3D C/C++ tutorials -> OpenGL 2.1 -> Deferred rendering - Antialiasing
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opengl_21_tutorials_win32_framework.h
...
class COpenGLRenderer
{
protected:
...
mat4x4 ..., ProjectionBiasMatrixInverse;
protected:
CTexture Texture[3];
CShaderProgram Preprocess, DeferredLighting, Antialiasing;
GLuint ColorBuffers[2], NormalBuffer, DepthBuffer;
GLuint VBO, FBO;
public:
bool CalculateAntialiasing, Pause;
vec3 LightColors[4], LightPositions[4];
public:
...
protected:
void InitArrayBuffers();
};
...
opengl_21_tutorials_win32_framework.cpp
...
COpenGLRenderer::COpenGLRenderer()
{
CalculateAntialiasing = true;
Pause = false;
Camera.SetViewMatrixPointer(&ViewMatrix);
}
COpenGLRenderer::~COpenGLRenderer()
{
}
bool COpenGLRenderer::Init()
{
// ------------------------------------------------------------------------------------------------------------------------
bool Error = false;
// ------------------------------------------------------------------------------------------------------------------------
if(!GLEW_ARB_texture_non_power_of_two)
{
ErrorLog.Append("GL_ARB_texture_non_power_of_two not supported!\r\n");
Error = true;
}
if(!GLEW_ARB_depth_texture)
{
ErrorLog.Append("GLEW_ARB_depth_texture not supported!\r\n");
Error = true;
}
if(!GLEW_EXT_framebuffer_object)
{
ErrorLog.Append("GL_EXT_framebuffer_object not supported!\r\n");
Error = true;
}
// ------------------------------------------------------------------------------------------------------------------------
char *TextureFileName[] = {"cube.jpg", "floor.jpg", "wall.jpg"};
for(int i = 0; i < 3; i++)
{
Error |= !Texture[i].LoadTexture2D(TextureFileName[i]);
}
// ------------------------------------------------------------------------------------------------------------------------
Error |= !Preprocess.Load("preprocess.vs", "preprocess.fs");
Error |= !DeferredLighting.Load("deferredlighting.vs", "deferredlighting.fs");
Error |= !Antialiasing.Load("antialiasing.vs", "antialiasing.fs");
// ------------------------------------------------------------------------------------------------------------------------
if(Error)
{
return false;
}
// ------------------------------------------------------------------------------------------------------------------------
Preprocess.UniformLocations = new GLuint[1];
Preprocess.UniformLocations[0] = glGetUniformLocation(Preprocess, "Texturing");
DeferredLighting.UniformLocations = new GLuint[1];
DeferredLighting.UniformLocations[0] = glGetUniformLocation(DeferredLighting, "ProjectionBiasMatrixInverse");
Antialiasing.UniformLocations = new GLuint[1];
Antialiasing.UniformLocations[0] = glGetUniformLocation(Antialiasing, "PixelSize");
// ------------------------------------------------------------------------------------------------------------------------
glUseProgram(DeferredLighting);
glUniform1i(glGetUniformLocation(DeferredLighting, "ColorBuffer"), 0);
glUniform1i(glGetUniformLocation(DeferredLighting, "NormalBuffer"), 1);
glUniform1i(glGetUniformLocation(DeferredLighting, "DepthBuffer"), 2);
glUseProgram(0);
glUseProgram(Antialiasing);
glUniform1i(glGetUniformLocation(Antialiasing, "ColorBuffer"), 0);
glUniform1i(glGetUniformLocation(Antialiasing, "NormalBuffer"), 1);
glUniform1i(glGetUniformLocation(Antialiasing, "DepthBuffer"), 2);
glUseProgram(0);
// ------------------------------------------------------------------------------------------------------------------------
glGenTextures(2, ColorBuffers);
glGenTextures(1, &NormalBuffer);
glGenTextures(1, &DepthBuffer);
// ------------------------------------------------------------------------------------------------------------------------
glGenBuffers(1, &VBO);
InitArrayBuffers();
// ------------------------------------------------------------------------------------------------------------------------
glGenFramebuffersEXT(1, &FBO);
// ------------------------------------------------------------------------------------------------------------------------
LightColors[0] = vec3(1.0f, 0.0f, 0.0f);
LightPositions[0] = vec3(0.0f, 1.5f, 0.33f);
LightColors[1] = vec3(0.0f, 1.0f, 0.0f);
LightPositions[1] = rotate(LightPositions[0], 120.0f, vec3(0.0f, 1.0f, 0.0f));
LightColors[2] = vec3(0.0f, 0.0f, 1.0f);
LightPositions[2] = rotate(LightPositions[1], 120.0f, vec3(0.0f, 1.0f, 0.0f));
LightColors[3] = vec3(1.0f, 1.0f, 1.0f);
LightPositions[3] = vec3(0.0f, 2.75f, -4.75f);
for(int i = 0; i < 3; i++)
{
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, &vec4(LightColors[i] * 0.125f, 1.0f));
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, &vec4(LightColors[i] * 0.875f, 1.0f));
glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, 1.0f);
glLightf(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, 1.0f);
}
glLightfv(GL_LIGHT3, GL_AMBIENT, &vec4(LightColors[3] * 0.25f, 1.0f));
glLightfv(GL_LIGHT3, GL_DIFFUSE, &vec4(LightColors[3] * 0.75f, 1.0f));
glLightf(GL_LIGHT3, GL_LINEAR_ATTENUATION, 1.0f / 32.0f);
glLightf(GL_LIGHT3, GL_QUADRATIC_ATTENUATION, 1.0f / 64.0f);
// ------------------------------------------------------------------------------------------------------------------------
Camera.Look(vec3(0.0f, 1.75f, 1.875f), vec3(0.0f, 1.5f, 0.0f));
// ------------------------------------------------------------------------------------------------------------------------
return true;
// ------------------------------------------------------------------------------------------------------------------------
}
void COpenGLRenderer::Render(float FrameTime)
{
// ------------------------------------------------------------------------------------------------------------------------
GLenum Buffers[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
// render scene to textures -----------------------------------------------------------------------------------------------
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBO);
glDrawBuffers(2, Buffers); glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, ColorBuffers[0], 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, NormalBuffer, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, DepthBuffer, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(&ViewMatrix);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 32, (void*)0);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 32, (void*)8);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 32, (void*)20);
glUseProgram(Preprocess);
glUniform1i(Preprocess.UniformLocations[0], true);
glColor3f(1.0f, 1.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, Texture[0]);
glDrawArrays(GL_QUADS, 0, 96);
glBindTexture(GL_TEXTURE_2D, Texture[1]);
glDrawArrays(GL_QUADS, 96, 4);
glBindTexture(GL_TEXTURE_2D, Texture[2]);
glDrawArrays(GL_QUADS, 100, 80);
glBindTexture(GL_TEXTURE_2D, 0);
glUniform1i(Preprocess.UniformLocations[0], false);
glDrawArrays(GL_QUADS, 180, 4);
glMultMatrixf(&ModelMatrix);
glColor3f(0.33f, 0.66f, 1.0f);
glDrawArrays(GL_QUADS, 184, 72);
glUseProgram(0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
// set lights positions ------------------------------------------------------------------------------------------------------------------------
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(&ViewMatrix);
for(int i = 0; i < 4; i++)
{
glLightfv(GL_LIGHT0 + i, GL_POSITION, &vec4(LightPositions[i], 1.0f));
}
// calculate lighting -----------------------------------------------------------------------------------------------------
if(CalculateAntialiasing)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBO);
glDrawBuffers(1, Buffers); glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, ColorBuffers[1], 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0);
}
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, ColorBuffers[0]);
glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, NormalBuffer);
glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, DepthBuffer);
glUseProgram(DeferredLighting);
glBegin(GL_QUADS);
glVertex2f(0.0f, 0.0f);
glVertex2f(1.0f, 0.0f);
glVertex2f(1.0f, 1.0f);
glVertex2f(0.0f, 1.0f);
glEnd();
glUseProgram(0);
glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0);
if(CalculateAntialiasing)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
// calculate antialiasing -------------------------------------------------------------------------------------------------
if(CalculateAntialiasing)
{
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, ColorBuffers[1]);
glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, NormalBuffer);
glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, DepthBuffer);
glUseProgram(Antialiasing);
glBegin(GL_QUADS);
glVertex2f(0.0f, 0.0f);
glVertex2f(1.0f, 0.0f);
glVertex2f(1.0f, 1.0f);
glVertex2f(0.0f, 1.0f);
glEnd();
glUseProgram(0);
glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0);
}
// rotate object and lights -----------------------------------------------------------------------------------------------
if(!Pause)
{
static float a = 0.0f;
ModelMatrix = translate(0.0f, 1.5f, 0.0f) * rotate(a, vec3(0.0f, 1.0f, 0.0f)) * rotate(a, vec3(1.0f, 0.0f, 0.0f));
a += 22.5f * FrameTime;
for(int i = 0; i < 3; i++)
{
LightPositions[i] = rotate(LightPositions[i], -180.0f * FrameTime, vec3(0.0f, 1.0f, 0.0f));
}
}
// ------------------------------------------------------------------------------------------------------------------------
}
void COpenGLRenderer::Resize(int Width, int Height)
{
this->Width = Width;
this->Height = Height;
glViewport(0, 0, Width, Height);
ProjectionMatrix = perspective(45.0f, (float)Width / (float)Height, 0.125f, 512.0f);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(&ProjectionMatrix);
ProjectionBiasMatrixInverse = inverse(ProjectionMatrix) * BiasMatrixInverse;
for(int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, ColorBuffers[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
}
glBindTexture(GL_TEXTURE_2D, NormalBuffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_2D, DepthBuffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, Width, Height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(DeferredLighting);
glUniformMatrix4fv(DeferredLighting.UniformLocations[0], 1, GL_FALSE, &ProjectionBiasMatrixInverse);
glUseProgram(0);
glUseProgram(Antialiasing);
glUniform2f(Antialiasing.UniformLocations[0], 1.0f / (float)Width, 1.0f / (float)Height);
glUseProgram(0);
}
void COpenGLRenderer::Destroy()
{
for(int i = 0; i < 3; i++)
{
Texture[i].Destroy();
}
Preprocess.Destroy();
DeferredLighting.Destroy();
Antialiasing.Destroy();
glDeleteBuffers(1, &VBO);
glDeleteTextures(2, ColorBuffers);
glDeleteTextures(1, &NormalBuffer);
glDeleteTextures(1, &DepthBuffer);
if(GLEW_EXT_framebuffer_object)
{
glDeleteFramebuffersEXT(1, &FBO);
}
}
void COpenGLRenderer::InitArrayBuffers()
{
CBuffer buffer;
...
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, buffer.GetDataSize(), buffer.GetData(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
buffer.Empty();
}
...
void COpenGLView::OnKeyDown(UINT Key)
{
switch(Key)
{
case VK_F1:
OpenGLRenderer.CalculateAntialiasing = !OpenGLRenderer.CalculateAntialiasing;
break;
...
}
}
...
antialiasing.vs
#version 120
void main()
{
gl_TexCoord[0] = gl_Vertex;
gl_Position = gl_Vertex * 2.0 - 1.0;
}
antialiasing.fs
#version 120
uniform sampler2D ColorBuffer, NormalBuffer, DepthBuffer;
uniform vec2 PixelSize;
vec2 Offsets[8] = vec2[](
vec2(-1.0, 1.0),
vec2( 0.0, 1.0),
vec2( 1.0, 1.0),
vec2( 1.0, 0.0),
vec2( 1.0, -1.0),
vec2( 0.0, -1.0),
vec2(-1.0, -1.0),
vec2(-1.0, 0.0)
);
void main()
{
vec2 TexCoords[8];
for(int i = 0; i < 8; i++)
{
TexCoords[i] = gl_TexCoord[0].st + Offsets[i] * PixelSize;
}
float Depth = texture2D(DepthBuffer, gl_TexCoord[0].st).r;
vec4 Depths1, Depths2;
Depths1.x = texture2D(DepthBuffer, TexCoords[0]).r;
Depths1.y = texture2D(DepthBuffer, TexCoords[1]).r;
Depths1.z = texture2D(DepthBuffer, TexCoords[2]).r;
Depths1.w = texture2D(DepthBuffer, TexCoords[3]).r;
Depths2.x = texture2D(DepthBuffer, TexCoords[4]).r;
Depths2.y = texture2D(DepthBuffer, TexCoords[5]).r;
Depths2.z = texture2D(DepthBuffer, TexCoords[6]).r;
Depths2.w = texture2D(DepthBuffer, TexCoords[7]).r;
vec4 DepthDeltas1 = abs(Depths1 - Depth);
vec4 DepthDeltas2 = abs(Depth - Depths2);
vec4 MinDepthDeltas = max(min(DepthDeltas1, DepthDeltas2), 0.00001);
vec4 MaxDepthDeltas = max(DepthDeltas1, DepthDeltas2);
vec4 DepthResults = step(MinDepthDeltas * 25.0, MaxDepthDeltas);
vec3 Normal = normalize(texture2D(NormalBuffer, gl_TexCoord[0].st).rgb * 2.0 - 1.0);
vec4 Dots1, Dots2;
Dots1.x = dot(normalize(texture2D(NormalBuffer, TexCoords[0]).rgb * 2.0 - 1.0), Normal);
Dots1.y = dot(normalize(texture2D(NormalBuffer, TexCoords[1]).rgb * 2.0 - 1.0), Normal);
Dots1.z = dot(normalize(texture2D(NormalBuffer, TexCoords[2]).rgb * 2.0 - 1.0), Normal);
Dots1.w = dot(normalize(texture2D(NormalBuffer, TexCoords[3]).rgb * 2.0 - 1.0), Normal);
Dots2.x = dot(normalize(texture2D(NormalBuffer, TexCoords[4]).rgb * 2.0 - 1.0), Normal);
Dots2.y = dot(normalize(texture2D(NormalBuffer, TexCoords[5]).rgb * 2.0 - 1.0), Normal);
Dots2.z = dot(normalize(texture2D(NormalBuffer, TexCoords[6]).rgb * 2.0 - 1.0), Normal);
Dots2.w = dot(normalize(texture2D(NormalBuffer, TexCoords[7]).rgb * 2.0 - 1.0), Normal);
vec4 DotDeltas = abs(Dots1 - Dots2);
vec4 NormalResults = step(0.4, DotDeltas);
vec4 Results = max(NormalResults, DepthResults);
float EdgeWeight = (Results.x + Results.y + Results.z + Results.w) * 0.25;
if(EdgeWeight > 0.0)
{
vec3 Color = texture2D(ColorBuffer, gl_TexCoord[0].st).rgb;
vec3 ColorsSum = vec3(0.0);
for(int i = 0; i < 8; i++)
{
ColorsSum += texture2D(ColorBuffer, TexCoords[i]).rgb;
}
gl_FragColor = vec4(mix(Color, ColorsSum * 0.125, EdgeWeight), 1.0);
}
else
{
gl_FragColor = texture2D(ColorBuffer, gl_TexCoord[0].st);
}
}
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