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Scene.cpp
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318 lines (243 loc) · 12.8 KB
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#include "Scene.hpp"
#include "RenderEngine.hpp"
#include "Shader/ShaderManager.hpp"
#include "Node.hpp"
#include "Room.hpp"
#include "Sphere.hpp"
#include "Cube.hpp"
#include "Camera/Camera.hpp"
#include "FrameBuffer/FrameBufferObject.hpp"
#include "TexturePassShader.hpp"
#include "GLUtilGeometry.hpp"
#include "DeferredLightingShader.hpp"
#include "GBufferShader.hpp"
#include "ShadowDepthShader.hpp"
#include "SSAOShader.hpp"
#include "SSAOBlurShader.hpp"
#include "AlbedoColorShader.hpp"
#include <random>
Scene::Scene(RenderEngine* engine, GLuint defaultFBO) : _engine(engine), _defaultFBO(defaultFBO)
{
_camera = std::make_shared<Camera>();
_lightPositions = {
vec3(0.f, 44.f, 20.f)
};
// _ambientColor = vec3(0.05f, 0.05f, 0.05f);
// _specularColor = vec3(0.9f, 0.9f, 0.9f);
// _diffuseColor = vec3(0.7f, 0.7f, 0.7f);
_ambientColor = vec3(0.4f, 0.4f, 0.4f);
_specularColor = vec3(0.9f, 0.9f, 0.9f);
_diffuseColor = vec3(0.5f, 0.5f, 0.5f);
//방 메시를 생성합니다. 각면의 색상을 달리 받습니다.
auto roomMesh = std::make_shared<Room>(100, vec3(0, 1, 0), vec3(0, 0, 0), vec3(1, 0, 0),
vec3(0, 0, 1), vec3(0.5, 0.5, 0.5));
//파란색 구체 메시를 생성합니다.
auto sphereMesh = std::make_shared<Sphere>(16, vec3(0, 0, 1));
//흰색 정육면체 메시를 생성합니다.
auto cubeMesh = std::make_shared<Cube>(20, vec3(1, 1, 1));
//방 천장에 위치할 빛 구체를 생성합니다. 라이팅, 그림자 등의 연산에선 제외됩니다.
auto lightSphereMesh = std::make_shared<Sphere>(4, vec3(1, 1, 1));
mat4 roomLocalTransform;
_room = std::make_shared<Node>(this, roomMesh, roomLocalTransform);
mat4 sphereLocalTransform = mat4::Translate(-20, -25, 20);
_sphere = std::make_shared<Node>(this, sphereMesh, sphereLocalTransform);
mat4 cubeLocalTransform = mat4::RotateY(45.f) * mat4::Translate(25, -40, -20);
_cube = std::make_shared<Node>(this, cubeMesh, cubeLocalTransform);
mat4 lightSphereLocalTransform = mat4::Translate(_lightPositions.front().x,
_lightPositions.front().y + _lightYDelta,
_lightPositions.front().z);
_lightSphere = std::make_shared<Node>(this, lightSphereMesh, lightSphereLocalTransform);
_lightSphere->transformUpdate();
_rootTransformDirty = true;
//방이 최상위 계층이고, 그 아래에 구체와 정육면체가 있습니다.
_rootNode = _room;
_rootNode->addChild(_sphere);
_rootNode->addChild(_cube);
}
Scene::~Scene() {
}
//스크린 사이즈 변경에 의해 다시 만들어져야 할 것들을 업데이트합니다.
void Scene::setScreenSize(int w, int h) {
if (!_camera) {
return;
}
glViewport(0, 0, w, h);
_camera->setScreenRect(Rect(0, 0, w, h));
_shadowLightView = Camera::createViewMatrix(vec3(0, 0, 0), _lightPositions.front(), vec3(0, 1, 0)); //라이트가 다수일 경우 shadow용 라이트는 첫번째 라이트로 정했습니다.
_shadowLightProj = mat4::Ortho(-200, 300, -300, 300, -100, 1000);
_shadowLightViewProjection = _shadowLightView * _shadowLightProj;
_gBuffer = std::make_shared<FrameBufferObject>(_camera->screenSize(), _defaultFBO, FrameBufferObject::Type::GBuffer);
_shadowDepthBuffer = std::make_shared<FrameBufferObject>(ivec2(2048, 2048), _defaultFBO, FrameBufferObject::Type::Common);
buildSSAOInfo();
}
//장면내 오브젝트 및 효과들을 렌더링합니다.
void Scene::render() {
//0 월드 변환에 변경이 있다면 반영합니다.
if (_rootTransformDirty) {
visitNodes(_rootNode, [](std::shared_ptr<Node> node) {
node->transformUpdate();
});
_rootTransformDirty = false;
}
//1 섀도우 뎁스맵을 그립니다.
_shadowDepthBuffer->bindWithViewport();
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderManager()->setActiveShader<ShadowDepthShader>(eShaderProgram_ShadowDepth);
visitNodes(_rootNode, [](std::shared_ptr<Node> node) {
node->setShaderType(eShaderProgram_ShadowDepth);
node->render();
});
//2 GBuffer(position, normal, albedo)를 MRT방식으로 그립니다.
_gBuffer->bindWithViewport();
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderManager()->setActiveShader<GBufferShader>(eShaderProgram_GBuffer);
visitNodes(_rootNode, [](std::shared_ptr<Node> node) {
node->setShaderType(eShaderProgram_GBuffer);
node->render();
});
//3 GBuffer를 입력으로 SSAO를 그립니다. (Full Quad)
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
_ssaoFBO->bindWithViewport();
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auto ssaoShader = shaderManager()->setActiveShader<SSAOShader>(eShaderProgram_SSAO);
ssaoShader->positionAttribPointer(GLUtilGeometry::VERT_QUAD, 2);
ssaoShader->texCoordAttribPointer(GLUtilGeometry::TEXCOORD_QUAD, 2);
ssaoShader->viewMatUniformMatrix4fv(_camera->viewMat().pointer());
ssaoShader->projMatUniformMatrix4fv(_camera->projMat().pointer());
ssaoShader->samplesUniformVector(_ssaoKernel);
ssaoShader->screenSizeUniform2f(_camera->screenSize().x, _camera->screenSize().y);
const int COMPONENT_COUNT = 3;
std::array<GLuint, COMPONENT_COUNT> textures2 {_gBuffer->gPositionTexture(),
_gBuffer->gNormalTexture(),
_noiseTexture};
for (int i = 0; i < COMPONENT_COUNT; ++i) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, textures2[i]);
}
glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)4);
//4 SSAO 위에 블러를 덫붙입니다. (Full Quad)
_ssaoBlurFBO->bindWithViewport();
glViewport(0, 0, _camera->screenSize().x, _camera->screenSize().y);
auto ssaoBlurShader = shaderManager()->setActiveShader<SSAOBlurShader>(eShaderProgram_SSAO_BLUR);
ssaoBlurShader->positionAttribPointer(GLUtilGeometry::VERT_QUAD, 2);
ssaoBlurShader->texCoordAttribPointer(GLUtilGeometry::TEXCOORD_QUAD, 2);
ssaoBlurShader->textureSizeUniform2f(_camera->screenSize().x, _camera->screenSize().y);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _ssaoFBO->commonTexture());
glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)4);
//5 섀도우뎁스, GBuffer, BluredSSAO 를 입력으로 Deferred Rendering을 합니다. (Full Quad)
glBindFramebuffer(GL_FRAMEBUFFER, _defaultFBO);
glViewport(0, 0, _camera->screenSize().x, _camera->screenSize().y);
auto deferredShader = shaderManager()->setActiveShader<DeferredLightingShader>(eShaderProgram_DeferredLighting);
deferredShader->positionAttribPointer(GLUtilGeometry::VERT_QUAD, 2);
deferredShader->texCoordAttribPointer(GLUtilGeometry::TEXCOORD_QUAD, 2);
deferredShader->ambientColorUniform3f(ambientColor().x, ambientColor().y, ambientColor().z);
deferredShader->diffuseColorUniform3f(diffuseColor().x, diffuseColor().y, diffuseColor().z);
deferredShader->specularColorUniform3f(specularColor().x, specularColor().y, specularColor().z);
deferredShader->worldLightPosUniform3fVector(lightPositions());
deferredShader->worldEyePositionUniform3f(camera()->eye().x, camera()->eye().y, camera()->eye().z);
deferredShader->shadowViewProjectionMatUniformMatrix4fv(_shadowLightViewProjection.pointer());
const int GBUFFER_COMPONENT_COUNT = 5;
std::array<GLuint, GBUFFER_COMPONENT_COUNT> textures {_gBuffer->gPositionTexture(),
_gBuffer->gNormalTexture(),
_gBuffer->gAlbedoTexture(),
_shadowDepthBuffer->commonTexture(),
_ssaoBlurFBO->commonTexture()
};
for (int i = 0; i < GBUFFER_COMPONENT_COUNT; ++i) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, textures[i]);
}
glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)4);
//6 빛 구체 렌더링, 효과를 입히지 않고, 본연의 색만 입힙니다.
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
shaderManager()->setActiveShader<AlbedoColorShader>(eShaderProgram_ALBEDO_COLOR);
_lightSphere->setShaderType(eShaderProgram_ALBEDO_COLOR);
_lightSphere->render();
}
void Scene::setTilt(float value) {
if (!_camera)
return;
_camera->setEyeYOffset(value);
}
void Scene::lightYDelta(float value) {
_lightYDelta = value;
mat4 lightSphereLocalTransform = mat4::Translate(_lightPositions.front().x,
_lightPositions.front().y + _lightYDelta,
_lightPositions.front().z);
_lightSphere->setLocalTransform(lightSphereLocalTransform);
_shadowLightView = Camera::createViewMatrix(vec3(0, value, 0), _lightPositions.front(), vec3(0, 1, 0));
_shadowLightViewProjection = lightSphereLocalTransform * _shadowLightView * _shadowLightProj;////sadsa
}
//Screen Space Ambient Occlusion을 위한 정보를 빌드합니다.
void Scene::buildSSAOInfo() {
auto lerp = [](float a, float b, float f) -> float {
return a + f * (b - a);
};
//occlusion정도를 구하기 위한 접선 공간상의 반구 모양의 분포를 가진 임의의 샘플포인트를 수집합니다.
std::uniform_int_distribution<float> randomFloats(0.0, 1.0);
std::default_random_engine generator;
for (unsigned int i = 0; i < 64; ++i) {
vec3 sample(
randomFloats(generator) * 2.0 - 1.0,
randomFloats(generator) * 2.0 - 1.0,
randomFloats(generator) //z:[0, 1] -> 접선공간상 반구 형태로 분포 시키기 위하여 0~1 범위를 갖습니다.
);
// sample.normalize();
// sample *= randomFloats(generator);
// _ssaoKernel.push_back(sample);
float scale = (float)i / 64.f;
sample.normalize();
sample *= lerp(0.1f, 1.f, scale * scale);
_ssaoKernel.emplace_back(sample);
}
//샘플 포인트에 임의성을 더하기 위해서 접선공간상 임의 회전 벡터를 생성합니다.
int idx = 0;
for (int i = 0; i < 16; ++i) {
_ssaoNoise[idx++] = randomFloats(generator) * 2.0 - 1.0;
_ssaoNoise[idx++] = randomFloats(generator) * 2.0 - 1.0;
_ssaoNoise[idx++] = 0.f; //접선공간 상의 z축 회전을 위하여 0
}
//임의 벡터는 4x4 텍스처로 repeat하여 반복적으로 사용합니다. (메모리 효율)
glGenTextures(1, &_noiseTexture);
glBindTexture(GL_TEXTURE_2D, _noiseTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 4, 4, 0, GL_RGB, GL_FLOAT, &_ssaoNoise[0]);
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_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
_ssaoFBO = std::make_shared<FrameBufferObject>(_camera->screenSize(), _defaultFBO, FrameBufferObject::Type::Common);
_ssaoBlurFBO = std::make_shared<FrameBufferObject>(_camera->screenSize(), _defaultFBO, FrameBufferObject::Type::Common);
}
void Scene::visitNodes(std::shared_ptr<Node> node, std::function<void(std::shared_ptr<Node>)> func) {
func(node);
for (auto child : node->children()) {
visitNodes(child, func);
}
}
std::shared_ptr<ShaderManager> Scene::shaderManager() {
return _engine->_shaderManager;
}
std::shared_ptr<Camera> Scene::camera() {
return _camera;
}
void Scene::renderQuad(unsigned int texture, ivec2 screenSize) { //for debug
glDisable(GL_CULL_FACE);
// glDisable(GL_DEPTH_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, _defaultFBO);
glViewport(0, 0, screenSize.x, screenSize.y);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auto texPassShader = shaderManager()->getShader<TexturePassShader>(eShaderProgram_TexturePass);
shaderManager()->setActiveShader(texPassShader);
texPassShader->positionAttribPointer(GLUtilGeometry::VERT_QUAD, 2);
texPassShader->texCoordAttribPointer(GLUtilGeometry::TEXCOORD_QUAD, 2);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)4);
}