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shader_definitions.h
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#pragma once
void
SetupBasicTexture(
GLint InternalFormat,
GLenum Format,
GLenum Attachment,
GLuint TextureID,
GLuint Width,
GLuint Height)
{
glTexImage2D(GL_TEXTURE_2D, 0, InternalFormat, Width, Height, 0,
Format, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(
GL_FRAMEBUFFER, Attachment, GL_TEXTURE_2D, TextureID, 0);
}
struct gpass_info
{
GLuint FrameBufferID; //Note: In OpenGL Frame Buffer is framebuffer
union
{
GLuint DefaultBuffers[3];
struct
{
GLuint PositionTextureID;
GLuint NormalTextureID;
GLuint ColorTextureID;
};
};
//Todo: Move into seperate deferred set-up.
GLuint PointLightColorTextureID;
};
void
CreateDeferredBuffer(
gpass_info* DeferredBuffer,
GLuint Width,
GLuint Height)
{
glGenFramebuffers(1, &DeferredBuffer->FrameBufferID);
glBindFramebuffer(GL_FRAMEBUFFER, DeferredBuffer->FrameBufferID);
{
glGenTextures(3, DeferredBuffer->DefaultBuffers);
for(int BufferIndex = 0; BufferIndex < 3; ++BufferIndex)
{
glBindTexture(GL_TEXTURE_2D,
DeferredBuffer->DefaultBuffers[BufferIndex]);
{
SetupBasicTexture(GL_RGB16F, GL_RGB, GL_COLOR_ATTACHMENT0 + BufferIndex,
DeferredBuffer->DefaultBuffers[BufferIndex], Width, Height);
} glBindTexture(GL_TEXTURE_2D, 0);
}
glGenTextures(1, &DeferredBuffer->PointLightColorTextureID);
glBindTexture(GL_TEXTURE_2D, DeferredBuffer->PointLightColorTextureID);
{
SetupBasicTexture(GL_RGBA16F, GL_RGBA, GL_COLOR_ATTACHMENT3,
DeferredBuffer->PointLightColorTextureID, Width, Height);
} glBindTexture(GL_TEXTURE_2D, 0);
GLuint Attachments[4] = {
GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, Attachments);
GLuint RboDepth;
glGenRenderbuffers(1, &RboDepth);
glBindRenderbuffer(GL_RENDERBUFFER, RboDepth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, Width,
Height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, RboDepth);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
printf("Framebuffer is broken: GPass!\n");
} glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void
InitGPassShader(
shader* Shader,
gpass_info* Info,
GLuint Width,
GLuint Height)
{
Shader->Name = "GPass";
Shader->VertexSource =
#include "g_pass.vs"
Shader->GeometrySource = NULL;
Shader->FragmentSource =
#include "g_pass.fs"
compileShader(Shader);
linkShader(Shader);
glUseProgram(Shader->ID);
{
glUniform1i(glGetUniformLocation(Shader->ID, "PerlinNoise"), 0);
} glUseProgram(0);
CreateDeferredBuffer(Info, Width, Height);
}
// Todo: Split PointLight handling into its own shader.
struct lpass_info
{
GLuint DebugOnIndex;
GLuint DebugOffIndex;
GLuint UniformBufferID;
};
#define POINT_LIGHT_MAX 5
void
InitLPassShader(
shader* Shader,
lpass_info* Info)
{
Shader->Name = "LPass";
Shader->VertexSource =
#include "l_pass.vs"
Shader->GeometrySource = NULL;
Shader->FragmentSource =
#include "l_pass.fs"
compileShader(Shader);
linkShader(Shader);
glUseProgram(Shader->ID);
{
glUniform1i(glGetUniformLocation(Shader->ID, "PositionTexture"), 0);
glUniform1i(glGetUniformLocation(Shader->ID, "NormalTexture"), 1);
glUniform1i(glGetUniformLocation(Shader->ID, "ColorTexture"), 2);
// Todo: Split PointLight handling into its own shader.
glUniform1i(glGetUniformLocation(Shader->ID, "PointLightColorTexture"), 3);
Info->DebugOnIndex = glGetSubroutineIndex(Shader->ID,
GL_FRAGMENT_SHADER, "DebugOn");
Info->DebugOffIndex = glGetSubroutineIndex(Shader->ID,
GL_FRAGMENT_SHADER, "DebugOff");
} glUseProgram(0);
glUniformBlockBinding(Shader->ID,
glGetUniformBlockIndex(Shader->ID, "PointLightUBO"), 0);
glGenBuffers(1, &Info->UniformBufferID);
int StructSize = // Alignment Offset Description
sizeof(float) * 4 // 16 0 vec3 color (vec4 min)
+ sizeof(float) * 4 // 16 16 vec3 position (vec4 min)
+ sizeof(float) // 4 32 float attenuationLinear
+ sizeof(float) // 4 36 float attenuationQuadratic
+ sizeof(float) // 4 40 float intensityAmbient
+ sizeof(float) // 4 44 float intensityDiffuse
+ sizeof(float); // 4 48 float intensitySpecular
int Alignment = sizeof(float) * 4; // vec4 min for structs
StructSize = (int)((StructSize + (Alignment - 1)) / Alignment) * Alignment;
int TotalSize = StructSize * POINT_LIGHT_MAX;
glBindBuffer(GL_UNIFORM_BUFFER, Info->UniformBufferID);
glBufferData(GL_UNIFORM_BUFFER, TotalSize, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferRange(GL_UNIFORM_BUFFER, 0, Info->UniformBufferID, 0, TotalSize);
}
struct bloom_info
{
union
{
GLuint FrameBufferIDs[2];
struct
{
GLuint FrameBufferHorizontalID;
GLuint FrameBufferVerticalID;
};
};
union
{
GLuint ColorTextureIDs[2];
struct
{
GLuint ColorBufferHorizontalID;
GLuint ColorBufferVerticalID;
};
};
union
{
GLuint SubroutineIndices[2];
struct
{
GLuint SubroutineHorizontalIndex;
GLuint SubroutineVerticalIndex;
};
};
};
void
InitBloomShader(
shader* Shader,
bloom_info* Info,
GLuint Width,
GLuint Height)
{
Shader->Name = "Bloom";
Shader->VertexSource =
#include "bloom.vs"
Shader->GeometrySource = NULL;
Shader->FragmentSource =
#include "bloom.fs"
compileShader(Shader);
linkShader(Shader);
glGenFramebuffers(2, Info->FrameBufferIDs);
glGenTextures(2, Info->ColorTextureIDs);
glUseProgram(Shader->ID);
{
for(int AxisIndex = 0;
AxisIndex < 2;
++AxisIndex)
{
glBindFramebuffer(GL_FRAMEBUFFER, Info->FrameBufferIDs[AxisIndex]);
{
glBindTexture(GL_TEXTURE_2D, Info->ColorTextureIDs[AxisIndex]);
{
SetupBasicTexture(GL_RGBA16F, GL_RGBA, GL_COLOR_ATTACHMENT0,
Info->ColorTextureIDs[AxisIndex], Width, Height);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) !=
GL_FRAMEBUFFER_COMPLETE)
{
printf("Framebuffer is broken: Bloom:%i\n", AxisIndex);
}
} glBindTexture(GL_TEXTURE_2D, 0);
} glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Info->SubroutineHorizontalIndex = glGetSubroutineIndex(
Shader->ID, GL_FRAGMENT_SHADER, "BlurHorizontal");
Info->SubroutineVerticalIndex = glGetSubroutineIndex(
Shader->ID, GL_FRAGMENT_SHADER, "BlurVertical");
} glUseProgram(0);
}
struct outline_info
{
GLuint FrameBufferID;
GLuint ColorTextureID;
GLuint StencilTextureID;
};
void
InitOutlineShader(
shader* Shader,
outline_info* Info,
GLuint Width,
GLuint Height)
{
Shader->Name = "Outline";
Shader->VertexSource =
#include "outline.vs"
Shader->GeometrySource = NULL;
Shader->FragmentSource =
#include "outline.fs"
compileShader(Shader);
linkShader(Shader);
glGenFramebuffers(1, &Info->FrameBufferID);
glBindFramebuffer(GL_FRAMEBUFFER, Info->FrameBufferID);
{
glGenTextures(1, &Info->ColorTextureID);
glBindTexture(GL_TEXTURE_2D, Info->ColorTextureID);
{
SetupBasicTexture(GL_RGB16F, GL_RGB, GL_COLOR_ATTACHMENT0,
Info->ColorTextureID, Width, Height);
} glBindTexture(GL_TEXTURE_2D, 0);
glGenRenderbuffers(1, &Info->StencilTextureID);
glBindRenderbuffer(GL_RENDERBUFFER, Info->StencilTextureID);
{
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, Width,
Height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, Info->StencilTextureID);
} glBindRenderbuffer(GL_RENDERBUFFER, 0);
} glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void
InitGUIShader(shader* Shader)
{
Shader->Name = "GUI";
Shader->VertexSource =
#include "gui.vs"
Shader->GeometrySource =
#include "gui.gs"
Shader->FragmentSource =
#include "gui.fs"
compileShader(Shader);
linkShader(Shader);
}