Switch to deferred lighting for metavoxels.

This commit is contained in:
Andrzej Kapolka 2014-09-04 17:17:44 -07:00
parent a02656070f
commit 21f3f2b90e
22 changed files with 670 additions and 535 deletions

View file

@ -0,0 +1,26 @@
#version 120
//
// directional_light.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/3/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the normal texture
uniform sampler2D normalMap;
void main(void) {
// compute the base color based on OpenGL lighting model
vec4 normal = texture2D(normalMap, gl_TexCoord[0].st);
gl_FragColor = vec4((texture2D(diffuseMap, gl_TexCoord[0].st) * (gl_FrontLightModelProduct.sceneColor +
gl_FrontLightProduct[0].ambient + gl_FrontLightProduct[0].diffuse * max(0.0, dot(normal * 2.0 -
vec4(1.0, 1.0, 1.0, 2.0), gl_LightSource[0].position)))).rgb, normal.a);
}

View file

@ -1,10 +1,10 @@
#version 120
//
// metavoxel_heightfield.frag
// directional_light.frag
// fragment shader
//
// Created by Andrzej Kapolka on 7/28/14.
// Created by Andrzej Kapolka on 9/3/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
@ -14,6 +14,12 @@
// the diffuse texture
uniform sampler2D diffuseMap;
// the normal texture
uniform sampler2D normalMap;
// the depth texture
uniform sampler2D depthMap;
// the shadow texture
uniform sampler2DShadow shadowMap;
@ -21,28 +27,39 @@ uniform sampler2DShadow shadowMap;
uniform vec3 shadowDistances;
// the inverse of the size of the shadow map
const float shadowScale = 1.0 / 2048.0;
uniform float shadowScale;
// the interpolated position
varying vec4 position;
// the distance to the near clip plane
uniform float near;
// the interpolated normal
varying vec4 normal;
// scale factor for depth: (far - near) / far
uniform float depthScale;
// offset for depth texture coordinates
uniform vec2 depthTexCoordOffset;
// scale for depth texture coordinates
uniform vec2 depthTexCoordScale;
void main(void) {
// compute the view space position using the depth
float z = near / (texture2D(depthMap, gl_TexCoord[0].st).r * depthScale - 1.0);
vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0);
// compute the index of the cascade to use and the corresponding texture coordinates
int shadowIndex = int(dot(step(vec3(position.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
dot(gl_EyePlaneR[shadowIndex], position));
// compute the base color based on OpenGL lighting model
float diffuse = dot(normalize(normal), gl_LightSource[0].position);
// compute the color based on OpenGL lighting model, use the alpha from the normal map
vec4 normal = texture2D(normalMap, gl_TexCoord[0].st);
float diffuse = dot(normal * 2.0 - vec4(1.0, 1.0, 1.0, 2.0), gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st);
vec4 baseColor = texture2D(diffuseMap, gl_TexCoord[0].st) * (gl_FrontLightModelProduct.sceneColor +
gl_FrontLightProduct[0].ambient + gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
gl_FragColor = vec4(baseColor.rgb, normal.a);
}

View file

@ -0,0 +1,60 @@
#version 120
//
// directional_light.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/3/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the normal texture
uniform sampler2D normalMap;
// the depth texture
uniform sampler2D depthMap;
// the shadow texture
uniform sampler2DShadow shadowMap;
// the inverse of the size of the shadow map
uniform float shadowScale;
// the distance to the near clip plane
uniform float near;
// scale factor for depth: (far - near) / far
uniform float depthScale;
// offset for depth texture coordinates
uniform vec2 depthTexCoordOffset;
// scale for depth texture coordinates
uniform vec2 depthTexCoordScale;
void main(void) {
// compute the view space position using the depth
float z = near / (texture2D(depthMap, gl_TexCoord[0].st).r * depthScale - 1.0);
vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0);
// compute the corresponding texture coordinates
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position));
// compute the color based on OpenGL lighting model, use the alpha from the normal map
vec4 normal = texture2D(normalMap, gl_TexCoord[0].st);
float diffuse = dot(normal * 2.0 - vec4(1.0, 1.0, 1.0, 2.0), gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 baseColor = texture2D(diffuseMap, gl_TexCoord[0].st) * (gl_FrontLightModelProduct.sceneColor +
gl_FrontLightProduct[0].ambient + gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
gl_FragColor = vec4(baseColor.rgb, normal.a);
}

View file

@ -1,25 +0,0 @@
#version 120
//
// metavoxel_heightfield.frag
// fragment shader
//
// Created by Andrzej Kapolka on 7/28/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the interpolated normal
varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalize(normal), gl_LightSource[0].position)));
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st);
}

View file

@ -1,51 +0,0 @@
#version 120
//
// metavoxel_heighfield.vert
// vertex shader
//
// Created by Andrzej Kapolka on 7/28/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the height texture
uniform sampler2D heightMap;
// the distance between height points in texture space
uniform float heightScale;
// the scale between height and color textures
uniform float colorScale;
// the interpolated position
varying vec4 position;
// the interpolated normal
varying vec4 normal;
void main(void) {
// transform and store the normal for interpolation
vec2 heightCoord = gl_MultiTexCoord0.st;
float deltaX = texture2D(heightMap, heightCoord - vec2(heightScale, 0.0)).r -
texture2D(heightMap, heightCoord + vec2(heightScale, 0.0)).r;
float deltaZ = texture2D(heightMap, heightCoord - vec2(0.0, heightScale)).r -
texture2D(heightMap, heightCoord + vec2(0.0, heightScale)).r;
normal = normalize(gl_ModelViewMatrix * vec4(deltaX, heightScale, deltaZ, 0.0));
// add the height to the position
float height = texture2D(heightMap, heightCoord).r;
position = gl_ModelViewMatrix * (gl_Vertex + vec4(0.0, height, 0.0, 0.0));
gl_Position = gl_ProjectionMatrix * position;
// the zero height should be invisible
gl_FrontColor = vec4(1.0, 1.0, 1.0, step(height, 0.0));
// pass along the scaled/offset texture coordinates
gl_TexCoord[0] = (gl_MultiTexCoord0 - vec4(heightScale, heightScale, 0.0, 0.0)) * colorScale;
// and the shadow texture coordinates
gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position), 1.0);
}

View file

@ -14,7 +14,11 @@
// the diffuse texture
uniform sampler2D diffuseMap;
// the interpolated normal
varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
gl_FragColor = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].st);
gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].st);
gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
}

View file

@ -20,9 +20,20 @@ uniform float heightScale;
// the scale between height and color textures
uniform float colorScale;
// the interpolated normal
varying vec4 normal;
void main(void) {
// transform and store the normal for interpolation
vec2 heightCoord = gl_MultiTexCoord0.st;
float deltaX = texture2D(heightMap, heightCoord - vec2(heightScale, 0.0)).r -
texture2D(heightMap, heightCoord + vec2(heightScale, 0.0)).r;
float deltaZ = texture2D(heightMap, heightCoord - vec2(0.0, heightScale)).r -
texture2D(heightMap, heightCoord + vec2(0.0, heightScale)).r;
normal = normalize(gl_ModelViewMatrix * vec4(deltaX, heightScale, deltaZ, 0.0));
// add the height to the position
float height = texture2D(heightMap, gl_MultiTexCoord0.st).r;
float height = texture2D(heightMap, heightCoord).r;
gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + vec4(0.0, height, 0.0, 0.0));
// the zero height should be invisible

View file

@ -1,21 +0,0 @@
#version 120
//
// metavoxel_heightfield_light.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/20/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the interpolated normal
varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
gl_FragColor = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalize(normal), gl_LightSource[0].position)));
}

View file

@ -1,45 +0,0 @@
#version 120
//
// metavoxel_heighfield_light.vert
// vertex shader
//
// Created by Andrzej Kapolka on 8/20/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the height texture
uniform sampler2D heightMap;
// the distance between height points in texture space
uniform float heightScale;
// the interpolated position
varying vec4 position;
// the interpolated normal
varying vec4 normal;
void main(void) {
// transform and store the normal for interpolation
vec2 heightCoord = gl_MultiTexCoord0.st;
float deltaX = texture2D(heightMap, heightCoord - vec2(heightScale, 0.0)).r -
texture2D(heightMap, heightCoord + vec2(heightScale, 0.0)).r;
float deltaZ = texture2D(heightMap, heightCoord - vec2(0.0, heightScale)).r -
texture2D(heightMap, heightCoord + vec2(0.0, heightScale)).r;
normal = normalize(gl_ModelViewMatrix * vec4(deltaX, heightScale, deltaZ, 0.0));
// add the height to the position
float height = texture2D(heightMap, heightCoord).r;
position = gl_ModelViewMatrix * (gl_Vertex + vec4(0.0, height, 0.0, 0.0));
gl_Position = gl_ProjectionMatrix * position;
// the zero height should be invisible
gl_FrontColor = vec4(1.0, 1.0, 1.0, step(height, 0.0));
// and the shadow texture coordinates
gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position), 1.0);
}

View file

@ -1,44 +0,0 @@
#version 120
//
// metavoxel_heightfield_light_cascaded_shadow_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/20/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the shadow texture
uniform sampler2DShadow shadowMap;
// the distances to the cascade sections
uniform vec3 shadowDistances;
// the inverse of the size of the shadow map
const float shadowScale = 1.0 / 2048.0;
// the interpolated position
varying vec4 position;
// the interpolated normal
varying vec4 normal;
void main(void) {
// compute the index of the cascade to use and the corresponding texture coordinates
int shadowIndex = int(dot(step(vec3(position.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
dot(gl_EyePlaneR[shadowIndex], position));
// compute the base color based on OpenGL lighting model
float diffuse = dot(normalize(normal), gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
gl_FragColor = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
}

View file

@ -1,33 +0,0 @@
#version 120
//
// metavoxel_heightfield_light_shadow_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/20/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the shadow texture
uniform sampler2DShadow shadowMap;
// the inverse of the size of the shadow map
const float shadowScale = 1.0 / 2048.0;
// the interpolated normal
varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
float diffuse = dot(normalize(normal), gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
gl_FragColor = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
}

View file

@ -1,37 +0,0 @@
#version 120
//
// metavoxel_heightfield.frag
// fragment shader
//
// Created by Andrzej Kapolka on 7/28/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the shadow texture
uniform sampler2DShadow shadowMap;
// the inverse of the size of the shadow map
const float shadowScale = 1.0 / 2048.0;
// the interpolated normal
varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
float diffuse = dot(normalize(normal), gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st);
}

View file

@ -0,0 +1,21 @@
#version 120
//
// metavoxel_voxel_base.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/4/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the interpolated normal
varying vec4 normal;
void main(void) {
// store the interpolated color and normal
gl_FragData[0] = gl_Color;
gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
}

View file

@ -0,0 +1,26 @@
#version 120
//
// metavoxel_voxel_base.vert
// vertex shader
//
// Created by Andrzej Kapolka on 9/4/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the interpolated normal
varying vec4 normal;
void main(void) {
// transform and store the normal for interpolation
normal = vec4(normalize(gl_NormalMatrix * gl_Normal), 0.0);
// use the fixed-function position
gl_Position = ftransform();
// copy the color for interpolation
gl_FrontColor = vec4(gl_Color.rgb, 0.0);
}

View file

@ -0,0 +1,29 @@
#version 120
//
// metavoxel_voxel_splat.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/4/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the number of splats per pass
const int SPLAT_COUNT = 4;
// the splat textures
uniform sampler2D diffuseMaps[SPLAT_COUNT];
// alpha values for the four splat textures
varying vec4 alphaValues;
void main(void) {
// blend the splat textures
gl_FragColor = (texture2D(diffuseMaps[0], gl_TexCoord[0].st) * alphaValues.x +
texture2D(diffuseMaps[1], gl_TexCoord[1].st) * alphaValues.y +
texture2D(diffuseMaps[2], gl_TexCoord[2].st) * alphaValues.z +
texture2D(diffuseMaps[3], gl_TexCoord[3].st) * alphaValues.w);
}

View file

@ -0,0 +1,62 @@
#version 120
//
// metavoxel_voxel_splat.vert
// vertex shader
//
// Created by Andrzej Kapolka on 9/4/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the splat textures scales on the S axis
uniform vec4 splatTextureScalesS;
// the splat texture scales on the T axis
uniform vec4 splatTextureScalesT;
// the lower bounds of the values corresponding to the splat textures
uniform vec4 textureValueMinima;
// the upper bounds of the values corresponding to the splat textures
uniform vec4 textureValueMaxima;
// the materials to apply to the vertex
attribute vec4 materials;
// the weights of each material
attribute vec4 materialWeights;
// alpha values for the four splat textures
varying vec4 alphaValues;
void main(void) {
// use the fixed-function position
gl_Position = ftransform();
// pass along the scaled/offset texture coordinates
vec4 textureSpacePosition = vec4(gl_Vertex.xz, 0.0, 1.0);
gl_TexCoord[0] = textureSpacePosition * vec4(splatTextureScalesS[0], splatTextureScalesT[0], 0.0, 1.0);
gl_TexCoord[1] = textureSpacePosition * vec4(splatTextureScalesS[1], splatTextureScalesT[1], 0.0, 1.0);
gl_TexCoord[2] = textureSpacePosition * vec4(splatTextureScalesS[2], splatTextureScalesT[2], 0.0, 1.0);
gl_TexCoord[3] = textureSpacePosition * vec4(splatTextureScalesS[3], splatTextureScalesT[3], 0.0, 1.0);
// compute the alpha values for each texture
float value = materials[0];
vec4 valueVector = vec4(value, value, value, value);
alphaValues = step(textureValueMinima, valueVector) * step(valueVector, textureValueMaxima) * materialWeights[0];
value = materials[1];
valueVector = vec4(value, value, value, value);
alphaValues += step(textureValueMinima, valueVector) * step(valueVector, textureValueMaxima) * materialWeights[1];
value = materials[2];
valueVector = vec4(value, value, value, value);
alphaValues += step(textureValueMinima, valueVector) * step(valueVector, textureValueMaxima) * materialWeights[2];
value = materials[3];
valueVector = vec4(value, value, value, value);
alphaValues += step(textureValueMinima, valueVector) * step(valueVector, textureValueMaxima) * materialWeights[3];
}

View file

@ -9,7 +9,11 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QMutexLocker>
#include <QOpenGLFramebufferObject>
#include <QReadLocker>
#include <QWriteLocker>
#include <QtDebug>
@ -24,6 +28,7 @@
#include "Application.h"
#include "MetavoxelSystem.h"
#include "renderer/Model.h"
#include "renderer/RenderUtil.h"
REGISTER_META_OBJECT(DefaultMetavoxelRendererImplementation)
REGISTER_META_OBJECT(SphereRenderer)
@ -46,6 +51,12 @@ void MetavoxelSystem::init() {
new BufferDataAttribute("voxelBuffer"));
_voxelBufferAttribute->setLODThresholdMultiplier(
AttributeRegistry::getInstance()->getVoxelColorAttribute()->getLODThresholdMultiplier());
loadLightProgram("shaders/directional_light.frag", _directionalLight, _directionalLightLocations);
loadLightProgram("shaders/directional_light_shadow_map.frag", _directionalLightShadowMap,
_directionalLightShadowMapLocations);
loadLightProgram("shaders/directional_light_cascaded_shadow_map.frag", _directionalLightCascadedShadowMap,
_directionalLightCascadedShadowMapLocations);
}
MetavoxelLOD MetavoxelSystem::getLOD() {
@ -116,6 +127,10 @@ int RenderVisitor::visit(MetavoxelInfo& info) {
return STOP_RECURSION;
}
const GLenum COLOR_DRAW_BUFFERS[] = { GL_COLOR_ATTACHMENT0 };
const GLenum NORMAL_DRAW_BUFFERS[] = { GL_COLOR_ATTACHMENT1 };
const GLenum COLOR_NORMAL_DRAW_BUFFERS[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
void MetavoxelSystem::render() {
// update the frustum
ViewFrustum* viewFrustum = Application::getInstance()->getViewFrustum();
@ -123,8 +138,128 @@ void MetavoxelSystem::render() {
viewFrustum->getFarBottomRight(), viewFrustum->getNearTopLeft(), viewFrustum->getNearTopRight(),
viewFrustum->getNearBottomLeft(), viewFrustum->getNearBottomRight());
_needToLight = false;
// clear the normal buffer
glDrawBuffers(sizeof(NORMAL_DRAW_BUFFERS) / sizeof(NORMAL_DRAW_BUFFERS[0]), NORMAL_DRAW_BUFFERS);
glClear(GL_COLOR_BUFFER_BIT);
glDrawBuffers(sizeof(COLOR_DRAW_BUFFERS) / sizeof(COLOR_DRAW_BUFFERS[0]), COLOR_DRAW_BUFFERS);
RenderVisitor renderVisitor(getLOD());
guideToAugmented(renderVisitor, true);
// give external parties a chance to join in
emit rendering();
if (!_needToLight) {
return; // skip lighting if not needed
}
// perform deferred lighting, rendering to free fbo
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject();
primaryFBO->release();
QOpenGLFramebufferObject* freeFBO = Application::getInstance()->getGlowEffect()->getFreeFramebufferObject();
freeFBO->bind();
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryNormalTextureID());
if (Menu::getInstance()->getShadowsEnabled()) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID());
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID());
ProgramObject* program = &_directionalLightShadowMap;
const LightLocations* locations = &_directionalLightShadowMapLocations;
if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
program = &_directionalLightCascadedShadowMap;
locations = &_directionalLightCascadedShadowMapLocations;
_directionalLightCascadedShadowMap.bind();
_directionalLightCascadedShadowMap.setUniform(locations->shadowDistances,
Application::getInstance()->getShadowDistances());
} else {
program->bind();
}
program->setUniformValue(locations->shadowScale,
1.0f / Application::getInstance()->getTextureCache()->getShadowFramebufferObject()->width());
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
Application::getInstance()->computeOffAxisFrustum(
left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
program->setUniformValue(locations->near, nearVal);
program->setUniformValue(locations->depthScale, (farVal - nearVal) / farVal);
float nearScale = -1.0f / nearVal;
program->setUniformValue(locations->depthTexCoordOffset, left * nearScale, bottom * nearScale);
program->setUniformValue(locations->depthTexCoordScale, (right - left) * nearScale, (top - bottom) * nearScale);
renderFullscreenQuad();
program->release();
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1);
} else {
_directionalLight.bind();
renderFullscreenQuad();
_directionalLight.release();
}
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
freeFBO->release();
// now transfer the lit region to the primary fbo
glEnable(GL_BLEND);
primaryFBO->bind();
glBindTexture(GL_TEXTURE_2D, freeFBO->texture());
glEnable(GL_TEXTURE_2D);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
renderFullscreenQuad();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
glDisable(GL_ALPHA_TEST);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
class RayHeightfieldIntersectionVisitor : public RayIntersectionVisitor {
@ -484,6 +619,24 @@ void MetavoxelSystem::guideToAugmented(MetavoxelVisitor& visitor, bool render) {
}
}
void MetavoxelSystem::loadLightProgram(const char* name, ProgramObject& program, LightLocations& locations) {
program.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + name);
program.link();
program.bind();
program.setUniformValue("diffuseMap", 0);
program.setUniformValue("normalMap", 1);
program.setUniformValue("depthMap", 2);
program.setUniformValue("shadowMap", 3);
locations.shadowDistances = program.uniformLocation("shadowDistances");
locations.shadowScale = program.uniformLocation("shadowScale");
locations.near = program.uniformLocation("near");
locations.depthScale = program.uniformLocation("depthScale");
locations.depthTexCoordOffset = program.uniformLocation("depthTexCoordOffset");
locations.depthTexCoordScale = program.uniformLocation("depthTexCoordScale");
program.release();
}
MetavoxelSystemClient::MetavoxelSystemClient(const SharedNodePointer& node, MetavoxelUpdater* updater) :
MetavoxelClient(node, updater) {
}
@ -807,7 +960,6 @@ void HeightfieldBuffer::render(bool cursor) {
glDrawRangeElements(GL_TRIANGLES, 0, vertexCount - 1, indexCount, GL_UNSIGNED_INT, 0);
} else if (!_materials.isEmpty()) {
DefaultMetavoxelRendererImplementation::getBaseHeightfieldProgram().bind();
DefaultMetavoxelRendererImplementation::getBaseHeightfieldProgram().setUniformValue(
DefaultMetavoxelRendererImplementation::getBaseHeightScaleLocation(), 1.0f / _heightSize);
DefaultMetavoxelRendererImplementation::getBaseHeightfieldProgram().setUniformValue(
@ -817,6 +969,8 @@ void HeightfieldBuffer::render(bool cursor) {
glDrawRangeElements(GL_TRIANGLES, 0, vertexCount - 1, indexCount, GL_UNSIGNED_INT, 0);
glDrawBuffers(sizeof(COLOR_DRAW_BUFFERS) / sizeof(COLOR_DRAW_BUFFERS[0]), COLOR_DRAW_BUFFERS);
glDepthFunc(GL_LEQUAL);
glDepthMask(false);
glEnable(GL_BLEND);
@ -825,18 +979,18 @@ void HeightfieldBuffer::render(bool cursor) {
glPolygonOffset(-1.0f, -1.0f);
DefaultMetavoxelRendererImplementation::getSplatHeightfieldProgram().bind();
const DefaultMetavoxelRendererImplementation::SplatLocations& locations =
DefaultMetavoxelRendererImplementation::getSplatHeightfieldLocations();
DefaultMetavoxelRendererImplementation::getSplatHeightfieldProgram().setUniformValue(
DefaultMetavoxelRendererImplementation::getSplatHeightScaleLocation(), 1.0f / _heightSize);
locations.heightScale, 1.0f / _heightSize);
DefaultMetavoxelRendererImplementation::getSplatHeightfieldProgram().setUniformValue(
DefaultMetavoxelRendererImplementation::getSplatTextureScaleLocation(), (float)_heightSize / innerSize);
locations.textureScale, (float)_heightSize / innerSize);
DefaultMetavoxelRendererImplementation::getSplatHeightfieldProgram().setUniformValue(
DefaultMetavoxelRendererImplementation::getSplatTextureOffsetLocation(),
_translation.x / _scale, _translation.z / _scale);
locations.splatTextureOffset, _translation.x / _scale, _translation.z / _scale);
glBindTexture(GL_TEXTURE_2D, _materialTextureID);
const int TEXTURES_PER_SPLAT = 4;
for (int i = 0; i < _materials.size(); i += TEXTURES_PER_SPLAT) {
for (int i = 0; i < _materials.size(); i += SPLAT_COUNT) {
QVector4D scalesS, scalesT;
for (int j = 0; j < SPLAT_COUNT; j++) {
@ -858,23 +1012,20 @@ void HeightfieldBuffer::render(bool cursor) {
}
const float QUARTER_STEP = 0.25f * EIGHT_BIT_MAXIMUM_RECIPROCAL;
DefaultMetavoxelRendererImplementation::getSplatHeightfieldProgram().setUniformValue(
DefaultMetavoxelRendererImplementation::getSplatTextureScalesSLocation(), scalesS);
locations.splatTextureScalesS, scalesS);
DefaultMetavoxelRendererImplementation::getSplatHeightfieldProgram().setUniformValue(
DefaultMetavoxelRendererImplementation::getSplatTextureScalesTLocation(), scalesT);
locations.splatTextureScalesT, scalesT);
DefaultMetavoxelRendererImplementation::getSplatHeightfieldProgram().setUniformValue(
DefaultMetavoxelRendererImplementation::getSplatTextureValueMinimaLocation(),
locations.textureValueMinima,
(i + 1) * EIGHT_BIT_MAXIMUM_RECIPROCAL - QUARTER_STEP, (i + 2) * EIGHT_BIT_MAXIMUM_RECIPROCAL - QUARTER_STEP,
(i + 3) * EIGHT_BIT_MAXIMUM_RECIPROCAL - QUARTER_STEP, (i + 4) * EIGHT_BIT_MAXIMUM_RECIPROCAL - QUARTER_STEP);
DefaultMetavoxelRendererImplementation::getSplatHeightfieldProgram().setUniformValue(
DefaultMetavoxelRendererImplementation::getSplatTextureValueMaximaLocation(),
locations.textureValueMaxima,
(i + 1) * EIGHT_BIT_MAXIMUM_RECIPROCAL + QUARTER_STEP, (i + 2) * EIGHT_BIT_MAXIMUM_RECIPROCAL + QUARTER_STEP,
(i + 3) * EIGHT_BIT_MAXIMUM_RECIPROCAL + QUARTER_STEP, (i + 4) * EIGHT_BIT_MAXIMUM_RECIPROCAL + QUARTER_STEP);
glDrawRangeElements(GL_TRIANGLES, 0, vertexCount - 1, indexCount, GL_UNSIGNED_INT, 0);
}
glEnable(GL_ALPHA_TEST);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
for (int i = 0; i < SPLAT_COUNT; i++) {
glActiveTexture(GL_TEXTURE0 + SPLAT_TEXTURE_UNITS[i]);
glBindTexture(GL_TEXTURE_2D, 0);
@ -882,53 +1033,24 @@ void HeightfieldBuffer::render(bool cursor) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
if (Menu::getInstance()->isOptionChecked(MenuOption::SimpleShadows)) {
DefaultMetavoxelRendererImplementation::getShadowLightHeightfieldProgram().bind();
DefaultMetavoxelRendererImplementation::getShadowLightHeightfieldProgram().setUniformValue(
DefaultMetavoxelRendererImplementation::getShadowLightHeightScaleLocation(), 1.0f / _heightSize);
glDrawRangeElements(GL_TRIANGLES, 0, vertexCount - 1, indexCount, GL_UNSIGNED_INT, 0);
DefaultMetavoxelRendererImplementation::getShadowMapHeightfieldProgram().bind();
} else if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
DefaultMetavoxelRendererImplementation::getCascadedShadowLightHeightfieldProgram().bind();
DefaultMetavoxelRendererImplementation::getCascadedShadowLightHeightfieldProgram().setUniformValue(
DefaultMetavoxelRendererImplementation::getCascadedShadowLightHeightScaleLocation(), 1.0f / _heightSize);
glDrawRangeElements(GL_TRIANGLES, 0, vertexCount - 1, indexCount, GL_UNSIGNED_INT, 0);
DefaultMetavoxelRendererImplementation::getCascadedShadowMapHeightfieldProgram().bind();
} else {
DefaultMetavoxelRendererImplementation::getLightHeightfieldProgram().bind();
DefaultMetavoxelRendererImplementation::getLightHeightfieldProgram().setUniformValue(
DefaultMetavoxelRendererImplementation::getLightHeightScaleLocation(), 1.0f / _heightSize);
glDrawRangeElements(GL_TRIANGLES, 0, vertexCount - 1, indexCount, GL_UNSIGNED_INT, 0);
DefaultMetavoxelRendererImplementation::getHeightfieldProgram().bind();
}
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
glDepthFunc(GL_LESS);
glDepthMask(true);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDepthMask(true);
glDepthFunc(GL_LESS);
glDrawBuffers(sizeof(COLOR_NORMAL_DRAW_BUFFERS) / sizeof(COLOR_NORMAL_DRAW_BUFFERS[0]), COLOR_NORMAL_DRAW_BUFFERS);
DefaultMetavoxelRendererImplementation::getBaseHeightfieldProgram().bind();
} else {
int heightScaleLocation = DefaultMetavoxelRendererImplementation::getHeightScaleLocation();
int colorScaleLocation = DefaultMetavoxelRendererImplementation::getColorScaleLocation();
ProgramObject* program = &DefaultMetavoxelRendererImplementation::getHeightfieldProgram();
if (Menu::getInstance()->isOptionChecked(MenuOption::SimpleShadows)) {
heightScaleLocation = DefaultMetavoxelRendererImplementation::getShadowMapHeightScaleLocation();
colorScaleLocation = DefaultMetavoxelRendererImplementation::getShadowMapColorScaleLocation();
program = &DefaultMetavoxelRendererImplementation::getShadowMapHeightfieldProgram();
} else if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
heightScaleLocation = DefaultMetavoxelRendererImplementation::getCascadedShadowMapHeightScaleLocation();
colorScaleLocation = DefaultMetavoxelRendererImplementation::getCascadedShadowMapColorScaleLocation();
program = &DefaultMetavoxelRendererImplementation::getCascadedShadowMapHeightfieldProgram();
}
program->setUniformValue(heightScaleLocation, 1.0f / _heightSize);
program->setUniformValue(colorScaleLocation, (float)_heightSize / innerSize);
DefaultMetavoxelRendererImplementation::getBaseHeightfieldProgram().setUniformValue(
DefaultMetavoxelRendererImplementation::getBaseHeightScaleLocation(), 1.0f / _heightSize);
DefaultMetavoxelRendererImplementation::getBaseHeightfieldProgram().setUniformValue(
DefaultMetavoxelRendererImplementation::getBaseColorScaleLocation(), (float)_heightSize / innerSize);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
@ -944,6 +1066,8 @@ void HeightfieldBuffer::render(bool cursor) {
bufferPair.first.release();
bufferPair.second.release();
Application::getInstance()->getMetavoxels()->noteNeedToLight();
}
QHash<int, HeightfieldBuffer::BufferPair> HeightfieldBuffer::_bufferPairs;
@ -959,7 +1083,7 @@ void HeightfieldPreview::render(const glm::vec3& translation, float scale) const
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
DefaultMetavoxelRendererImplementation::getHeightfieldProgram().bind();
DefaultMetavoxelRendererImplementation::getBaseHeightfieldProgram().bind();
glPushMatrix();
glTranslatef(translation.x, translation.y, translation.z);
@ -971,7 +1095,7 @@ void HeightfieldPreview::render(const glm::vec3& translation, float scale) const
glPopMatrix();
DefaultMetavoxelRendererImplementation::getHeightfieldProgram().release();
DefaultMetavoxelRendererImplementation::getBaseHeightfieldProgram().release();
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
@ -1025,8 +1149,89 @@ void VoxelBuffer::render(bool cursor) {
glDrawRangeElements(GL_QUADS, 0, _vertexCount - 1, _indexCount, GL_UNSIGNED_INT, 0);
if (!_materials.isEmpty()) {
glDrawBuffers(sizeof(COLOR_DRAW_BUFFERS) / sizeof(COLOR_DRAW_BUFFERS[0]), COLOR_DRAW_BUFFERS);
glDepthFunc(GL_LEQUAL);
glDepthMask(false);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
DefaultMetavoxelRendererImplementation::getSplatVoxelProgram().bind();
const DefaultMetavoxelRendererImplementation::SplatLocations& locations =
DefaultMetavoxelRendererImplementation::getSplatVoxelLocations();
DefaultMetavoxelRendererImplementation::getSplatVoxelProgram().setAttributeBuffer(locations.materials,
GL_UNSIGNED_BYTE, (qint64)&point->materials, SPLAT_COUNT, sizeof(VoxelPoint));
DefaultMetavoxelRendererImplementation::getSplatVoxelProgram().enableAttributeArray(locations.materials);
DefaultMetavoxelRendererImplementation::getSplatVoxelProgram().setAttributeBuffer(locations.materialWeights,
GL_UNSIGNED_BYTE, (qint64)&point->materialWeights, SPLAT_COUNT, sizeof(VoxelPoint));
DefaultMetavoxelRendererImplementation::getSplatVoxelProgram().enableAttributeArray(locations.materialWeights);
for (int i = 0; i < _materials.size(); i += SPLAT_COUNT) {
QVector4D scalesS, scalesT;
for (int j = 0; j < SPLAT_COUNT; j++) {
glActiveTexture(GL_TEXTURE0 + SPLAT_TEXTURE_UNITS[j]);
int index = i + j;
if (index < _networkTextures.size()) {
const NetworkTexturePointer& texture = _networkTextures.at(index);
if (texture) {
MaterialObject* material = static_cast<MaterialObject*>(_materials.at(index).data());
scalesS[j] = 1.0f / material->getScaleS();
scalesT[j] = 1.0f / material->getScaleT();
glBindTexture(GL_TEXTURE_2D, texture->getID());
} else {
glBindTexture(GL_TEXTURE_2D, 0);
}
} else {
glBindTexture(GL_TEXTURE_2D, 0);
}
}
const float QUARTER_STEP = 0.25f * EIGHT_BIT_MAXIMUM_RECIPROCAL;
DefaultMetavoxelRendererImplementation::getSplatVoxelProgram().setUniformValue(
locations.splatTextureScalesS, scalesS);
DefaultMetavoxelRendererImplementation::getSplatVoxelProgram().setUniformValue(
locations.splatTextureScalesT, scalesT);
DefaultMetavoxelRendererImplementation::getSplatVoxelProgram().setUniformValue(
locations.textureValueMinima,
(i + 1) * EIGHT_BIT_MAXIMUM_RECIPROCAL - QUARTER_STEP, (i + 2) * EIGHT_BIT_MAXIMUM_RECIPROCAL - QUARTER_STEP,
(i + 3) * EIGHT_BIT_MAXIMUM_RECIPROCAL - QUARTER_STEP, (i + 4) * EIGHT_BIT_MAXIMUM_RECIPROCAL - QUARTER_STEP);
DefaultMetavoxelRendererImplementation::getSplatVoxelProgram().setUniformValue(
locations.textureValueMaxima,
(i + 1) * EIGHT_BIT_MAXIMUM_RECIPROCAL + QUARTER_STEP, (i + 2) * EIGHT_BIT_MAXIMUM_RECIPROCAL + QUARTER_STEP,
(i + 3) * EIGHT_BIT_MAXIMUM_RECIPROCAL + QUARTER_STEP, (i + 4) * EIGHT_BIT_MAXIMUM_RECIPROCAL + QUARTER_STEP);
glDrawRangeElements(GL_QUADS, 0, _vertexCount - 1, _indexCount, GL_UNSIGNED_INT, 0);
}
for (int i = 0; i < SPLAT_COUNT; i++) {
glActiveTexture(GL_TEXTURE0 + SPLAT_TEXTURE_UNITS[i]);
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0);
glDisable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDepthMask(true);
glDepthFunc(GL_LESS);
glDrawBuffers(sizeof(COLOR_NORMAL_DRAW_BUFFERS) / sizeof(COLOR_NORMAL_DRAW_BUFFERS[0]), COLOR_NORMAL_DRAW_BUFFERS);
DefaultMetavoxelRendererImplementation::getSplatVoxelProgram().disableAttributeArray(locations.materials);
DefaultMetavoxelRendererImplementation::getSplatVoxelProgram().disableAttributeArray(locations.materialWeights);
DefaultMetavoxelRendererImplementation::getBaseVoxelProgram().bind();
}
_vertexBuffer.release();
_indexBuffer.release();
Application::getInstance()->getMetavoxels()->noteNeedToLight();
}
BufferDataAttribute::BufferDataAttribute(const QString& name) :
@ -1056,48 +1261,6 @@ void DefaultMetavoxelRendererImplementation::init() {
_pointScaleLocation = _pointProgram.uniformLocation("pointScale");
_pointProgram.release();
_heightfieldProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/metavoxel_heightfield.vert");
_heightfieldProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
"shaders/metavoxel_heightfield.frag");
_heightfieldProgram.link();
_heightfieldProgram.bind();
_heightfieldProgram.setUniformValue("heightMap", 0);
_heightfieldProgram.setUniformValue("diffuseMap", 1);
_heightScaleLocation = _heightfieldProgram.uniformLocation("heightScale");
_colorScaleLocation = _heightfieldProgram.uniformLocation("colorScale");
_heightfieldProgram.release();
_shadowMapHeightfieldProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/metavoxel_heightfield.vert");
_shadowMapHeightfieldProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
"shaders/metavoxel_heightfield_shadow_map.frag");
_shadowMapHeightfieldProgram.link();
_shadowMapHeightfieldProgram.bind();
_shadowMapHeightfieldProgram.setUniformValue("heightMap", 0);
_shadowMapHeightfieldProgram.setUniformValue("diffuseMap", 1);
_shadowMapHeightfieldProgram.setUniformValue("shadowMap", 2);
_shadowMapHeightScaleLocation = _shadowMapHeightfieldProgram.uniformLocation("heightScale");
_shadowMapColorScaleLocation = _shadowMapHeightfieldProgram.uniformLocation("colorScale");
_shadowMapHeightfieldProgram.release();
_cascadedShadowMapHeightfieldProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/metavoxel_heightfield.vert");
_cascadedShadowMapHeightfieldProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
"shaders/metavoxel_heightfield_cascaded_shadow_map.frag");
_cascadedShadowMapHeightfieldProgram.link();
_cascadedShadowMapHeightfieldProgram.bind();
_cascadedShadowMapHeightfieldProgram.setUniformValue("heightMap", 0);
_cascadedShadowMapHeightfieldProgram.setUniformValue("diffuseMap", 1);
_cascadedShadowMapHeightfieldProgram.setUniformValue("shadowMap", 2);
_cascadedShadowMapHeightScaleLocation = _cascadedShadowMapHeightfieldProgram.uniformLocation("heightScale");
_cascadedShadowMapColorScaleLocation = _cascadedShadowMapHeightfieldProgram.uniformLocation("colorScale");
_shadowDistancesLocation = _cascadedShadowMapHeightfieldProgram.uniformLocation("shadowDistances");
_cascadedShadowMapHeightfieldProgram.release();
_baseHeightfieldProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/metavoxel_heightfield_base.vert");
_baseHeightfieldProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
@ -1111,60 +1274,7 @@ void DefaultMetavoxelRendererImplementation::init() {
_baseColorScaleLocation = _baseHeightfieldProgram.uniformLocation("colorScale");
_baseHeightfieldProgram.release();
_splatHeightfieldProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/metavoxel_heightfield_splat.vert");
_splatHeightfieldProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
"shaders/metavoxel_heightfield_splat.frag");
_splatHeightfieldProgram.link();
_splatHeightfieldProgram.bind();
_splatHeightfieldProgram.setUniformValue("heightMap", 0);
_splatHeightfieldProgram.setUniformValue("textureMap", 1);
_splatHeightfieldProgram.setUniformValueArray("diffuseMaps", SPLAT_TEXTURE_UNITS, SPLAT_COUNT);
_splatHeightScaleLocation = _splatHeightfieldProgram.uniformLocation("heightScale");
_splatTextureScaleLocation = _splatHeightfieldProgram.uniformLocation("textureScale");
_splatTextureOffsetLocation = _splatHeightfieldProgram.uniformLocation("splatTextureOffset");
_splatTextureScalesSLocation = _splatHeightfieldProgram.uniformLocation("splatTextureScalesS");
_splatTextureScalesTLocation = _splatHeightfieldProgram.uniformLocation("splatTextureScalesT");
_splatTextureValueMinimaLocation = _splatHeightfieldProgram.uniformLocation("textureValueMinima");
_splatTextureValueMaximaLocation = _splatHeightfieldProgram.uniformLocation("textureValueMaxima");
_splatHeightfieldProgram.release();
_lightHeightfieldProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/metavoxel_heightfield_light.vert");
_lightHeightfieldProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
"shaders/metavoxel_heightfield_light.frag");
_lightHeightfieldProgram.link();
_lightHeightfieldProgram.bind();
_lightHeightfieldProgram.setUniformValue("heightMap", 0);
_lightHeightScaleLocation = _lightHeightfieldProgram.uniformLocation("heightScale");
_lightHeightfieldProgram.release();
_shadowLightHeightfieldProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/metavoxel_heightfield_light.vert");
_shadowLightHeightfieldProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
"shaders/metavoxel_heightfield_light_shadow_map.frag");
_shadowLightHeightfieldProgram.link();
_shadowLightHeightfieldProgram.bind();
_shadowLightHeightfieldProgram.setUniformValue("heightMap", 0);
_shadowLightHeightfieldProgram.setUniformValue("shadowMap", 2);
_shadowLightHeightScaleLocation = _shadowLightHeightfieldProgram.uniformLocation("heightScale");
_shadowLightHeightfieldProgram.release();
_cascadedShadowLightHeightfieldProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/metavoxel_heightfield_light.vert");
_cascadedShadowLightHeightfieldProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
"shaders/metavoxel_heightfield_light_cascaded_shadow_map.frag");
_cascadedShadowLightHeightfieldProgram.link();
_cascadedShadowLightHeightfieldProgram.bind();
_cascadedShadowLightHeightfieldProgram.setUniformValue("heightMap", 0);
_cascadedShadowLightHeightfieldProgram.setUniformValue("shadowMap", 2);
_cascadedShadowLightHeightScaleLocation = _cascadedShadowLightHeightfieldProgram.uniformLocation("heightScale");
_shadowLightDistancesLocation = _cascadedShadowLightHeightfieldProgram.uniformLocation("shadowDistances");
_cascadedShadowLightHeightfieldProgram.release();
loadSplatProgram("heightfield", _splatHeightfieldProgram, _splatHeightfieldLocations);
_heightfieldCursorProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/metavoxel_heightfield_cursor.vert");
@ -1175,6 +1285,14 @@ void DefaultMetavoxelRendererImplementation::init() {
_heightfieldCursorProgram.bind();
_heightfieldCursorProgram.setUniformValue("heightMap", 0);
_heightfieldCursorProgram.release();
_baseVoxelProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/metavoxel_voxel_base.vert");
_baseVoxelProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
"shaders/metavoxel_voxel_base.frag");
_baseVoxelProgram.link();
loadSplatProgram("voxel", _splatVoxelProgram, _splatVoxelLocations);
}
}
@ -1844,7 +1962,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
glm::vec3 center;
glm::vec3 normal;
const int MAX_MATERIALS_PER_VERTEX = 4;
quint8 materials[4];
quint8 materials[] = { 0, 0, 0, 0 };
glm::vec4 materialWeights;
float totalWeight = 0.0f;
int red = 0, green = 0, blue = 0;
@ -1865,7 +1983,7 @@ int VoxelAugmentVisitor::visit(MetavoxelInfo& info) {
totalWeight += 1.0f;
break;
} else if (materials[j] == 0.0f) {
} else if (materials[j] == 0) {
materials[j] = crossing.material;
materialWeights[j] = 1.0f;
totalWeight += 1.0f;
@ -2149,38 +2267,22 @@ void DefaultMetavoxelRendererImplementation::render(MetavoxelData& data, Metavox
_pointProgram.release();
glDrawBuffers(sizeof(COLOR_NORMAL_DRAW_BUFFERS) / sizeof(COLOR_NORMAL_DRAW_BUFFERS[0]), COLOR_NORMAL_DRAW_BUFFERS);
glEnable(GL_CULL_FACE);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_EQUAL, 0.0f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
ProgramObject* program = &_heightfieldProgram;
if (Menu::getInstance()->getShadowsEnabled()) {
if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
_cascadedShadowLightHeightfieldProgram.bind();
_cascadedShadowLightHeightfieldProgram.setUniform(_shadowLightDistancesLocation,
Application::getInstance()->getShadowDistances());
program = &_cascadedShadowMapHeightfieldProgram;
program->bind();
program->setUniform(_shadowDistancesLocation, Application::getInstance()->getShadowDistances());
} else {
program = &_shadowMapHeightfieldProgram;
}
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID());
glActiveTexture(GL_TEXTURE0);
}
program->bind();
_baseHeightfieldProgram.bind();
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
BufferRenderVisitor heightfieldRenderVisitor(Application::getInstance()->getMetavoxels()->getHeightfieldBufferAttribute());
data.guide(heightfieldRenderVisitor);
program->release();
_baseHeightfieldProgram.release();
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
@ -2189,57 +2291,63 @@ void DefaultMetavoxelRendererImplementation::render(MetavoxelData& data, Metavox
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_ALPHA_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnable(GL_CULL_FACE);
_baseVoxelProgram.bind();
BufferRenderVisitor voxelRenderVisitor(Application::getInstance()->getMetavoxels()->getVoxelBufferAttribute());
data.guide(voxelRenderVisitor);
_baseVoxelProgram.release();
glDisable(GL_ALPHA_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDrawBuffers(sizeof(COLOR_DRAW_BUFFERS) / sizeof(COLOR_DRAW_BUFFERS[0]), COLOR_DRAW_BUFFERS);
}
void DefaultMetavoxelRendererImplementation::loadSplatProgram(const char* type,
ProgramObject& program, SplatLocations& locations) {
program.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
"shaders/metavoxel_" + type + "_splat.vert");
program.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
"shaders/metavoxel_" + type + "_splat.frag");
program.link();
program.bind();
program.setUniformValue("heightMap", 0);
program.setUniformValue("textureMap", 1);
program.setUniformValueArray("diffuseMaps", SPLAT_TEXTURE_UNITS, SPLAT_COUNT);
locations.heightScale = program.uniformLocation("heightScale");
locations.textureScale = program.uniformLocation("textureScale");
locations.splatTextureOffset = program.uniformLocation("splatTextureOffset");
locations.splatTextureScalesS = program.uniformLocation("splatTextureScalesS");
locations.splatTextureScalesT = program.uniformLocation("splatTextureScalesT");
locations.textureValueMinima = program.uniformLocation("textureValueMinima");
locations.textureValueMaxima = program.uniformLocation("textureValueMaxima");
locations.materials = program.attributeLocation("materials");
locations.materialWeights = program.attributeLocation("materialWeights");
program.release();
}
ProgramObject DefaultMetavoxelRendererImplementation::_pointProgram;
int DefaultMetavoxelRendererImplementation::_pointScaleLocation;
ProgramObject DefaultMetavoxelRendererImplementation::_heightfieldProgram;
int DefaultMetavoxelRendererImplementation::_heightScaleLocation;
int DefaultMetavoxelRendererImplementation::_colorScaleLocation;
ProgramObject DefaultMetavoxelRendererImplementation::_shadowMapHeightfieldProgram;
int DefaultMetavoxelRendererImplementation::_shadowMapHeightScaleLocation;
int DefaultMetavoxelRendererImplementation::_shadowMapColorScaleLocation;
ProgramObject DefaultMetavoxelRendererImplementation::_cascadedShadowMapHeightfieldProgram;
int DefaultMetavoxelRendererImplementation::_cascadedShadowMapHeightScaleLocation;
int DefaultMetavoxelRendererImplementation::_cascadedShadowMapColorScaleLocation;
int DefaultMetavoxelRendererImplementation::_shadowDistancesLocation;
ProgramObject DefaultMetavoxelRendererImplementation::_baseHeightfieldProgram;
int DefaultMetavoxelRendererImplementation::_baseHeightScaleLocation;
int DefaultMetavoxelRendererImplementation::_baseColorScaleLocation;
ProgramObject DefaultMetavoxelRendererImplementation::_splatHeightfieldProgram;
int DefaultMetavoxelRendererImplementation::_splatHeightScaleLocation;
int DefaultMetavoxelRendererImplementation::_splatTextureScaleLocation;
int DefaultMetavoxelRendererImplementation::_splatTextureOffsetLocation;
int DefaultMetavoxelRendererImplementation::_splatTextureScalesSLocation;
int DefaultMetavoxelRendererImplementation::_splatTextureScalesTLocation;
int DefaultMetavoxelRendererImplementation::_splatTextureValueMinimaLocation;
int DefaultMetavoxelRendererImplementation::_splatTextureValueMaximaLocation;
ProgramObject DefaultMetavoxelRendererImplementation::_lightHeightfieldProgram;
int DefaultMetavoxelRendererImplementation::_lightHeightScaleLocation;
ProgramObject DefaultMetavoxelRendererImplementation::_shadowLightHeightfieldProgram;
int DefaultMetavoxelRendererImplementation::_shadowLightHeightScaleLocation;
ProgramObject DefaultMetavoxelRendererImplementation::_cascadedShadowLightHeightfieldProgram;
int DefaultMetavoxelRendererImplementation::_cascadedShadowLightHeightScaleLocation;
int DefaultMetavoxelRendererImplementation::_shadowLightDistancesLocation;
DefaultMetavoxelRendererImplementation::SplatLocations DefaultMetavoxelRendererImplementation::_splatHeightfieldLocations;
ProgramObject DefaultMetavoxelRendererImplementation::_heightfieldCursorProgram;
ProgramObject DefaultMetavoxelRendererImplementation::_baseVoxelProgram;
ProgramObject DefaultMetavoxelRendererImplementation::_splatVoxelProgram;
DefaultMetavoxelRendererImplementation::SplatLocations DefaultMetavoxelRendererImplementation::_splatVoxelLocations;
static void enableClipPlane(GLenum plane, float x, float y, float z, float w) {
GLdouble coefficients[] = { x, y, z, w };

View file

@ -52,6 +52,12 @@ public:
Q_INVOKABLE void deleteTextures(int heightID, int colorID, int textureID);
void noteNeedToLight() { _needToLight = true; }
signals:
void rendering();
protected:
virtual MetavoxelClient* createClient(const SharedNodePointer& node);
@ -60,6 +66,18 @@ private:
void guideToAugmented(MetavoxelVisitor& visitor, bool render = false);
class LightLocations {
public:
int shadowDistances;
int shadowScale;
int near;
int depthScale;
int depthTexCoordOffset;
int depthTexCoordScale;
};
static void loadLightProgram(const char* name, ProgramObject& program, LightLocations& locations);
AttributePointer _pointBufferAttribute;
AttributePointer _heightfieldBufferAttribute;
AttributePointer _voxelBufferAttribute;
@ -67,6 +85,14 @@ private:
MetavoxelLOD _lod;
QReadWriteLock _lodLock;
Frustum _frustum;
bool _needToLight;
ProgramObject _directionalLight;
LightLocations _directionalLightLocations;
ProgramObject _directionalLightShadowMap;
LightLocations _directionalLightShadowMapLocations;
ProgramObject _directionalLightCascadedShadowMap;
LightLocations _directionalLightCascadedShadowMapLocations;
};
/// Describes contents of a point in a point buffer.
@ -266,42 +292,33 @@ public:
static void init();
static ProgramObject& getHeightfieldProgram() { return _heightfieldProgram; }
static int getHeightScaleLocation() { return _heightScaleLocation; }
static int getColorScaleLocation() { return _colorScaleLocation; }
static ProgramObject& getShadowMapHeightfieldProgram() { return _shadowMapHeightfieldProgram; }
static int getShadowMapHeightScaleLocation() { return _shadowMapHeightScaleLocation; }
static int getShadowMapColorScaleLocation() { return _shadowMapColorScaleLocation; }
static ProgramObject& getCascadedShadowMapHeightfieldProgram() { return _cascadedShadowMapHeightfieldProgram; }
static int getCascadedShadowMapHeightScaleLocation() { return _cascadedShadowMapHeightScaleLocation; }
static int getCascadedShadowMapColorScaleLocation() { return _cascadedShadowMapColorScaleLocation; }
static ProgramObject& getBaseHeightfieldProgram() { return _baseHeightfieldProgram; }
static int getBaseHeightScaleLocation() { return _baseHeightScaleLocation; }
static int getBaseColorScaleLocation() { return _baseColorScaleLocation; }
class SplatLocations {
public:
int heightScale;
int textureScale;
int splatTextureOffset;
int splatTextureScalesS;
int splatTextureScalesT;
int textureValueMinima;
int textureValueMaxima;
int materials;
int materialWeights;
};
static ProgramObject& getSplatHeightfieldProgram() { return _splatHeightfieldProgram; }
static int getSplatHeightScaleLocation() { return _splatHeightScaleLocation; }
static int getSplatTextureScaleLocation() { return _splatTextureScaleLocation; }
static int getSplatTextureOffsetLocation() { return _splatTextureOffsetLocation; }
static int getSplatTextureScalesSLocation() { return _splatTextureScalesSLocation; }
static int getSplatTextureScalesTLocation() { return _splatTextureScalesTLocation; }
static int getSplatTextureValueMinimaLocation() { return _splatTextureValueMinimaLocation; }
static int getSplatTextureValueMaximaLocation() { return _splatTextureValueMaximaLocation; }
static ProgramObject& getLightHeightfieldProgram() { return _lightHeightfieldProgram; }
static int getLightHeightScaleLocation() { return _lightHeightScaleLocation; }
static ProgramObject& getShadowLightHeightfieldProgram() { return _shadowLightHeightfieldProgram; }
static int getShadowLightHeightScaleLocation() { return _shadowLightHeightScaleLocation; }
static ProgramObject& getCascadedShadowLightHeightfieldProgram() { return _cascadedShadowLightHeightfieldProgram; }
static int getCascadedShadowLightHeightScaleLocation() { return _cascadedShadowLightHeightScaleLocation; }
static const SplatLocations& getSplatHeightfieldLocations() { return _splatHeightfieldLocations; }
static ProgramObject& getHeightfieldCursorProgram() { return _heightfieldCursorProgram; }
static ProgramObject& getBaseVoxelProgram() { return _baseVoxelProgram; }
static ProgramObject& getSplatVoxelProgram() { return _splatVoxelProgram; }
static const SplatLocations& getSplatVoxelLocations() { return _splatVoxelLocations; }
Q_INVOKABLE DefaultMetavoxelRendererImplementation();
virtual void augment(MetavoxelData& data, const MetavoxelData& previous, MetavoxelInfo& info, const MetavoxelLOD& lod);
@ -310,27 +327,18 @@ public:
private:
static void loadSplatProgram(const char* type, ProgramObject& program, SplatLocations& locations);
static ProgramObject _pointProgram;
static int _pointScaleLocation;
static ProgramObject _heightfieldProgram;
static int _heightScaleLocation;
static int _colorScaleLocation;
static ProgramObject _shadowMapHeightfieldProgram;
static int _shadowMapHeightScaleLocation;
static int _shadowMapColorScaleLocation;
static ProgramObject _cascadedShadowMapHeightfieldProgram;
static int _cascadedShadowMapHeightScaleLocation;
static int _cascadedShadowMapColorScaleLocation;
static int _shadowDistancesLocation;
static ProgramObject _baseHeightfieldProgram;
static int _baseHeightScaleLocation;
static int _baseColorScaleLocation;
static ProgramObject _splatHeightfieldProgram;
static SplatLocations _splatHeightfieldLocations;
static int _splatHeightScaleLocation;
static int _splatTextureScaleLocation;
static int _splatTextureOffsetLocation;
@ -339,17 +347,11 @@ private:
static int _splatTextureValueMinimaLocation;
static int _splatTextureValueMaximaLocation;
static ProgramObject _lightHeightfieldProgram;
static int _lightHeightScaleLocation;
static ProgramObject _shadowLightHeightfieldProgram;
static int _shadowLightHeightScaleLocation;
static ProgramObject _cascadedShadowLightHeightfieldProgram;
static int _cascadedShadowLightHeightScaleLocation;
static int _shadowLightDistancesLocation;
static ProgramObject _heightfieldCursorProgram;
static ProgramObject _baseVoxelProgram;
static ProgramObject _splatVoxelProgram;
static SplatLocations _splatVoxelLocations;
};
/// Base class for spanner renderers; provides clipping.

View file

@ -29,6 +29,7 @@ TextureCache::TextureCache() :
_whiteTextureID(0),
_blueTextureID(0),
_primaryDepthTextureID(0),
_primaryNormalTextureID(0),
_primaryFramebufferObject(NULL),
_secondaryFramebufferObject(NULL),
_tertiaryFramebufferObject(NULL),
@ -46,6 +47,7 @@ TextureCache::~TextureCache() {
}
if (_primaryFramebufferObject) {
glDeleteTextures(1, &_primaryDepthTextureID);
glDeleteTextures(1, &_primaryNormalTextureID);
}
if (_primaryFramebufferObject) {
@ -71,6 +73,8 @@ void TextureCache::setFrameBufferSize(QSize frameBufferSize) {
_primaryFramebufferObject = NULL;
glDeleteTextures(1, &_primaryDepthTextureID);
_primaryDepthTextureID = 0;
glDeleteTextures(1, &_primaryNormalTextureID);
_primaryNormalTextureID = 0;
}
if (_secondaryFramebufferObject) {
@ -205,15 +209,22 @@ QOpenGLFramebufferObject* TextureCache::getPrimaryFramebufferObject() {
glGenTextures(1, &_primaryDepthTextureID);
glBindTexture(GL_TEXTURE_2D, _primaryDepthTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, _frameBufferSize.width(), _frameBufferSize.height(),
0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenTextures(1, &_primaryNormalTextureID);
glBindTexture(GL_TEXTURE_2D, _primaryNormalTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _frameBufferSize.width(), _frameBufferSize.height(),
0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
_primaryFramebufferObject->bind();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _primaryDepthTextureID, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, _primaryNormalTextureID, 0);
_primaryFramebufferObject->release();
}
return _primaryFramebufferObject;
@ -225,6 +236,12 @@ GLuint TextureCache::getPrimaryDepthTextureID() {
return _primaryDepthTextureID;
}
GLuint TextureCache::getPrimaryNormalTextureID() {
// ensure that the primary framebuffer object is initialized before returning the normal texture id
getPrimaryFramebufferObject();
return _primaryNormalTextureID;
}
QOpenGLFramebufferObject* TextureCache::getSecondaryFramebufferObject() {
if (!_secondaryFramebufferObject) {
_secondaryFramebufferObject = createFramebufferObject();
@ -278,6 +295,7 @@ bool TextureCache::eventFilter(QObject* watched, QEvent* event) {
delete _primaryFramebufferObject;
_primaryFramebufferObject = NULL;
glDeleteTextures(1, &_primaryDepthTextureID);
glDeleteTextures(1, &_primaryNormalTextureID);
}
if (_secondaryFramebufferObject && _secondaryFramebufferObject->size() != size) {
delete _secondaryFramebufferObject;

View file

@ -61,6 +61,9 @@ public:
/// Returns the ID of the primary framebuffer object's depth texture. This contains the Z buffer used in rendering.
GLuint getPrimaryDepthTextureID();
/// Returns the ID of the primary framebuffer object's normal texture.
GLuint getPrimaryNormalTextureID();
/// Returns a pointer to the secondary framebuffer object, used as an additional render target when performing full
/// screen effects.
QOpenGLFramebufferObject* getSecondaryFramebufferObject();
@ -95,6 +98,7 @@ private:
QHash<QUrl, QWeakPointer<NetworkTexture> > _dilatableNetworkTextures;
GLuint _primaryDepthTextureID;
GLuint _primaryNormalTextureID;
QOpenGLFramebufferObject* _primaryFramebufferObject;
QOpenGLFramebufferObject* _secondaryFramebufferObject;
QOpenGLFramebufferObject* _tertiaryFramebufferObject;

View file

@ -971,11 +971,9 @@ ImportHeightfieldTool::ImportHeightfieldTool(MetavoxelEditor* editor) :
connect(_height, &QAbstractButton::clicked, this, &ImportHeightfieldTool::selectHeightFile);
_form->addRow("Color:", _color = new QPushButton());
connect(_color, &QAbstractButton::clicked, this, &ImportHeightfieldTool::selectColorFile);
}
void ImportHeightfieldTool::render() {
HeightfieldTool::render();
_preview.render(_translation->getValue(), _translation->getSingleStep());
connect(Application::getInstance()->getMetavoxels(), &MetavoxelSystem::rendering,
this, &ImportHeightfieldTool::renderPreview);
}
void ImportHeightfieldTool::apply() {
@ -1084,6 +1082,12 @@ void ImportHeightfieldTool::updatePreview() {
_preview.setBuffers(buffers);
}
void ImportHeightfieldTool::renderPreview() {
if (isVisible()) {
_preview.render(_translation->getValue(), _translation->getSingleStep());
}
}
EraseHeightfieldTool::EraseHeightfieldTool(MetavoxelEditor* editor) :
HeightfieldTool(editor, "Erase Heightfield") {

View file

@ -283,8 +283,6 @@ public:
ImportHeightfieldTool(MetavoxelEditor* editor);
virtual void render();
protected:
virtual void apply();
@ -294,6 +292,7 @@ private slots:
void selectHeightFile();
void selectColorFile();
void updatePreview();
void renderPreview();
private: