实现延迟渲染

dev-VirtualTexture
wuyize 2022-07-24 21:40:51 +08:00
parent 4059101aa7
commit 094af63389
12 changed files with 312 additions and 47 deletions

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@ -99,6 +99,10 @@
<QtMoc Include="RendererWidget.h" /> <QtMoc Include="RendererWidget.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="Shaders\final.frag" />
<None Include="Shaders\final.vert" />
<None Include="Shaders\model.frag" />
<None Include="Shaders\model.vert" />
<None Include="Shaders\shader.frag" /> <None Include="Shaders\shader.frag" />
<None Include="Shaders\shader.vert" /> <None Include="Shaders\shader.vert" />
</ItemGroup> </ItemGroup>

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@ -68,6 +68,18 @@
<None Include="Shaders\shader.vert"> <None Include="Shaders\shader.vert">
<Filter>Resource Files\Shaders</Filter> <Filter>Resource Files\Shaders</Filter>
</None> </None>
<None Include="Shaders\model.frag">
<Filter>Resource Files\Shaders</Filter>
</None>
<None Include="Shaders\model.vert">
<Filter>Resource Files\Shaders</Filter>
</None>
<None Include="Shaders\final.vert">
<Filter>Resource Files\Shaders</Filter>
</None>
<None Include="Shaders\final.frag">
<Filter>Resource Files\Shaders</Filter>
</None>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Camera.h"> <ClInclude Include="Camera.h">

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@ -2,5 +2,10 @@
<qresource prefix="/"> <qresource prefix="/">
<file>Shaders/shader.frag</file> <file>Shaders/shader.frag</file>
<file>Shaders/shader.vert</file> <file>Shaders/shader.vert</file>
<file>Shaders/model.frag</file>
<file>Shaders/model.vert</file>
<file>Shaders/final.frag</file>
<file>Shaders/final.vert</file>
<file>container.jpg</file>
</qresource> </qresource>
</RCC> </RCC>

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@ -15,12 +15,11 @@ RendererWidget::RendererWidget(QWidget* parent)
RendererWidget::~RendererWidget() RendererWidget::~RendererWidget()
{ {
if (m_program == nullptr) if (modelProgramPtr == nullptr)
return; return;
makeCurrent(); makeCurrent();
m_vbo.destroy(); delete modelProgramPtr;
delete m_program; modelProgramPtr = nullptr;
m_program = nullptr;
doneCurrent(); doneCurrent();
} }
@ -32,33 +31,46 @@ void RendererWidget::initializeGL()
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glClearColor(0, 0, 0, 1); glClearColor(0, 0, 0, 1);
m_program = new QOpenGLShaderProgram; modelProgramPtr = new QOpenGLShaderProgram;
if (!m_program->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/shader.vert")) if (!modelProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/model.vert"))
qDebug() << "ERROR:" << m_program->log(); qDebug() << "ERROR:" << modelProgramPtr->log();
if (!m_program->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/shader.frag")) if (!modelProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/model.frag"))
qDebug() << "ERROR:" << m_program->log(); qDebug() << "ERROR:" << modelProgramPtr->log();
if (!m_program->link()) if (!modelProgramPtr->link())
qDebug() << "ERROR:" << m_program->log(); qDebug() << "ERROR:" << modelProgramPtr->log();
m_program->bind();
model = Model::createModel("Models/Sponza/Sponza.gltf", context(), m_program); finalProgramPtr = new QOpenGLShaderProgram;
if (!finalProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/final.vert"))
qDebug() << "ERROR:" << finalProgramPtr->log();
if (!finalProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/final.frag"))
qDebug() << "ERROR:" << finalProgramPtr->log();
if (!finalProgramPtr->link())
qDebug() << "ERROR:" << finalProgramPtr->log();
finalProgramPtr->bind();
finalProgramPtr->setUniformValue("gBaseColor", 0);
finalProgramPtr->setUniformValue("gNormal", 1);
finalProgramPtr->setUniformValue("gPosition", 2);
finalProgramPtr->setUniformValue("gMetallicRoughness", 3);
finalProgramPtr->release();
/*m_vao.create(); model = Model::createModel("Models/Sponza/Sponza.gltf", context(), modelProgramPtr);
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
m_vbo.create();
m_vbo.bind();
quadVAO.create();
QOpenGLVertexArrayObject::Binder vaoBinder(&quadVAO);
quadVBO.create();
quadVBO.bind();
GLfloat vertex[] = { GLfloat vertex[] = {
-1,-1, 0, 0,0, // positions // texture Coords
1,-1, 0, 1,0, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1, 1, 0, 0,1, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
}; };
m_vbo.allocate(vertex, sizeof(vertex)); quadVBO.allocate(vertex, sizeof(vertex));
m_vbo.bind(); quadVBO.bind();
QOpenGLFunctions_4_5_Compatibility* f = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_5_Compatibility>(); QOpenGLFunctions_4_5_Compatibility* f = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_5_Compatibility>();
f->glEnableVertexAttribArray(0); f->glEnableVertexAttribArray(0);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
@ -66,37 +78,70 @@ void RendererWidget::initializeGL()
f->glEnableVertexAttribArray(1); f->glEnableVertexAttribArray(1);
f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
reinterpret_cast<void*>(3 * sizeof(GLfloat))); reinterpret_cast<void*>(3 * sizeof(GLfloat)));
m_vbo.release();*/ quadVBO.release();
} }
QVector3D lightPositions[] = { QVector3D(0,0,0), QVector3D(100,100,100) ,QVector3D(-100,100,100) ,QVector3D(100,100,-100) }; QVector3D lightPositions[] = { QVector3D(0,0,0), QVector3D(100,100,100) ,QVector3D(-100,100,100) ,QVector3D(100,100,-100) };
QVector3D lightColors[] = { QVector3D(150000,150000,150000), QVector3D(0,0,0) ,QVector3D(0,0,0) ,QVector3D(0,0,0) }; QVector3D lightColors[] = { QVector3D(150000,150000,130000), QVector3D(0,0,0) ,QVector3D(0,0,0) ,QVector3D(0,0,0) };
void RendererWidget::paintGL() void RendererWidget::paintGL()
{ {
//std::cout << (double)CLOCKS_PER_SEC/(std::clock() -lastFrame) << std::endl; fboPtr->bind();
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
modelProgramPtr->bind();
modelProgramPtr->setUniformValue("view", camera.GetViewMatrix());
model->draw();
modelProgramPtr->release();
}
fboPtr->release();
//QOpenGLFramebufferObject::blitFramebuffer(nullptr, QRect(0, 0, 2*width(), 2*height()), fboPtr, QRect(0, 0, 1156, 756));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QOpenGLVertexArrayObject::Binder vaoBinder(&quadVAO);
finalProgramPtr->bind();
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); finalProgramPtr->setUniformValue(modelProgramPtr->uniformLocation("camPos"), camera.Position);
m_program->bind();
// camera/view transformation
QMatrix4x4 view = camera.GetViewMatrix();
m_program->setUniformValue(m_program->uniformLocation("view"), view);
m_program->setUniformValue(m_program->uniformLocation("camPos"), camera.Position);
lightPositions[0] = camera.Position; lightPositions[0] = camera.Position;
m_program->setUniformValueArray("lightPositions", lightPositions, 4); finalProgramPtr->setUniformValueArray("lightPositions", lightPositions, 4);
m_program->setUniformValueArray("lightColors", lightColors, 4); finalProgramPtr->setUniformValueArray("lightColors", lightColors, 4);
//glDrawArrays(GL_TRIANGLES, 0, 3);
model->draw(); QVector<GLuint> gbuffers = fboPtr->textures();
m_program->release(); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gbuffers[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gbuffers[1]);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gbuffers[2]);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, gbuffers[3]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
finalProgramPtr->release();
} }
void RendererWidget::resizeGL(int width, int height) void RendererWidget::resizeGL(int width, int height)
{ {
m_program->bind(); //qDebug() << devicePixelRatio() << width << height;
QMatrix4x4 projection; //glViewport(0, 0, (GLint)devicePixelRatio()*width, (GLint)devicePixelRatio()*height);
projection.perspective(camera.Zoom, (float)width / (float)height, 10.f, 10000.0f); if (fboPtr != nullptr)
m_program->setUniformValue(m_program->uniformLocation("projection"), projection); delete fboPtr;
fboPtr = new QOpenGLFramebufferObject(devicePixelRatio() * width, devicePixelRatio() * height, QOpenGLFramebufferObject::Depth, GL_TEXTURE_2D);
fboPtr->bind();
fboPtr->addColorAttachment(devicePixelRatio() * width, devicePixelRatio() * height, GL_RGB16F);
fboPtr->addColorAttachment(devicePixelRatio() * width, devicePixelRatio() * height, GL_RGB16F);
fboPtr->addColorAttachment(devicePixelRatio() * width, devicePixelRatio() * height, GL_RG);
GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, attachments);
fboPtr->bind();
{
modelProgramPtr->bind();
QMatrix4x4 projection;
projection.perspective(camera.Zoom, (float)width / (float)height, 10.f, 10000.0f);
modelProgramPtr->setUniformValue("projection", projection);
modelProgramPtr->release();
}
fboPtr->release();
} }
void RendererWidget::timerEvent(QTimerEvent* event) void RendererWidget::timerEvent(QTimerEvent* event)

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@ -5,6 +5,7 @@
#include <QOpenGLShaderProgram> #include <QOpenGLShaderProgram>
#include <QOpenGLBuffer> #include <QOpenGLBuffer>
#include <QOpenGLVertexArrayObject> #include <QOpenGLVertexArrayObject>
#include <QOpenGLFramebufferObject>
#include <QKeyEvent> #include <QKeyEvent>
#include "Camera.h" #include "Camera.h"
#include "Model.h" #include "Model.h"
@ -30,9 +31,11 @@ private:
Camera camera; Camera camera;
clock_t lastFrame; clock_t lastFrame;
float deltaTime; float deltaTime;
QOpenGLShaderProgram* m_program = nullptr; QOpenGLShaderProgram* modelProgramPtr = nullptr;
QOpenGLBuffer m_vbo; QOpenGLShaderProgram* finalProgramPtr = nullptr;
QOpenGLVertexArrayObject m_vao; QOpenGLFramebufferObject* fboPtr = nullptr;
QOpenGLBuffer quadVBO;
QOpenGLVertexArrayObject quadVAO;
Model* model; Model* model;
}; };

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@ -0,0 +1,112 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D gBaseColor;
uniform sampler2D gNormal;
uniform sampler2D gPosition;
uniform sampler2D gMetallicRoughness;
// lights
uniform vec3 lightPositions[4];
uniform vec3 lightColors[4];
uniform vec3 camPos;
const float PI = 3.14159265359;
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH;
float nom = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
// ----------------------------------------------------------------------------
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
void main()
{
vec3 albedo = pow(texture(gBaseColor, TexCoords).rgb, vec3(2.2));
float metallic = texture(gMetallicRoughness, TexCoords).g;
float roughness = texture(gMetallicRoughness, TexCoords).r;
vec3 N = texture(gNormal, TexCoords).xyz;
vec3 WorldPos = texture(gPosition, TexCoords).xyz;
vec3 V = normalize(camPos - WorldPos);
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallic);
// reflectance equation
vec3 Lo = vec3(0.0);
for(int i = 0; i < 1; ++i)
{
// calculate per-light radiance
vec3 L = normalize(lightPositions[i] - WorldPos);
vec3 H = normalize(V + L);
float distance = length(lightPositions[i] - WorldPos);
float attenuation = 1.0 / (distance * distance);
vec3 radiance = lightColors[i] * attenuation;
// cook-torrance brdf
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
F = clamp(F,vec3(0),vec3(1));
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 nominator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
vec3 specular = nominator / denominator;
// add to outgoing radiance Lo
float NdotL = max(dot(N, L), 0.0);
Lo += (kD * albedo / PI + specular) * radiance * NdotL;
}
vec3 ambient = vec3(0.03) * albedo;
vec3 color = ambient + Lo;
color = color / (color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
FragColor = vec4(color, 1.0);
}

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@ -0,0 +1,11 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
TexCoords = aTexCoords;
gl_Position = vec4(aPos, 1.0);
}

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@ -0,0 +1,47 @@
#version 330 core
uniform sampler2D texture_basecolor;
uniform sampler2D texture_metallic_roughness;
uniform sampler2D texture_normal;
layout (location = 0) out vec4 gBaseColor;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec3 gPosition;
layout (location = 3) out vec2 gMetallicRoughness;
in vec2 TexCoords;
in vec3 WorldPos;
in vec3 Normal;
vec3 getNormalFromMap()
{
vec3 tangentNormal = texture(texture_normal, TexCoords).xyz * 2.0 - 1.0;
vec3 Q1 = dFdx(WorldPos);
vec3 Q2 = dFdy(WorldPos);
vec2 st1 = dFdx(TexCoords);
vec2 st2 = dFdy(TexCoords);
vec3 N = normalize(Normal);
vec3 T = normalize(Q1*st2.t - Q2*st1.t);
vec3 B = -normalize(cross(N, T));
mat3 TBN = mat3(T, B, N);
return normalize(TBN * tangentNormal);
}
void main()
{
//gBaseColor = vec4(1,0,0,1);
gBaseColor = texture(texture_basecolor, TexCoords);
if(gBaseColor.a<0.4)
discard;
gPosition = WorldPos;
gNormal = getNormalFromMap();
gMetallicRoughness = texture(texture_metallic_roughness, TexCoords).gb;
}

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@ -0,0 +1,22 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec2 TexCoords;
out vec3 WorldPos;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
TexCoords = aTexCoords;
WorldPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(model) * aNormal;
gl_Position = projection * view * vec4(WorldPos, 1.0);
}

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@ -77,7 +77,7 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0)
void main() void main()
{ {
vec4 baseColor = texture(texture_basecolor, TexCoords); vec4 baseColor = texture(texture_basecolor, TexCoords);
if(baseColor.a==0) if(baseColor.a<0.4)
discard; discard;
vec3 albedo = pow(baseColor.rgb, vec3(2.2)); vec3 albedo = pow(baseColor.rgb, vec3(2.2));

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@ -2,4 +2,8 @@
采用pbr材质现在有一个光源和摄像机绑定足以分辨出不同材质的效果 采用pbr材质现在有一个光源和摄像机绑定足以分辨出不同材质的效果
TODO改用延迟渲染并指定一块材质使用独立管线进行纹理采样 TODO
- [x] 改用延迟渲染
- [ ] 指定一块材质使用独立管线进行纹理采样