3D C/C++ tutorials -> OpenGL 2.1 -> Deferred rendering - Shadow cube mapping
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opengl_21_tutorials_win32_framework.h
...
#define SHADOW_CUBE_MAP_SIZE 512
class COpenGLRenderer
{
protected:
...
mat4x4 ..., ViewMatrixInverse, ..., ProjectionBiasMatrixInverse, LightViewMatrices[24], LightProjectionMatrix, ShadowMatrices[24];
protected:
CTexture Texture[3];
CShaderProgram Preprocess, SSAO, SSAOFilterH, SSAOFilterV, DeferredLighting, Antialiasing;
GLuint RotationTexture, ShadowCubeMaps, ColorBuffers[2], NormalBuffer, DepthBuffer, SSAOBuffers[2];
GLuint VBO, FBO;
public:
bool CalculateAntialiasing, CalculateSSAO, CalculateShadows, ShowSSAO, BlurSSAO, Pause;
vec3 LightColors[4], LightPositions[4];
public:
...
protected:
void InitArrayBuffers();
};
...
opengl_21_tutorials_win32_framework.cpp
...
COpenGLRenderer::COpenGLRenderer()
{
CalculateAntialiasing = true;
CalculateSSAO = true;
CalculateShadows = true;
ShowSSAO = false;
BlurSSAO = true;
Pause = false;
Camera.SetViewMatrixPointer(&ViewMatrix, &ViewMatrixInverse);
}
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;
}
if(!GLEW_EXT_texture_array)
{
ErrorLog.Append("GL_EXT_texture_array 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 |= !SSAO.Load("ssao.vs", "ssao.fs");
Error |= !SSAOFilterH.Load("ssaofilter.vs", "ssaofilterh.fs");
Error |= !SSAOFilterV.Load("ssaofilter.vs", "ssaofilterv.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");
SSAO.UniformLocations = new GLuint[2];
SSAO.UniformLocations[0] = glGetUniformLocation(SSAO, "Scale");
SSAO.UniformLocations[1] = glGetUniformLocation(SSAO, "ProjectionBiasMatrixInverse");
SSAOFilterH.UniformLocations = new GLuint[1];
SSAOFilterH.UniformLocations[0] = glGetUniformLocation(SSAOFilterH, "PixelSizeX");
SSAOFilterV.UniformLocations = new GLuint[1];
SSAOFilterV.UniformLocations[0] = glGetUniformLocation(SSAOFilterV, "PixelSizeY");
DeferredLighting.UniformLocations = new GLuint[5];
DeferredLighting.UniformLocations[0] = glGetUniformLocation(DeferredLighting, "ProjectionBiasMatrixInverse");
DeferredLighting.UniformLocations[1] = glGetUniformLocation(DeferredLighting, "ViewMatrixInverse");
DeferredLighting.UniformLocations[2] = glGetUniformLocation(DeferredLighting, "ShadowMatrices");
DeferredLighting.UniformLocations[3] = glGetUniformLocation(DeferredLighting, "CalculateSSAO");
DeferredLighting.UniformLocations[4] = glGetUniformLocation(DeferredLighting, "CalculateShadows");
Antialiasing.UniformLocations = new GLuint[1];
Antialiasing.UniformLocations[0] = glGetUniformLocation(Antialiasing, "PixelSize");
// ------------------------------------------------------------------------------------------------------------------------
glUseProgram(SSAO);
glUniform1i(glGetUniformLocation(SSAO, "NormalBuffer"), 0);
glUniform1i(glGetUniformLocation(SSAO, "DepthBuffer"), 1);
glUniform1i(glGetUniformLocation(SSAO, "RotationTexture"), 2);
glUseProgram(0);
float s = 128.0f, e = 131070.0f, fs = 1.0f / s, fe = 1.0f / e, fd = fs - fe;
glUseProgram(SSAOFilterH);
glUniform1i(glGetUniformLocation(SSAOFilterH, "SSAOBuffer"), 0);
glUniform1i(glGetUniformLocation(SSAOFilterH, "DepthBuffer"), 1);
glUniform1f(glGetUniformLocation(SSAOFilterH, "fs"), fs);
glUniform1f(glGetUniformLocation(SSAOFilterH, "fd"), fd);
glUseProgram(0);
glUseProgram(SSAOFilterV);
glUniform1i(glGetUniformLocation(SSAOFilterV, "SSAOBuffer"), 0);
glUniform1i(glGetUniformLocation(SSAOFilterV, "DepthBuffer"), 1);
glUniform1f(glGetUniformLocation(SSAOFilterV, "fs"), fs);
glUniform1f(glGetUniformLocation(SSAOFilterV, "fd"), fd);
glUseProgram(0);
glUseProgram(DeferredLighting);
glUniform1i(glGetUniformLocation(DeferredLighting, "ColorBuffer"), 0);
glUniform1i(glGetUniformLocation(DeferredLighting, "NormalBuffer"), 1);
glUniform1i(glGetUniformLocation(DeferredLighting, "DepthBuffer"), 2);
glUniform1i(glGetUniformLocation(DeferredLighting, "SSAOBuffer"), 3);
glUniform1i(glGetUniformLocation(DeferredLighting, "ShadowCubeMaps"), 4);
glUseProgram(0);
glUseProgram(Antialiasing);
glUniform1i(glGetUniformLocation(Antialiasing, "ColorBuffer"), 0);
glUniform1i(glGetUniformLocation(Antialiasing, "NormalBuffer"), 1);
glUniform1i(glGetUniformLocation(Antialiasing, "DepthBuffer"), 2);
glUseProgram(0);
// ------------------------------------------------------------------------------------------------------------------------
srand(GetTickCount());
vec2 *Samples = new vec2[16];
float RandomAngle = (float)M_PI_4, Radius = 1.0f;
for(int i = 0; i < 16; i++)
{
Samples[i].x = cos(RandomAngle) * (float)(i + 1) / 16.0f * Radius;
Samples[i].y = sin(RandomAngle) * (float)(i + 1) / 16.0f * Radius;
RandomAngle += (float)M_PI_2;
if(((i + 1) % 4) == 0) RandomAngle += (float)M_PI_4;
}
glUseProgram(SSAO);
glUniform2fv(glGetUniformLocation(SSAO, "Samples"), 16, (float*)Samples);
glUseProgram(0);
delete [] Samples;
// ------------------------------------------------------------------------------------------------------------------------
vec4 *RotationTextureData = new vec4[64 * 64];
RandomAngle = (float)rand() / (float)RAND_MAX * (float)M_PI * 2.0f;
for(int i = 0; i < 64 * 64; i++)
{
RotationTextureData[i].x = cos(RandomAngle) * 0.5f + 0.5f;
RotationTextureData[i].y = sin(RandomAngle) * 0.5f + 0.5f;
RotationTextureData[i].z = -sin(RandomAngle) * 0.5f + 0.5f;
RotationTextureData[i].w = cos(RandomAngle) * 0.5f + 0.5f;
RandomAngle += (float)rand() / (float)RAND_MAX * (float)M_PI * 2.0f;
}
glGenTextures(1, &RotationTexture);
glBindTexture(GL_TEXTURE_2D, RotationTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 64, 64, 0, GL_RGBA, GL_FLOAT, (float*)RotationTextureData);
delete [] RotationTextureData;
// ------------------------------------------------------------------------------------------------------------------------
LightProjectionMatrix = perspective(90.0f, 1.0f, 0.03125f, 32.0f);
// ------------------------------------------------------------------------------------------------------------------------
glGenTextures(1, &ShadowCubeMaps);
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, ShadowCubeMaps);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
glTexImage3D(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_DEPTH_COMPONENT24, SHADOW_CUBE_MAP_SIZE, SHADOW_CUBE_MAP_SIZE, 24, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, 0);
// ------------------------------------------------------------------------------------------------------------------------
glGenTextures(2, ColorBuffers);
glGenTextures(1, &NormalBuffer);
glGenTextures(1, &DepthBuffer);
glGenTextures(2, SSAOBuffers);
// ------------------------------------------------------------------------------------------------------------------------
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_PROJECTION);
glLoadMatrixf(&ProjectionMatrix);
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);
// calculate shadow cube maps matrices ------------------------------------------------------------------------------------
if(CalculateShadows && !ShowSSAO)
{
for(int i = 0; i < 4; i++)
{
LightViewMatrices[i * 6 + 0] = look(LightPositions[i], LightPositions[i] + vec3( 1.0f, 0.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
LightViewMatrices[i * 6 + 1] = look(LightPositions[i], LightPositions[i] + vec3(-1.0f, 0.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
LightViewMatrices[i * 6 + 2] = look(LightPositions[i], LightPositions[i] + vec3( 0.0f, 1.0f, 0.0f), vec3(0.0f, 0.0f, 1.0f));
LightViewMatrices[i * 6 + 3] = look(LightPositions[i], LightPositions[i] + vec3( 0.0f,-1.0f, 0.0f), vec3(0.0f, 0.0f,-1.0f));
LightViewMatrices[i * 6 + 4] = look(LightPositions[i], LightPositions[i] + vec3( 0.0f, 0.0f, 1.0f), vec3(0.0f, 1.0f, 0.0f));
LightViewMatrices[i * 6 + 5] = look(LightPositions[i], LightPositions[i] + vec3( 0.0f, 0.0f,-1.0f), vec3(0.0f, 1.0f, 0.0f));
for(int ii = 0; ii < 6; ii++)
{
ShadowMatrices[i * 6 + ii] = BiasMatrix * LightProjectionMatrix * LightViewMatrices[i * 6 + ii] * ViewMatrixInverse;
}
}
}
// render scene to shadow cube maps ---------------------------------------------------------------------------------------
if(CalculateShadows && !ShowSSAO)
{
glViewport(0, 0, SHADOW_CUBE_MAP_SIZE, SHADOW_CUBE_MAP_SIZE);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBO);
glDrawBuffers(0, NULL); glReadBuffer(GL_NONE);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 0, 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);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(&LightProjectionMatrix);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 32, (void*)20);
for(int i = 0; i < 24; i++)
{
glFramebufferTextureLayerEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, ShadowCubeMaps, 0, i);
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(&LightViewMatrices[i]);
glDrawArrays(GL_QUADS, 0, 96);
glDrawArrays(GL_QUADS, 96, 4);
glDrawArrays(GL_QUADS, 100, 80);
glDrawArrays(GL_QUADS, 180, 4);
glMultMatrixf(&ModelMatrix);
glDrawArrays(GL_QUADS, 184, 72);
}
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glViewport(0, 0, Width, Height);
}
// calculate screen space ambient occlusion -------------------------------------------------------------------------------
if(CalculateSSAO || ShowSSAO)
{
glViewport(0, 0, Width / 2, Height / 2);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBO);
glDrawBuffers(1, Buffers); glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, SSAOBuffers[0], 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, NormalBuffer);
glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, DepthBuffer);
glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, RotationTexture);
glUseProgram(SSAO);
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);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
// blur filter with edge detection ------------------------------------------------------------------------------------
if(BlurSSAO)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBO);
glDrawBuffers(1, Buffers); glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, SSAOBuffers[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, SSAOBuffers[0]);
glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, DepthBuffer);
glUseProgram(SSAOFilterH);
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_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, SSAOBuffers[0], 0);
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, SSAOBuffers[1]);
glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, DepthBuffer);
glUseProgram(SSAOFilterV);
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_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
glViewport(0, 0, Width, Height);
}
// 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));
}
// ------------------------------------------------------------------------------------------------------------------------
if(ShowSSAO)
{
// display SSAO -------------------------------------------------------------------------------------------------------
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor3f(1.0f, 1.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, SSAOBuffers[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex2f( 1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex2f( 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0f, 1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
}
else
{
// 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);
glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, SSAOBuffers[0]);
glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, ShadowCubeMaps);
glUseProgram(DeferredLighting);
if(CalculateShadows) glUniformMatrix4fv(DeferredLighting.UniformLocations[1], 1, GL_FALSE, &ViewMatrixInverse);
if(CalculateShadows) glUniformMatrix4fv(DeferredLighting.UniformLocations[2], 24, GL_FALSE, (float*)ShadowMatrices);
glUniform1i(DeferredLighting.UniformLocations[3], CalculateSSAO);
glUniform1i(DeferredLighting.UniformLocations[4], CalculateShadows);
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_TEXTURE4); glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, 0);
glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, 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);
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);
for(int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, SSAOBuffers[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Width / 2, Height / 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
}
glUseProgram(SSAO);
glUniform2f(SSAO.UniformLocations[0], (float)Width / 2.0f / 64.0f, (float)Height / 2.0f / 64.0f);
glUniformMatrix4fv(SSAO.UniformLocations[1], 1, GL_FALSE, &ProjectionBiasMatrixInverse);
glUseProgram(0);
glUseProgram(SSAOFilterH);
glUniform1f(SSAOFilterH.UniformLocations[0], 2.0f / (float)Width);
glUseProgram(SSAOFilterV);
glUniform1f(SSAOFilterV.UniformLocations[0], 2.0f / (float)Height);
glUseProgram(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();
SSAO.Destroy();
SSAOFilterH.Destroy();
SSAOFilterV.Destroy();
DeferredLighting.Destroy();
Antialiasing.Destroy();
glDeleteBuffers(1, &VBO);
glDeleteTextures(1, &RotationTexture);
glDeleteTextures(1, &ShadowCubeMaps);
glDeleteTextures(2, ColorBuffers);
glDeleteTextures(1, &NormalBuffer);
glDeleteTextures(1, &DepthBuffer);
glDeleteTextures(2, SSAOBuffers);
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_F3:
OpenGLRenderer.CalculateShadows = !OpenGLRenderer.CalculateShadows;
break;
case VK_F4:
OpenGLRenderer.ShowSSAO = !OpenGLRenderer.ShowSSAO;
break;
case VK_F5:
OpenGLRenderer.BlurSSAO = !OpenGLRenderer.BlurSSAO;
break;
...
}
}
...
deferredlighting.vs
#version 120
void main()
{
gl_TexCoord[0] = gl_Vertex;
gl_Position = gl_Vertex * 2.0 - 1.0;
}
deferredlighting.fs
#version 120
#extension GL_EXT_texture_array : enable
uniform sampler2D ColorBuffer, NormalBuffer, DepthBuffer, SSAOBuffer;
uniform sampler2DArrayShadow ShadowCubeMaps;
uniform mat4x4 ProjectionBiasMatrixInverse, ViewMatrixInverse, ShadowMatrices[24];
uniform bool CalculateSSAO, CalculateShadows;
void main()
{
gl_FragColor = texture2D(ColorBuffer, gl_TexCoord[0].st);
float Depth = texture2D(DepthBuffer, gl_TexCoord[0].st).r;
if(Depth < 1.0)
{
vec3 Normal = normalize(texture2D(NormalBuffer, gl_TexCoord[0].st).rgb * 2.0 - 1.0);
vec4 Position = ProjectionBiasMatrixInverse * vec4(gl_TexCoord[0].st, Depth, 1.0);
Position /= Position.w;
float SSAO = CalculateSSAO ? texture2D(SSAOBuffer, gl_TexCoord[0].st).r : 1.0;
vec3 Light = vec3(0.0);
for(int i = 0; i < 4; i++)
{
vec3 LightDirection = gl_LightSource[i].position.xyz - Position.xyz;
float LightDistance2 = dot(LightDirection, LightDirection);
float LightDistance = sqrt(LightDistance2);
LightDirection /= LightDistance;
float NdotLD = max(dot(Normal, LightDirection), 0.0);
float Attenuation = gl_LightSource[i].constantAttenuation;
Attenuation += gl_LightSource[i].linearAttenuation * LightDistance;
Attenuation += gl_LightSource[i].quadraticAttenuation * LightDistance2;
float Shadow = 1.0;
if(CalculateShadows)
{
LightDirection = (ViewMatrixInverse * vec4(LightDirection, 0.0)).xyz;
float Axis[6];
Axis[0] = -LightDirection.x;
Axis[1] = LightDirection.x;
Axis[2] = -LightDirection.y;
Axis[3] = LightDirection.y;
Axis[4] = -LightDirection.z;
Axis[5] = LightDirection.z;
int MaxAxisID = 0;
for(int ii = 1; ii < 6; ii++)
{
if(Axis[ii] > Axis[MaxAxisID])
{
MaxAxisID = ii;
}
}
int Index = i * 6 + MaxAxisID;
vec4 ShadowTexCoord = ShadowMatrices[Index] * vec4(Position.xyz, 1.0);
ShadowTexCoord.xyz /= ShadowTexCoord.w;
ShadowTexCoord.w = ShadowTexCoord.z;
ShadowTexCoord.z = float(Index);
Shadow = shadow2DArray(ShadowCubeMaps, ShadowTexCoord).r;
}
Light += (gl_LightSource[i].ambient.rgb * SSAO + gl_LightSource[i].diffuse.rgb * NdotLD * Shadow) / Attenuation;
}
gl_FragColor.rgb *= Light;
}
}
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