Tests for screenSpaceFramebuffer

This commit is contained in:
Sebastian Piwell
2016-03-17 15:38:21 -04:00
parent 5bb4e3640d
commit 31f1e91b06
8 changed files with 275 additions and 147 deletions

View File

@@ -38,54 +38,107 @@ ScreenSpaceFramebuffer::ScreenSpaceFramebuffer()
{
_id = id();
setName("ScreenSpaceFramebuffer" + std::to_string(_id));
OsEng.gui()._property.registerProperty(&_enabled);
OsEng.gui()._property.registerProperty(&_useFlatScreen);
OsEng.gui()._property.registerProperty(&_euclideanPosition);
OsEng.gui()._property.registerProperty(&_sphericalPosition);
OsEng.gui()._property.registerProperty(&_depth);
OsEng.gui()._property.registerProperty(&_scale);
if(_useEuclideanCoordinates){
_euclideanPosition.onChange([this](){
_sphericalPosition.set(toSpherical(_euclideanPosition.value()));
});
_sphericalPosition.onChange([this](){});
}else{
_euclideanPosition.onChange([this](){
_sphericalPosition.set(toSpherical(_euclideanPosition.value()));
});
}
registerProperties();
}
ScreenSpaceFramebuffer::~ScreenSpaceFramebuffer(){}
bool ScreenSpaceFramebuffer::initialize(){
_framebuffer = std::make_unique<ghoul::opengl::FramebufferObject>();
ghoul::opengl::Texture texture = ghoul::opengl::Texture(glm::uvec3(512, 512, 10));
_framebuffer->attachTexture(&texture, GL_COLOR_ATTACHMENT0);
return true;
_originalViewportSize = OsEng.windowWrapper().currentWindowResolution();
createPlane();
createShaders();
createFragmentbuffer();
// Setting spherical/euclidean onchange handler
_useFlatScreen.onChange([this](){
useEuclideanCoordinates(_useFlatScreen.value());
});
//for testing
_ssi = std::make_shared<ScreenSpaceImage>("${OPENSPACE_DATA}/test3.jpg");
OsEng.renderEngine().registerScreenSpaceRenderable(_ssi);
return isReady();
}
bool ScreenSpaceFramebuffer::deinitialize(){
glDeleteVertexArrays(1, &_quad);
_quad = 0;
glDeleteBuffers(1, &_vertexPositionBuffer);
_vertexPositionBuffer = 0;
_texture = nullptr;
RenderEngine& renderEngine = OsEng.renderEngine();
if (_shader) {
renderEngine.removeRenderProgram(_shader);
_shader = nullptr;
}
_framebuffer->detachAll();
return true;
}
void ScreenSpaceFramebuffer::render(){
glViewport (0, 0, _originalViewportSize.x, _originalViewportSize.y);
GLint defaultFBO = _framebuffer->getActiveObject();
_framebuffer->activate();
// _shader->activate();
// _shader->deactivate();
glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// test functions -------------------------------
_ssi->render();
// OsEng.renderEngine().renderer()->render(1,false);
OsEng.renderEngine().renderInformation();
//-----------------------------------------------
_framebuffer->deactivate();
glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
glm::vec2 resolution = OsEng.windowWrapper().currentWindowResolution();
glViewport (0, 0, resolution.x, resolution.y);
glm::mat4 rotation = rotationMatrix();
glm::mat4 translation = translationMatrix();
glm::mat4 scale = scaleMatrix();
scale = glm::scale(scale, glm::vec3(1.0f, -1.0f, 1.0f));
glm::mat4 modelTransform = rotation*translation*scale;
draw(modelTransform);
}
void ScreenSpaceFramebuffer::update(){}
bool ScreenSpaceFramebuffer::isReady() const {}
bool ScreenSpaceFramebuffer::isReady() const{
bool ready = true;
if (!_shader)
ready &= false;
if(!_texture)
ready &= false;
return ready;
}
int ScreenSpaceFramebuffer::id(){
static int id = 0;
return id++;
}
void ScreenSpaceFramebuffer::createFragmentbuffer(){
_framebuffer = std::make_unique<ghoul::opengl::FramebufferObject>();
_framebuffer->activate();
_texture = std::make_unique<ghoul::opengl::Texture>(glm::uvec3(_originalViewportSize.x, _originalViewportSize.y, 1));
_texture->uploadTexture();
_texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
_framebuffer->attachTexture(_texture.get(), GL_COLOR_ATTACHMENT0);
_framebuffer->deactivate();
// GLuint depthrenderbuffer;
// glGenRenderbuffers(1, &depthrenderbuffer);
// glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer);
// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, _originalViewportSize.x, _originalViewportSize.y);
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer);
// GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
// glDrawBuffers(1, DrawBuffers);
}
} //namespace openspace