LearnOpenGL之延迟渲染框架总结
一、链接
https://learnopengl-cn.github.io/05%20Advanced%20Lighting/08%20Deferred%20Shading/
二、initGL
1.初始化和绑定shaderprogram,删除shader
2.加载模型,顶点位置,纹理坐标,法向量等
3.初始化帧缓冲gBuffer
(1)位置: GL_COLOR_ATTACHMENT0 :GL_TEXTURE_2D gPosition 精度GL_RGBA16F
(2)法向量:GL_COLOR_ATTACHMENT1 :GL_TEXTURE_2D gNormal 精度GL_RGBA16F
(3)反射率:GL_COLOR_ATTACHMENT2 :GL_TEXTURE_2D gAlbedoSpec 精度GL_RGBA(A表示镜面反光强度)
(4)深度值:GL_DEPTH_ATTACHMENT :GL_RENDERBUFFER rboDepth
4.帧缓冲多目标绘制显式命令:绘制帧缓冲附件的3个颜色缓冲
unsigned int attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, attachments);
5.检查帧缓冲
6.光处理着色器(处理生成纹理的着色器)里三个输入纹理位置确认
shaderLightingPass.setInt("gPosition", 0);
shaderLightingPass.setInt("gNormal", 1);
shaderLightingPass.setInt("gAlbedoSpec", 2);
三、Rendering
1.绘制第一遍:绘制进帧缓冲的三个颜色缓冲,生成三个纹理:gPosition、gNormal、gAlbedoSpec纹理
(1)绑定上面的帧缓冲-》绘制-》绑定默认帧缓冲
(2)片段着色器(生成纹理的着色器):
#这三个表示输出到 GL_COLOR_ATTACHMENT0、GL_COLOR_ATTACHMENT1、GL_COLOR_ATTACHMENT2
layout (location = 0) out vec3 gPosition;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec4 gAlbedoSpec;
绘制第二遍:把自定义帧缓冲绘制到默认帧缓冲
(1)纹理绑定:绑定到自定义帧缓冲对应的纹理附件gPosition、gNormal、gAlbedoSpec
(2)片段着色器(处理生成纹理的着色器):
#这三个代表了自定义帧缓冲绘制好的3个颜色附件纹理
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedoSpec;
#获取自定义帧缓冲绘制好的3个颜色附件纹理数据
vec3 FragPos = texture(gPosition, TexCoords).rgb;
vec3 Normal = texture(gNormal, TexCoords).rgb;
vec3 Diffuse = texture(gAlbedoSpec, TexCoords).rgb;
float Specular = texture(gAlbedoSpec, TexCoords).a;