HDR output buffer (WIP)
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@ -3,6 +3,7 @@
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uniform mat4 projection;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 view;
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uniform mat4 model;
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uniform mat4 model;
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uniform mat4 mvp;
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uniform mat4 lightspace;
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uniform mat4 lightspace;
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uniform vec3 viewPos;
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uniform vec3 viewPos;
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@ -33,7 +34,7 @@ void main() {
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vec4 posView = view * pos4;
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vec4 posView = view * pos4;
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fragDepthView = posView.z;
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fragDepthView = posView.z;
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gl_Position = projection * posView;
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gl_Position = mvp * vec4(vert, 1);
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fragPosWorld -= viewPos;
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fragPosWorld -= viewPos;
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}
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}
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@ -24,8 +24,6 @@ in vec2 fragPosScreen;
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out vec4 outputColor;
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out vec4 outputColor;
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const float gamma = 2.2;
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const float ambient = 0.3, specularStrength = 0.08, specularShininess = 8;
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const float ambient = 0.3, specularStrength = 0.08, specularShininess = 8;
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const float fogDensity = .00003;
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const float fogDensity = .00003;
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@ -64,12 +62,12 @@ void main() {
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color += vec4(fragColor.rgb * light, 0.0f);
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color += vec4(fragColor.rgb * light, 0.0f);
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color.a = fragColor.a;
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color.a = fragColor.a;
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color.rgb = pow(color.rgb, vec3(1.0/gamma));
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float z = gl_FragCoord.z / gl_FragCoord.w;
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//float z = gl_FragCoord.z / gl_FragCoord.w;
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float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
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//float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
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outputColor = mix(fogColor, color, fog);
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//outputColor = mix(fogColor, color, fog);
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outputColor = color;
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}
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}
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void lightSun() {
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void lightSun() {
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@ -1,10 +1,15 @@
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#version 330
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#version 330
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform float gamma, exposure;
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in vec2 fragPosScreen;
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in vec2 fragPosScreen;
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out vec4 outputColor;
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out vec4 outputColor;
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void main() {
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void main() {
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outputColor = texture(tex, fragPosScreen);
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vec4 texColor = texture(tex, fragPosScreen);
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if (texColor.a < 1e-4)
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discard;
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outputColor = vec4(pow(texColor.rgb / exposure, vec3(1.0/gamma)), 1.0f);
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}
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}
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@ -43,7 +43,7 @@ void main() {
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color += vec4(fragColor.rgb * light, 0.0f);
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color += vec4(fragColor.rgb * light, 0.0f);
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color.a = fragColor.a;
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color.a = fragColor.a;
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color.rgb = pow(color.rgb, vec3(1.0/gamma));
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color.rgb = color.rgb;
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float z = gl_FragCoord.z / gl_FragCoord.w;
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float z = gl_FragCoord.z / gl_FragCoord.w;
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float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
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float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
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@ -121,9 +121,15 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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return errors.New("output: " + err.Error())
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return errors.New("output: " + err.Error())
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}
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}
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// get the maximum anisotropic filtering level
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var maxaf float32
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gl.GetFloatv(gl.MAX_TEXTURE_MAX_ANISOTROPY, &maxaf)
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asset.InitWorldTextureAtlas()
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asset.InitWorldTextureAtlas()
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r.texture = NewTextureRGBA(asset.WorldTextureAtlas.Image)
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r.texture = NewTextureRGBA(asset.WorldTextureAtlas.Image)
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r.texture.GenerateMipMap()
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r.texture.GenerateMipMap()
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gl.BindTexture(gl.TEXTURE_2D, r.texture.Handle())
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gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAX_ANISOTROPY, maxaf)
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r.gbuffer.shader.SetUniformTexture("tex", r.texture)
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r.gbuffer.shader.SetUniformTexture("tex", r.texture)
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r.water.shader.SetUniformTexture("tex", r.texture)
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r.water.shader.SetUniformTexture("tex", r.texture)
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@ -261,7 +267,7 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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// output
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// output
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gl.GenTextures(1, &r.output.tex)
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gl.GenTextures(1, &r.output.tex)
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gl.BindTexture(gl.TEXTURE_2D, r.output.tex)
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gl.BindTexture(gl.TEXTURE_2D, r.output.tex)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.output.tex, 0)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.output.tex, 0)
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@ -288,8 +294,12 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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func (r *WorldRenderer) ResizeDisplay(newSize itype.Vec2i) {
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func (r *WorldRenderer) ResizeDisplay(newSize itype.Vec2i) {
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}
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}
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var sun = [3]float32{0.2, 0.4, 0.3}
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var (
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var alpha float32 = 0.55
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sun = [3]float32{0.2, 0.4, 0.3}
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alpha = float32(0.55)
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gamma = float32(2.2)
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exposure = float32(1)
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)
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func (r *WorldRenderer) Render(world *world.World, view *View) {
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func (r *WorldRenderer) Render(world *world.World, view *View) {
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io.RenderPos = io.ViewPos
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io.RenderPos = io.ViewPos
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@ -317,6 +327,8 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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imgui.SliderFloat3("Sun", &sun, -1, 1)
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imgui.SliderFloat3("Sun", &sun, -1, 1)
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normalSun := itype.Vec3f(sun).Normalize()
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normalSun := itype.Vec3f(sun).Normalize()
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imgui.SliderFloat("Water Alpha", &alpha, 0, 1)
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imgui.SliderFloat("Water Alpha", &alpha, 0, 1)
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imgui.SliderFloat("Gamma", &gamma, 1.6, 2.8)
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imgui.SliderFloat("Exposure", &exposure, 0, 2)
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gl.Enable(gl.CULL_FACE)
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gl.Enable(gl.CULL_FACE)
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gl.Enable(gl.DEPTH_TEST)
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gl.Enable(gl.DEPTH_TEST)
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@ -356,6 +368,7 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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r.gbuffer.shader.SetUniformMat4("lightspace", lightspace)
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r.gbuffer.shader.SetUniformMat4("lightspace", lightspace)
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r.gbuffer.shader.SetUniformMat4("view", view.View())
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r.gbuffer.shader.SetUniformMat4("view", view.View())
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r.gbuffer.shader.SetUniformMat4("projection", view.Perspective())
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r.gbuffer.shader.SetUniformMat4("projection", view.Perspective())
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r.gbuffer.shader.SetUniformMat4("mvp", view.Perspective().Mul4(view.View()))
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r.gbuffer.shader.SetUniformVec3f("viewPos", view.EyePos)
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r.gbuffer.shader.SetUniformVec3f("viewPos", view.EyePos)
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world.Render()
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world.Render()
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@ -384,7 +397,7 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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// 4. Render the actual output with deferred lighting
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// 4. Render the actual output with deferred lighting
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
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gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], io.ClearColor[3])
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gl.ClearColor(0, 0, 0, 0)
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gl.Clear(gl.COLOR_BUFFER_BIT)
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gl.Clear(gl.COLOR_BUFFER_BIT)
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gl.Disable(gl.DEPTH_TEST)
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gl.Disable(gl.DEPTH_TEST)
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r.lighting.shader.UseProgram()
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r.lighting.shader.UseProgram()
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@ -418,10 +431,14 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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// Finally. Copy the output texture to the back buffer
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// Finally. Copy the output texture to the back buffer
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], io.ClearColor[3])
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gl.Clear(gl.COLOR_BUFFER_BIT)
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gl.Disable(gl.DEPTH_TEST)
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gl.Disable(gl.DEPTH_TEST)
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gl.Disable(gl.BLEND)
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gl.Disable(gl.BLEND)
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r.output.shader.UseProgram()
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r.output.shader.UseProgram()
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r.output.shader.BindTextures()
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r.output.shader.BindTextures()
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r.output.shader.SetUniformFloat("gamma", gamma)
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r.output.shader.SetUniformFloat("exposure", exposure)
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DrawScreenQuad()
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DrawScreenQuad()
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