overte-Armored-Dragon/libraries/render-utils/src/LightClusters.h
2016-09-09 19:00:54 -07:00

126 lines
3.1 KiB
C++

//
// LightClusters.h
//
// Created by Sam Gateau on 9/7/2016.
// Copyright 2015 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
//
#ifndef hifi_render_utils_LightClusters_h
#define hifi_render_utils_LightClusters_h
#include <gpu/Buffer.h>
#include <render/Engine.h>
#include "LightStage.h"
#include <ViewFrustum.h>
class FrustumGrid {
public:
float _near { 0.1f };
float rangeNear { 1.0f };
float rangeFar { 100.0f };
float _far { 10000.0f };
glm::ivec3 dims { 8, 8, 8 };
float spare;
glm::mat4 eyeToGridProj;
glm::mat4 _worldToEyeMat;
glm::mat4 eyeToWorldMat;
void updateFrustum(const ViewFrustum& frustum) {
eyeToGridProj = frustum.evalProjectionMatrixRange(rangeNear, rangeFar);
Transform view;
frustum.evalViewTransform(view);
eyeToWorldMat = view.getMatrix();
_worldToEyeMat = view.getInverseMatrix();
}
// Copy paste of the slh functions
using vec3 = glm::vec3;
using ivec3 = glm::ivec3;
using mat4 = glm::mat4;
#define frustumGrid (*this)
#include "LightClusterGrid_shared.slh"
};
class LightClusters {
public:
LightClusters();
void updateFrustum(const ViewFrustum& frustum);
void updateLightStage(const LightStagePointer& lightStage);
void updateVisibleLights(const LightStage::LightIndices& visibleLights);
ViewFrustum _frustum;
LightStagePointer _lightStage;
gpu::StructBuffer<FrustumGrid> _frustumGridBuffer;
gpu::BufferPointer _lightIndicesBuffer;
};
using LightClustersPointer = std::shared_ptr<LightClusters>;
class DebugLightClustersConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(int numDrawn READ getNumDrawn NOTIFY numDrawnChanged)
Q_PROPERTY(int maxDrawn MEMBER maxDrawn NOTIFY dirty)
public:
DebugLightClustersConfig() : render::Job::Config(true){}
int getNumDrawn() { return numDrawn; }
void setNumDrawn(int num) { numDrawn = num; emit numDrawnChanged(); }
int maxDrawn { -1 };
signals:
void numDrawnChanged();
void dirty();
protected:
int numDrawn { 0 };
};
#include "DeferredFrameTransform.h"
#include "DeferredFramebuffer.h"
#include "LightingModel.h"
#include "SurfaceGeometryPass.h"
class DebugLightClusters {
public:
using Inputs = render::VaryingSet4 < DeferredFrameTransformPointer, DeferredFramebufferPointer, LightingModelPointer, SurfaceGeometryFramebufferPointer>;
using Config = DebugLightClustersConfig;
using JobModel = render::Job::ModelI<DebugLightClusters, Inputs, Config>;
DebugLightClusters();
void configure(const Config& config);
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs);
protected:
gpu::BufferPointer _gridBuffer;
gpu::PipelinePointer _drawClusterGrid;
gpu::PipelinePointer _drawClusterFromDepth;
const gpu::PipelinePointer getDrawClusterGridPipeline();
const gpu::PipelinePointer getDrawClusterFromDepthPipeline();
};
#endif