renderer_.d 10.0 KB

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  1. module three.rendererx;
  2. import three.common;
  3. import three.scene;
  4. import three.camera;
  5. import three.renderTarget;
  6. import three.viewport;
  7. import std.string : toStringz;
  8. import std.exception : collectException;
  9. enum deferredRendererVertexShaderSource = "
  10. #version 420 core
  11. layout(location = 0) in vec3 in_position;
  12. layout(location = 1) in vec3 in_normal;
  13. layout(location = 2) in vec2 in_texcoord;
  14. layout(location = 3) in vec4 in_color;
  15. //==============
  16. out vec2 _normal;
  17. out vec2 _texture;
  18. out vec3 _color;
  19. //==============
  20. out gl_PerVertex
  21. {
  22. vec4 gl_Position;
  23. };
  24. vec2 encode(vec3 n)
  25. {
  26. float f = sqrt(8*n.z+8);
  27. return n.xy / f + 0.5;
  28. }
  29. void main()
  30. {
  31. gl_Position = vec4(0.005 * in_position.x, 0.005 * in_position.y, 0.005* in_position.z, 1.0);
  32. _normal = encode(in_normal);
  33. _texture = in_texcoord;
  34. _color = in_color.xyz;
  35. };
  36. ";
  37. enum deferredRendererFragmentShaderSource = "
  38. #version 420 core
  39. //==============
  40. in vec2 _normal;
  41. in vec2 _texture;
  42. in vec3 _color;
  43. //==============
  44. layout(location = 0) out float depth;
  45. layout(location = 1) out vec4 normal;
  46. layout(location = 2) out vec4 color;
  47. void main()
  48. {
  49. depth = gl_FragCoord.z;
  50. normal.xy = _normal.xy;
  51. color.xyz = _color;
  52. }
  53. ";
  54. struct GBuffer {
  55. uint width;
  56. uint height;
  57. GLuint texturePosition;
  58. GLuint textureNormal;
  59. GLuint textureColor;
  60. GLuint textureDepthStencil;
  61. GLuint fbo;
  62. }
  63. void construct(out GBuffer gBuffer, uint width, uint height) nothrow {
  64. gBuffer.width = width;
  65. gBuffer.height = height;
  66. glCheck!glGenTextures(1, &gBuffer.texturePosition);
  67. glCheck!glBindTexture(GL_TEXTURE_2D, gBuffer.texturePosition);
  68. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  69. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  70. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  71. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  72. // glCheck!glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
  73. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32F, width, height);
  74. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_FLOAT, null);
  75. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  76. glCheck!glGenTextures(1, &gBuffer.textureNormal);
  77. glCheck!glBindTexture(GL_TEXTURE_2D, gBuffer.textureNormal);
  78. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  79. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  80. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  81. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  82. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB10_A2, width, height);
  83. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null);
  84. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  85. glCheck!glGenTextures(1, &gBuffer.textureColor);
  86. glCheck!glBindTexture(GL_TEXTURE_2D, gBuffer.textureColor);
  87. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
  88. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null);
  89. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  90. glCheck!glGenTextures(1, &gBuffer.textureDepthStencil);
  91. glCheck!glBindTexture(GL_TEXTURE_2D, gBuffer.textureDepthStencil);
  92. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, width, height);
  93. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, null);
  94. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  95. glCheck!glGenFramebuffers(1, &gBuffer.fbo);
  96. glCheck!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gBuffer.fbo);
  97. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 0, GL_TEXTURE_2D, gBuffer.texturePosition, 0);
  98. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 1, GL_TEXTURE_2D, gBuffer.textureNormal, 0);
  99. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 2, GL_TEXTURE_2D, gBuffer.textureColor, 0);
  100. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, gBuffer.textureDepthStencil, 0);
  101. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  102. }
  103. void destruct(ref GBuffer gBuffer) nothrow {
  104. glCheck!glDeleteFramebuffers(1, &gBuffer.fbo);
  105. glCheck!glDeleteTextures(1, &gBuffer.textureDepthStencil);
  106. glCheck!glDeleteTextures(1, &gBuffer.textureColor);
  107. glCheck!glDeleteTextures(1, &gBuffer.textureNormal);
  108. glCheck!glDeleteTextures(1, &gBuffer.texturePosition);
  109. gBuffer = GBuffer.init;
  110. }
  111. struct Pipeline {
  112. GLuint pipeline;
  113. GLuint vertexShaderGeometryPass;
  114. GLuint fragmentShaderGeometryPass;
  115. }
  116. void construct(out Pipeline pipeline) nothrow {
  117. glCheck!glGenProgramPipelines(1, &pipeline.pipeline);
  118. auto szVertexSource = [deferredRendererVertexShaderSource.toStringz()];
  119. pipeline.vertexShaderGeometryPass = glCheck!glCreateShaderProgramv(GL_VERTEX_SHADER, 1, szVertexSource.ptr);
  120. int len;
  121. glCheck!glGetProgramiv(pipeline.vertexShaderGeometryPass, GL_INFO_LOG_LENGTH , &len);
  122. if (len > 1) {
  123. char[] msg = new char[len];
  124. glCheck!glGetProgramInfoLog(pipeline.vertexShaderGeometryPass, len, null, cast(char*) msg);
  125. log(cast(string)msg).collectException;
  126. }
  127. auto szFragmentSource = [deferredRendererFragmentShaderSource.toStringz()];
  128. pipeline.fragmentShaderGeometryPass = glCheck!glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, szFragmentSource.ptr);
  129. // int len;
  130. glCheck!glGetProgramiv(pipeline.fragmentShaderGeometryPass, GL_INFO_LOG_LENGTH , &len);
  131. if (len > 1) {
  132. char[] msg = new char[len];
  133. glCheck!glGetProgramInfoLog(pipeline.fragmentShaderGeometryPass, len, null, cast(char*) msg);
  134. log(cast(string)msg).collectException;
  135. }
  136. glCheck!glUseProgramStages(pipeline.pipeline, GL_VERTEX_SHADER_BIT, pipeline.vertexShaderGeometryPass);
  137. glCheck!glUseProgramStages(pipeline.pipeline, GL_FRAGMENT_SHADER_BIT, pipeline.fragmentShaderGeometryPass);
  138. glCheck!glValidateProgramPipeline(pipeline.pipeline);
  139. GLint status;
  140. glCheck!glGetProgramPipelineiv(pipeline.pipeline, GL_VALIDATE_STATUS, &status);
  141. //TODO: add error handling
  142. assert(status != 0);
  143. }
  144. void destruct(ref Pipeline pipeline) nothrow {
  145. glDeleteProgramPipelines(1, &pipeline.pipeline);
  146. pipeline = Pipeline.init;
  147. }
  148. struct OpenGlTiledDeferredRenderer {
  149. GBuffer gBuffer;
  150. Pipeline pipeline;
  151. }
  152. void construct(out OpenGlTiledDeferredRenderer deferredRenderer, uint width, uint height) nothrow {
  153. deferredRenderer.gBuffer.construct(width, height);
  154. deferredRenderer.pipeline.construct();
  155. }
  156. void destruct(ref OpenGlTiledDeferredRenderer deferredRenderer) nothrow {
  157. deferredRenderer.pipeline.destruct();
  158. deferredRenderer.gBuffer.destruct();
  159. deferredRenderer = OpenGlTiledDeferredRenderer.init;
  160. }
  161. // draw the scene supersampled with renderer's with+height onto renderTarget at position+size of viewport
  162. void renderOneFrame(ref OpenGlTiledDeferredRenderer renderer, ref Scene scene, ref Camera camera, ref RenderTarget renderTarget, ref Viewport viewport) {
  163. // 1. Render the (opaque) geometry into the G-Buffers.
  164. // 2. Construct a screen space grid, covering the frame buffer, with some fixed tile
  165. // size, t = (x, y), e.g. 32 × 32 pixels.
  166. // 3. For each light: find the screen space extents of the light volume and append the
  167. // light ID to each affected grid cell.
  168. // 4. For each fragment in the frame buffer, with location f = (x, y).
  169. // (a) sample the G-Buffers at f.
  170. // (b) accumulate light contributions from all lights in tile at ⌊f /t⌋
  171. // (c) output total light contributions to frame buffer at f
  172. with(renderer.gBuffer) glCheck!glViewport(0, 0, width, height);
  173. //enable depth mask _before_ glClear ing the depth buffer!
  174. glCheck!glDepthMask(GL_TRUE); scope(exit) glCheck!glDepthMask(GL_FALSE);
  175. glCheck!glEnable(GL_DEPTH_TEST); scope(exit) glCheck!glDisable(GL_DEPTH_TEST);
  176. glCheck!glDepthFunc(GL_LEQUAL);
  177. //bind gBuffer
  178. glCheck!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, renderer.gBuffer.fbo); scope(exit) glCheck!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  179. GLenum[] drawBuffers = [GL_COLOR_ATTACHMENT0 + 0, GL_COLOR_ATTACHMENT0 + 1, GL_COLOR_ATTACHMENT0 + 2];
  180. glCheck!glDrawBuffers(drawBuffers.length, drawBuffers.ptr); scope(exit) glCheck!glDrawBuffer(GL_NONE);
  181. glCheck!glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
  182. // glCheck!glClearColor(0, 0, 0.3, 1);
  183. //bind pipeline
  184. glCheck!glBindProgramPipeline(renderer.pipeline.pipeline); scope(exit) glCheck!glBindProgramPipeline(0);
  185. {// Draw Geometry
  186. scope(exit) glCheck!glBindVertexArray(0);
  187. scope(exit) glCheck!glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // TODO: GL_ELEMENT_ARRAY_BUFFER should be vao state, but bugs might make this necessary
  188. for(size_t meshIdx = 0; meshIdx < scene.mesh.cnt; ++meshIdx) {
  189. glCheck!glBindVertexArray(scene.mesh.vao[meshIdx]);
  190. glCheck!glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, scene.mesh.vboIndices[meshIdx]); // TODO: GL_ELEMENT_ARRAY_BUFFER should be vao state, but bugs might make this necessary
  191. // DrawElementsIndirectCommand
  192. // glCheck!glcommand
  193. version(none) { //inefficient. use glMultiDrawElementsIndirect instead
  194. glCheck!glDrawElements(GL_TRIANGLES, scene.mesh.cntIndices[meshIdx], GL_UNSIGNED_INT, null);
  195. }
  196. }
  197. // glCheck!glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_INT, null, scene.mesh.cnt, 0);
  198. }
  199. }
  200. debug {
  201. void blitGBufferToScreen(ref OpenGlTiledDeferredRenderer renderer) {
  202. glCheck!glBindFramebuffer(GL_READ_FRAMEBUFFER, renderer.gBuffer.fbo); scope(exit) glCheck!glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
  203. GLsizei width = renderer.gBuffer.width;
  204. GLsizei height = renderer.gBuffer.height;
  205. scope(exit) glCheck!glReadBuffer(GL_NONE);
  206. glCheck!glReadBuffer(GL_COLOR_ATTACHMENT0 + 0);
  207. glCheck!glBlitFramebuffer(0, 0, width, height, 0, height-300, 400, height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
  208. glCheck!glReadBuffer(GL_COLOR_ATTACHMENT0 + 1);
  209. glCheck!glBlitFramebuffer(0, 0, width, height, 0, 0, 400, 300, GL_COLOR_BUFFER_BIT, GL_LINEAR);
  210. glCheck!glReadBuffer(GL_COLOR_ATTACHMENT0 + 2);
  211. glCheck!glBlitFramebuffer(0, 0, width, height, width-400, height-300, width, height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
  212. }
  213. }