Preparations for tessellation: new demo + wireframe + new Shader types

This commit is contained in:
karl 2021-05-30 19:38:26 +02:00
parent 163d413f9c
commit 95f246bbd2
9 changed files with 263 additions and 1 deletions

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@ -59,3 +59,4 @@ testEnv.Program('test/bin/test-app.out', Glob('test/test-app/*.cpp'))
testEnv.Program('test/bin/parallax-demo.out', Glob('test/parallax-demo/*.cpp'))
testEnv.Program('test/bin/particle-demo.out', Glob('test/particle-demo/*.cpp'))
testEnv.Program('test/bin/shadow-demo.out', Glob('test/shadow-demo/*.cpp'))
testEnv.Program('test/bin/full-demo.out', Glob('test/full-demo/*.cpp'))

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@ -133,6 +133,6 @@ void main() {
float shadow = get_shadow(fs_in.FragPosLightSpace, normal);
// Apply
FragColor = vec4(ambient + albedo + specular - shadow * 0.25, 1.0);
FragColor = vec4(ambient + albedo + specular - shadow * 0.3, 1.0);
}

15
Shader/terrain.fs Normal file
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@ -0,0 +1,15 @@
#version 430
in PipelineData {
vec4 position;
vec2 texture_coordinate;
} fs_in;
uniform sampler2D diffuse_texture;
out vec4 color;
void main() {
vec4 diffuse_texel = texture(diffuse_texture, fs_in.texture_coordinate);
color = vec4(1.0); // color = vec4(diffuse_texel);
}

23
Shader/terrain.tcs Normal file
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@ -0,0 +1,23 @@
#version 430
layout(vertices = 3) out;
in PipelineData {
vec4 position;
vec2 texture_coordinate;
} tc_in[];
out PipelineData {
vec4 position;
vec2 texture_coordinate;
} tc_out[];
void main() {
tc_out[gl_InvocationID].texture_coordinate = tc_in[gl_InvocationID].texture_coordinate;
tc_out[gl_InvocationID].position = tc_in[gl_InvocationID].position;
gl_TessLevelInner[0] = 1;
gl_TessLevelOuter[0] = 1;
gl_TessLevelOuter[1] = 1;
gl_TessLevelOuter[2] = 1;
}

25
Shader/terrain.tes Normal file
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@ -0,0 +1,25 @@
#version 430
layout(triangles) in;
in PipelineData {
vec4 position;
vec2 texture_coordinate;
} te_in[];
out PipelineData {
vec4 position;
vec2 texture_coordinate;
} te_out;
void main() {
te_out.texture_coordinate = gl_TessCoord.x * te_in[0].texture_coordinate;
te_out.texture_coordinate += gl_TessCoord.y * te_in[1].texture_coordinate;
te_out.texture_coordinate += gl_TessCoord.z * te_in[2].texture_coordinate;
te_out.position = gl_TessCoord.x * te_in[0].position;
te_out.position += gl_TessCoord.y * te_in[1].position;
te_out.position += gl_TessCoord.z * te_in[2].position;
gl_Position = te_out.position;
}

21
Shader/terrain.vs Normal file
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@ -0,0 +1,21 @@
#version 430
in vec3 position;
in vec2 texture_coordinate;
uniform mat4 model;
uniform mat4 projection_view;
out PipelineData {
vec4 position;
vec2 texture_coordinate;
} vs_out;
void main() {
mat4 pvm = projection_view * model;
vs_out.texture_coordinate = texture_coordinate;
vec4 homogenous_position = vec4(position, 1.0);
vs_out.position = pvm * homogenous_position;
gl_Position = vs_out.position;
}

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@ -110,6 +110,14 @@ class QuadMesh : public Mesh {
glBindVertexArray(0);
}
void render_patches(Shader &shader) const {
shader.setMat4("model", get_matrix());
glBindVertexArray(quadVAO);
glDrawArrays(GL_PATCHES, 0, 6);
glBindVertexArray(0);
}
private:
unsigned int quadVAO = 0;
unsigned int quadVBO;

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@ -71,6 +71,18 @@ class Shader {
glDeleteShader(shader);
}
void add_tessellation_control_shader(const char *path) {
unsigned int shader = load_shader(path, GL_TESS_CONTROL_SHADER);
glAttachShader(ID, shader);
glDeleteShader(shader);
}
void add_tessellation_evaluation_shader(const char *path) {
unsigned int shader = load_shader(path, GL_TESS_EVALUATION_SHADER);
glAttachShader(ID, shader);
glDeleteShader(shader);
}
void add_transform_feedback(const char **varyings, size_t varying_count) {
for (size_t i = 0; i < varying_count; i++) { // TODO: Is this loop required?
glTransformFeedbackVaryings(ID, varying_count, varyings, GL_INTERLEAVED_ATTRIBS);

157
test/full-demo/main.cpp Normal file
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@ -0,0 +1,157 @@
#include "Gedeng/DirectionalLight.h"
#include "Gedeng/Input.h"
#include "Gedeng/Logger.h"
#include "Gedeng/ObjMesh.h"
#include "Gedeng/ParticleSystem.h"
#include "Gedeng/QuadMesh.h"
#include "Gedeng/Shader.h"
#include "Gedeng/TextLabel.h"
#include "Gedeng/Vector3.h"
#include <GLFW/glfw3.h>
#define GEDENG_MAIN
#include <Gedeng.h>
class FullDemo : public Gedeng::Application {
public:
FullDemo(unsigned long ms_per_update, unsigned int window_size_x, unsigned int window_size_y,
Gedeng::String window_name)
: Application(ms_per_update, window_size_x, window_size_y, window_name), particle_interval(0.2),
number_of_steps(10.0), number_of_refinement_steps(10.0), bump_depth(0.1),
render_shader(Gedeng::Shader("Shader/bump.vs", "Shader/bump.fs")),
debug_shader(Gedeng::Shader("Shader/depth-debug.vs", "Shader/depth-debug.fs")),
camera(Gedeng::FPSCamera(90, 1920, 1080, 0.1, 1000.0)),
albedo("Resources/Textures/PavingStones/PavingStones070_2K_Color.jpg", Gedeng::Texture::Settings()),
bump("Resources/Textures/PavingStones/PavingStones070_2K_Displacement.jpg", Gedeng::Texture::Settings()),
normal("Resources/Textures/PavingStones/PavingStones070_2K_Normal.jpg", Gedeng::Texture::Settings()),
particle_tex1("Resources/Textures/Particles/circle.png", Gedeng::Texture::Settings()),
particle_tex2("Resources/Textures/Particles/magic.png", Gedeng::Texture::Settings()),
particle_tex3("Resources/Textures/Particles/smoke.png", Gedeng::Texture::Settings()),
quad_mesh(Gedeng::QuadMesh(10.0)), light(glm::vec3(0.57735, -0.57735, 0.57735)),
mesh1("Resources/Meshes/Monkey.obj", Gedeng::ObjMesh::Settings()),
mesh2("Resources/Meshes/bench.obj", Gedeng::ObjMesh::Settings()),
mesh3("Resources/Meshes/ring.obj", Gedeng::ObjMesh::Settings()) {
particles.set_position(glm::vec3(0.0f, 0.0f, -10.0f));
particles.set_velocity(glm::vec3(-2, 4, -2), glm::vec3(2, 6, 2));
particles.set_gravity(glm::vec3(0, -4, 0));
particles.set_color(glm::vec3(0.0f, 0.5f, 1.0f));
particles.set_lifetime(1.0f, 1.5f);
particles.set_size(0.1);
particles.set_interval(particle_interval);
particles.set_number_of_particles(1);
particles.set_textures(&particle_tex1, &particle_tex2, &particle_tex3);
camera.translate(glm::vec3(0.0, 2.0, 1.0));
// camera.rotate(30, glm::vec3(1.0, 0.0, 0.0));
mesh1.translate(glm::vec3(2.0, 3.0, -2.0));
mesh2.translate(glm::vec3(-3.0, 0.0, -3.0));
mesh3.translate(glm::vec3(5.0, 0.0, 5.0));
mesh3.rotate(45.0, glm::vec3(0.0, 1.0, 0.0));
}
~FullDemo() = default;
void fixed_update(double delta) override {
camera.update(delta);
if (Gedeng::Input::is_mouse_down(GLFW_MOUSE_BUTTON_LEFT))
particles.set_position(camera.get_view_ray().get_plane_collision().collision_position);
if (Gedeng::Input::is_key_down(GLFW_KEY_2)) particle_interval = fmax(particle_interval + 0.1 * delta, 0.02);
if (Gedeng::Input::is_key_down(GLFW_KEY_1)) particle_interval = fmax(particle_interval - 0.1 * delta, 0.02);
particles.set_interval(particle_interval);
}
void dynamic_update(double delta) override {
// Wireframe?
if (Gedeng::Input::is_key_down(GLFW_KEY_B)) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
} else {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Shadows
light.clear_shadows();
light.render_shadow(quad_mesh);
light.render_shadow(mesh1);
light.render_shadow(mesh2);
light.render_shadow(mesh3);
glViewport(0, 0, 1920, 1080);
glClearColor(0.1, 0.1f, 0.1, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
render_shader.use();
// Camera
render_shader.setMat4("projection", camera.get_projection());
render_shader.setMat4("view", camera.get_view());
render_shader.setVec3("viewPos", camera.get_translation());
// Lighting
light.set_in_shader(render_shader);
render_shader.setFloat("number_of_steps", glm::max(0.0f, number_of_steps));
render_shader.setFloat("number_of_refinement_steps", glm::max(0.0f, number_of_refinement_steps));
render_shader.setFloat("bump_depth", glm::max(0.0f, bump_depth));
// Textures
albedo.bind_to(0);
normal.bind_to(1);
bump.bind_to(2);
light.bind_depth_map_to(3);
// Quad which is rendered onto
quad_mesh.render(render_shader);
// Particles
particles.set_camera(camera);
particles.update(delta);
particles.render();
// Props
render_shader.use();
mesh1.render(render_shader);
mesh2.render(render_shader);
mesh3.render(render_shader);
}
private:
float particle_interval;
float number_of_steps;
float number_of_refinement_steps;
float bump_depth;
Gedeng::Shader render_shader;
Gedeng::Shader debug_shader;
Gedeng::VertexBuffer vertex_rectangle;
Gedeng::FPSCamera camera;
Gedeng::Texture albedo;
Gedeng::Texture bump;
Gedeng::Texture normal;
Gedeng::Texture particle_tex1;
Gedeng::Texture particle_tex2;
Gedeng::Texture particle_tex3;
Gedeng::QuadMesh quad_mesh;
Gedeng::QuadMesh terrain_mesh;
Gedeng::ParticleSystem particles;
Gedeng::DirectionalLight light;
Gedeng::ObjMesh mesh1;
Gedeng::ObjMesh mesh2;
Gedeng::ObjMesh mesh3;
};
Gedeng::Application *Gedeng::create_application() {
GG_CLIENT_INFO("Creating Application");
return new FullDemo(20, 1920, 1080, String("Parallax Demo"));
}