Add support for transparent mesh sorting
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2ade6919d1
commit
97adb2fd3b
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@ -25,8 +25,8 @@ void runProgram(GLFWwindow* window, CommandLineOptions options)
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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//enable alpha
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//enable alpha
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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// Set default colour after clearing the colour buffer
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// Set default colour after clearing the colour buffer
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glClearColor(0.3f, 0.5f, 0.8f, 1.0f);
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glClearColor(0.3f, 0.5f, 0.8f, 1.0f);
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@ -10,6 +10,7 @@
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#include <glm/vec3.hpp>
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#include <glm/vec3.hpp>
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#include <iostream>
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#include <iostream>
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#include <string>
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#include <string>
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#include <algorithm>
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#include <utilities/glfont.h>
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#include <utilities/glfont.h>
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#include <utilities/shader.hpp>
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#include <utilities/shader.hpp>
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#include <utilities/timeutils.h>
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#include <utilities/timeutils.h>
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@ -119,7 +120,14 @@ void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
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}
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}
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// traverses and renders one and one node
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// traverses and renders one and one node
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void renderNode(SceneNode* node, Gloom::Shader* parent_shader) {
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struct NodeDistShader{
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SceneNode* node;
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Gloom::Shader* s;
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float dist;
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NodeDistShader(SceneNode* node, Gloom::Shader* s, float dist)
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: node(node), s(s), dist(dist) {}
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};
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void renderNode(SceneNode* node, Gloom::Shader* parent_shader, vector<NodeDistShader>* transparent_nodes=nullptr, bool do_recursive=true) {
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struct Light { // lights as stored in the shader
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struct Light { // lights as stored in the shader
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// coordinates in MV space
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// coordinates in MV space
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vec3 position; // MV
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vec3 position; // MV
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@ -158,7 +166,11 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader) {
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switch(node->nodeType) {
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switch(node->nodeType) {
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case GEOMETRY:
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case GEOMETRY:
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if(node->vertexArrayObjectID != -1) {
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if (transparent_nodes!=nullptr && node->has_transparancy()) {
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// defer to sorted pass later on
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transparent_nodes->emplace_back(node, node_shader, (float)glm::length(vec3(node->MVP*vec4(0,0,0,1))));
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}
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else if(node->vertexArrayObjectID != -1) {
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// load uniforms
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// load uniforms
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glUniformMatrix4fv(s->location("MVP") , 1, GL_FALSE, glm::value_ptr(node->MVP));
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glUniformMatrix4fv(s->location("MVP") , 1, GL_FALSE, glm::value_ptr(node->MVP));
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glUniformMatrix4fv(s->location("MV") , 1, GL_FALSE, glm::value_ptr(node->MV));
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glUniformMatrix4fv(s->location("MV") , 1, GL_FALSE, glm::value_ptr(node->MV));
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@ -203,16 +215,37 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader) {
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break;
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break;
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}
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}
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if (do_recursive)
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for(SceneNode* child : node->children) {
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for(SceneNode* child : node->children) {
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renderNode(child, node_shader);
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renderNode(child, node_shader, transparent_nodes, true);
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}
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}
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}
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}
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// draw
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// draw
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void renderFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
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void renderFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
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glViewport(0, 0, windowWidth, windowHeight);
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glViewport(0, 0, windowWidth, windowHeight);
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static vector<NodeDistShader> transparent_nodes;
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transparent_nodes.clear();
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// externs from scene.hpp, they must have shaders set
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// externs from scene.hpp, they must have shaders set
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renderNode(rootNode, nullptr);
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renderNode(rootNode, nullptr, &transparent_nodes);
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// sort and render transparent node, sorted by distance from camera
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std::sort(
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transparent_nodes.begin(),
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transparent_nodes.end(),
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[](NodeDistShader a, NodeDistShader b) {
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return a.dist > b.dist;
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});
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glDepthMask(GL_FALSE);
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//glDisable(GL_DEPTH_TEST);
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for (NodeDistShader a : transparent_nodes)
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renderNode(a.node, a.s, nullptr, false);
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std::cout << transparent_nodes.size() << std::endl;
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glDepthMask(GL_TRUE);
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//glEnable(GL_DEPTH_TEST);
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renderNode(hudNode, nullptr);
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renderNode(hudNode, nullptr);
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}
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}
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@ -5,6 +5,7 @@
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#include <chrono>
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#include <chrono>
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <iostream>
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#include <iostream>
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#include <cstdlib>
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#include <utilities/imageLoader.hpp>
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#include <utilities/imageLoader.hpp>
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#include <utilities/modelLoader.hpp>
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#include <utilities/modelLoader.hpp>
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#include <utilities/mesh.h>
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#include <utilities/mesh.h>
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@ -73,11 +74,31 @@ void init_scene(CommandLineOptions options) {
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rootNode->children.push_back(lightNode[i]);
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rootNode->children.push_back(lightNode[i]);
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}
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}
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//treeNode = loadModelScene("../res/models/fur_tree/scene.gltf");
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//treeNode = loadModelScene("../res/models/fur_tree", "scene.gltf");
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//treeNode->position = {300, 800, 10};
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//treeNode->position = {300, 800, 10};
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//rootNode->children.push_back(treeNode);
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//rootNode->children.push_back(treeNode);
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carNode = loadModelScene("../res/models/beetle/scene.gltf", {
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//uint i = 30;
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//while (i--) {
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// SceneNode* asd = treeNode->clone();
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// asd->position.x = (std::rand() % 10000) / 10;
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// asd->position.y = (std::rand() % 10000) / 10;
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// rootNode->children.push_back(asd);
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//}
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grassNode = loadModelScene("../res/models/single_grass", "scene.gltf");
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grassNode->position = {400, 400, 15};
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rootNode->children.push_back(grassNode);
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for (uint i = 100; i--;) {
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SceneNode* asd = grassNode->clone();
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asd->position.x = (std::rand() % 10000) / 10;
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asd->position.y = (std::rand() % 10000) / 10;
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rootNode->children.push_back(asd);
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}
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/*
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carNode = loadModelScene("../res/models/beetle", "scene.gltf", {
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{ 0, Material().diffuse({0.0, 0.0, 1.0}).diffuse_only().reflection_mapped(&t_reflection, 0.15)},// Blue_Metal
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{ 0, Material().diffuse({0.0, 0.0, 1.0}).diffuse_only().reflection_mapped(&t_reflection, 0.15)},// Blue_Metal
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{ 1, Material().diffuse(vec3(0.85)).emissive(vec3(0.1)).reflection_mapped(&t_reflection, -1.0)},// Metal (decals)
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{ 1, Material().diffuse(vec3(0.85)).emissive(vec3(0.1)).reflection_mapped(&t_reflection, -1.0)},// Metal (decals)
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//{ 2, Material().diffuse({1.0, 1.0, 1.0})},// Front_Light_Glass
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//{ 2, Material().diffuse({1.0, 1.0, 1.0})},// Front_Light_Glass
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@ -85,20 +106,18 @@ void init_scene(CommandLineOptions options) {
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{ 4, Material().no_colors().reflection_mapped(&t_reflection, 1.0)},// Mirror
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{ 4, Material().no_colors().reflection_mapped(&t_reflection, 1.0)},// Mirror
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//{ 5, Material().diffuse({1.0, 1.0, 1.0})},// Black_Metal
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//{ 5, Material().diffuse({1.0, 1.0, 1.0})},// Black_Metal
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//{ 6, Material().diffuse({1.0, 1.0, 1.0})},// Plastic
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//{ 6, Material().diffuse({1.0, 1.0, 1.0})},// Plastic
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// { 7, Material().diffuse(vec3(0.2)).emissive(vec3(0.25)).specular(vec3(1.0), 70).reflection_mapped(&t_reflection, -0.8)},// Window_Glass
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{ 7, Material().diffuse(vec3(0.2)).emissive(vec3(0.25)).specular(vec3(1.0), 70).reflection_mapped(&t_reflection, -0.8)},// Window_Glass
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{ 7, Material().diffuse(vec3(0.2)).emissive(vec3(0.25)).specular(vec3(1.0), 70).reflection_mapped(&t_reflection, -0.8)},// Window_Glass
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//{ 8, Material().diffuse({1.0, 1.0, 1.0})},// Material
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//{ 8, Material().diffuse({1.0, 1.0, 1.0})},// Material
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{ 9, Material().diffuse(vec3(1.0)).emissive(vec3(0.2)).specular(vec3(0.4), 70).reflection_mapped(&t_reflection, -1.0)},// Glossy_metal
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{ 9, Material().diffuse(vec3(1.0)).emissive(vec3(0.2)).specular(vec3(0.4), 70).reflection_mapped(&t_reflection, -1.0)},// Glossy_metal
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//{10, Material().diffuse({1.0, 1.0, 1.0})},// Rogh_Metal
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//{10, Material().diffuse({1.0, 1.0, 1.0})},// Rogh_Metal
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// {11, Material().no_colors().reflection_mapped(&t_reflection, 1.0)},// License_Plate_Metal
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{11, Material().no_colors().reflection_mapped(&t_reflection, 1.0)},// License_Plate_Metal
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{11, Material().no_colors().reflection_mapped(&t_reflection, 1.0)},// License_Plate_Metal
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//{12, Material().diffuse({1.0, 1.0, 1.0})},// License_Plate_Frame
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//{12, Material().diffuse({1.0, 1.0, 1.0})},// License_Plate_Frame
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//{13, Material().diffuse({1.0, 1.0, 1.0})},//
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//{13, Material().diffuse({1.0, 1.0, 1.0})},//
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});
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});
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//carNode->setMaterial(Material().reflection_mapped(&t_reflection, 0.0).no_colors().no_texture_reset(), true);
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carNode->position = {500, 500, 100};
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carNode->position = {500, 500, 100};
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carNode->scale *= 100;
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carNode->scale *= 100;
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rootNode->children.push_back(carNode);
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rootNode->children.push_back(carNode);
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*/
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//create the scene:
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//create the scene:
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plainNode = createSceneNode();
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plainNode = createSceneNode();
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@ -14,6 +14,7 @@ void SceneNode::setMesh(const Mesh* mesh) {
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vertexArrayObjectID = cache[mesh];
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vertexArrayObjectID = cache[mesh];
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VAOIndexCount = mesh->indices.size();
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VAOIndexCount = mesh->indices.size();
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isVertexColored = ! mesh->colors.empty();
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isVertexColored = ! mesh->colors.empty();
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m_gemoetry = mesh;
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}
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}
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void SceneNode::setTexture(
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void SceneNode::setTexture(
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const PNGImage* diffuse,
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const PNGImage* diffuse,
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@ -27,6 +28,7 @@ void SceneNode::setTexture(
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isNormalMapped = false;
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isNormalMapped = false;
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isDisplacementMapped = false;
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isDisplacementMapped = false;
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isReflectionMapped = false;
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isReflectionMapped = false;
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t_diffuse = nullptr;
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}
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}
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if (diffuse) {
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if (diffuse) {
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@ -34,6 +36,7 @@ void SceneNode::setTexture(
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cache[diffuse] = generateTexture(*diffuse);
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cache[diffuse] = generateTexture(*diffuse);
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diffuseTextureID = cache[diffuse];
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diffuseTextureID = cache[diffuse];
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isTextured = true;
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isTextured = true;
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t_diffuse = diffuse;
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}
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}
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if (normal) {
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if (normal) {
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@ -74,6 +77,22 @@ void SceneNode::setMaterial(const Material& mat, bool recursive) {
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child->setMaterial(mat, true);
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child->setMaterial(mat, true);
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}
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}
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bool SceneNode::has_transparancy() const {
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return opacity < 1.0
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|| t_diffuse && t_diffuse->has_transparancy
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|| m_gemoetry && m_gemoetry->has_transparancy;
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}
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SceneNode* SceneNode::clone() const {
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SceneNode* out = new SceneNode();
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*out = *this;
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out->children.clear();
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for (SceneNode* child : children) {
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out->children.push_back(child->clone());
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}
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return out;
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}
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SceneNode* createSceneNode() {
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SceneNode* createSceneNode() {
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return new SceneNode();
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return new SceneNode();
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@ -42,6 +42,8 @@ struct SceneNode {
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const PNGImage* reflection=nullptr,
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const PNGImage* reflection=nullptr,
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bool texture_reset=true);
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bool texture_reset=true);
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void setMaterial(const Material& mat, bool recursive=false);
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void setMaterial(const Material& mat, bool recursive=false);
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bool has_transparancy() const;
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SceneNode* clone() const;
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// this node
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// this node
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SceneNodeType nodeType;
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SceneNodeType nodeType;
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@ -57,7 +59,7 @@ struct SceneNode {
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// The node's position and rotation relative to its parent
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// The node's position and rotation relative to its parent
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vec3 position = vec3(0, 0, 0);
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vec3 position = vec3(0, 0, 0);
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vec3 rotation = vec3(0, 0, 0); // also used as spot-target
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vec3 rotation = vec3(0, 0, 0);
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vec3 scale = vec3(1, 1, 1);
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vec3 scale = vec3(1, 1, 1);
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vec3 referencePoint = vec3(0, 0, 0); // center of rotation, in model space
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vec3 referencePoint = vec3(0, 0, 0); // center of rotation, in model space
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@ -78,7 +80,11 @@ struct SceneNode {
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uint displacementTextureID;
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uint displacementTextureID;
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float displacementCoefficient = 0.1; // in units
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float displacementCoefficient = 0.1; // in units
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uint reflectionTextureID;
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uint reflectionTextureID;
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// has_transparancy
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const Mesh* m_gemoetry = nullptr;
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const PNGImage* t_diffuse = nullptr;
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// shader flags
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// shader flags
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bool isTextured = false;
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bool isTextured = false;
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bool isVertexColored = false;
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bool isVertexColored = false;
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@ -58,7 +58,14 @@ PNGImage loadPNGFile(string filename, bool flip_handedness) {
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image.width = width;
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image.width = width;
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image.height = height;
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image.height = height;
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image.pixels = pixels;
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image.pixels = pixels;
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for (uint i = 3; i < pixels.size(); i+=4) {
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if (pixels[i] < 255) {
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image.has_transparancy = true;
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break;
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}
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}
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return image;
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return image;
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}
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}
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@ -10,6 +10,7 @@ struct PNGImage {
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uint width, height;
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uint width, height;
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bool repeat_mirrored = false;
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bool repeat_mirrored = false;
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std::vector<unsigned char> pixels; // RGBA
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std::vector<unsigned char> pixels; // RGBA
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bool has_transparancy = false;
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};
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};
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PNGImage loadPNGFile(std::string filename, bool flip_handedness=false);
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PNGImage loadPNGFile(std::string filename, bool flip_handedness=false);
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@ -10,4 +10,6 @@ struct Mesh {
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std::vector<glm::vec4> colors;
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std::vector<glm::vec4> colors;
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std::vector<unsigned int> indices;
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std::vector<unsigned int> indices;
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bool has_transparancy = false; // if any of the colors are transparent
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};
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};
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