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https://github.com/JulianGro/overte.git
synced 2025-04-13 13:13:02 +02:00
ALmost there, getting eback everything to work with the light and background stages in the scene, not in deferredLighting Effect anymore
This commit is contained in:
parent
96a10d2e95
commit
20d8c11e28
25 changed files with 120 additions and 165 deletions
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@ -5110,7 +5110,7 @@ namespace render {
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auto& batch = *args->_batch;
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DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch);
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renderWorldBox(batch);
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renderWorldBox(args, batch);
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}
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}
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}
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@ -34,7 +34,7 @@
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using namespace std;
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void renderWorldBox(gpu::Batch& batch) {
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void renderWorldBox(RenderArgs* args, gpu::Batch& batch) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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// Show center of world
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@ -115,7 +115,7 @@ void renderWorldBox(gpu::Batch& batch) {
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geometryIds[17]);
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geometryCache->renderWireCubeInstance(batch, GREY4);
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geometryCache->renderWireCubeInstance(args, batch, GREY4);
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// Draw meter markers along the 3 axis to help with measuring things
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const float MARKER_DISTANCE = 1.0f;
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@ -123,23 +123,23 @@ void renderWorldBox(gpu::Batch& batch) {
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transform = Transform().setScale(MARKER_RADIUS);
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batch.setModelTransform(transform);
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geometryCache->renderSolidSphereInstance(batch, RED);
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geometryCache->renderSolidSphereInstance(args, batch, RED);
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transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, 0.0f)).setScale(MARKER_RADIUS);
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batch.setModelTransform(transform);
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geometryCache->renderSolidSphereInstance(batch, RED);
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geometryCache->renderSolidSphereInstance(args, batch, RED);
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transform = Transform().setTranslation(glm::vec3(0.0f, MARKER_DISTANCE, 0.0f)).setScale(MARKER_RADIUS);
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batch.setModelTransform(transform);
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geometryCache->renderSolidSphereInstance(batch, GREEN);
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geometryCache->renderSolidSphereInstance(args, batch, GREEN);
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transform = Transform().setTranslation(glm::vec3(0.0f, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS);
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batch.setModelTransform(transform);
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geometryCache->renderSolidSphereInstance(batch, BLUE);
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geometryCache->renderSolidSphereInstance(args, batch, BLUE);
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transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS);
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batch.setModelTransform(transform);
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geometryCache->renderSolidSphereInstance(batch, GREY);
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geometryCache->renderSolidSphereInstance(args, batch, GREY);
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}
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// Do some basic timing tests and report the results
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@ -16,8 +16,9 @@
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#include <glm/gtc/quaternion.hpp>
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#include <gpu/Batch.h>
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#include <render/Forward.h>
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void renderWorldBox(gpu::Batch& batch);
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void renderWorldBox(RenderArgs* args, gpu::Batch& batch);
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void runTimingTests();
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void runUnitTests();
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@ -73,7 +73,7 @@ void Cube3DOverlay::render(RenderArgs* args) {
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if (_isSolid) {
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transform.setScale(dimensions);
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batch->setModelTransform(transform);
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geometryCache->renderSolidCubeInstance(*batch, cubeColor, pipeline);
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geometryCache->renderSolidCubeInstance(args, *batch, cubeColor, pipeline);
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} else {
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geometryCache->bindSimpleProgram(*batch, false, false, false, true, true);
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if (getIsDashedLine()) {
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@ -109,7 +109,7 @@ void Cube3DOverlay::render(RenderArgs* args) {
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} else {
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transform.setScale(dimensions);
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batch->setModelTransform(transform);
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geometryCache->renderWireCubeInstance(*batch, cubeColor, pipeline);
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geometryCache->renderWireCubeInstance(args, *batch, cubeColor, pipeline);
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}
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}
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}
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@ -53,9 +53,9 @@ void Shape3DOverlay::render(RenderArgs* args) {
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transform.setScale(dimensions);
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batch->setModelTransform(transform);
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if (_isSolid) {
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geometryCache->renderSolidShapeInstance(*batch, _shape, cubeColor, pipeline);
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geometryCache->renderSolidShapeInstance(args, *batch, _shape, cubeColor, pipeline);
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} else {
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geometryCache->renderWireShapeInstance(*batch, _shape, cubeColor, pipeline);
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geometryCache->renderWireShapeInstance(args, *batch, _shape, cubeColor, pipeline);
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}
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}
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}
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@ -50,9 +50,9 @@ void Sphere3DOverlay::render(RenderArgs* args) {
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}
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if (_isSolid) {
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geometryCache->renderSolidSphereInstance(*batch, sphereColor, pipeline);
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geometryCache->renderSolidSphereInstance(args, *batch, sphereColor, pipeline);
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} else {
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geometryCache->renderWireSphereInstance(*batch, sphereColor, pipeline);
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geometryCache->renderWireSphereInstance(args, *batch, sphereColor, pipeline);
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}
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}
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}
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@ -138,7 +138,7 @@ void Text3DOverlay::render(RenderArgs* args) {
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_textRenderer->draw(batch, 0, 0, getText(), textColor, glm::vec2(-1.0f), getDrawInFront());
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// so before we continue, we must reset the pipeline
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batch.setPipeline(args->_pipeline->pipeline);
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args->_pipeline->prepare(batch);
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args->_pipeline->prepare(batch, args);
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}
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const render::ShapeKey Text3DOverlay::getShapeKey() {
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@ -609,7 +609,7 @@ void Avatar::render(RenderArgs* renderArgs) {
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if (showCollisionShapes && shouldRenderHead(renderArgs) && _skeletonModel->isRenderable()) {
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PROFILE_RANGE_BATCH(batch, __FUNCTION__":skeletonBoundingCollisionShapes");
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const float BOUNDING_SHAPE_ALPHA = 0.7f;
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_skeletonModel->renderBoundingCollisionShapes(*renderArgs->_batch, getUniformScale(), BOUNDING_SHAPE_ALPHA);
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_skeletonModel->renderBoundingCollisionShapes(renderArgs, *renderArgs->_batch, getUniformScale(), BOUNDING_SHAPE_ALPHA);
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}
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if (showReceiveStats || showNamesAboveHeads) {
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@ -322,20 +322,20 @@ void SkeletonModel::computeBoundingShape() {
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_boundingCapsuleLocalOffset = invScale * offset;
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}
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void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float scale, float alpha) {
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void SkeletonModel::renderBoundingCollisionShapes(RenderArgs* args, gpu::Batch& batch, float scale, float alpha) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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// draw a blue sphere at the capsule top point
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glm::vec3 topPoint = _translation + getRotation() * (scale * (_boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * Vectors::UNIT_Y));
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batch.setModelTransform(Transform().setTranslation(topPoint).postScale(scale * _boundingCapsuleRadius));
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geometryCache->renderSolidSphereInstance(batch, glm::vec4(0.6f, 0.6f, 0.8f, alpha));
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geometryCache->renderSolidSphereInstance(args, batch, glm::vec4(0.6f, 0.6f, 0.8f, alpha));
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// draw a yellow sphere at the capsule bottom point
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glm::vec3 bottomPoint = topPoint - glm::vec3(0.0f, scale * _boundingCapsuleHeight, 0.0f);
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glm::vec3 axis = topPoint - bottomPoint;
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batch.setModelTransform(Transform().setTranslation(bottomPoint).postScale(scale * _boundingCapsuleRadius));
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geometryCache->renderSolidSphereInstance(batch, glm::vec4(0.8f, 0.8f, 0.6f, alpha));
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geometryCache->renderSolidSphereInstance(args, batch, glm::vec4(0.8f, 0.8f, 0.6f, alpha));
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// draw a green cylinder between the two points
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glm::vec3 origin(0.0f);
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@ -96,7 +96,7 @@ public:
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/// \return whether or not the head was found.
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glm::vec3 getDefaultEyeModelPosition() const;
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void renderBoundingCollisionShapes(gpu::Batch& batch, float scale, float alpha);
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void renderBoundingCollisionShapes(RenderArgs* args, gpu::Batch& batch, float scale, float alpha);
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float getBoundingCapsuleRadius() const { return _boundingCapsuleRadius; }
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float getBoundingCapsuleHeight() const { return _boundingCapsuleHeight; }
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const glm::vec3 getBoundingCapsuleOffset() const { return _boundingCapsuleLocalOffset; }
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@ -380,7 +380,7 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
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auto shapeTransform = getTransformToCenter(success);
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if (success) {
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batch.setModelTransform(shapeTransform); // we want to include the scale as well
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DependencyManager::get<GeometryCache>()->renderWireCubeInstance(batch, greenColor);
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DependencyManager::get<GeometryCache>()->renderWireCubeInstance(args, batch, greenColor);
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}
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return;
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}
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@ -128,9 +128,9 @@ void RenderableShapeEntityItem::render(RenderArgs* args) {
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auto pipeline = color.a < 1.0f ? geometryCache->getTransparentShapePipeline() : geometryCache->getOpaqueShapePipeline();
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if (render::ShapeKey(args->_globalShapeKey).isWireframe()) {
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geometryCache->renderWireShapeInstance(batch, MAPPING[_shape], color, pipeline);
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geometryCache->renderWireShapeInstance(args, batch, MAPPING[_shape], color, pipeline);
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} else {
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geometryCache->renderSolidShapeInstance(batch, MAPPING[_shape], color, pipeline);
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geometryCache->renderSolidShapeInstance(args, batch, MAPPING[_shape], color, pipeline);
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}
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}
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@ -221,10 +221,10 @@ void RenderableZoneEntityItem::render(RenderArgs* args) {
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if (getShapeType() == SHAPE_TYPE_SPHERE) {
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shapeTransform.postScale(SPHERE_ENTITY_SCALE);
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batch.setModelTransform(shapeTransform);
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geometryCache->renderWireSphereInstance(batch, DEFAULT_COLOR);
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geometryCache->renderWireSphereInstance(args, batch, DEFAULT_COLOR);
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} else {
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batch.setModelTransform(shapeTransform);
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geometryCache->renderWireCubeInstance(batch, DEFAULT_COLOR);
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geometryCache->renderWireCubeInstance(args, batch, DEFAULT_COLOR);
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}
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break;
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}
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@ -60,7 +60,6 @@ void DrawBackgroundStage::run(const render::RenderContextPointer& renderContext,
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// Background rendering decision
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// auto backgroundStage = DependencyManager::get<DeferredLightingEffect>()->getBackgroundStage();
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auto backgroundStage = renderContext->_scene->getStage<BackgroundStage>("BACKGROUND_STAGE");
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model::SunSkyStagePointer background;
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model::SkyboxPointer skybox;
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@ -69,9 +68,9 @@ void DrawBackgroundStage::run(const render::RenderContextPointer& renderContext,
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auto background = backgroundStage->getBackground(backgroundId);
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if (background) {
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skybox = background->getSkybox();
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}
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}
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} else {
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// skybox = DependencyManager::get<DeferredLightingEffect>()->getDefaultSkybox();
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skybox = backgroundStage->getBackground(0)->getSkybox();
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}
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/* auto backgroundMode = skyStage->getBackgroundMode();
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@ -99,64 +99,23 @@ void DeferredLightingEffect::init() {
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loadLightProgram(deferred_light_vert, local_lights_shading_frag, true, _localLight, _localLightLocations);
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loadLightProgram(deferred_light_vert, local_lights_drawOutline_frag, true, _localLightOutline, _localLightOutlineLocations);
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// Light Stage and clusters
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/* _lightStage = std::make_shared<LightStage>();
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// Allocate a global light representing the Global Directional light casting shadow (the sun) and the ambient light
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_allocatedLights.push_back(std::make_shared<model::Light>());
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model::LightPointer lp = _allocatedLights[0];
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lp->setType(model::Light::SUN);
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lp->setDirection(glm::vec3(-1.0f));
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lp->setColor(glm::vec3(1.0f));
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lp->setIntensity(1.0f);
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lp->setType(model::Light::SUN);
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lp->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset::OLD_TOWN_SQUARE);
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// Add the global light to the light stage (for later shadow rendering)
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_globalLights.push_back(_lightStage->addLight(lp));
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_lightStage->addShadow(_globalLights[0]);
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_backgroundStage = std::make_shared<BackgroundStage>();
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auto textureCache = DependencyManager::get<TextureCache>();
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{
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PROFILE_RANGE(render, "Process Default Skybox");
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auto textureCache = DependencyManager::get<TextureCache>();
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auto skyboxUrl = PathUtils::resourcesPath().toStdString() + "images/Default-Sky-9-cubemap.ktx";
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_defaultSkyboxTexture = gpu::Texture::unserialize(skyboxUrl);
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_defaultSkyboxAmbientTexture = _defaultSkyboxTexture;
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_defaultSkybox->setCubemap(_defaultSkyboxTexture);
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}
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lp->setAmbientIntensity(0.5f);
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lp->setAmbientMap(_defaultSkyboxAmbientTexture);
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auto irradianceSH = _defaultSkyboxAmbientTexture->getIrradiance();
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if (irradianceSH) {
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lp->setAmbientSphere((*irradianceSH));
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}*/
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}
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void DeferredLightingEffect::setupKeyLightBatch(gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit) {
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void DeferredLightingEffect::setupKeyLightBatch(const RenderArgs* args, gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit) {
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PerformanceTimer perfTimer("DLE->setupBatch()");
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model::LightPointer keySunLight;
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if (_lightStage && _lightStage->_currentFrame._sunLights.size()) {
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keySunLight = _lightStage->getLight(_lightStage->_currentFrame._sunLights.front());
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auto lightStage = args->_scene->getStage<LightStage>("LIGHT_STAGE");
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if (lightStage && lightStage->_currentFrame._sunLights.size()) {
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keySunLight = lightStage->getLight(lightStage->_currentFrame._sunLights.front());
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} else {
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keySunLight = _allocatedLights[_globalLights.front()];
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keySunLight = lightStage->getLight(0);
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}
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model::LightPointer keyAmbiLight;
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if (_lightStage && _lightStage->_currentFrame._ambientLights.size()) {
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keyAmbiLight = _lightStage->getLight(_lightStage->_currentFrame._ambientLights.front());
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if (lightStage && lightStage->_currentFrame._ambientLights.size()) {
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keyAmbiLight = lightStage->getLight(lightStage->_currentFrame._ambientLights.front());
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} else {
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keyAmbiLight = _allocatedLights[_globalLights.front()];
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keyAmbiLight = lightStage->getLight(0);
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}
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if (lightBufferUnit >= 0) {
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}
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void DeferredLightingEffect::setGlobalLight(const model::LightPointer& light) {
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/* auto globalLight = _allocatedLights.front();
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globalLight->setDirection(light->getDirection());
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globalLight->setColor(light->getColor());
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globalLight->setIntensity(light->getIntensity());
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globalLight->setAmbientIntensity(light->getAmbientIntensity());
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globalLight->setAmbientSphere(light->getAmbientSphere());
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globalLight->setAmbientMap(light->getAmbientMap());*/
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}
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/*
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const model::LightPointer& DeferredLightingEffect::getGlobalLight() const {
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return _allocatedLights.front();
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}
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*/
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#include <shared/Shapes.h>
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model::MeshPointer DeferredLightingEffect::getPointLightMesh() {
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@ -483,8 +427,6 @@ void PrepareDeferred::run(const RenderContextPointer& renderContext, const Input
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// Prepare a fresh Light Frame
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//auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
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//deferredLightingEffect->getLightStage()->_currentFrame.clear();
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auto lightStage = renderContext->_scene->getStage<LightStage>("LIGHT_STAGE");
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lightStage->_currentFrame.clear();
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}
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@ -550,9 +492,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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// Global directional light and ambient pass
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auto lightStage = renderContext->_scene->getStage<LightStage>("LIGHT_STAGE");
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// assert(deferredLightingEffect->getLightStage()->getNumLights() > 0);
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assert(lightStage->getNumLights() > 0);
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// auto lightAndShadow = deferredLightingEffect->getLightStage()->getLightAndShadow(0);
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auto lightAndShadow = lightStage->getLightAndShadow(0);
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const auto& globalShadow = lightAndShadow.second;
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@ -563,7 +503,8 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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auto& program = deferredLightingEffect->_directionalSkyboxLight;
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LightLocationsPtr locations = deferredLightingEffect->_directionalSkyboxLightLocations;
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const auto& keyLight = deferredLightingEffect->_allocatedLights[deferredLightingEffect->_globalLights.front()];
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auto keyLight = lightStage->getLight(0);
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// Setup the global directional pass pipeline
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{
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@ -602,7 +543,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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batch._glUniform4fv(locations->texcoordFrameTransform, 1, reinterpret_cast< const float* >(&textureFrameTransform));
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// Setup the global lighting
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deferredLightingEffect->setupKeyLightBatch(batch, locations->lightBufferUnit, locations->ambientBufferUnit, SKYBOX_MAP_UNIT);
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deferredLightingEffect->setupKeyLightBatch(args, batch, locations->lightBufferUnit, locations->ambientBufferUnit, SKYBOX_MAP_UNIT);
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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@ -759,7 +700,7 @@ void RenderDeferred::run(const RenderContextPointer& renderContext, const Inputs
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void DefaultLightingSetup::run(const RenderContextPointer& renderContext) {
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if (!_defaultLight) {
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if (!_defaultLight || !_defaultBackground) {
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if (!_defaultSkyboxTexture) {
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auto textureCache = DependencyManager::get<TextureCache>();
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{
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@ -779,7 +720,7 @@ void DefaultLightingSetup::run(const RenderContextPointer& renderContext) {
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if (lightStage) {
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// Allocate a default global light directional and ambient
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model::LightPointer lp = std::make_shared<model::Light>();
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auto lp = std::make_shared<model::Light>();
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lp->setType(model::Light::SUN);
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lp->setDirection(glm::vec3(-1.0f));
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lp->setColor(glm::vec3(1.0f));
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@ -801,6 +742,19 @@ void DefaultLightingSetup::run(const RenderContextPointer& renderContext) {
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auto defaultLightID = lightStage->addLight(lp);
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lightStage->addShadow(defaultLightID);
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}
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auto backgroundStage = renderContext->_scene->getStage<BackgroundStage>("BACKGROUND_STAGE");
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if (backgroundStage) {
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auto background = std::make_shared<model::SunSkyStage>();
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background->setSkybox(_defaultSkybox);
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// capture deault background
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_defaultBackground = background;
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// Add the global light to the light stage (for later shadow rendering)
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auto defaultBackgroundID = backgroundStage->addBackground(_defaultBackground);
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}
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}
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}
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|
|
|
@ -47,7 +47,7 @@ class DeferredLightingEffect : public Dependency {
|
|||
public:
|
||||
void init();
|
||||
|
||||
void setupKeyLightBatch(gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit);
|
||||
void setupKeyLightBatch(const RenderArgs* args, gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit);
|
||||
void unsetKeyLightBatch(gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit);
|
||||
|
||||
// update global lighting
|
||||
|
@ -203,6 +203,7 @@ public:
|
|||
|
||||
protected:
|
||||
model::LightPointer _defaultLight;
|
||||
model::SunSkyStagePointer _defaultBackground;
|
||||
model::SkyboxPointer _defaultSkybox { new ProceduralSkybox() };
|
||||
gpu::TexturePointer _defaultSkyboxTexture;
|
||||
gpu::TexturePointer _defaultSkyboxAmbientTexture;
|
||||
|
|
|
@ -455,7 +455,7 @@ _nextID(0) {
|
|||
buildShapes();
|
||||
GeometryCache::_simpleOpaquePipeline =
|
||||
std::make_shared<render::ShapePipeline>(getSimplePipeline(false, false, true, false), nullptr,
|
||||
[](const render::ShapePipeline&, gpu::Batch& batch) {
|
||||
[](const render::ShapePipeline&, gpu::Batch& batch, RenderArgs* args) {
|
||||
// Set the defaults needed for a simple program
|
||||
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO,
|
||||
DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
|
@ -463,7 +463,7 @@ _nextID(0) {
|
|||
);
|
||||
GeometryCache::_simpleTransparentPipeline =
|
||||
std::make_shared<render::ShapePipeline>(getSimplePipeline(false, true, true, false), nullptr,
|
||||
[](const render::ShapePipeline&, gpu::Batch& batch) {
|
||||
[](const render::ShapePipeline&, gpu::Batch& batch, RenderArgs* args) {
|
||||
// Set the defaults needed for a simple program
|
||||
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO,
|
||||
DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
|
@ -471,7 +471,7 @@ _nextID(0) {
|
|||
);
|
||||
GeometryCache::_simpleWirePipeline =
|
||||
std::make_shared<render::ShapePipeline>(getSimplePipeline(false, false, true, true), nullptr,
|
||||
[](const render::ShapePipeline&, gpu::Batch& batch) {});
|
||||
[](const render::ShapePipeline&, gpu::Batch& batch, RenderArgs* args) {});
|
||||
}
|
||||
|
||||
GeometryCache::~GeometryCache() {
|
||||
|
@ -1938,7 +1938,7 @@ uint32_t toCompactColor(const glm::vec4& color) {
|
|||
|
||||
static const size_t INSTANCE_COLOR_BUFFER = 0;
|
||||
|
||||
void renderInstances(gpu::Batch& batch, const glm::vec4& color, bool isWire,
|
||||
void renderInstances(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color, bool isWire,
|
||||
const render::ShapePipelinePointer& pipeline, GeometryCache::Shape shape) {
|
||||
// Add pipeline to name
|
||||
std::string instanceName = (isWire ? "wire_shapes_" : "solid_shapes_") + std::to_string(shape) + "_" + std::to_string(std::hash<render::ShapePipelinePointer>()(pipeline));
|
||||
|
@ -1951,9 +1951,9 @@ void renderInstances(gpu::Batch& batch, const glm::vec4& color, bool isWire,
|
|||
}
|
||||
|
||||
// Add call to named buffer
|
||||
batch.setupNamedCalls(instanceName, [isWire, pipeline, shape](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
batch.setupNamedCalls(instanceName, [args, isWire, pipeline, shape](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
batch.setPipeline(pipeline->pipeline);
|
||||
pipeline->prepare(batch);
|
||||
pipeline->prepare(batch, args);
|
||||
|
||||
if (isWire) {
|
||||
DependencyManager::get<GeometryCache>()->renderWireShapeInstances(batch, shape, data.count(), data.buffers[INSTANCE_COLOR_BUFFER]);
|
||||
|
@ -1963,28 +1963,28 @@ void renderInstances(gpu::Batch& batch, const glm::vec4& color, bool isWire,
|
|||
});
|
||||
}
|
||||
|
||||
void GeometryCache::renderSolidShapeInstance(gpu::Batch& batch, GeometryCache::Shape shape, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
||||
renderInstances(batch, color, false, pipeline, shape);
|
||||
void GeometryCache::renderSolidShapeInstance(RenderArgs* args, gpu::Batch& batch, GeometryCache::Shape shape, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
||||
renderInstances(args, batch, color, false, pipeline, shape);
|
||||
}
|
||||
|
||||
void GeometryCache::renderWireShapeInstance(gpu::Batch& batch, GeometryCache::Shape shape, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
||||
renderInstances(batch, color, true, pipeline, shape);
|
||||
void GeometryCache::renderWireShapeInstance(RenderArgs* args, gpu::Batch& batch, GeometryCache::Shape shape, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
||||
renderInstances(args, batch, color, true, pipeline, shape);
|
||||
}
|
||||
|
||||
|
||||
void GeometryCache::renderSolidSphereInstance(gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
||||
renderInstances(batch, color, false, pipeline, GeometryCache::Sphere);
|
||||
void GeometryCache::renderSolidSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
||||
renderInstances(args, batch, color, false, pipeline, GeometryCache::Sphere);
|
||||
}
|
||||
|
||||
void GeometryCache::renderWireSphereInstance(gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
||||
renderInstances(batch, color, true, pipeline, GeometryCache::Sphere);
|
||||
void GeometryCache::renderWireSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
||||
renderInstances(args, batch, color, true, pipeline, GeometryCache::Sphere);
|
||||
}
|
||||
|
||||
// Enable this in a debug build to cause 'box' entities to iterate through all the
|
||||
// available shape types, both solid and wireframes
|
||||
//#define DEBUG_SHAPES
|
||||
|
||||
void GeometryCache::renderSolidCubeInstance(gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
||||
void GeometryCache::renderSolidCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
||||
#ifdef DEBUG_SHAPES
|
||||
static auto startTime = usecTimestampNow();
|
||||
renderInstances(INSTANCE_NAME, batch, color, pipeline, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
|
@ -2018,11 +2018,11 @@ void GeometryCache::renderSolidCubeInstance(gpu::Batch& batch, const glm::vec4&
|
|||
}
|
||||
});
|
||||
#else
|
||||
renderInstances(batch, color, false, pipeline, GeometryCache::Cube);
|
||||
renderInstances(args, batch, color, false, pipeline, GeometryCache::Cube);
|
||||
#endif
|
||||
}
|
||||
|
||||
void GeometryCache::renderWireCubeInstance(gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
||||
void GeometryCache::renderWireCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
||||
static const std::string INSTANCE_NAME = __FUNCTION__;
|
||||
renderInstances(batch, color, true, pipeline, GeometryCache::Cube);
|
||||
renderInstances(args, batch, color, true, pipeline, GeometryCache::Cube);
|
||||
}
|
||||
|
|
|
@ -172,46 +172,46 @@ public:
|
|||
void renderShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer);
|
||||
void renderWireShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer);
|
||||
|
||||
void renderSolidShapeInstance(gpu::Batch& batch, Shape shape, const glm::vec4& color = glm::vec4(1),
|
||||
void renderSolidShapeInstance(RenderArgs* args, gpu::Batch& batch, Shape shape, const glm::vec4& color = glm::vec4(1),
|
||||
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline);
|
||||
void renderSolidShapeInstance(gpu::Batch& batch, Shape shape, const glm::vec3& color,
|
||||
void renderSolidShapeInstance(RenderArgs* args, gpu::Batch& batch, Shape shape, const glm::vec3& color,
|
||||
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline) {
|
||||
renderSolidShapeInstance(batch, shape, glm::vec4(color, 1.0f), pipeline);
|
||||
renderSolidShapeInstance(args, batch, shape, glm::vec4(color, 1.0f), pipeline);
|
||||
}
|
||||
|
||||
void renderWireShapeInstance(gpu::Batch& batch, Shape shape, const glm::vec4& color = glm::vec4(1),
|
||||
void renderWireShapeInstance(RenderArgs* args, gpu::Batch& batch, Shape shape, const glm::vec4& color = glm::vec4(1),
|
||||
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline);
|
||||
void renderWireShapeInstance(gpu::Batch& batch, Shape shape, const glm::vec3& color,
|
||||
void renderWireShapeInstance(RenderArgs* args, gpu::Batch& batch, Shape shape, const glm::vec3& color,
|
||||
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline) {
|
||||
renderWireShapeInstance(batch, shape, glm::vec4(color, 1.0f), pipeline);
|
||||
renderWireShapeInstance(args, batch, shape, glm::vec4(color, 1.0f), pipeline);
|
||||
}
|
||||
|
||||
void renderSolidSphereInstance(gpu::Batch& batch, const glm::vec4& color,
|
||||
void renderSolidSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color,
|
||||
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline);
|
||||
void renderSolidSphereInstance(gpu::Batch& batch, const glm::vec3& color,
|
||||
void renderSolidSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec3& color,
|
||||
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline) {
|
||||
renderSolidSphereInstance(batch, glm::vec4(color, 1.0f), pipeline);
|
||||
renderSolidSphereInstance(args, batch, glm::vec4(color, 1.0f), pipeline);
|
||||
}
|
||||
|
||||
void renderWireSphereInstance(gpu::Batch& batch, const glm::vec4& color,
|
||||
void renderWireSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color,
|
||||
const render::ShapePipelinePointer& pipeline = _simpleWirePipeline);
|
||||
void renderWireSphereInstance(gpu::Batch& batch, const glm::vec3& color,
|
||||
void renderWireSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec3& color,
|
||||
const render::ShapePipelinePointer& pipeline = _simpleWirePipeline) {
|
||||
renderWireSphereInstance(batch, glm::vec4(color, 1.0f), pipeline);
|
||||
renderWireSphereInstance(args, batch, glm::vec4(color, 1.0f), pipeline);
|
||||
}
|
||||
|
||||
void renderSolidCubeInstance(gpu::Batch& batch, const glm::vec4& color,
|
||||
void renderSolidCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color,
|
||||
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline);
|
||||
void renderSolidCubeInstance(gpu::Batch& batch, const glm::vec3& color,
|
||||
void renderSolidCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec3& color,
|
||||
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline) {
|
||||
renderSolidCubeInstance(batch, glm::vec4(color, 1.0f), pipeline);
|
||||
renderSolidCubeInstance(args, batch, glm::vec4(color, 1.0f), pipeline);
|
||||
}
|
||||
|
||||
void renderWireCubeInstance(gpu::Batch& batch, const glm::vec4& color,
|
||||
void renderWireCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color,
|
||||
const render::ShapePipelinePointer& pipeline = _simpleWirePipeline);
|
||||
void renderWireCubeInstance(gpu::Batch& batch, const glm::vec3& color,
|
||||
void renderWireCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec3& color,
|
||||
const render::ShapePipelinePointer& pipeline = _simpleWirePipeline) {
|
||||
renderWireCubeInstance(batch, glm::vec4(color, 1.0f), pipeline);
|
||||
renderWireCubeInstance(args, batch, glm::vec4(color, 1.0f), pipeline);
|
||||
}
|
||||
|
||||
// Dynamic geometry
|
||||
|
|
|
@ -76,8 +76,8 @@ void initForwardPipelines(ShapePlumber& plumber);
|
|||
void addPlumberPipeline(ShapePlumber& plumber,
|
||||
const ShapeKey& key, const gpu::ShaderPointer& vertex, const gpu::ShaderPointer& pixel);
|
||||
|
||||
void batchSetter(const ShapePipeline& pipeline, gpu::Batch& batch);
|
||||
void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch);
|
||||
void batchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* args);
|
||||
void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* args);
|
||||
|
||||
void initOverlay3DPipelines(ShapePlumber& plumber) {
|
||||
auto vertex = gpu::Shader::createVertex(std::string(overlay3D_vert));
|
||||
|
@ -359,7 +359,7 @@ void addPlumberPipeline(ShapePlumber& plumber,
|
|||
}
|
||||
}
|
||||
|
||||
void batchSetter(const ShapePipeline& pipeline, gpu::Batch& batch) {
|
||||
void batchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* args) {
|
||||
// Set a default albedo map
|
||||
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO,
|
||||
DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
|
@ -382,13 +382,13 @@ void batchSetter(const ShapePipeline& pipeline, gpu::Batch& batch) {
|
|||
}
|
||||
}
|
||||
|
||||
void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch) {
|
||||
void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* args) {
|
||||
// Set the batch
|
||||
batchSetter(pipeline, batch);
|
||||
batchSetter(pipeline, batch, args);
|
||||
|
||||
// Set the light
|
||||
if (pipeline.locations->lightBufferUnit >= 0) {
|
||||
DependencyManager::get<DeferredLightingEffect>()->setupKeyLightBatch(batch,
|
||||
DependencyManager::get<DeferredLightingEffect>()->setupKeyLightBatch(args, batch,
|
||||
pipeline.locations->lightBufferUnit,
|
||||
pipeline.locations->lightAmbientBufferUnit,
|
||||
pipeline.locations->lightAmbientMapUnit);
|
||||
|
|
|
@ -16,11 +16,11 @@
|
|||
#include "DeferredLightingEffect.h"
|
||||
|
||||
void UpdateSceneTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
|
||||
|
||||
task.addJob<render::PerformSceneTransaction>("PerformSceneTransaction");
|
||||
|
||||
task.addJob<LightStageSetup>("LightStageSetup");
|
||||
task.addJob<BackgroundStageSetup>("BackgroundStageSetup");
|
||||
|
||||
task.addJob<DefaultLightingSetup>("DefaultLightingSetup");
|
||||
|
||||
task.addJob<render::PerformSceneTransaction>("PerformSceneTransaction");
|
||||
}
|
||||
|
||||
|
|
|
@ -52,14 +52,19 @@ void ZoneRendererTask::build(JobModel& task, const Varying& input, Varying& oupu
|
|||
}
|
||||
|
||||
void SetupZones::run(const RenderContextPointer& context, const Inputs& inputs) {
|
||||
|
||||
// auto backgroundStage = DependencyManager::get<DeferredLightingEffect>()->getBackgroundStage();
|
||||
auto backgroundStage = context->_scene->getStage<BackgroundStage>("BACKGROUND_STAGE");
|
||||
backgroundStage->_currentFrame.clear();
|
||||
|
||||
// call render in the correct order first...
|
||||
render::renderItems(context, inputs);
|
||||
|
||||
// Finally add the default lights and background:
|
||||
auto lightStage = context->_scene->getStage<LightStage>("LIGHT_STAGE");
|
||||
lightStage->_currentFrame.pushSunLight(0);
|
||||
lightStage->_currentFrame.pushAmbientLight(0);
|
||||
|
||||
backgroundStage->_currentFrame.pushBackground(0);
|
||||
|
||||
}
|
||||
|
||||
const gpu::PipelinePointer& DebugZoneLighting::getKeyLightPipeline() {
|
||||
|
@ -131,7 +136,6 @@ void DebugZoneLighting::run(const render::RenderContextPointer& context, const I
|
|||
|
||||
auto deferredTransform = inputs;
|
||||
|
||||
// auto lightStage = DependencyManager::get<DeferredLightingEffect>()->getLightStage();
|
||||
auto lightStage = context->_scene->getStage<LightStage>("LIGHT_STAGE");
|
||||
std::vector<model::LightPointer> keyLightStack;
|
||||
if (lightStage && lightStage->_currentFrame._sunLights.size()) {
|
||||
|
@ -139,8 +143,7 @@ void DebugZoneLighting::run(const render::RenderContextPointer& context, const I
|
|||
keyLightStack.push_back(lightStage->getLight(index));
|
||||
}
|
||||
}
|
||||
// keyLightStack.push_back(DependencyManager::get<DeferredLightingEffect>()->getGlobalLight());
|
||||
keyLightStack.push_back(lightStage->getLight(0));
|
||||
// keyLightStack.push_back(lightStage->getLight(0));
|
||||
|
||||
std::vector<model::LightPointer> ambientLightStack;
|
||||
if (lightStage && lightStage->_currentFrame._ambientLights.size()) {
|
||||
|
@ -148,11 +151,8 @@ void DebugZoneLighting::run(const render::RenderContextPointer& context, const I
|
|||
ambientLightStack.push_back(lightStage->getLight(index));
|
||||
}
|
||||
}
|
||||
// ambientLightStack.push_back(DependencyManager::get<DeferredLightingEffect>()->getGlobalLight());
|
||||
ambientLightStack.push_back(lightStage->getLight(0));
|
||||
// ambientLightStack.push_back(lightStage->getLight(0));
|
||||
|
||||
|
||||
// auto backgroundStage = DependencyManager::get<DeferredLightingEffect>()->getBackgroundStage();
|
||||
auto backgroundStage = context->_scene->getStage<BackgroundStage>("BACKGROUND_STAGE");
|
||||
std::vector<model::SkyboxPointer> skyboxStack;
|
||||
if (backgroundStage && backgroundStage->_currentFrame._backgrounds.size()) {
|
||||
|
@ -163,7 +163,7 @@ void DebugZoneLighting::run(const render::RenderContextPointer& context, const I
|
|||
}
|
||||
}
|
||||
}
|
||||
// skyboxStack.push_back(DependencyManager::get<DeferredLightingEffect>()->getDefaultSkybox());
|
||||
// skyboxStack.push_back(backgroundStage->getBackground(0)->getSkybox());
|
||||
|
||||
|
||||
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
|
|
|
@ -17,9 +17,9 @@
|
|||
|
||||
using namespace render;
|
||||
|
||||
void ShapePipeline::prepare(gpu::Batch& batch) {
|
||||
void ShapePipeline::prepare(gpu::Batch& batch, RenderArgs* args) {
|
||||
if (batchSetter) {
|
||||
batchSetter(*this, batch);
|
||||
batchSetter(*this, batch, args);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -119,7 +119,7 @@ const ShapePipelinePointer ShapePlumber::pickPipeline(RenderArgs* args, const Ke
|
|||
|
||||
// Run the pipeline's BatchSetter on the passed in batch
|
||||
if (shapePipeline->batchSetter) {
|
||||
shapePipeline->batchSetter(*shapePipeline, *batch);
|
||||
shapePipeline->batchSetter(*shapePipeline, *batch, args);
|
||||
}
|
||||
|
||||
return shapePipeline;
|
||||
|
|
|
@ -240,14 +240,14 @@ public:
|
|||
};
|
||||
using LocationsPointer = std::shared_ptr<Locations>;
|
||||
|
||||
using BatchSetter = std::function<void(const ShapePipeline&, gpu::Batch&)>;
|
||||
using BatchSetter = std::function<void(const ShapePipeline&, gpu::Batch&, RenderArgs* args)>;
|
||||
|
||||
ShapePipeline(gpu::PipelinePointer pipeline, LocationsPointer locations, BatchSetter batchSetter) :
|
||||
pipeline(pipeline), locations(locations), batchSetter(batchSetter) {}
|
||||
|
||||
// Normally, a pipeline is accessed thorugh pickPipeline. If it needs to be set manually,
|
||||
// after calling setPipeline this method should be called to prepare the pipeline with default buffers.
|
||||
void prepare(gpu::Batch& batch);
|
||||
void prepare(gpu::Batch& batch, RenderArgs* args);
|
||||
|
||||
gpu::PipelinePointer pipeline;
|
||||
std::shared_ptr<Locations> locations;
|
||||
|
|
|
@ -77,7 +77,7 @@ void TestWindow::initGl() {
|
|||
#ifdef DEFERRED_LIGHTING
|
||||
auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
|
||||
deferredLightingEffect->init();
|
||||
deferredLightingEffect->setGlobalLight(_light);
|
||||
// deferredLightingEffect->setGlobalLight(_light);
|
||||
initDeferredPipelines(*_shapePlumber);
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -891,7 +891,7 @@ private:
|
|||
// Setup the current Zone Entity lighting
|
||||
{
|
||||
auto stage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
|
||||
DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(stage->getSunLight());
|
||||
// DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(stage->getSunLight());
|
||||
}
|
||||
|
||||
{
|
||||
|
@ -914,7 +914,7 @@ private:
|
|||
// The pending changes collecting the changes here
|
||||
render::Transaction transaction;
|
||||
// Setup the current Zone Entity lighting
|
||||
DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(_sunSkyStage.getSunLight());
|
||||
// DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(_sunSkyStage.getSunLight());
|
||||
{
|
||||
PerformanceTimer perfTimer("SceneProcessTransaction");
|
||||
_main3DScene->enqueueTransaction(transaction);
|
||||
|
|
Loading…
Reference in a new issue