semi-transparent water rendering (TODO)

This commit is contained in:
2022-01-29 00:43:11 +08:00
parent 904221ac14
commit fea09c5012
18 changed files with 250 additions and 68 deletions

View File

@ -33,6 +33,11 @@ type WorldRenderer struct {
shader *Shader // Geometry pass shaders.
}
water struct {
fbo uint32
shader *Shader
}
shader *Shader // Deffered lighting pass shaders
texture *Texture // World texture atlas
}
@ -55,16 +60,23 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
if err != nil {
return err
}
r.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
if err != nil {
return err
}
asset.InitWorldTextureAtlas()
r.texture = NewTextureRGBA(asset.WorldTextureAtlas.Image)
r.texture.GenerateMipMap()
r.gbuffer.shader.SetUniformTexture("tex", r.texture)
r.water.shader.SetUniformTexture("tex", r.texture)
r.depthmap.shader.SetUniformMat4("model", mgl32.Ident4())
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.water.shader.Handle(), 0, gl.Str("outputColor\x00"))
// generate the depthmap and depthmap FBO
gl.GenFramebuffers(1, &r.depthmap.fbo)
@ -84,6 +96,7 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
gl.ReadBuffer(gl.NONE)
// attach the shadowmap to the shader
r.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
r.water.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
// generate G-buffer and friends
gl.GenFramebuffers(1, &r.gbuffer.fbo)
@ -122,6 +135,13 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
r.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
r.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
// generate FBO for water rendering
gl.GenFramebuffers(1, &r.water.fbo)
gl.BindFramebuffer(gl.FRAMEBUFFER, r.water.fbo)
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
gl.DrawBuffer(gl.BACK)
gl.ReadBuffer(gl.BACK)
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
r.lastDisplaySize = io.DisplaySize
@ -136,6 +156,7 @@ func (r *WorldRenderer) ResizeDisplay(newSize itype.Vec2i) {
}
var sun = [3]float32{0.2, 0.4, 0.3}
var alpha float32 = 0.55
func (r *WorldRenderer) Render(world *world.World, view *View) {
io.RenderPos = io.ViewPos
@ -149,13 +170,14 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.color)
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.norm)
gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth)
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
r.lastDisplaySize = io.DisplaySize
}
imgui.SliderFloat3("Sun", &sun, -1, 1)
normalSun := itype.Vec3f(sun).Normalize()
imgui.SliderFloat("Water Alpha", &alpha, 0, 1)
gl.Enable(gl.CULL_FACE)
gl.Enable(gl.DEPTH_TEST)
@ -178,6 +200,7 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
r.depthmap.shader.SetUniformMat4("lightspace", lightspace)
world.Render()
world.RenderWater()
// 2. Geometry pass, render to G-buffer
io.RenderPos = io.ViewPos
@ -201,10 +224,9 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
// 3. Render the actual output with deferred lighting
gl.Clear(gl.DEPTH_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})
@ -212,6 +234,26 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
DrawScreenQuad()
// 4. Render water
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LESS)
gl.Enable(gl.CULL_FACE)
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()
r.water.shader.SetUniformMat4("lightspace", lightspace)
r.water.shader.SetUniformMat4("view", view.View())
r.water.shader.SetUniformMat4("projection", view.Perspective())
r.water.shader.SetUniformVec3f("viewPos", view.EyePos)
r.water.shader.SetUniformVec3f("sun", normalSun)
r.water.shader.SetUniformFloat("alpha", alpha)
world.RenderWater()
// 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)