light.position)
shader.uniform_vec3("lights[#{i}].ambient", light.ambient)
shader.uniform_vec3("lights[#{i}].diffuse", light.diffuse)
shader.uniform_vec3("lights[#{i}].specular", light.specular)
end
gl_error?
shader.uniform_integer("totalLights", lights.size)
entities.each do |entity|
next unless entity.visible && entity.renderable
@@ -52,6 +39,9 @@ class IMICFPS
end
end
lighting(lights)
post_processing
@g_buffer.unbind_framebuffer
gl_error?
@@ -59,8 +49,6 @@ class IMICFPS
@g_buffer.bind_for_reading
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
# lighting(lights)
post_processing
render_framebuffer
@g_buffer.unbind_framebuffer
@@ -96,25 +84,32 @@ class IMICFPS
end
def lighting(lights)
@g_buffer.set_read_buffer(:position)
glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
0, 0, @g_buffer.width / 2, @g_buffer.height / 2,
GL_COLOR_BUFFER_BIT, GL_LINEAR)
if Shader.available?("lighting")
Shader.use("lighting") do |shader|
lights.each do |light|
shader.uniform_integer("inLightType", light.type);
shader.uniform_vec3("inLightPosition", light.position)
shader.uniform_vec3("inLightAmbient", light.ambient)
shader.uniform_vec3("inLightDiffuse", light.diffuse)
shader.uniform_vec3("inLightSpecular", light.specular)
@g_buffer.set_read_buffer(:diffuse)
glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
0, @g_buffer.height / 2, @g_buffer.width / 2, @g_buffer.height,
GL_COLOR_BUFFER_BIT, GL_LINEAR)
glBindVertexArray(@g_buffer.screen_vbo)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
@g_buffer.set_read_buffer(:normal)
glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
@g_buffer.width / 2, @g_buffer.height / 2, @g_buffer.width, @g_buffer.height,
GL_COLOR_BUFFER_BIT, GL_LINEAR)
glDisable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
@g_buffer.set_read_buffer(:texcoord)
glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
@g_buffer.width / 2, 0, @g_buffer.width, @g_buffer.height / 2,
GL_COLOR_BUFFER_BIT, GL_LINEAR)
glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(0)
glBindVertexArray(0)
end
gl_error?
end
end
end
def post_processing
@@ -131,7 +126,7 @@ class IMICFPS
glEnable(GL_BLEND)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:scene))
glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)

View File

@@ -10,7 +10,7 @@ class IMICFPS
end
def preload_default_shaders
shaders = ["default", "render_screen"]
shaders = ["default", "render_screen", "lighting"]
shaders.each do |shader|
Shader.new(
name: shader,