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1273 lines (1014 loc) · 58.2 KB
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#include <string>
#include <map>
#include <iostream>
#include <vector>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "imgui/imguiRenderGL3.h"
#include <glm/glm.hpp>
#include <glm/gtx/compatibility.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/string_cast.hpp>
#include <glog/logging.h>
#include <callbacks/CallbacksManager.hpp>
#include <glm/gtc/random.hpp>
#include "geometry/Spline.h"
#include "graphics/ShaderProgram.hpp"
#include "graphics/Texture.h"
#include "graphics/TextureHandler.h"
#include "graphics/VertexDescriptor.h"
#include "graphics/VertexBufferObject.h"
#include "graphics/VertexArrayObject.h"
#include "graphics/UBO.hpp"
#include "graphics/Mesh.h"
#include "graphics/UBO_keys.hpp"
#include "graphics/ShadowMapFBO.hpp"
#include "graphics/GeometricFBO.hpp"
#include "graphics/BeautyFBO.hpp"
#include "graphics/PostFxFBO.hpp"
#include "graphics/ModelMeshGroup.hpp"
#include "graphics/ModelMeshInstanced.hpp"
#include "graphics/Scene.h"
#include "graphics/DebugBoundingBoxes.hpp"
#include "graphics/DebugDrawer.h"
#include "graphics/CubeMapTexture.hpp"
#include "graphics/Skybox.hpp"
#include "gui/Gui.hpp"
#include "gui/ObjectPicker.h"
#include "gui/SplinePicker.hpp"
#include "lights/Light.hpp"
#include "view/CameraFreefly.hpp"
#include "view/CameraController.hpp"
#include "gui/UserInput.hpp"
#include "utils/utils.h"
#include "data/SceneIOJson.hpp"
#include "data/UniformCamera.hpp"
#include "callbacks/CallbacksManager.hpp"
#define IMGUI_DRAW 1
// Font buffers IMGUI
extern const unsigned char DroidSans_ttf[];
extern const unsigned int DroidSans_ttf_len;
int main( int argc, char **argv ) {
// GLOG debug level, 0 == all
FLAGS_minloglevel = 0;
int DPI;
GLFWwindow * window = nullptr;
bool displayGui = true;
bool keypressedDrawGui = true;
glm::ivec2 dimViewport(1280, 545); // 2.35 ratio
int& width = dimViewport.x, height = dimViewport.y;
float fps = 0.f;
// Init glfw, GL and IMGUI
initContextWindowGL("luminolGL", window, DPI, dimViewport);
glViewport( 0, 0, width, height );
if (!imguiRenderGLInit(DroidSans_ttf, DroidSans_ttf_len))
throw std::runtime_error("Could not init GUI renderer");
// GUI
int guiExpandWidth = 400, guiExpandHeight = 550;
int guiMinimalWidth = 400, guiMinimalHeight = 80;
GUI::UserInput userInput;
Gui::ObjectPicker picker;
Gui::Gui gui(DPI, width, height, guiExpandWidth, guiExpandHeight, "LuminoGL");
bool castShadowKeyPressed = false;
// SHADERS
Graphics::ShaderProgram mainShader("../shaders/aogl.vert", "", "../shaders/aogl.frag");
Graphics::ShaderProgram blitShader("../shaders/blit.vert", "", "../shaders/blit.frag");
Graphics::ShaderProgram pointLightShader(blitShader.vShader(), "../shaders/pointLight.frag");
Graphics::ShaderProgram ssaoMixBeautyShader(blitShader.vShader(), "../shaders/ssaoMixBeauty.frag");
Graphics::ShaderProgram fireflyShader(blitShader.vShader(), "../shaders/firefly.frag");
Graphics::ShaderProgram directionalLightShader(blitShader.vShader(), "../shaders/directionnalLight.frag");
Graphics::ShaderProgram spotLightShader(blitShader.vShader(), "../shaders/spotLight.frag");
Graphics::ShaderProgram debugShapesShader("../shaders/debug.vert", "", "../shaders/debug.frag");
Graphics::ShaderProgram shadowShader("../shaders/shadow.vert", "", "../shaders/shadow.frag");
Graphics::ShaderProgram gammaShader(blitShader.vShader(), "../shaders/gammaCorrection.frag");
Graphics::ShaderProgram sobelShader(blitShader.vShader(), "../shaders/sobel.frag");
Graphics::ShaderProgram blurShader(blitShader.vShader(), "../shaders/blur.frag");
Graphics::ShaderProgram circleConfusionShader(blitShader.vShader(), "../shaders/coc.frag");
Graphics::ShaderProgram depthOfFieldShader(blitShader.vShader(), "../shaders/dof.frag");
Graphics::ShaderProgram cameraMotionBlurShader(blitShader.vShader(), "../shaders/cameraMotionBlur.frag");
Graphics::ShaderProgram ssaoShader(blitShader.vShader(), "../shaders/ssao.frag");
Graphics::ShaderProgram waterReflectionShader("../shaders/waterReflectionRefraction.vert", mainShader.fShader());
Graphics::ShaderProgram waterRenderShader(mainShader.vShader(), "../shaders/water.frag");
Graphics::ShaderProgram ambientShader(blitShader.vShader(), "../shaders/ambient.frag");
Graphics::ShaderProgram fogShader(blitShader.vShader(), "../shaders/fog.frag");
const std::string scenePath = "../assets/luminolGL.json";
const std::string splineCamPositions = "../assets/camPos.txt";
const std::string splineCamTargets = "../assets/camTargets.txt";
const std::string splineCamSpeeds = "../assets/camSpeeds.txt";
// Camera config
View::CameraFreefly camera(glm::vec2(width, height), glm::vec2(0.01, 1500.f));
camera.setEye(glm::vec3(10,10,-10));
// Camera splines config
// View::CameraController cameraController(camera, userInput, 0.042);
View::CameraController cameraController(camera, userInput, 1);
try{
cameraController.positions().load(splineCamPositions);
cameraController.viewTargets().load(splineCamTargets);
cameraController.speeds().load(splineCamSpeeds);
}
catch(std::exception& e){
DLOG(WARNING) << e.what();
}
// Camera link with spline picker
Gui::SplinePicker splinePicker(cameraController.positions(), cameraController.viewTargets(), cameraController.speeds());
float splineSmooth = 1;
int freezeTime = 0;
float timeFreezeValue = 0;
// Create Quad for FBO -------------------------------------------------------------------------------------------------------------------------------
int quad_triangleCount = 2;
std::vector<glm::vec2> quadVertices = {
glm::vec2(-1.0, -1.0),
glm::vec2(1.0, -1.0),
glm::vec2(-1.0, 1.0),
glm::vec2(1.0, 1.0)
};
std::vector<int> quadIds = {0, 1, 2, 2, 1, 3};
Graphics::VertexBufferObject quadVerticesVbo(Graphics::DataType::VEC2);
Graphics::VertexBufferObject quadIdsVbo(Graphics::DataType::ELEMENT_ARRAY_BUFFER);
Graphics::VertexArrayObject quadVAO;
quadVAO.addVBO(&quadVerticesVbo);
quadVAO.addVBO(&quadIdsVbo);
quadVAO.init();
quadVerticesVbo.updateData(quadVertices);
quadIdsVbo.updateData(quadIds);
// unbind everything
Graphics::VertexArrayObject::unbindAll();
Graphics::VertexBufferObject::unbindAll();
// Create Scene -------------------------------------------------------------------------------------------------------------------------------
Graphics::Skybox skybox(Graphics::CubeMapTexture("../assets/textures/skyboxes/skybox_sunset", {}, ".png"));
Data::SceneIOJson sceneIOJson;
Graphics::Scene scene(&sceneIOJson, scenePath);
Callbacks::CallbacksManager::init(window, &scene, &picker);
picker.attachToScene(&scene);
Graphics::DebugBoundingBoxes debugScene(scene.meshInstances());
scene.setFar(camera.getNearFar().y);
checkErrorGL("Scene");
// My Lights / Fireflies -------------------------------------------------------------------------------------------------------------------------------
Light::LightHandler lightHandler;
lightHandler.setDirectionalLight(glm::vec3(0.975, -0.415, -1), glm::vec3(1, 0.41, 0.22), 1);
glm::vec3 ambient(0.65, 0.65, 1);
float ambientIntensity = 0.2;
float multFireflyIntensity = 0.5;
////////////// Sun ---- Point Light
lightHandler.addPointLight(glm::vec3(-14629, 1578, 15000), glm::vec3(30.65, 16.57, 7.82), 0.8, 2.0, Light::PointLightBehavior::SUN);
////////////// Tornado Fireflies ---- // fd, rayon, int step, NB_TORNADO_FIREFLIES, multCounterCircle, w
// lightHandler.createFirefliesTornado(10, 1, 1, 50, 5, 1);
////////////// Rising Fireflies ---- Point Light // NB_RISING_FIREFLIES, width, profondeur, height
lightHandler.createRisingFireflies(5, 30, 30, 40, glm::vec3(247, 1, 7)); // spot 2 // arbre + statue sur l'eau à l'est// fix height //breakdown
lightHandler.createRisingFireflies(20, 60, 60, 60, glm::vec3(-32.5, 42.7, -112.8)); // spot 3 grand arbre// fix height //breakdown
lightHandler.createRisingFireflies(30, 30, 30, 60, glm::vec3(-32.5, 42.7, -112.8)); // spot 3 BIS // fix height //breakdown
////////////// Random Displacement Fireflies ---- Point Light // NB_RANDOM_FIREFLIES, width, profondeur, height
lightHandler.createRandomFireflies(5, 20, 20, 10, glm::vec3(219, 9, -114)); // spot 1 // breakdown
lightHandler.createRandomFireflies(5, 30, 30, 5, glm::vec3(247, 10, 7)); // spot 2 // breakdown
lightHandler.createRandomFireflies(40, 20, 20, 20, glm::vec3(-32.5, 72.7, -112.8)); // spot 3 // breakdown
// ---------------------- For Geometry Shading
float timeGLFW = 0;
bool drawFBOTextures = true;
int isNormalMapActive = 1;
mainShader.updateUniform(Graphics::UBO_keys::DIFFUSE, 0);
mainShader.updateUniform(Graphics::UBO_keys::SPECULAR, 1);
mainShader.updateUniform(Graphics::UBO_keys::NORMAL_MAP, 2);
mainShader.updateUniform(Graphics::UBO_keys::NORMAL_MAP_ACTIVE, isNormalMapActive);
checkErrorGL("Uniforms");
// ---------------------- For Light Pass Shading
directionalLightShader.updateUniform(Graphics::UBO_keys::COLOR_BUFFER, 0);
directionalLightShader.updateUniform(Graphics::UBO_keys::NORMAL_BUFFER, 1);
directionalLightShader.updateUniform(Graphics::UBO_keys::DEPTH_BUFFER, 2);
spotLightShader.updateUniform(Graphics::UBO_keys::COLOR_BUFFER, 0);
spotLightShader.updateUniform(Graphics::UBO_keys::NORMAL_BUFFER, 1);
spotLightShader.updateUniform(Graphics::UBO_keys::DEPTH_BUFFER, 2);
fireflyShader.updateUniform(Graphics::UBO_keys::DEPTH_BUFFER, 2);
ssaoMixBeautyShader.updateUniform(Graphics::UBO_keys::BEAUTY_BUFFER, 0);
ssaoMixBeautyShader.updateUniform(Graphics::UBO_keys::SSAO_BUFFER, 1);
ambientShader.updateUniform(Graphics::UBO_keys::COLOR_BUFFER, 0);
ambientShader.updateUniform(Graphics::UBO_keys::BEAUTY_BUFFER, 1);
checkErrorGL("Uniforms");
// ---------------------- FX Variables
float shadowBias = 0.00019;
float shadowBiasDirLight = 0.001571;
float shadowBlurSampleCount = 1;
float shadowBlurSigma = 1.5;
float gamma = 1.22;
float sobelIntensity = 0.05;
float sampleCount = 1; // blur
float motionBlurSampleCount = 8; // motion blur
float dirLightOrthoProjectionDim = 220;
glm::vec3 focus(0, 1, 600);
// ---------------------- FX uniform update
// For shadow pass shading (unit texture)
spotLightShader.updateUniform(Graphics::UBO_keys::SHADOW_BUFFER, 3);
directionalLightShader.updateUniform(Graphics::UBO_keys::SHADOW_BUFFER, 3);
gammaShader.updateUniform(Graphics::UBO_keys::GAMMA, gamma);
sobelShader.updateUniform(Graphics::UBO_keys::SOBEL_INTENSITY, sobelIntensity);
blurShader.updateUniform(Graphics::UBO_keys::BLUR_SAMPLE_COUNT, (int)sampleCount);
blurShader.updateUniform(Graphics::UBO_keys::BLUR_DIRECTION, glm::ivec2(1,0));
// ---------------------- For coc Correction
circleConfusionShader.updateUniform(Graphics::UBO_keys::FOCUS, focus);
// ---------------------- For dof Correction
depthOfFieldShader.updateUniform(Graphics::UBO_keys::DOF_COLOR, 0);
depthOfFieldShader.updateUniform(Graphics::UBO_keys::DOF_COC, 1);
depthOfFieldShader.updateUniform(Graphics::UBO_keys::DOF_BLUR, 2);
// ---------------------- For camera motion blur
cameraMotionBlurShader.updateUniform(Graphics::UBO_keys::MOTION_BLUR_COLOR, 0);
cameraMotionBlurShader.updateUniform(Graphics::UBO_keys::MOTION_BLUR_DEPTH, 1);
// ---------------------- For ssao
ssaoShader.updateUniform(Graphics::UBO_keys::SSAO_POSITION_DEPTH, 0);
ssaoShader.updateUniform(Graphics::UBO_keys::SSAO_DEPTH, 1);
ssaoShader.updateUniform(Graphics::UBO_keys::SSAO_NORMAL, 2);
ssaoShader.updateUniform(Graphics::UBO_keys::SSAO_NOISE, 3);
ssaoShader.updateUniform(Graphics::UBO_keys::SSAO_SCREEN_DIM, glm::vec2(width, height));
checkErrorGL("Uniforms - post_fx Uniforms");
// My FBO -------------------------------------------------------------------------------------------------------------------------------
Graphics::GeometricFBO gBufferFBO(dimViewport);
Graphics::ShadowMapFBO shadowMapFBO(glm::ivec2(2048));
Graphics::BeautyFBO beautyFBO(dimViewport);
Graphics::PostFxFBO fxFBO(dimViewport, 5);
float shadowPoissonSampleCount = 1, shadowPoissonSpread = 1;
// Create UBOs For Light & Cam -------------------------------------------------------------------------------------------------------------------------------
const GLuint LightBindingPoint = 0;
const GLuint CameraBindingPoint = 1;
Graphics::UBO uboLight(LightBindingPoint, sizeof(Light::SpotLight));
Graphics::UBO uboCamera(CameraBindingPoint, sizeof(Data::UniformCamera));
// LIGHT
fireflyShader.updateBindingPointUBO(Graphics::UBO_keys::STRUCT_BINDING_POINT_LIGHT, uboLight.bindingPoint());
directionalLightShader.updateBindingPointUBO(Graphics::UBO_keys::STRUCT_BINDING_POINT_LIGHT, uboLight.bindingPoint());
spotLightShader.updateBindingPointUBO(Graphics::UBO_keys::STRUCT_BINDING_POINT_LIGHT, uboLight.bindingPoint());
// CAM
fireflyShader.updateBindingPointUBO(Graphics::UBO_keys::STRUCT_BINDING_POINT_CAMERA, uboCamera.bindingPoint());
directionalLightShader.updateBindingPointUBO(Graphics::UBO_keys::STRUCT_BINDING_POINT_CAMERA, uboCamera.bindingPoint());
spotLightShader.updateBindingPointUBO(Graphics::UBO_keys::STRUCT_BINDING_POINT_CAMERA, uboCamera.bindingPoint());
fogShader.updateBindingPointUBO(Graphics::UBO_keys::STRUCT_BINDING_POINT_CAMERA, uboCamera.bindingPoint());
// Samples for SSAO ------------------------------------------------------------------------------
int kernelSize = 32;
// random floats between 0.0 - 1.0
std::uniform_real_distribution<GLfloat> randomFloats(0.0, 1.0);
std::default_random_engine generator;
std::vector<glm::vec3> ssaoKernel;
for (int i = 0; i < kernelSize; ++i)
{
glm::vec3 sample(
randomFloats(generator) * 2.0f - 1.0f,
randomFloats(generator) * 2.0f - 1.0f,
randomFloats(generator)
);
sample = glm::normalize(sample);
sample *= randomFloats(generator);
float scale = float(i) / 64.f;
scale = glm::lerp<float>(0.1f, 1.0f, scale * scale);
sample *= scale;
ssaoKernel.push_back(sample);
}
int noiseSizeX = 4;
int noiseSizeY = 4;
std::vector<glm::vec3> ssaoNoise;
for (int i = 0; i < noiseSizeX * noiseSizeY; i++){
glm::vec3 noise(
randomFloats(generator) * 2.0 - 1.0,
randomFloats(generator) * 2.0 - 1.0,
0.0f);
ssaoNoise.push_back(noise);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, noiseSizeX, noiseSizeY, 0, GL_RGB, GL_FLOAT, &ssaoNoise[0]);
Graphics::Texture ssaoNoiseTex(4, 4, Graphics::TexParams(GL_RGB16F, GL_RGB, GL_FLOAT, GL_REPEAT, GL_NEAREST));
ssaoNoiseTex.updateData(ssaoNoise.data());
ssaoShader.updateUniform(Graphics::UBO_keys::SSAO_SAMPLES, ssaoKernel);
ssaoShader.updateUniform(Graphics::UBO_keys::SSAO_NOISE_SIZE, glm::vec2(noiseSizeX, noiseSizeY));
float occlusionIntensity = 3.0;
float occlusionRadius = 7.0;
float ssaoBlur = 4.0f;
//Water--------------------------------------------------------------
Graphics::GeometricFBO waterReflectionFBO(dimViewport);
Graphics::PostFxFBO waterTextures(dimViewport, 2);
Graphics::Texture waterNormals("../assets/textures/water/lake.png");
float noiseAmplitudeWaves = 0.30285;
float specularAmplitudeWaves = 2;
float fresnelBias = 0.001f;
float fresnelAmplitude = 2.285;
float scaleMeshTransform(1);
glm::vec3 translateMeshTransform(0);
bool drawSplines = true;
bool isSplinePickerEnabled = false;
float fogDensity = 0.00571428;
float fogConstantMultiplier = 88;
float fogHeight = 0.5085;
float fogTest = 10;
glm::vec3 fogColor = glm::vec3(0.596, 0.569, 0.937);
//*********************************************************************************************
//***************************************** MAIN LOOP *****************************************
//*********************************************************************************************
// Identity matrix
glm::mat4 objectToWorld;
do {
glm::mat4 previousMVP = camera.getProjectionMatrix() * camera.getViewMatrix();
timeGLFW = static_cast<float>(glfwGetTime());
userInput.update(window);
cameraController.update(freezeTime ? timeFreezeValue : timeGLFW);
//****************************************** UPLOAD UNIFORMS *******************************************
//-------------------------------------Compute Matrices
// Get camera matrices
const glm::mat4& projection = camera.getProjectionMatrix();
const glm::mat4& worldToView = camera.getViewMatrix();
glm::mat4 mv = worldToView * objectToWorld;
glm::mat4 mvp = projection * mv;
glm::mat4 vp = projection * worldToView;
glm::mat4 mvInverse = glm::inverse(mv);
glm::mat4 mvNormal = glm::transpose(mvInverse);
glm::mat4 screenToView = glm::inverse(projection);
// For skybox
glm::mat4 unTranslatedMV = glm::mat4(glm::mat3(worldToView));
glm::mat4 screenToWorldUnTranslated = glm::inverse(unTranslatedMV) * screenToView;
// For water
glm::vec3 reflectedCamPos = camera.getEye() * glm::vec3(1,-1,1) ;
glm::vec3 reflectedFrontCam = camera.getFront() * glm::vec3(1,-1,1);
glm::mat4 reflectionViewMatrix = glm::lookAt(reflectedCamPos, reflectedCamPos + reflectedFrontCam, glm::vec3(0,1,0));
glm::mat4 reflectedVP = projection * reflectionViewMatrix;
glm::mat4 mvNormalReflected = glm::transpose(glm::inverse(reflectionViewMatrix));
glm::mat4 unTranslatedMV_reflected = glm::mat4(glm::mat3(reflectionViewMatrix));
glm::mat4 screenToWorldUnTranslated_reflected = glm::inverse(unTranslatedMV_reflected) * screenToView;
// Light space matrices
// Directional light
// Orthogonal projection matrix: parallel rays
glm::mat4 projDirLight = glm::ortho<float>(-dirLightOrthoProjectionDim, dirLightOrthoProjectionDim,
-dirLightOrthoProjectionDim, dirLightOrthoProjectionDim,
-dirLightOrthoProjectionDim, dirLightOrthoProjectionDim);
// From world to light
// The "box" fallows the camera position
glm::mat4 worldToDirLight = glm::lookAt(camera.getEye(),
camera.getEye() + lightHandler._directionalLight._pos,
glm::vec3(0.f, 1.f, 0.f));
// From object to light (MV for light)
glm::mat4 objectToDirLight = worldToDirLight /** objectToWorld*/;
// From object to shadow map screen space (MVP for light)
glm::mat4 objectToDirLightScreen = projDirLight * objectToDirLight;
// From world to shadow map screen space
glm::mat4 worldToDirLightScreen = projDirLight * worldToDirLight;
//-------------------------------------Upload Uniforms
mainShader.updateUniform(Graphics::UBO_keys::MVP, mvp);
mainShader.updateUniform(Graphics::UBO_keys::MV, mv);
mainShader.updateUniform(Graphics::UBO_keys::MV_NORMAL, mvNormal);
mainShader.updateUniform(Graphics::UBO_keys::CAMERA_POSITION, camera.getEye());
debugShapesShader.updateUniform(Graphics::UBO_keys::MVP, mvp);
debugShapesShader.updateUniform(Graphics::UBO_keys::MV_INVERSE, mvInverse);
mainShader.updateUniform(Graphics::UBO_keys::TIME, timeGLFW);
mainShader.updateUniform(Graphics::UBO_keys::SPECULAR_POWER, lightHandler._specularPower);
// SHADOW
spotLightShader.updateUniform(Graphics::UBO_keys::SHADOW_BIAS, shadowBias);
spotLightShader.updateUniform(Graphics::UBO_keys::SHADOW_POISSON_SAMPLE_COUNT, int(shadowPoissonSampleCount));
spotLightShader.updateUniform(Graphics::UBO_keys::SHADOW_POISSON_SPREAD, shadowPoissonSpread);
directionalLightShader.updateUniform(Graphics::UBO_keys::WORLD_TO_LIGHT_SCREEN, worldToDirLightScreen);
directionalLightShader.updateUniform(Graphics::UBO_keys::SHADOW_BIAS, shadowBiasDirLight);
directionalLightShader.updateUniform(Graphics::UBO_keys::SHADOW_POISSON_SAMPLE_COUNT, int(shadowPoissonSampleCount));
directionalLightShader.updateUniform(Graphics::UBO_keys::SHADOW_POISSON_SPREAD, shadowPoissonSpread);
directionalLightShader.updateUniform(Graphics::UBO_keys::MVP, mvp);
directionalLightShader.updateUniform(Graphics::UBO_keys::SHADOW_BLUR_SAMPLE_COUNT, (int)shadowBlurSampleCount);
directionalLightShader.updateUniform(Graphics::UBO_keys::SHADOW_BLUR_SIGMA, shadowBlurSigma);
fireflyShader.updateUniform(Graphics::UBO_keys::MVP, mvp);
float windowratio = (float)width / (float)height;
fireflyShader.updateUniform(Graphics::UBO_keys::WINDOW_RATIO, windowratio);
fireflyShader.updateUniform(Graphics::UBO_keys::TIME, timeGLFW);
fireflyShader.updateUniform(Graphics::UBO_keys::MULT_INTENSITY, multFireflyIntensity);
ambientShader.updateUniform(Graphics::UBO_keys::AMBIENT_INTENSITY, ambient * ambientIntensity);
// FX
gammaShader.updateUniform(Graphics::UBO_keys::GAMMA, gamma);
sobelShader.updateUniform(Graphics::UBO_keys::SOBEL_INTENSITY, sobelIntensity);
blurShader.updateUniform(Graphics::UBO_keys::BLUR_SAMPLE_COUNT, (int)sampleCount);
circleConfusionShader.updateUniform(Graphics::UBO_keys::SCREEN_TO_VIEW, screenToView);
circleConfusionShader.updateUniform(Graphics::UBO_keys::FOCUS, focus);
cameraMotionBlurShader.updateUniform(Graphics::UBO_keys::PREVIOUS_MVP, previousMVP);
cameraMotionBlurShader.updateUniform(Graphics::UBO_keys::SCREEN_TO_VIEW, screenToView);
cameraMotionBlurShader.updateUniform(Graphics::UBO_keys::MV_INVERSE, mvInverse);
cameraMotionBlurShader.updateUniform(Graphics::UBO_keys::MOTION_BLUR_SAMPLE_COUNT, (int) motionBlurSampleCount);
ssaoShader.updateUniform(Graphics::UBO_keys::SSAO_PROJECTION, projection);
ssaoShader.updateUniform(Graphics::UBO_keys::SSAO_OCCLUSION_INTENSITY, occlusionIntensity);
ssaoShader.updateUniform(Graphics::UBO_keys::SSAO_OCCLUSION_RADIUS, occlusionRadius);
//****************************************** RENDER *******************************************
// WATER
waterReflectionShader.updateUniform(Graphics::UBO_keys::MVP, reflectedVP);
waterReflectionShader.updateUniform(Graphics::UBO_keys::MV, reflectionViewMatrix);
waterReflectionShader.updateUniform(Graphics::UBO_keys::MV_NORMAL, mvNormalReflected);
waterReflectionShader.updateUniform(Graphics::UBO_keys::CAMERA_POSITION, reflectedCamPos);
waterReflectionShader.updateUniform(Graphics::UBO_keys::WATER_IS_REFLECTION, 1);
waterRenderShader.updateUniform(Graphics::UBO_keys::SPECULAR_POWER, lightHandler._specularPower);
waterRenderShader.updateUniform(Graphics::UBO_keys::MVP, mvp);
waterRenderShader.updateUniform(Graphics::UBO_keys::MV, mv);
waterRenderShader.updateUniform(Graphics::UBO_keys::MV_NORMAL, mvNormal);
waterRenderShader.updateUniform(Graphics::UBO_keys::CAMERA_POSITION, camera.getEye());
waterRenderShader.updateUniform(Graphics::UBO_keys::TIME, timeGLFW);
waterRenderShader.updateUniform(Graphics::UBO_keys::WATER_NOISE_AMPLITUDE, noiseAmplitudeWaves);
waterRenderShader.updateUniform(Graphics::UBO_keys::WATER_SPECULAR_AMPLITUDE, specularAmplitudeWaves);
waterRenderShader.updateUniform(Graphics::UBO_keys::NORMAL_MAP_ACTIVE, isNormalMapActive);
waterRenderShader.updateUniform(Graphics::UBO_keys::WATER_LIGHT_RAY, lightHandler._directionalLight._pos);
waterRenderShader.updateUniform(Graphics::UBO_keys::WATER_FRESNEL_AMPLITUDE, fresnelAmplitude);
waterRenderShader.updateUniform(Graphics::UBO_keys::WATER_FRESNEL_BIAS, fresnelBias);
//****************************************** RENDER *******************************************
//******************************************************* FIRST PASS (Geometric pass)
// Default states
glEnable(GL_DEPTH_TEST);
// Clear the front buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//----------------------- MAIN SCENE (Used also for water refraction) -------------
// Render scene into Geometric buffer
mainShader.useProgram();
gBufferFBO.bind();
gBufferFBO.clear();
scene.updateCameraPosition(camera.getEye());
scene.draw(vp);
gBufferFBO.unbind();
// ------- SSAO ------
// Compute ssao from geometric buffer
fxFBO.bind();
fxFBO.changeCurrentTexture(0);
fxFBO.clearColor();
ssaoShader.useProgram();
gBufferFBO.position().bind(GL_TEXTURE0); // position
gBufferFBO.depth().bind(GL_TEXTURE1); // depth
gBufferFBO.normal().bind(GL_TEXTURE2); // normal
ssaoNoiseTex.bind(GL_TEXTURE3); // noise
quadVAO.bind();
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// blur on ssao texture
// Use blur program shader
blurShader.useProgram();
blurShader.updateUniform(Graphics::UBO_keys::BLUR_SAMPLE_COUNT, int(ssaoBlur));
blurShader.updateUniform(Graphics::UBO_keys::BLUR_DIRECTION, glm::ivec2(1,0));
blurShader.updateUniform(Graphics::UBO_keys::BLUR_SIGMA, 8.f);
// Write into Vertical Blur Texture
fxFBO.changeCurrentTexture(1);
// Clear the content of texture
fxFBO.clearColor();
// Read the texture processed by the Sobel operator
fxFBO.texture(0).bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
fxFBO.changeCurrentTexture(0);
// Clear the content of texture
fxFBO.clearColor();
// Write into Horizontal Blur Texture
blurShader.updateUniform(Graphics::UBO_keys::BLUR_DIRECTION, glm::ivec2(0,1));
// Read the texture processed by the Vertical Blur
fxFBO.texture(1).bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// We mix SSAO and diffuse color into gbuffer
gBufferFBO.bind();
quadVAO.bind();
ssaoMixBeautyShader.useProgram();
gBufferFBO.color().bind(GL_TEXTURE0);
fxFBO.texture(0).bind(GL_TEXTURE1);
// We need to disable depth writing
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
// We change the gBuffer FBO attachments to avoid color attachments overwriting
gBufferFBO.setColorWritingOnly();
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// Fall back on default behavior
gBufferFBO.setDefaultWriting();
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
gBufferFBO.unbind();
//----------------------- WATER -------------
//----------------------- REFLECTION SCENE -------------
// Render scene for water (flipped Camera)
waterReflectionShader.useProgram();
glEnable(GL_CLIP_DISTANCE0);
waterReflectionFBO.bind();
waterReflectionFBO.clear();
scene.draw(reflectedVP);
waterReflectionFBO.unbind();
glDisable(GL_CLIP_DISTANCE0);
// ------- FOG ------
fxFBO.bind();
quadVAO.bind();
fxFBO.changeCurrentTexture(1);
fxFBO.clearColor();
Data::UniformCamera uCamera(reflectedCamPos, glm::inverse(reflectedVP), glm::inverse(reflectionViewMatrix));
uboCamera.updateBuffer(&uCamera, sizeof(Data::UniformCamera));
fogShader.useProgram();
fogShader.updateUniform(Graphics::UBO_keys::FOG_DENSITY, fogDensity);
fogShader.updateUniform(Graphics::UBO_keys::FOG_TEXTURE, 0);
fogShader.updateUniform(Graphics::UBO_keys::FOG_DEPTH, 1);
fogShader.updateUniform(Graphics::UBO_keys::FOG_COLOR, fogColor);
fogShader.updateUniform(Graphics::UBO_keys::FOG_NEAR, camera.getNearFar().x);
fogShader.updateUniform(Graphics::UBO_keys::FOG_FAR, camera.getNearFar().y);
fogShader.updateUniform(Graphics::UBO_keys::FOG_CONSTANT_MULTIPLIER, fogConstantMultiplier);
fogShader.updateUniform(Graphics::UBO_keys::FOG_FRAG_VIEW_SPACE, 2);
fogShader.updateUniform(Graphics::UBO_keys::FOG_HEIGHT, fogHeight);
fogShader.updateUniform("FogT", fogTest);
waterReflectionFBO.position().bind(GL_TEXTURE2);
waterReflectionFBO.color().bind(GL_TEXTURE0);
waterReflectionFBO.depth().bind(GL_TEXTURE1);
glDisable(GL_DEPTH_TEST);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
glEnable(GL_DEPTH_TEST);
fxFBO.unbind();
//----------------------- REFLECTION SCENE + SKYBOX -------------
// Render skybox texture combined with reflection: mask with depth buffer
waterTextures.bind();
waterTextures.changeCurrentTexture(0);
waterTextures.clearColor();
skybox.updateUniforms(screenToWorldUnTranslated_reflected, 0, 1, 2);
skybox.useProgramShader();
skybox.bindTexture(GL_TEXTURE0); // cubeMap
waterReflectionFBO.depth().bind(GL_TEXTURE1);
fxFBO.texture(1).bind(GL_TEXTURE2);
quadVAO.bind();
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
waterTextures.unbind();
//----------------------- REFLECTION - REFRACTION - Wave Animation into main scene (gbuffer) -------------
mainShader.useProgram();
waterRenderShader.updateUniform(Graphics::UBO_keys::DIFFUSE, 0);
waterRenderShader.updateUniform(Graphics::UBO_keys::NORMAL_MAP, 1);
waterRenderShader.updateUniform(Graphics::UBO_keys::WATER_REFRACTION_TEXTURE, 2);
gBufferFBO.bind();
waterRenderShader.useProgram();
waterTextures.texture(0).bind(GL_TEXTURE0);
waterNormals.bind(GL_TEXTURE1);
gBufferFBO.color().bind(GL_TEXTURE2);
scene.drawWater(reflectedVP);
gBufferFBO.unbind();
//******************************************************* SECOND PASS (Shadow Pass)
// Update Camera pos and screenToWorld matrix to all light shaders
uCamera = Data::UniformCamera(camera.getEye(), glm::inverse(mvp), mvInverse);
uboCamera.updateBuffer(&uCamera, sizeof(Data::UniformCamera));
beautyFBO.bind();
beautyFBO.clearColor();
// ------------------------------------ Spot light Shadow pass
for(auto& light : lightHandler._spotLights){
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
shadowMapFBO.bind();
shadowMapFBO.clearDepth();
// Set the viewport corresponding to shadow texture resolution
glViewport(0, 0, shadowMapFBO.resolution().x, shadowMapFBO.resolution().y);
// Spot Light
// From light space to shadow map screen space
glm::mat4 proj = glm::perspective(glm::radians(light._falloff*2.f), 1.0f, 0.1f, 100.f);
glm::mat4 worldToLight = glm::lookAt(light._pos, light._pos + light._dir,glm::vec3(0.f, 1.f, 0.f));
// From object to light (MV for light)
glm::mat4 objectToLight = worldToLight /** objectToWorld*/;
// From object to shadow map screen space (MVP for light)
glm::mat4 objectToLightScreen = proj * objectToLight;
// From world to shadow map screen space
glm::mat4 worldToLightScreen = proj * worldToLight;
// Render the scene
shadowShader.updateUniform(Graphics::UBO_keys::SHADOW_MVP, objectToLightScreen);
shadowShader.updateUniform(Graphics::UBO_keys::SHADOW_MV, objectToLight);
shadowShader.useProgram();
scene.draw(worldToLightScreen);
shadowMapFBO.unbind();
// ------------------------------------ Spot Lights Draw
beautyFBO.bind();
// Set a full screen viewport
glViewport( 0, 0, width, height );
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
// Setup additive blending
glBlendFunc(GL_ONE, GL_ONE);
spotLightShader.useProgram();
spotLightShader.updateUniform(Graphics::UBO_keys::WORLD_TO_LIGHT_SCREEN, worldToLightScreen);
quadVAO.bind();
fxFBO.texture(4).bind(GL_TEXTURE0);
gBufferFBO.normal().bind(GL_TEXTURE1);
gBufferFBO.depth().bind(GL_TEXTURE2);
shadowMapFBO.shadowTexture().bind(GL_TEXTURE3);
uboLight.updateBuffer(&light, sizeof(Light::SpotLight));
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
}
//------------------------------------ Directional Lights Shadow pass
// Fallback on shadow pass parameters
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
// Dir light Shadow pass
directionalLightShader.updateUniform(Graphics::UBO_keys::SHADOW_BIAS, shadowBiasDirLight);
shadowMapFBO.bind();
shadowMapFBO.clearDepth();
glViewport(0, 0, shadowMapFBO.resolution().x, shadowMapFBO.resolution().y);
// Render the scene
shadowShader.updateUniform(Graphics::UBO_keys::SHADOW_MVP, objectToDirLightScreen);
shadowShader.updateUniform(Graphics::UBO_keys::SHADOW_MV, objectToDirLightScreen);
shadowShader.useProgram();
scene.draw(worldToDirLightScreen, false, false);
shadowMapFBO.unbind();
//-------------------------------------Light Draw
beautyFBO.bind();
glViewport( 0, 0, width, height);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
// Setup additive blending
glBlendFunc(GL_ONE, GL_ONE);
directionalLightShader.useProgram();
quadVAO.bind();
gBufferFBO.color().bind(GL_TEXTURE0);
gBufferFBO.normal().bind(GL_TEXTURE1);
gBufferFBO.depth().bind(GL_TEXTURE2);
shadowMapFBO.shadowTexture().bind(GL_TEXTURE3);
uboLight.updateBuffer(&lightHandler._directionalLight, sizeof(Light::DirectionalLight));
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
//------------------------------------- Post FX Draw
// Fallback to default framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Disable blending
glDisable(GL_BLEND);
glViewport( 0, 0, width, height );
// Clear default framebuffer color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Disable depth test
glDisable(GL_DEPTH_TEST);
// Set quad as vao: deferred
fxFBO.bind();
quadVAO.bind();
// ------- FOG ------
fogShader.useProgram();
fogShader.updateUniform(Graphics::UBO_keys::FOG_DENSITY, fogDensity);
fogShader.updateUniform(Graphics::UBO_keys::FOG_TEXTURE, 0);
fogShader.updateUniform(Graphics::UBO_keys::FOG_DEPTH, 1);
fogShader.updateUniform(Graphics::UBO_keys::FOG_COLOR, fogColor);
fogShader.updateUniform(Graphics::UBO_keys::FOG_NEAR, camera.getNearFar().x);
fogShader.updateUniform(Graphics::UBO_keys::FOG_FAR, camera.getNearFar().y);
fogShader.updateUniform(Graphics::UBO_keys::FOG_HEIGHT, fogHeight);
fogShader.updateUniform("FogT", fogTest);
fogShader.updateUniform(Graphics::UBO_keys::FOG_CONSTANT_MULTIPLIER, fogConstantMultiplier);
fogShader.updateUniform(Graphics::UBO_keys::FOG_FRAG_VIEW_SPACE, 2);
gBufferFBO.position().bind(GL_TEXTURE2);
fxFBO.changeCurrentTexture(2);
fxFBO.clearColor();
beautyFBO.beauty().bind(GL_TEXTURE0);
gBufferFBO.depth().bind(GL_TEXTURE1);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// ------- SKYBOX ------
// Render skybox texture combined with beauty: mask with depth buffer
// All in one pass
fxFBO.changeCurrentTexture(3);
fxFBO.clearColor();
skybox.updateUniforms(screenToWorldUnTranslated, 0, 1, 2);
skybox.useProgramShader();
skybox.bindTexture(GL_TEXTURE0); // cubeMap
gBufferFBO.depth().bind(GL_TEXTURE1);
fxFBO.texture(2).bind(GL_TEXTURE2);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// ------------------------------------ Fireflies
fireflyShader.useProgram(); // point light shaders
quadVAO.bind(); // Bind quad vao
glEnable(GL_BLEND);
gBufferFBO.color().bind(GL_TEXTURE0);
gBufferFBO.normal().bind(GL_TEXTURE1);
gBufferFBO.depth().bind(GL_TEXTURE2);
// Sun
uboLight.updateBuffer(&lightHandler._pointLights[0], sizeof(Light::PointLight));
fireflyShader.updateUniform(Graphics::UBO_keys::IS_SUN, true);
int i = 0;
std::vector<glm::vec2> littleQuadVerticesSun;
if(lightHandler.isOnScreen(mvp, littleQuadVerticesSun, lightHandler._pointLights[i]._pos, lightHandler._pointLights[i]._color, lightHandler._pointLights[i]._intensity, lightHandler._pointLights[i]._attenuation, lightHandler._pointLights[i]._type, timeGLFW)){
quadVerticesVbo.updateData(littleQuadVerticesSun);
quadIdsVbo.updateData(quadIds);
}
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
fireflyShader.updateUniform(Graphics::UBO_keys::IS_SUN, false);
int cptLights = 0;
for(size_t i = 1; i < lightHandler._pointLights.size(); ++i){
std::vector<glm::vec2> littleQuadVertices;
if(lightHandler.isOnScreen(mvp, littleQuadVertices, lightHandler._pointLights[i]._pos, lightHandler._pointLights[i]._color, lightHandler._pointLights[i]._intensity, lightHandler._pointLights[i]._attenuation, lightHandler._pointLights[i]._type, timeGLFW)){
if(lightHandler._pointLights[i]._type == Light::PointLightBehavior::RISING) lightHandler._pointLights[i].computeRisingFireflies(timeGLFW);
if(lightHandler._pointLights[i]._type == Light::PointLightBehavior::RANDOM_DISPLACEMENT) lightHandler._pointLights[i].computeRandomFireflies(timeGLFW);
//quad size reduction and frustum according to the light position, intensity, color and attenuation
quadVerticesVbo.updateData(littleQuadVertices);
quadIdsVbo.updateData(quadIds);
uboLight.updateBuffer(&lightHandler._pointLights[i], sizeof(Light::PointLight));
if(lightHandler._pointLights[i]._pos.y > -3){
cptLights++;
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
}
}
}
quadVerticesVbo.updateData(quadVertices);
quadIdsVbo.updateData(quadIds);
glDisable(GL_BLEND);
// ------- AMBIENT LIGHT ------
ambientShader.useProgram();
fxFBO.changeCurrentTexture(1);
fxFBO.clearColor();
gBufferFBO.color().bind(GL_TEXTURE0); // color
fxFBO.texture(3).bind(GL_TEXTURE1); // beauty
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// ------- SOBEL ------
fxFBO.changeCurrentTexture(0);
fxFBO.clearColor();
sobelShader.useProgram();
fxFBO.texture(1).bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// ------- BLUR ------
if(sampleCount > 0){
// Use blur program shader
blurShader.useProgram();
blurShader.updateUniform(Graphics::UBO_keys::BLUR_DIRECTION, glm::ivec2(1,0));
blurShader.updateUniform(Graphics::UBO_keys::BLUR_SIGMA, 1.5f);
// Write into Vertical Blur Texture
fxFBO.changeCurrentTexture(1);
// Clear the content of texture
fxFBO.clearColor();
// Read the texture processed by the Sobel operator
fxFBO.texture(0).bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// Write into Horizontal Blur Texture
blurShader.updateUniform(Graphics::UBO_keys::BLUR_DIRECTION, glm::ivec2(0,1));
fxFBO.changeCurrentTexture(2);
// Clear the content of texture
fxFBO.clearColor();
// Read the texture processed by the Vertical Blur
fxFBO.texture(1).bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
}
// ------- COC ------
// Use circle of confusion program shader
circleConfusionShader.useProgram();
// Write into Circle of Confusion Texture
fxFBO.changeCurrentTexture(1);
// Clear the content of texture
fxFBO.clearColor();
// Read the depth texture
gBufferFBO.depth().bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// ------- DOF ------
// Attach Depth of Field texture to framebuffer
fxFBO.changeCurrentTexture(3);
// Only the color buffer is used
fxFBO.clearColor();
// Use the Depth of Field shader
depthOfFieldShader.useProgram();
fxFBO.texture(0).bind(GL_TEXTURE0); // Color
fxFBO.texture(1).bind(GL_TEXTURE1); // CoC
fxFBO.texture(2).bind(GL_TEXTURE2); // Blur
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// ------- CAMERA MOTION BLUR ------
fxFBO.changeCurrentTexture(1);
cameraMotionBlurShader.useProgram();
fxFBO.texture(3).bind(GL_TEXTURE0); // last pass
gBufferFBO.depth().bind(GL_TEXTURE1); // depth
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
quadVAO.bind();
// ------- GAMMA ------
glBindFramebuffer(GL_FRAMEBUFFER, 0);
quadVAO.bind();
gammaShader.useProgram();
fxFBO.texture(1).bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
//------------------------------------ Debug Shape Drawing
debugScene.draw(mvp);
picker.drawPickedObject(debugShapesShader);
if(drawSplines){
Graphics::DebugDrawer::drawSpline(cameraController.positions(), cameraController.positions().size()*10, debugShapesShader, glm::vec3(1,0,0));
Graphics::DebugDrawer::drawSpline(cameraController.viewTargets(), cameraController.positions().size()*10, debugShapesShader, glm::vec3(0,1,0));
}
if(drawFBOTextures){
int screenNumber = 7;
glDisable(GL_DEPTH_TEST);
// Select shader
blitShader.useProgram();
// --------------- Color Buffer
glViewport( 0, 0, width/screenNumber, height/screenNumber );
quadVAO.bind();
gBufferFBO.color().bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// --------------- Normal Buffer
glViewport( width/screenNumber, 0, width/screenNumber, height/screenNumber );
quadVAO.bind();
gBufferFBO.normal().bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// --------------- Depth Buffer
glViewport( 2*width/screenNumber, 0, width/screenNumber, height/screenNumber );
quadVAO.bind();
gBufferFBO.depth().bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// --------------- Position Buffer
glViewport( 3*width/screenNumber, 0, width/screenNumber, height/screenNumber );
quadVAO.bind();
gBufferFBO.position().bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// --------------- Beauty Buffer
glViewport( 4*width/screenNumber, 0, width/screenNumber, height/screenNumber );
quadVAO.bind();
beautyFBO.beauty().bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);