fix render advanced pipeline issues

This commit is contained in:
MihailRis 2025-07-12 17:31:55 +03:00
parent 0ab23a117d
commit ac9772cd67
12 changed files with 192 additions and 86 deletions

View File

@ -24,15 +24,19 @@ uniform vec3 u_sunDir;
void main() {
float shadow = calc_shadow(a_modelpos, a_realnormal, a_distance);
vec3 fogColor = texture(u_skybox, a_dir).rgb;
vec4 tex_color = texture(u_texture0, a_texCoord);
float alpha = a_color.a * tex_color.a;
vec4 texColor = texture(u_texture0, a_texCoord);
float alpha = a_color.a * texColor.a;
// anyway it's any alpha-test alternative required
if (alpha < (u_alphaClip ? 0.5f : 0.15f)) {
discard;
}
f_color = a_color * tex_color * shadow;
f_color = a_color * texColor * shadow;
#ifndef ADVANCED_RENDER
vec3 fogColor = texture(u_skybox, a_dir).rgb;
f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
#endif
f_color.a = alpha;
f_position = vec4(a_position, 1.0);
f_normal = vec4(a_normal, 1.0);

View File

@ -25,7 +25,6 @@ uniform bool u_debugNormals;
#include <shadows>
void main() {
//vec3 fogColor = texture(u_skybox, a_dir).rgb;
vec4 texColor = texture(u_texture0, a_texCoord);
float alpha = texColor.a;
if (u_alphaClip) {
@ -43,7 +42,12 @@ void main() {
}
f_color = texColor;
f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight);
//f_color = mix(f_color, vec4(fogColor, 1.0), a_fog * 0.0);
#ifndef ADVANCED_RENDER
vec3 fogColor = texture(u_skybox, a_dir).rgb;
f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
#endif
f_color.a = alpha;
f_position = vec4(a_position, 1.0);
f_normal = vec4(a_normal, 1.0);

View File

@ -158,7 +158,6 @@ public:
}
bool processVersionDirective() {
parsing_warning(filename, line, "removed #version directive");
source_line(ss, line);
skipLine();
return false;

View File

@ -96,3 +96,7 @@ uint Framebuffer::getWidth() const {
uint Framebuffer::getHeight() const {
return height;
}
uint Framebuffer::getFBO() const {
return fbo;
}

View File

@ -37,4 +37,6 @@ public:
uint getWidth() const;
/// @brief Get framebuffer height
uint getHeight() const;
uint getFBO() const;
};

View File

@ -181,9 +181,9 @@ void GBuffer::bindSSAOBuffer() const {
glBindTexture(GL_TEXTURE_2D, ssaoBuffer);
}
void GBuffer::bindDepthBuffer() {
void GBuffer::bindDepthBuffer(int drawFbo) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFbo);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}

View File

@ -16,7 +16,7 @@ public:
void bindBuffers() const;
void bindSSAOBuffer() const;
void bindDepthBuffer();
void bindDepthBuffer(int drawFbo);
void resize(uint width, uint height);

View File

@ -77,7 +77,9 @@ void PostProcessing::refreshFbos(uint width, uint height) {
}
void PostProcessing::bindDepthBuffer() {
gbuffer->bindDepthBuffer();
if (gbuffer) {
gbuffer->bindDepthBuffer(fbo->getFBO());
}
}
void PostProcessing::configureEffect(
@ -118,7 +120,7 @@ void PostProcessing::configureEffect(
shader.uniformMatrix("u_inverseView", glm::inverse(camera.getView()));
}
void PostProcessing::render(
void PostProcessing::renderDeferredShading(
const DrawContext& context,
const Assets& assets,
float timer,
@ -129,18 +131,9 @@ void PostProcessing::render(
const glm::mat4& shadowMatrix2,
uint shadowMapResolution
) {
if (fbo == nullptr && gbuffer == nullptr) {
throw std::runtime_error("'use(...)' was never called");
if (gbuffer == nullptr) {
throw std::runtime_error("gbuffer is not initialized");
}
int totalPasses = 0;
for (const auto& effect : effectSlots) {
totalPasses +=
(effect != nullptr && effect->isActive() &&
!(effect->isAdvanced() && gbuffer == nullptr));
}
const auto& vp = context.getViewport();
refreshFbos(vp.x, vp.y);
glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS0);
glBindTexture(GL_TEXTURE_2D, shadowMap);
@ -149,43 +142,47 @@ void PostProcessing::render(
glBindTexture(GL_TEXTURE_2D, shadowMap2);
// Generating ssao
if (gbuffer) {
gbuffer->bindBuffers();
gbuffer->bindBuffers();
glActiveTexture(GL_TEXTURE0 + TARGET_SSAO);
glBindTexture(GL_TEXTURE_2D, noiseTexture);
glActiveTexture(GL_TEXTURE0 + TARGET_SSAO);
glBindTexture(GL_TEXTURE_2D, noiseTexture);
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
auto& ssaoEffect = assets.require<PostEffect>("ssao");
auto& shader = ssaoEffect.use();
configureEffect(
context,
ssaoEffect,
shader,
timer,
camera,
shadowMap,
shadowMap2,
shadowMatrix,
shadowMatrix2,
shadowMapResolution
);
gbuffer->bindSSAO();
quadMesh->draw();
gbuffer->unbind();
auto& ssaoEffect = assets.require<PostEffect>("ssao");
auto& shader = ssaoEffect.use();
configureEffect(
context,
ssaoEffect,
shader,
timer,
camera,
shadowMap,
shadowMap2,
shadowMatrix,
shadowMatrix2,
shadowMapResolution
);
gbuffer->bindSSAO();
quadMesh->draw();
gbuffer->unbind();
{
auto viewport = context.getViewport();
refreshFbos(viewport.x, viewport.y);
auto ctx = context.sub();
ctx.setFramebuffer(fbo.get());
glActiveTexture(GL_TEXTURE0 + TARGET_SSAO);
gbuffer->bindSSAOBuffer();
} else {
glActiveTexture(GL_TEXTURE0);
fbo->getTexture()->bind();
}
if (totalPasses == 0) {
auto& effect = assets.require<PostEffect>(
gbuffer ? "deferred_lighting" : "default"
);
glActiveTexture(GL_TEXTURE0);
gbuffer->bindBuffers();
// TODO: move upper & move skybox->draw(...) here
auto& effect = assets.require<PostEffect>("deferred_lighting");
auto& shader = effect.use();
configureEffect(
context,
@ -200,6 +197,44 @@ void PostProcessing::render(
shadowMapResolution
);
quadMesh->draw();
}
}
void PostProcessing::render(
const DrawContext& context,
const Assets& assets,
float timer,
const Camera& camera,
uint shadowMap,
uint shadowMap2,
const glm::mat4& shadowMatrix,
const glm::mat4& shadowMatrix2,
uint shadowMapResolution
) {
if (fbo == nullptr) {
throw std::runtime_error("'use(...)' was never called");
}
int totalPasses = 0;
for (const auto& effect : effectSlots) {
totalPasses +=
(effect != nullptr && effect->isActive() &&
!(effect->isAdvanced() && gbuffer == nullptr));
}
const auto& vp = context.getViewport();
refreshFbos(vp.x, vp.y);
glActiveTexture(GL_TEXTURE0);
fbo->getTexture()->bind();
if (totalPasses == 0) {
// TODO: move upper & move skybox->draw(...) here
auto& effect = assets.require<PostEffect>("default");
auto& shader = effect.use();
configureEffect(
context, effect, shader, timer, camera, 0, 0, {}, {}, 0
);
quadMesh->draw();
return;
}
@ -251,9 +286,6 @@ PostEffect* PostProcessing::getEffect(size_t slot) {
}
std::unique_ptr<ImageData> PostProcessing::toImage() {
if (gbuffer) {
return gbuffer->toImage();
}
return fbo->getTexture()->readData();
}

View File

@ -35,6 +35,18 @@ public:
/// @param context graphics context will be modified
void use(DrawContext& context, bool gbufferPipeline);
void renderDeferredShading(
const DrawContext& context,
const Assets& assets,
float timer,
const Camera& camera,
uint shadowMap,
uint shadowMap2,
const glm::mat4& shadowMatrix,
const glm::mat4& shadowMatrix2,
uint shadowMapResolution
);
/// @brief Render fullscreen quad using the passed shader
/// with framebuffer texture bound
/// @param context graphics context

View File

@ -38,6 +38,7 @@
#include "graphics/core/LineBatch.hpp"
#include "graphics/core/Mesh.hpp"
#include "graphics/core/PostProcessing.hpp"
#include "graphics/core/Framebuffer.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/core/Font.hpp"
@ -137,6 +138,7 @@ void WorldRenderer::setupWorldShader(
if (shadows) {
const auto& worldInfo = level.getWorld()->getInfo();
float cloudsIntensity = glm::max(worldInfo.fog, weather.clouds());
shader.uniform1i("u_screen", 0);
shader.uniformMatrix("u_shadowsMatrix[0]", shadowCamera.getProjView());
shader.uniformMatrix("u_shadowsMatrix[1]", wideShadowCamera.getProjView());
shader.uniform3f("u_sunDir", shadowCamera.front);
@ -223,22 +225,6 @@ void WorldRenderer::renderLevel(
if (!pause) {
scripting::on_frontend_render();
}
setupWorldShader(entityShader, camera, settings, fogFactor);
std::array<const WeatherPreset*, 2> weatherInstances {&weather.a, &weather.b};
for (const auto& weather : weatherInstances) {
float maxIntensity = weather->fall.maxIntensity;
float zero = weather->fall.minOpacity;
float one = weather->fall.maxOpacity;
float t = (weather->intensity * (one - zero)) * maxIntensity + zero;
entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
entityShader.uniform1f("u_opacity", weather->fall.opaque ? t * t : t);
if (weather->intensity > 1.e-3f && !weather->fall.texture.empty()) {
precipitation->render(camera, pause ? 0.0f : delta, *weather);
}
}
skybox->unbind();
}
@ -430,6 +416,7 @@ void WorldRenderer::draw(
float uiDelta,
PostProcessing& postProcessing
) {
// TODO: REFACTOR WHOLE RENDER ENGINE
float delta = uiDelta * !pause;
timer += delta;
weather.update(delta);
@ -451,19 +438,37 @@ void WorldRenderer::draw(
shadowMap = std::make_unique<ShadowMap>(resolution);
wideShadowMap = std::make_unique<ShadowMap>(resolution);
shadows = true;
Shader::preprocessor->define("ENABLE_SHADOWS", "true");
mainShader.recompile();
entityShader.recompile();
deferredShader.recompile();
} else if (shadowsQuality == 0 && shadows) {
shadowMap.reset();
wideShadowMap.reset();
shadows = false;
Shader::preprocessor->undefine("ENABLE_SHADOWS");
}
CompileTimeShaderSettings currentSettings {
gbufferPipeline, shadows
};
if (
prevCTShaderSettings.advancedRender != currentSettings.advancedRender ||
prevCTShaderSettings.shadows != currentSettings.shadows
) {
if (shadows) {
Shader::preprocessor->define("ENABLE_SHADOWS", "true");
} else {
Shader::preprocessor->undefine("ENABLE_SHADOWS");
}
if (gbufferPipeline) {
Shader::preprocessor->define("ADVANCED_RENDER", "true");
} else {
Shader::preprocessor->undefine("ADVANCED_RENDER");
}
mainShader.recompile();
entityShader.recompile();
deferredShader.recompile();
prevCTShaderSettings = currentSettings;
}
if (shadows && shadowMap->getResolution() != resolution) {
shadowMap = std::make_unique<ShadowMap>(resolution);
wideShadowMap = std::make_unique<ShadowMap>(resolution);
@ -513,10 +518,52 @@ void WorldRenderer::draw(
texts->render(pctx, camera, settings, hudVisible, true);
}
skybox->bind();
deferredShader.use();
float fogFactor =
15.0f / static_cast<float>(settings.chunks.loadDistance.get() - 2);
setupWorldShader(deferredShader, camera, settings, fogFactor);
if (gbufferPipeline) {
deferredShader.use();
setupWorldShader(deferredShader, camera, settings, fogFactor);
postProcessing.renderDeferredShading(
pctx,
assets,
timer,
camera,
shadows ? shadowMap->getDepthMap() : 0,
shadows ? wideShadowMap->getDepthMap() : 0,
shadowCamera.getProjView(),
wideShadowCamera.getProjView(),
shadows ? shadowMap->getResolution() : 0
);
}
{
DrawContext ctx = pctx.sub();
ctx.setDepthTest(true);
if (gbufferPipeline) {
postProcessing.bindDepthBuffer();
} else {
postProcessing.getFramebuffer()->bind();
}
// Drawing background sky plane
skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
entityShader.use();
setupWorldShader(entityShader, camera, settings, fogFactor);
std::array<const WeatherPreset*, 2> weatherInstances {&weather.a, &weather.b};
for (const auto& weather : weatherInstances) {
float maxIntensity = weather->fall.maxIntensity;
float zero = weather->fall.minOpacity;
float one = weather->fall.maxOpacity;
float t = (weather->intensity * (one - zero)) * maxIntensity + zero;
entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
entityShader.uniform1f("u_opacity", weather->fall.opaque ? t * t : t);
if (weather->intensity > 1.e-3f && !weather->fall.texture.empty()) {
precipitation->render(camera, pause ? 0.0f : delta, *weather);
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
postProcessing.render(
pctx,
assets,
@ -528,13 +575,7 @@ void WorldRenderer::draw(
wideShadowCamera.getProjView(),
shadows ? shadowMap->getResolution() : 0
);
{
DrawContext ctx = pctx.sub();
ctx.setDepthTest(true);
postProcessing.bindDepthBuffer();
// Drawing background sky plane
skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
}
skybox->unbind();
if (player.currentCamera == player.fpCamera) {
DrawContext ctx = pctx.sub();

View File

@ -35,6 +35,11 @@ class ShadowMap;
class GBuffer;
struct EngineSettings;
struct CompileTimeShaderSettings {
bool advancedRender = false;
bool shadows = false;
};
class WorldRenderer {
Engine& engine;
const Level& level;
@ -59,6 +64,8 @@ class WorldRenderer {
bool gbufferPipeline = false;
bool shadows = false;
CompileTimeShaderSettings prevCTShaderSettings {};
/// @brief Render block selection lines
void renderBlockSelection();

View File

@ -519,6 +519,7 @@ public:
}
std::unique_ptr<ImageData> takeScreenshot() override {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
auto data = std::make_unique<ubyte[]>(size.x * size.y * 3);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, size.x, size.y, GL_RGB, GL_UNSIGNED_BYTE, data.get());