fix semi-transparent (water) rendering

This commit is contained in:
2022-01-29 22:29:27 +08:00
parent fea09c5012
commit 444697b205
11 changed files with 212 additions and 132 deletions

View File

@ -19,26 +19,40 @@ var (
type WorldRenderer struct {
lastDisplaySize itype.Vec2i
// Depth mapping pass
depthmap struct {
fbo, tex uint32 // Framebuffer Object and Texture.
shader *Shader // Shader.
}
// Geometry pass
gbuffer struct {
fbo uint32 // The Framebuffer object.
// Textures. Position/Lightspace Depth; Normal/Specular Intensity; Diffuse Color.
// Textures. Position/Lightspace Depth; Normal/Depth; Diffuse Color/Specular Intensity.
pos, norm, color uint32
depth uint32
shader *Shader // Geometry pass shaders.
}
// Deferred lighting pass
lighting struct {
shader *Shader // Deferred lighting pass shaders
}
// Semi-transparent pass
water struct {
fbo uint32
shader *Shader
}
shader *Shader // Deffered lighting pass shaders
// Output pass
output struct {
fbo uint32 // Output framebuffer object.
tex uint32 // Output texture, rendered to the back buffer at the end.
//depth uint32 // Output depth renderbuffer, use gbuffer.depth
shader *Shader // Shader used to copy output.tex to back buffer.
}
texture *Texture // World texture atlas
}
@ -48,10 +62,6 @@ var DefaultWorldRenderer WorldRenderer
// Init initializes the WorldRenderer.
func (r *WorldRenderer) Init(w *world.World) (err error) {
r.shader, err = NewShader(asset.WorldShaderVert, asset.WorldShaderFrag)
if err != nil {
return err
}
r.depthmap.shader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
if err != nil {
return err
@ -60,10 +70,18 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
if err != nil {
return err
}
r.lighting.shader, err = NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag)
if err != nil {
return err
}
r.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
if err != nil {
return err
}
r.output.shader, err = NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag)
if err != nil {
return err
}
asset.InitWorldTextureAtlas()
r.texture = NewTextureRGBA(asset.WorldTextureAtlas.Image)
@ -75,8 +93,9 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
r.gbuffer.shader.SetUniformMat4("model", mgl32.Ident4())
r.water.shader.SetUniformMat4("model", mgl32.Ident4())
// and view and projection uniforms not yet set
gl.BindFragDataLocation(r.shader.Handle(), 0, gl.Str("outputColor\x00"))
gl.BindFragDataLocation(r.lighting.shader.Handle(), 0, gl.Str("outputColor\x00"))
gl.BindFragDataLocation(r.water.shader.Handle(), 0, gl.Str("outputColor\x00"))
gl.BindFragDataLocation(r.output.shader.Handle(), 0, gl.Str("outputColor\x00"))
// generate the depthmap and depthmap FBO
gl.GenFramebuffers(1, &r.depthmap.fbo)
@ -95,7 +114,7 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
gl.DrawBuffer(gl.NONE)
gl.ReadBuffer(gl.NONE)
// attach the shadowmap to the shader
r.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
r.lighting.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
r.water.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
// generate G-buffer and friends
@ -131,16 +150,24 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
attachments := [...]uint32{gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2}
gl.DrawBuffers(int32(len(attachments)), &attachments[0])
// attach the textures
r.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
r.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
r.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
r.lighting.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
r.lighting.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
r.lighting.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
// generate FBO for water rendering
gl.GenFramebuffers(1, &r.water.fbo)
gl.BindFramebuffer(gl.FRAMEBUFFER, r.water.fbo)
// generate the output texture and friends
gl.GenFramebuffers(1, &r.output.fbo)
gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
// output
gl.GenTextures(1, &r.output.tex)
gl.BindTexture(gl.TEXTURE_2D, r.output.tex)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.output.tex, 0)
// depth
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
gl.DrawBuffer(gl.BACK)
gl.ReadBuffer(gl.BACK)
// attach textures
r.output.shader.SetUniformTextureHandle("tex", r.output.tex)
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
r.lastDisplaySize = io.DisplaySize
@ -172,6 +199,8 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth)
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
gl.BindTexture(gl.TEXTURE_2D, r.output.tex)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
r.lastDisplaySize = io.DisplaySize
}
@ -221,16 +250,17 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
world.Render()
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
// 3. Render the actual output with deferred lighting
gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.Disable(gl.DEPTH_TEST)
r.shader.UseProgram()
r.shader.BindTextures()
r.shader.SetUniformMat4("lightspace", lightspace)
r.shader.SetUniformVec3f("viewPos", view.EyePos)
r.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
r.shader.SetUniformVec3f("sun", normalSun)
r.lighting.shader.UseProgram()
r.lighting.shader.BindTextures()
r.lighting.shader.SetUniformMat4("lightspace", lightspace)
r.lighting.shader.SetUniformVec3f("viewPos", view.EyePos)
r.lighting.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
r.lighting.shader.SetUniformVec3f("sun", normalSun)
DrawScreenQuad()
@ -241,7 +271,6 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
gl.BlendEquation(gl.FUNC_ADD)
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
r.water.shader.UseProgram()
r.water.shader.BindTextures()
@ -249,11 +278,21 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
r.water.shader.SetUniformMat4("view", view.View())
r.water.shader.SetUniformMat4("projection", view.Perspective())
r.water.shader.SetUniformVec3f("viewPos", view.EyePos)
r.water.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
r.water.shader.SetUniformVec3f("sun", normalSun)
r.water.shader.SetUniformFloat("alpha", alpha)
world.RenderWater()
// Finally. Copy the output texture to the back buffer
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
gl.Disable(gl.DEPTH_TEST)
gl.Disable(gl.BLEND)
r.output.shader.UseProgram()
r.output.shader.BindTextures()
DrawScreenQuad()
// Show G-buffers?
/*if io.ShowDebugInfo {
DrawTexture(r.gbuffer.pos, itype.Rectf{0.5, 0.5, 0.5, 0.5}, DrawTextureChannels_R|DrawTextureChannels_G|DrawTextureChannels_B, 0, 32)