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RenderSystem.cpp
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493 lines (392 loc) · 18.8 KB
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#include "RenderSystem.h"
#include "../Graphics/GLShaderProgramFactory.h"
#include "../Camera.h"
#include "../Input.h"
#include "../SceneBase.h"
#include <pugixml.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <GLFW/glfw3.h>
#include <iostream>
// https://developer.download.nvidia.com/opengl/specs/GL_NVX_gpu_memory_info.txt
#define GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048
#define GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049
/***********************************************************************************/
void GLAPIENTRY
MessageCallback( GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam )
{
std::fprintf( stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
type, severity, message );
}
/***********************************************************************************/
void RenderSystem::Init(const pugi::xml_node& rendererNode) {
m_rendererNode = rendererNode;
if (!gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress))) {
std::cerr << "Failed to start GLAD.";
std::abort();
}
queryHardwareCaps();
std::cout << m_caps << '\n';
#ifndef NDEBUG
std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << '\n';
std::cout << "GLSL Version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << '\n';
std::cout << "OpenGL Driver Vendor: " << glGetString(GL_VENDOR) << '\n';
std::cout << "OpenGL Renderer: " << glGetString(GL_RENDERER) << '\n';
#endif
const auto width = rendererNode.attribute("width").as_uint();
const auto height = rendererNode.attribute("height").as_uint();
m_width = width;
m_height = height;
m_shadowMapResolution = rendererNode.attribute("shadowResolution").as_uint();
m_hdrFBO.Init("HDR FBO");
m_skybox.Init("Data/hdri/barcelona.hdr", 2048);
compileShaders();
setupScreenquad();
setupTextureSamplers();
setupShadowMap();
setupPostProcessing();
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
//glDebugMessageCallback(MessageCallback, nullptr);
setDefaultState();
glEnable(GL_MULTISAMPLE);
// Create uniform buffer object for projection and view matrices
// so same data shared to multiple shader programs.
glGenBuffers(1, &m_uboMatrices);
glBindBuffer(GL_UNIFORM_BUFFER, m_uboMatrices);
glBufferData(GL_UNIFORM_BUFFER, 2 * sizeof(glm::mat4), nullptr, GL_STATIC_DRAW);
glBindBufferRange(GL_UNIFORM_BUFFER, 0, m_uboMatrices, 0, 2 * sizeof(glm::mat4));
auto& pbrShader = m_shaderCache.at("PBRShader");
pbrShader.Bind();
pbrShader.SetUniformi("irradianceMap", 0).SetUniformi("prefilterMap", 1).SetUniformi("brdfLUT", 2);
pbrShader.SetUniformi("albedoMap", 3).SetUniformi("normalMap", 4).SetUniformi("metallicMap", 5);
pbrShader.SetUniformi("roughnessMap", 6).SetUniformi("shadowMap", 7).SetUniformf("bloomThreshold", 1.0f);//.SetUniformi("aoMap", 7);
auto& skyboxShader = m_shaderCache.at("SkyboxShader");
skyboxShader.Bind();
skyboxShader.SetUniformi("environmentMap", 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glViewport(0, 0, width, height);
}
/***********************************************************************************/
void RenderSystem::Update(const Camera& camera) {
// Window size changed.
if (Input::GetInstance().ShouldResize()) {
m_width = Input::GetInstance().GetWidth();
m_height = Input::GetInstance().GetHeight();
UpdateView(camera);
glViewport(0, 0, m_width, m_height);
}
// Update view matrix inside UBO
const auto view = camera.GetViewMatrix();
glBindBuffer(GL_UNIFORM_BUFFER, m_uboMatrices);
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4), glm::value_ptr(view));
}
/***********************************************************************************/
void RenderSystem::Shutdown() {
m_shaderCache.clear();
}
/***********************************************************************************/
void RenderSystem::Render(const Camera& camera, RenderListIterator renderListBegin, RenderListIterator renderListEnd, const SceneBase& scene, const bool globalWireframe) {
setDefaultState();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, m_uboMatrices);
// Get the shaders we need (static vars initialized during first render call).
static auto& pbrShader = m_shaderCache.at("PBRShader");
static auto& blurShader = m_shaderCache.at("GaussianBlurShader");
static auto& bloomBlendShader = m_shaderCache.at("BloomBlendShader");
static auto& skyboxShader = m_shaderCache.at("SkyboxShader");
// Shadow mapping
renderShadowMap(scene, renderListBegin, renderListEnd);
// Regular rendering
m_hdrFBO.Bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Bind pre-computed IBL data
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_skybox.GetIrradianceMap());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_skybox.GetPrefilterMap());
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_skybox.GetBRDFLUT());
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, m_shadowColorTexture);
pbrShader.Bind();
pbrShader.SetUniform("camPos", camera.GetPosition()).SetUniformi("wireframe", globalWireframe).SetUniform("lightSpaceMatrix", m_lightSpaceMatrix);
pbrShader.SetUniform("directionalLight", scene.m_staticDirectionalLights[0].Direction).SetUniform("lightColor", scene.m_staticDirectionalLights[0].Color);
renderModelsWithTextures(pbrShader, renderListBegin, renderListEnd);
// Draw skybox
skyboxShader.Bind();
glActiveTexture(GL_TEXTURE0);
m_skybox.Draw();
// Do bloom
blurShader.Bind();
bool horizontal = true, first_iteration = true;
static constexpr unsigned int amount = 10;
for (unsigned int i = 0; i < amount; ++i) {
m_pingPongFBOs[horizontal].Bind();
blurShader.SetUniformi("horizontal", horizontal);
// Bind texture of other framebuffer (or scene if first iteration)
glBindTexture(GL_TEXTURE_2D, first_iteration ? m_brightnessThresholdColorBuffer : m_pingPongColorBuffers[!horizontal]);
renderQuad();
horizontal = !horizontal;
if (first_iteration) {
first_iteration = false;
}
}
// Blend bloom with original image and apply other post-processing effects
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
bloomBlendShader.Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_hdrColorBuffer);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_pingPongColorBuffers[!horizontal]);
renderQuad();
}
/***********************************************************************************/
int RenderSystem::GetVideoMemUsageKB() const {
GLint currentAvailable{ 0 };
glGetIntegerv(GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, ¤tAvailable);
return m_caps.TotalVideoMemoryKB - currentAvailable;
}
/***********************************************************************************/
// TODO: This needs to be gutted and put elsewhere
void RenderSystem::UpdateView(const Camera& camera) {
m_projMatrix = camera.GetProjMatrix(m_width, m_height);
glBindBuffer(GL_UNIFORM_BUFFER, m_uboMatrices);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(m_projMatrix));
}
/***********************************************************************************/
void RenderSystem::compileShaders() {
m_shaderCache.clear();
for (auto program = m_rendererNode.child("Program"); program; program = program.next_sibling("Program")) {
// Get all shader files that make up the program
std::vector<Graphics::ShaderStage> stages;
for (auto shader = program.child("Shader"); shader; shader = shader.next_sibling("Shader")) {
stages.emplace_back(shader.attribute("path").as_string(), shader.attribute("type").as_string());
}
std::string name{ program.attribute("name").as_string() };
auto shaderProgram{ Graphics::GLShaderProgramFactory::createShaderProgram(name, stages) };
if (shaderProgram) {
m_shaderCache.try_emplace(name, std::move(shaderProgram.value())); // value_or for default and remove if-check?
}
}
}
/***********************************************************************************/
void RenderSystem::queryHardwareCaps() {
// Anisotropic filtering
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &m_caps.MaxAnisotropy);
// Video memory
glGetIntegerv(GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &m_caps.TotalVideoMemoryKB);
}
/***********************************************************************************/
void RenderSystem::setDefaultState() {
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
/***********************************************************************************/
void RenderSystem::renderModelsWithTextures(GLShaderProgram& shader, RenderListIterator renderListBegin, RenderListIterator renderListEnd) const {
glBindSampler(m_samplerPBRTextures, 3);
glBindSampler(m_samplerPBRTextures, 4);
glBindSampler(m_samplerPBRTextures, 5);
glBindSampler(m_samplerPBRTextures, 6);
// glBindSampler(m_samplerPBRTextures, 7);
auto begin{ renderListBegin };
while (begin != renderListEnd) {
shader.SetUniform("modelMatrix", (*begin)->GetModelMatrix());
const auto& meshes{ (*begin)->GetMeshes() };
for (const auto& mesh : meshes) {
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, mesh.Material->GetParameterTexture(PBRMaterial::ALBEDO));
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, mesh.Material->GetParameterTexture(PBRMaterial::NORMAL));
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, mesh.Material->GetParameterTexture(PBRMaterial::METALLIC));
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, mesh.Material->GetParameterTexture(PBRMaterial::ROUGHNESS));
//glActiveTexture(GL_TEXTURE7);
//glBindTexture(GL_TEXTURE_2D, mesh.Material.AOMap);
mesh.VAO.Bind();
glDrawElements(GL_TRIANGLES, mesh.IndexCount, GL_UNSIGNED_INT, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
}
++begin;
}
glBindSampler(m_samplerPBRTextures, 0);
}
/***********************************************************************************/
void RenderSystem::renderModelsNoTextures(GLShaderProgram& shader, RenderListIterator renderListBegin, RenderListIterator renderListEnd) const {
auto begin{ renderListBegin };
while(begin != renderListEnd) {
shader.SetUniform("modelMatrix", (*begin)->GetModelMatrix());
const auto& meshes{ (*begin)->GetMeshes() };
for (const auto& mesh : meshes) {
mesh.VAO.Bind();
glDrawElements(GL_TRIANGLES, mesh.IndexCount, GL_UNSIGNED_INT, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
}
++begin;
}
}
/***********************************************************************************/
void RenderSystem::renderQuad() const {
m_quadVAO.Bind();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
/***********************************************************************************/
void RenderSystem::renderShadowMap(const SceneBase& scene, RenderListIterator renderListBegin, RenderListIterator renderListEnd) {
static auto& shadowDepthShader = m_shaderCache.at("ShadowDepthShader");
shadowDepthShader.Bind();
static constexpr float near_plane = 0.0f, far_plane = 100.0f;
static const glm::mat4 lightProjection = glm::ortho(-50.0f, 50.0f, 50.0f, -50.0f, near_plane, far_plane);
static const auto& lightView = glm::lookAt(scene.m_staticDirectionalLights[0].Direction,
glm::vec3(0.0f),
glm::vec3(0.0f, -1.0f, 0.0f));
m_lightSpaceMatrix = lightProjection * lightView;
shadowDepthShader.SetUniform("lightSpaceMatrix", m_lightSpaceMatrix);
glCullFace(GL_FRONT); // Solve peter-panning
glViewport(0, 0, m_shadowMapResolution, m_shadowMapResolution);
m_shadowFBO.Bind();
glClear(GL_DEPTH_BUFFER_BIT);
renderModelsNoTextures(shadowDepthShader, renderListBegin, renderListEnd);
m_shadowFBO.Unbind();
glViewport(0, 0, m_width, m_height);
glCullFace(GL_BACK);
}
/***********************************************************************************/
void RenderSystem::setupScreenquad() {
const std::array<Vertex, 4> screenQuadVertices {
// Positions // GLTexture Coords
Vertex({ -1.0f, 1.0f, 0.0f },{ 0.0f, 1.0f }),
Vertex({ -1.0f, -1.0f, 0.0f },{ 0.0f, 0.0f }),
Vertex({ 1.0f, 1.0f, 0.0f },{ 1.0f, 1.0f }),
Vertex({ 1.0f, -1.0f, 0.0f },{ 1.0f, 0.0f })
};
m_quadVAO.Init();
m_quadVAO.Bind();
m_quadVAO.AttachBuffer(GLVertexArray::BufferType::ARRAY,
sizeof(Vertex) * screenQuadVertices.size(),
GLVertexArray::DrawMode::STATIC,
screenQuadVertices.data());
m_quadVAO.EnableAttribute(0, 3, sizeof(Vertex), nullptr);
m_quadVAO.EnableAttribute(1, 2, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, TexCoords)));
}
/***********************************************************************************/
void RenderSystem::setupTextureSamplers() {
// Sampler for PBR textures used on meshes
glGenSamplers(1, &m_samplerPBRTextures);
glSamplerParameteri(m_samplerPBRTextures, GL_TEXTURE_WRAP_S, GL_REPEAT);
glSamplerParameteri(m_samplerPBRTextures, GL_TEXTURE_WRAP_T, GL_REPEAT);
glSamplerParameteri(m_samplerPBRTextures, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glSamplerParameteri(m_samplerPBRTextures, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameterf(m_samplerPBRTextures, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_caps.MaxAnisotropy);
}
/***********************************************************************************/
void RenderSystem::setupShadowMap() {
const static float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
m_shadowFBO.Init("Shadow Depth FBO");
m_shadowFBO.Bind();
// Depth texture
if (m_shadowDepthTexture) {
glDeleteTextures(1, &m_shadowDepthTexture);
}
glGenTextures(1, &m_shadowDepthTexture);
glBindTexture(GL_TEXTURE_2D, m_shadowDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, m_shadowMapResolution, m_shadowMapResolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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_TO_BORDER); // Clamp to border to fix over-sampling
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
// Colour texture for Variance Shadow Mapping (VSM)
if (m_shadowColorTexture) {
glDeleteTextures(1, &m_shadowColorTexture);
}
glGenTextures(1, &m_shadowColorTexture);
glBindTexture(GL_TEXTURE_2D, m_shadowColorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, m_shadowMapResolution, m_shadowMapResolution, 0, GL_RGBA, GL_FLOAT, nullptr);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Hardware linear filtering gives us soft shadows for free!
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); // Clamp to border to fix over-sampling
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_caps.MaxAnisotropy); // Anisotropic filtering for sharper angles
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
m_shadowFBO.AttachTexture(m_shadowDepthTexture, GLFramebuffer::AttachmentType::DEPTH);
m_shadowFBO.AttachTexture(m_shadowColorTexture, GLFramebuffer::AttachmentType::COLOR0);
m_shadowFBO.Unbind();
}
/***********************************************************************************/
void RenderSystem::setupPostProcessing() {
// HDR
m_hdrFBO.Reset();
m_hdrFBO.Bind();
// Regular old HDR
glGenTextures(1, &m_hdrColorBuffer);
glBindTexture(GL_TEXTURE_2D, m_hdrColorBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, m_width, m_height, 0, GL_RGB, GL_FLOAT, nullptr);
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);
// For extracting bright parts of image for bloom
glGenTextures(1, &m_brightnessThresholdColorBuffer);
glBindTexture(GL_TEXTURE_2D, m_brightnessThresholdColorBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, m_width, m_height, 0, GL_RGB, GL_FLOAT, nullptr);
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);
GLuint rboDepth;
glGenRenderbuffers(1, &rboDepth);
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, m_width, m_height);
// Attach buffers
m_hdrFBO.AttachTexture(m_hdrColorBuffer, GLFramebuffer::AttachmentType::COLOR0);
m_hdrFBO.AttachTexture(m_brightnessThresholdColorBuffer, GLFramebuffer::AttachmentType::COLOR1);
m_hdrFBO.AttachRenderBuffer(rboDepth, GLFramebuffer::AttachmentType::DEPTH);
// Enable MRT
const unsigned int attachments[2] { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
m_hdrFBO.DrawBuffers(attachments);
// Bloom
glGenTextures(2, m_pingPongColorBuffers.data());
for (auto i = 0; i < 2; i++) {
m_pingPongFBOs[i].Reset();
m_pingPongFBOs[i].Bind();
glBindTexture(GL_TEXTURE_2D, m_pingPongColorBuffers[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, m_width, m_height, 0, GL_RGB, GL_FLOAT, nullptr);
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);
m_pingPongFBOs[i].AttachTexture(m_pingPongColorBuffers[i], GLFramebuffer::AttachmentType::COLOR0);
}
// Configure bloom + blur shader
auto& blurShader = m_shaderCache.at("GaussianBlurShader");
blurShader.Bind();
blurShader.SetUniformi("image", 0);
auto& bloomBlendShader = m_shaderCache.at("BloomBlendShader");
bloomBlendShader.Bind();
bloomBlendShader.SetUniformi("scene", 0).SetUniformi("bloomBlur", 1);
bloomBlendShader.SetUniformf("vibranceAmount", m_vibrance);
bloomBlendShader.SetUniform("vibranceCoefficient", m_coefficient);
}
/***********************************************************************************/
void RenderSystem::setProjectionMatrix(const Camera& camera) {
m_projMatrix = camera.GetProjMatrix(m_width, m_height);
glBindBuffer(GL_UNIFORM_BUFFER, m_uboMatrices);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), value_ptr(m_projMatrix));
}