mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 17:14:59 +02:00
Finally clean the lighting pass for global and local lights, split it into global and locals and make it work with the stereo single drawcall
This commit is contained in:
parent
e2a3d1a750
commit
37a6d29406
10 changed files with 226 additions and 474 deletions
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@ -75,7 +75,7 @@ bool StereoDisplayPlugin::internalActivate() {
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_container->removeMenu(FRAMERATE);
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_screen = qApp->primaryScreen();
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_container->setFullscreen(_screen);
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// _container->setFullscreen(_screen);
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return Parent::internalActivate();
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}
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@ -91,6 +91,9 @@ const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived(const
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Mat4 viewUntranslated = _view;
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viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
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_projectionViewUntranslated = _projection * viewUntranslated;
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_stereoInfo = Vec4(0.0f);
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return *this;
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}
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@ -104,7 +107,9 @@ Backend::TransformCamera Backend::TransformCamera::getEyeCamera(int eye, const S
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}
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result._projection = _stereo._eyeProjections[eye];
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result.recomputeDerived(offsetTransform);
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result._stereoInfo = Vec4(1.0f, (float) eye, 0.0f, 0.0f);
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return result;
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}
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@ -104,6 +104,7 @@ public:
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Mat4 _projection;
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mutable Mat4 _projectionInverse;
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Vec4 _viewport; // Public value is int but float in the shader to stay in floats for all the transform computations.
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mutable Vec4 _stereoInfo;
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const Backend::TransformCamera& recomputeDerived(const Transform& xformView) const;
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TransformCamera getEyeCamera(int eye, const StereoState& stereo, const Transform& xformView) const;
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@ -18,6 +18,7 @@ struct TransformCamera {
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mat4 _projection;
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mat4 _projectionInverse;
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vec4 _viewport;
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vec4 _stereoInfo;
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};
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layout(std140) uniform transformCameraBuffer {
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@ -31,6 +32,16 @@ TransformCamera getTransformCamera() {
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vec3 getEyeWorldPos() {
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return _camera._viewInverse[3].xyz;
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}
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bool cam_isStereo() {
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return _camera._stereoInfo.x > 0.0;
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}
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float cam_getStereoSide() {
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return _camera._stereoInfo.y;
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}
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<@endfunc@>
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@ -44,7 +44,7 @@ struct LightLocations {
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int radius;
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int ambientSphere;
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int lightBufferUnit;
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int texcoordMat;
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int sphereParam;
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int coneParam;
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int deferredFrameTransformBuffer;
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int shadowTransformBuffer;
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@ -139,323 +139,6 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
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}
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}
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void DeferredLightingEffect::render(const render::RenderContextPointer& renderContext, const DeferredFrameTransformPointer& frameTransform) {
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auto args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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// Framebuffer copy operations cannot function as multipass stereo operations.
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batch.enableStereo(false);
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// perform deferred lighting, rendering to free fbo
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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auto textureCache = DependencyManager::get<TextureCache>();
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QSize framebufferSize = framebufferCache->getFrameBufferSize();
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// binding the first framebuffer
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auto lightingFBO = framebufferCache->getLightingFramebuffer();
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batch.setFramebuffer(lightingFBO);
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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// Bind the G-Buffer surfaces
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batch.setResourceTexture(DEFERRED_BUFFER_COLOR_UNIT, framebufferCache->getDeferredColorTexture());
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batch.setResourceTexture(DEFERRED_BUFFER_NORMAL_UNIT, framebufferCache->getDeferredNormalTexture());
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batch.setResourceTexture(DEFERRED_BUFFER_EMISSIVE_UNIT, framebufferCache->getDeferredSpecularTexture());
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batch.setResourceTexture(DEFERRED_BUFFER_DEPTH_UNIT, framebufferCache->getPrimaryDepthTexture());
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// FIXME: Different render modes should have different tasks
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if (args->_renderMode == RenderArgs::DEFAULT_RENDER_MODE && _ambientOcclusionEnabled) {
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batch.setResourceTexture(DEFERRED_BUFFER_OBSCURANCE_UNIT, framebufferCache->getOcclusionTexture());
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} else {
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// need to assign the white texture if ao is off
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batch.setResourceTexture(DEFERRED_BUFFER_OBSCURANCE_UNIT, textureCache->getWhiteTexture());
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}
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assert(_lightStage.lights.size() > 0);
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const auto& globalShadow = _lightStage.lights[0]->shadow;
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// Bind the shadow buffer
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batch.setResourceTexture(SHADOW_MAP_UNIT, globalShadow.map);
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// THe main viewport is assumed to be the mono viewport (or the 2 stereo faces side by side within that viewport)
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auto monoViewport = args->_viewport;
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float sMin = args->_viewport.x / (float)framebufferSize.width();
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float sWidth = args->_viewport.z / (float)framebufferSize.width();
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float tMin = args->_viewport.y / (float)framebufferSize.height();
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float tHeight = args->_viewport.w / (float)framebufferSize.height();
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// The view frustum is the mono frustum base
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auto viewFrustum = args->getViewFrustum();
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// Eval the mono projection
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mat4 monoProjMat;
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viewFrustum.evalProjectionMatrix(monoProjMat);
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// The mono view transform
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Transform monoViewTransform;
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viewFrustum.evalViewTransform(monoViewTransform);
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// THe mono view matrix coming from the mono view transform
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glm::mat4 monoViewMat;
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monoViewTransform.getMatrix(monoViewMat);
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// Running in stero ?
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bool isStereo = args->_context->isStereo();
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int numPasses = 1;
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mat4 projMats[2];
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Transform viewTransforms[2];
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ivec4 viewports[2];
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vec4 clipQuad[2];
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vec2 screenBottomLeftCorners[2];
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vec2 screenTopRightCorners[2];
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vec4 fetchTexcoordRects[2];
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auto geometryCache = DependencyManager::get<GeometryCache>();
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if (isStereo) {
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numPasses = 2;
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mat4 eyeViews[2];
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args->_context->getStereoProjections(projMats);
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args->_context->getStereoViews(eyeViews);
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float halfWidth = 0.5f * sWidth;
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for (int i = 0; i < numPasses; i++) {
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// In stereo, the 2 sides are layout side by side in the mono viewport and their width is half
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int sideWidth = monoViewport.z >> 1;
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viewports[i] = ivec4(monoViewport.x + (i * sideWidth), monoViewport.y, sideWidth, monoViewport.w);
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auto sideViewMat = monoViewMat * glm::inverse(eyeViews[i]);
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// viewTransforms[i].evalFromRawMatrix(sideViewMat);
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viewTransforms[i] = monoViewTransform;
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viewTransforms[i].postTranslate(-glm::vec3((eyeViews[i][3])));// evalFromRawMatrix(sideViewMat);
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clipQuad[i] = glm::vec4(sMin + i * halfWidth, tMin, halfWidth, tHeight);
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screenBottomLeftCorners[i] = glm::vec2(-1.0f + i * 1.0f, -1.0f);
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screenTopRightCorners[i] = glm::vec2(i * 1.0f, 1.0f);
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fetchTexcoordRects[i] = glm::vec4(sMin + i * halfWidth, tMin, halfWidth, tHeight);
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}
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} else {
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viewports[0] = monoViewport;
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projMats[0] = monoProjMat;
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viewTransforms[0] = monoViewTransform;
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clipQuad[0] = glm::vec4(sMin, tMin, sWidth, tHeight);
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screenBottomLeftCorners[0] = glm::vec2(-1.0f, -1.0f);
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screenTopRightCorners[0] = glm::vec2(1.0f, 1.0f);
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fetchTexcoordRects[0] = glm::vec4(sMin, tMin, sWidth, tHeight);
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}
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auto eyePoint = viewFrustum.getPosition();
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float nearRadius = glm::distance(eyePoint, viewFrustum.getNearTopLeft());
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batch.setUniformBuffer(_directionalLightLocations->deferredFrameTransformBuffer, frameTransform->getFrameTransformBuffer());
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for (int side = 0; side < numPasses; side++) {
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// Render in this side's viewport
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batch.setViewportTransform(viewports[side]);
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batch.setStateScissorRect(viewports[side]);
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glm::vec2 topLeft(-1.0f, -1.0f);
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glm::vec2 bottomRight(1.0f, 1.0f);
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glm::vec2 texCoordTopLeft(clipQuad[side].x, clipQuad[side].y);
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glm::vec2 texCoordBottomRight(clipQuad[side].x + clipQuad[side].z, clipQuad[side].y + clipQuad[side].w);
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// First Global directional light and ambient pass
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{
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auto& program = _shadowMapEnabled ? _directionalLightShadow : _directionalLight;
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LightLocationsPtr locations = _shadowMapEnabled ? _directionalLightShadowLocations : _directionalLightLocations;
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const auto& keyLight = _allocatedLights[_globalLights.front()];
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// Setup the global directional pass pipeline
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{
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if (_shadowMapEnabled) {
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if (keyLight->getAmbientMap()) {
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program = _directionalSkyboxLightShadow;
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locations = _directionalSkyboxLightShadowLocations;
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} else {
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program = _directionalAmbientSphereLightShadow;
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locations = _directionalAmbientSphereLightShadowLocations;
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}
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} else {
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if (keyLight->getAmbientMap()) {
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program = _directionalSkyboxLight;
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locations = _directionalSkyboxLightLocations;
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} else {
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program = _directionalAmbientSphereLight;
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locations = _directionalAmbientSphereLightLocations;
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}
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}
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if (locations->shadowTransformBuffer >= 0) {
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batch.setUniformBuffer(locations->shadowTransformBuffer, globalShadow.getBuffer());
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}
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batch.setPipeline(program);
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}
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{ // Setup the global lighting
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setupKeyLightBatch(batch, locations->lightBufferUnit, SKYBOX_MAP_UNIT);
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}
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{
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batch.setModelTransform(Transform());
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batch.setProjectionTransform(glm::mat4());
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batch.setViewTransform(Transform());
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glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
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geometryCache->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
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}
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if (keyLight->getAmbientMap()) {
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batch.setResourceTexture(SKYBOX_MAP_UNIT, nullptr);
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}
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}
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auto texcoordMat = glm::mat4();
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/* texcoordMat[0] = glm::vec4(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
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texcoordMat[1] = glm::vec4(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f);
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*/ texcoordMat[0] = glm::vec4(fetchTexcoordRects[side].z / 2.0f, 0.0f, 0.0f, fetchTexcoordRects[side].x + fetchTexcoordRects[side].z / 2.0f);
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texcoordMat[1] = glm::vec4(0.0f, fetchTexcoordRects[side].w / 2.0f, 0.0f, fetchTexcoordRects[side].y + fetchTexcoordRects[side].w / 2.0f);
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texcoordMat[2] = glm::vec4(0.0f, 0.0f, 1.0f, 0.0f);
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texcoordMat[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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// enlarge the scales slightly to account for tesselation
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const float SCALE_EXPANSION = 0.05f;
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batch.setProjectionTransform(projMats[side]);
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batch.setViewTransform(viewTransforms[side]);
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// Splat Point lights
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if (!_pointLights.empty()) {
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batch.setPipeline(_pointLight);
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batch._glUniformMatrix4fv(_pointLightLocations->texcoordMat, 1, false, reinterpret_cast< const float* >(&texcoordMat));
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for (auto lightID : _pointLights) {
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auto& light = _allocatedLights[lightID];
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// IN DEBUG: light->setShowContour(true);
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batch.setUniformBuffer(_pointLightLocations->lightBufferUnit, light->getSchemaBuffer());
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float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
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// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
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// we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working...
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if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) {
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Transform model;
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model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
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batch.setModelTransform(model);
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batch.setViewTransform(Transform());
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batch.setProjectionTransform(glm::mat4());
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glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
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DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
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batch.setProjectionTransform(projMats[side]);
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batch.setViewTransform(viewTransforms[side]);
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} else {
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Transform model;
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model.setTranslation(glm::vec3(light->getPosition().x, light->getPosition().y, light->getPosition().z));
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batch.setModelTransform(model.postScale(expandedRadius));
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batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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geometryCache->renderSphere(batch);
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}
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}
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}
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// Splat spot lights
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if (!_spotLights.empty()) {
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batch.setPipeline(_spotLight);
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batch._glUniformMatrix4fv(_spotLightLocations->texcoordMat, 1, false, reinterpret_cast< const float* >(&texcoordMat));
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for (auto lightID : _spotLights) {
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auto light = _allocatedLights[lightID];
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// IN DEBUG: light->setShowContour(true);
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batch.setUniformBuffer(_spotLightLocations->lightBufferUnit, light->getSchemaBuffer());
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auto eyeLightPos = eyePoint - light->getPosition();
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auto eyeHalfPlaneDistance = glm::dot(eyeLightPos, light->getDirection());
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const float TANGENT_LENGTH_SCALE = 0.666f;
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glm::vec4 coneParam(light->getSpotAngleCosSin(), TANGENT_LENGTH_SCALE * tanf(0.5f * light->getSpotAngle()), 1.0f);
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float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
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// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
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// we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working...
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const float OVER_CONSERVATIVE_SCALE = 1.1f;
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if ((eyeHalfPlaneDistance > -nearRadius) &&
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(glm::distance(eyePoint, glm::vec3(light->getPosition())) < (expandedRadius * OVER_CONSERVATIVE_SCALE) + nearRadius)) {
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coneParam.w = 0.0f;
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batch._glUniform4fv(_spotLightLocations->coneParam, 1, reinterpret_cast< const float* >(&coneParam));
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Transform model;
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model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
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batch.setModelTransform(model);
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batch.setViewTransform(Transform());
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batch.setProjectionTransform(glm::mat4());
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glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
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DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
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batch.setProjectionTransform( projMats[side]);
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batch.setViewTransform(viewTransforms[side]);
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} else {
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light->setShowContour(false);
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coneParam.w = 1.0f;
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batch._glUniform4fv(_spotLightLocations->coneParam, 1, reinterpret_cast< const float* >(&coneParam));
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Transform model;
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model.setTranslation(light->getPosition());
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model.postRotate(light->getOrientation());
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model.postScale(glm::vec3(expandedRadius, expandedRadius, expandedRadius));
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batch.setModelTransform(model);
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auto mesh = getSpotLightMesh();
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batch.setIndexBuffer(mesh->getIndexBuffer());
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batch.setInputBuffer(0, mesh->getVertexBuffer());
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batch.setInputFormat(mesh->getVertexFormat());
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{
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auto& part = mesh->getPartBuffer().get<model::Mesh::Part>(0);
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batch.drawIndexed(model::Mesh::topologyToPrimitive(part._topology), part._numIndices, part._startIndex);
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}
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}
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}
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}
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}
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// Probably not necessary in the long run because the gpu layer would unbound this texture if used as render target
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batch.setResourceTexture(DEFERRED_BUFFER_COLOR_UNIT, nullptr);
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batch.setResourceTexture(DEFERRED_BUFFER_NORMAL_UNIT, nullptr);
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batch.setResourceTexture(DEFERRED_BUFFER_EMISSIVE_UNIT, nullptr);
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batch.setResourceTexture(DEFERRED_BUFFER_DEPTH_UNIT, nullptr);
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batch.setResourceTexture(DEFERRED_BUFFER_OBSCURANCE_UNIT, nullptr);
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batch.setResourceTexture(SHADOW_MAP_UNIT, nullptr);
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batch.setResourceTexture(SKYBOX_MAP_UNIT, nullptr);
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// batch.setUniformBuffer(_directionalLightLocations->deferredTransformBuffer, nullptr);
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batch.setUniformBuffer(_directionalLightLocations->deferredFrameTransformBuffer, nullptr);
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});
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// End of the Lighting pass
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if (!_pointLights.empty()) {
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_pointLights.clear();
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}
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if (!_spotLights.empty()) {
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_spotLights.clear();
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}
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}
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void DeferredLightingEffect::setupKeyLightBatch(gpu::Batch& batch, int lightBufferUnit, int skyboxCubemapUnit) {
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PerformanceTimer perfTimer("DLE->setupBatch()");
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auto keyLight = _allocatedLights[_globalLights.front()];
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@ -492,7 +175,7 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
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locations->radius = program->getUniforms().findLocation("radius");
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locations->ambientSphere = program->getUniforms().findLocation("ambientSphere.L00");
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locations->texcoordMat = program->getUniforms().findLocation("texcoordMat");
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locations->sphereParam = program->getUniforms().findLocation("sphereParam");
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locations->coneParam = program->getUniforms().findLocation("coneParam");
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locations->lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
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@ -667,9 +350,7 @@ void RenderDeferredSetup::run(const render::SceneContextPointer& sceneContext, c
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
|
||||
|
||||
QSize framebufferSize = framebufferCache->getFrameBufferSize();
|
||||
|
||||
|
||||
// binding the first framebuffer
|
||||
auto lightingFBO = framebufferCache->getLightingFramebuffer();
|
||||
batch.setFramebuffer(lightingFBO);
|
||||
|
@ -697,99 +378,11 @@ void RenderDeferredSetup::run(const render::SceneContextPointer& sceneContext, c
|
|||
|
||||
// Bind the shadow buffer
|
||||
batch.setResourceTexture(SHADOW_MAP_UNIT, globalShadow.map);
|
||||
|
||||
// THe main viewport is assumed to be the mono viewport (or the 2 stereo faces side by side within that viewport)
|
||||
auto monoViewport = args->_viewport;
|
||||
float sMin = args->_viewport.x / (float)framebufferSize.width();
|
||||
float sWidth = args->_viewport.z / (float)framebufferSize.width();
|
||||
float tMin = args->_viewport.y / (float)framebufferSize.height();
|
||||
float tHeight = args->_viewport.w / (float)framebufferSize.height();
|
||||
|
||||
// The view frustum is the mono frustum base
|
||||
auto viewFrustum = args->getViewFrustum();
|
||||
|
||||
// Eval the mono projection
|
||||
mat4 monoProjMat;
|
||||
viewFrustum.evalProjectionMatrix(monoProjMat);
|
||||
|
||||
// The mono view transform
|
||||
Transform monoViewTransform;
|
||||
viewFrustum.evalViewTransform(monoViewTransform);
|
||||
|
||||
// THe mono view matrix coming from the mono view transform
|
||||
glm::mat4 monoViewMat;
|
||||
monoViewTransform.getMatrix(monoViewMat);
|
||||
|
||||
// Running in stero ?
|
||||
bool isStereo = args->_context->isStereo();
|
||||
int numPasses = 1;
|
||||
|
||||
mat4 projMats[2];
|
||||
Transform viewTransforms[2];
|
||||
ivec4 viewports[2];
|
||||
vec4 clipQuad[2];
|
||||
vec2 screenBottomLeftCorners[2];
|
||||
vec2 screenTopRightCorners[2];
|
||||
vec4 fetchTexcoordRects[2];
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
if (isStereo) {
|
||||
numPasses = 2;
|
||||
|
||||
mat4 eyeViews[2];
|
||||
args->_context->getStereoProjections(projMats);
|
||||
args->_context->getStereoViews(eyeViews);
|
||||
|
||||
float halfWidth = 0.5f * sWidth;
|
||||
|
||||
for (int i = 0; i < numPasses; i++) {
|
||||
// In stereo, the 2 sides are layout side by side in the mono viewport and their width is half
|
||||
int sideWidth = monoViewport.z >> 1;
|
||||
viewports[i] = ivec4(monoViewport.x + (i * sideWidth), monoViewport.y, sideWidth, monoViewport.w);
|
||||
|
||||
auto sideViewMat = monoViewMat * glm::inverse(eyeViews[i]);
|
||||
// viewTransforms[i].evalFromRawMatrix(sideViewMat);
|
||||
viewTransforms[i] = monoViewTransform;
|
||||
viewTransforms[i].postTranslate(-glm::vec3((eyeViews[i][3])));// evalFromRawMatrix(sideViewMat);
|
||||
|
||||
clipQuad[i] = glm::vec4(sMin + i * halfWidth, tMin, halfWidth, tHeight);
|
||||
screenBottomLeftCorners[i] = glm::vec2(-1.0f + i * 1.0f, -1.0f);
|
||||
screenTopRightCorners[i] = glm::vec2(i * 1.0f, 1.0f);
|
||||
|
||||
fetchTexcoordRects[i] = glm::vec4(sMin + i * halfWidth, tMin, halfWidth, tHeight);
|
||||
}
|
||||
} else {
|
||||
|
||||
viewports[0] = monoViewport;
|
||||
projMats[0] = monoProjMat;
|
||||
|
||||
viewTransforms[0] = monoViewTransform;
|
||||
|
||||
clipQuad[0] = glm::vec4(sMin, tMin, sWidth, tHeight);
|
||||
screenBottomLeftCorners[0] = glm::vec2(-1.0f, -1.0f);
|
||||
screenTopRightCorners[0] = glm::vec2(1.0f, 1.0f);
|
||||
|
||||
fetchTexcoordRects[0] = glm::vec4(sMin, tMin, sWidth, tHeight);
|
||||
}
|
||||
|
||||
auto eyePoint = viewFrustum.getPosition();
|
||||
float nearRadius = glm::distance(eyePoint, viewFrustum.getNearTopLeft());
|
||||
|
||||
|
||||
batch.setUniformBuffer(DEFERRED_FRAME_TRANSFORM_BUFFER_SLOT, frameTransform->getFrameTransformBuffer());
|
||||
|
||||
|
||||
|
||||
// Render in this side's viewport
|
||||
// batch.setViewportTransform(viewports[side]);
|
||||
// batch.setStateScissorRect(viewports[side]);
|
||||
int side = 0;
|
||||
glm::vec2 topLeft(-1.0f, -1.0f);
|
||||
glm::vec2 bottomRight(1.0f, 1.0f);
|
||||
glm::vec2 texCoordTopLeft(clipQuad[side].x, clipQuad[side].y);
|
||||
glm::vec2 texCoordBottomRight(clipQuad[side].x + clipQuad[side].z, clipQuad[side].y + clipQuad[side].w);
|
||||
|
||||
// First Global directional light and ambient pass
|
||||
|
||||
|
||||
// Global directional light and ambient pass
|
||||
{
|
||||
auto& program = deferredLightingEffect->_shadowMapEnabled ? deferredLightingEffect->_directionalLightShadow : deferredLightingEffect->_directionalLight;
|
||||
LightLocationsPtr locations = deferredLightingEffect->_shadowMapEnabled ? deferredLightingEffect->_directionalLightShadowLocations : deferredLightingEffect->_directionalLightLocations;
|
||||
|
@ -825,16 +418,8 @@ void RenderDeferredSetup::run(const render::SceneContextPointer& sceneContext, c
|
|||
deferredLightingEffect->setupKeyLightBatch(batch, locations->lightBufferUnit, SKYBOX_MAP_UNIT);
|
||||
}
|
||||
|
||||
{
|
||||
batch.setModelTransform(Transform());
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
batch.setViewTransform(Transform());
|
||||
|
||||
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
//geometryCache->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
}
|
||||
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
if (keyLight->getAmbientMap()) {
|
||||
batch.setResourceTexture(SKYBOX_MAP_UNIT, nullptr);
|
||||
}
|
||||
|
@ -844,17 +429,128 @@ void RenderDeferredSetup::run(const render::SceneContextPointer& sceneContext, c
|
|||
|
||||
}
|
||||
|
||||
void RenderDeferredGlobal::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const DeferredFrameTransformPointer& frameTransform) {
|
||||
|
||||
void RenderDeferredLocals::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const DeferredFrameTransformPointer& frameTransform) {
|
||||
auto args = renderContext->args;
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
void RenderDeferredLocals::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const DeferredFrameTransformPointer& frameTransform) {
|
||||
|
||||
// THe main viewport is assumed to be the mono viewport (or the 2 stereo faces side by side within that viewport)
|
||||
auto monoViewport = args->_viewport;
|
||||
|
||||
// The view frustum is the mono frustum base
|
||||
auto viewFrustum = args->getViewFrustum();
|
||||
|
||||
// Eval the mono projection
|
||||
mat4 monoProjMat;
|
||||
viewFrustum.evalProjectionMatrix(monoProjMat);
|
||||
|
||||
// The mono view transform
|
||||
Transform monoViewTransform;
|
||||
viewFrustum.evalViewTransform(monoViewTransform);
|
||||
|
||||
// THe mono view matrix coming from the mono view transform
|
||||
glm::mat4 monoViewMat;
|
||||
monoViewTransform.getMatrix(monoViewMat);
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
auto eyePoint = viewFrustum.getPosition();
|
||||
float nearRadius = glm::distance(eyePoint, viewFrustum.getNearTopLeft());
|
||||
float nearClip = 1.01f * viewFrustum.getNearClip();
|
||||
|
||||
auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
|
||||
|
||||
// Render in this side's viewport
|
||||
batch.setViewportTransform(monoViewport);
|
||||
batch.setStateScissorRect(monoViewport);
|
||||
|
||||
// enlarge the scales slightly to account for tesselation
|
||||
const float SCALE_EXPANSION = 0.05f;
|
||||
|
||||
|
||||
batch.setProjectionTransform(monoProjMat);
|
||||
batch.setViewTransform(monoViewTransform);
|
||||
|
||||
// Splat Point lights
|
||||
if (!deferredLightingEffect->_pointLights.empty()) {
|
||||
// POint light pipeline
|
||||
batch.setPipeline(deferredLightingEffect->_pointLight);
|
||||
|
||||
for (auto lightID : deferredLightingEffect->_pointLights) {
|
||||
auto& light = deferredLightingEffect->_allocatedLights[lightID];
|
||||
// IN DEBUG: light->setShowContour(true);
|
||||
batch.setUniformBuffer(deferredLightingEffect->_pointLightLocations->lightBufferUnit, light->getSchemaBuffer());
|
||||
|
||||
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
|
||||
glm::vec4 sphereParam(expandedRadius, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
|
||||
// we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working...
|
||||
if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) {
|
||||
sphereParam.w = 0.0f;
|
||||
batch._glUniform4fv(deferredLightingEffect->_pointLightLocations->sphereParam, 1, reinterpret_cast< const float* >(&sphereParam));
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
} else {
|
||||
sphereParam.w = 1.0f;
|
||||
batch._glUniform4fv(deferredLightingEffect->_pointLightLocations->sphereParam, 1, reinterpret_cast< const float* >(&sphereParam));
|
||||
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(light->getPosition().x, light->getPosition().y, light->getPosition().z));
|
||||
batch.setModelTransform(model.postScale(expandedRadius));
|
||||
batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
geometryCache->renderSphere(batch);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Splat spot lights
|
||||
if (!deferredLightingEffect->_spotLights.empty()) {
|
||||
// Spot light pipeline
|
||||
batch.setPipeline(deferredLightingEffect->_spotLight);
|
||||
|
||||
// Spot mesh
|
||||
auto mesh = deferredLightingEffect->getSpotLightMesh();
|
||||
batch.setIndexBuffer(mesh->getIndexBuffer());
|
||||
batch.setInputBuffer(0, mesh->getVertexBuffer());
|
||||
batch.setInputFormat(mesh->getVertexFormat());
|
||||
auto& conePart = mesh->getPartBuffer().get<model::Mesh::Part>(0);
|
||||
|
||||
for (auto lightID : deferredLightingEffect->_spotLights) {
|
||||
auto light = deferredLightingEffect->_allocatedLights[lightID];
|
||||
// IN DEBUG:
|
||||
light->setShowContour(true);
|
||||
batch.setUniformBuffer(deferredLightingEffect->_spotLightLocations->lightBufferUnit, light->getSchemaBuffer());
|
||||
|
||||
auto eyeLightPos = eyePoint - light->getPosition();
|
||||
auto eyeHalfPlaneDistance = glm::dot(eyeLightPos, light->getDirection());
|
||||
|
||||
const float TANGENT_LENGTH_SCALE = 0.666f;
|
||||
glm::vec4 coneParam(light->getSpotAngleCosSin(), TANGENT_LENGTH_SCALE * tanf(0.5f * light->getSpotAngle()), 1.0f);
|
||||
|
||||
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
|
||||
// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
|
||||
// we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working...
|
||||
const float OVER_CONSERVATIVE_SCALE = 1.1f;
|
||||
if ((eyeHalfPlaneDistance > -nearRadius) &&
|
||||
(glm::distance(eyePoint, glm::vec3(light->getPosition())) < (expandedRadius * OVER_CONSERVATIVE_SCALE) + nearRadius)) {
|
||||
coneParam.w = 0.0f;
|
||||
batch._glUniform4fv(deferredLightingEffect->_spotLightLocations->coneParam, 1, reinterpret_cast< const float* >(&coneParam));
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
} else {
|
||||
coneParam.w = 1.0f;
|
||||
batch._glUniform4fv(deferredLightingEffect->_spotLightLocations->coneParam, 1, reinterpret_cast< const float* >(&coneParam));
|
||||
|
||||
Transform model;
|
||||
model.setTranslation(light->getPosition());
|
||||
model.postRotate(light->getOrientation());
|
||||
model.postScale(glm::vec3(expandedRadius, expandedRadius, expandedRadius));
|
||||
|
||||
batch.setModelTransform(model);
|
||||
|
||||
batch.drawIndexed(model::Mesh::topologyToPrimitive(conePart._topology), conePart._numIndices, conePart._startIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void RenderDeferredCleanup::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
|
||||
|
@ -886,9 +582,8 @@ void RenderDeferredCleanup::run(const render::SceneContextPointer& sceneContext,
|
|||
|
||||
|
||||
void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const DeferredFrameTransformPointer& deferredTransform) {
|
||||
// DependencyManager::get<DeferredLightingEffect>()->render(renderContext, deferredTransform);
|
||||
|
||||
setupJob.run(sceneContext, renderContext, deferredTransform);
|
||||
|
||||
lightsJob.run(sceneContext, renderContext, deferredTransform);
|
||||
|
||||
cleanupJob.run(sceneContext, renderContext);
|
||||
}
|
||||
|
|
|
@ -30,7 +30,8 @@
|
|||
class RenderArgs;
|
||||
struct LightLocations;
|
||||
using LightLocationsPtr = std::shared_ptr<LightLocations>;
|
||||
/// Handles deferred lighting for the bits that require it (voxels...)
|
||||
|
||||
// THis is where we currently accumulate the local lights, let s change that sooner than later
|
||||
class DeferredLightingEffect : public Dependency {
|
||||
SINGLETON_DEPENDENCY
|
||||
|
||||
|
@ -46,8 +47,6 @@ public:
|
|||
float intensity = 0.5f, float falloffRadius = 0.01f,
|
||||
const glm::quat& orientation = glm::quat(), float exponent = 0.0f, float cutoff = PI);
|
||||
|
||||
void render(const render::RenderContextPointer& renderContext, const DeferredFrameTransformPointer& frameTransform);
|
||||
|
||||
void setupKeyLightBatch(gpu::Batch& batch, int lightBufferUnit, int skyboxCubemapUnit);
|
||||
|
||||
// update global lighting
|
||||
|
@ -99,7 +98,6 @@ private:
|
|||
std::vector<int> _spotLights;
|
||||
|
||||
friend class RenderDeferredSetup;
|
||||
friend class RenderDeferredGlobal;
|
||||
friend class RenderDeferredLocals;
|
||||
friend class RenderDeferredCleanup;
|
||||
};
|
||||
|
@ -118,13 +116,6 @@ public:
|
|||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const DeferredFrameTransformPointer& frameTransform);
|
||||
};
|
||||
|
||||
class RenderDeferredGlobal {
|
||||
public:
|
||||
using JobModel = render::Job::ModelI<RenderDeferredGlobal, DeferredFrameTransformPointer>;
|
||||
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const DeferredFrameTransformPointer& frameTransform);
|
||||
};
|
||||
|
||||
class RenderDeferredLocals {
|
||||
public:
|
||||
using JobModel = render::Job::ModelI<RenderDeferredLocals, DeferredFrameTransformPointer>;
|
||||
|
@ -147,7 +138,7 @@ public:
|
|||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const DeferredFrameTransformPointer& frameTransform);
|
||||
|
||||
RenderDeferredSetup setupJob;
|
||||
|
||||
RenderDeferredLocals lightsJob;
|
||||
RenderDeferredCleanup cleanupJob;
|
||||
};
|
||||
|
||||
|
|
|
@ -5,18 +5,26 @@
|
|||
// deferred_light.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 9/18/14.
|
||||
// Created by Sam Gateau on 6/16/16.
|
||||
// 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
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
out vec2 _texCoord0;
|
||||
|
||||
void main(void) {
|
||||
_texCoord0 = inTexCoord0.st;
|
||||
gl_Position = inPosition;
|
||||
const float depth = 1.0;
|
||||
const vec4 UNIT_QUAD[4] = vec4[4](
|
||||
vec4(-1.0, -1.0, depth, 1.0),
|
||||
vec4(1.0, -1.0, depth, 1.0),
|
||||
vec4(-1.0, 1.0, depth, 1.0),
|
||||
vec4(1.0, 1.0, depth, 1.0)
|
||||
);
|
||||
vec4 pos = UNIT_QUAD[gl_VertexID];
|
||||
|
||||
_texCoord0 = (pos.xy + 1) * 0.5;
|
||||
|
||||
gl_Position = pos;
|
||||
}
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
// deferred_light_limited.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 9/19/14.
|
||||
// Created by Sam Gateau on 6/16/16.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
|
@ -18,17 +18,39 @@
|
|||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform mat4 texcoordMat;
|
||||
uniform vec4 sphereParam;
|
||||
|
||||
out vec4 _texCoord0;
|
||||
|
||||
void main(void) {
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>;
|
||||
if (sphereParam.w != 0.0) {
|
||||
|
||||
vec4 projected = gl_Position / gl_Position.w;
|
||||
_texCoord0 = vec4(dot(projected, texcoordMat[0]) * gl_Position.w,
|
||||
dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w);
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>;
|
||||
|
||||
vec4 projected = gl_Position / gl_Position.w;
|
||||
projected.xy = (projected.xy + 1.0) * 0.5;
|
||||
|
||||
if (cam_isStereo()) {
|
||||
projected.x = 0.5 * (projected.x + cam_getStereoSide());
|
||||
}
|
||||
_texCoord0 = vec4(projected.xy, 0.0, 1.0) * gl_Position.w;
|
||||
} else {
|
||||
const float depth = -1.0; //Draw at near plane
|
||||
const vec4 UNIT_QUAD[4] = vec4[4](
|
||||
vec4(-1.0, -1.0, depth, 1.0),
|
||||
vec4(1.0, -1.0, depth, 1.0),
|
||||
vec4(-1.0, 1.0, depth, 1.0),
|
||||
vec4(1.0, 1.0, depth, 1.0)
|
||||
);
|
||||
vec4 pos = UNIT_QUAD[gl_VertexID];
|
||||
|
||||
_texCoord0 = vec4((pos.xy + 1) * 0.5, 0.0, 1.0);
|
||||
if (cam_isStereo()) {
|
||||
_texCoord0.x = 0.5 * (_texCoord0.x + cam_getStereoSide());
|
||||
}
|
||||
gl_Position = pos;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -18,7 +18,6 @@
|
|||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform mat4 texcoordMat;
|
||||
uniform vec4 coneParam;
|
||||
|
||||
out vec4 _texCoord0;
|
||||
|
@ -38,14 +37,34 @@ void main(void) {
|
|||
} else {
|
||||
coneVertex.z = 0.0;
|
||||
}
|
||||
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, coneVertex, gl_Position)$>;
|
||||
vec4 projected = gl_Position / gl_Position.w;
|
||||
projected.xy = (projected.xy + 1.0) * 0.5;
|
||||
|
||||
if (cam_isStereo()) {
|
||||
projected.x = 0.5 * (projected.x + cam_getStereoSide());
|
||||
}
|
||||
_texCoord0 = vec4(projected.xy, 0.0, 1.0) * gl_Position.w;
|
||||
|
||||
} else {
|
||||
const float depth = -1.0; //Draw at near plane
|
||||
const vec4 UNIT_QUAD[4] = vec4[4](
|
||||
vec4(-1.0, -1.0, depth, 1.0),
|
||||
vec4(1.0, -1.0, depth, 1.0),
|
||||
vec4(-1.0, 1.0, depth, 1.0),
|
||||
vec4(1.0, 1.0, depth, 1.0)
|
||||
);
|
||||
vec4 pos = UNIT_QUAD[gl_VertexID];
|
||||
|
||||
_texCoord0 = vec4((pos.xy + 1) * 0.5, 0.0, 1.0);
|
||||
if (cam_isStereo()) {
|
||||
_texCoord0.x = 0.5 * (_texCoord0.x + cam_getStereoSide());
|
||||
}
|
||||
gl_Position = pos;
|
||||
}
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, coneVertex, gl_Position)$>;
|
||||
|
||||
vec4 projected = gl_Position / gl_Position.w;
|
||||
_texCoord0 = vec4(dot(projected, texcoordMat[0]) * gl_Position.w,
|
||||
dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w);
|
||||
}
|
||||
|
|
|
@ -19,7 +19,7 @@
|
|||
#include <render/ShapePipeline.h>
|
||||
#include <render/Context.h>
|
||||
|
||||
#define DEFERRED_LIGHTING
|
||||
//#define DEFERRED_LIGHTING
|
||||
|
||||
class TestWindow : public QWindow {
|
||||
protected:
|
||||
|
|
Loading…
Reference in a new issue