clean and release the new deferredLIghtingEffect

This commit is contained in:
samcake 2015-07-07 10:00:05 -07:00
commit 5557dc4da2
11 changed files with 880 additions and 954 deletions

1316
examples/utilities/tools/cookies.js Executable file → Normal file

File diff suppressed because it is too large Load diff

View file

@ -750,7 +750,7 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum) co
const int text_y = -nameDynamicRect.height() / 2;
// Compute background position/size
static const float SLIGHTLY_BEHIND = -0.05f;
static const float SLIGHTLY_IN_FRONT = 0.1f;
const int border = 0.1f * nameDynamicRect.height();
const int left = text_x - border;
const int bottom = text_y - border;
@ -765,16 +765,16 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum) co
// Compute display name transform
auto textTransform = calculateDisplayNameTransform(frustum, renderer->getFontSize());
// Render background slightly behind to avoid z-fighting
auto backgroundTransform = textTransform;
backgroundTransform.postTranslate(glm::vec3(0.0f, 0.0f, SLIGHTLY_BEHIND));
batch.setModelTransform(backgroundTransform);
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch);
batch.setModelTransform(textTransform);
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, true, true, true);
DependencyManager::get<GeometryCache>()->renderBevelCornersRect(batch, left, bottom, width, height,
bevelDistance, backgroundColor);
// Render actual name
QByteArray nameUTF8 = renderedDisplayName.toLocal8Bit();
// Render text slightly in front to avoid z-fighting
textTransform.postTranslate(glm::vec3(0.0f, 0.0f, SLIGHTLY_IN_FRONT * renderer->getFontSize()));
batch.setModelTransform(textTransform);
renderer->draw(batch, text_x, -text_y, nameUTF8.data(), textColor);
}

View file

@ -21,6 +21,7 @@
#include "Application.h"
#include "../octree/OctreePacketProcessor.h"
#include "ui/OctreeStatsDialog.h"
OctreeStatsDialog::OctreeStatsDialog(QWidget* parent, NodeToOctreeSceneStats* model) :
@ -53,7 +54,7 @@ OctreeStatsDialog::OctreeStatsDialog(QWidget* parent, NodeToOctreeSceneStats* mo
_localElementsMemory = AddStatItem("Elements Memory");
_sendingMode = AddStatItem("Sending Mode");
_processedPackets = AddStatItem("Processed Packets");
_processedPackets = AddStatItem("Entity Packets");
_processedPacketsElements = AddStatItem("Processed Packets Elements");
_processedPacketsEntities = AddStatItem("Processed Packets Entities");
_processedPacketsTiming = AddStatItem("Processed Packets Timing");
@ -155,6 +156,8 @@ void OctreeStatsDialog::paintEvent(QPaintEvent* event) {
if (sinceLastRefresh < REFRESH_AFTER) {
return QDialog::paintEvent(event);
}
const int FLOATING_POINT_PRECISION = 3;
_lastRefresh = now;
// Update labels
@ -245,7 +248,6 @@ void OctreeStatsDialog::paintEvent(QPaintEvent* event) {
auto averageElementsPerPacket = entities->getAverageElementsPerPacket();
auto averageEntitiesPerPacket = entities->getAverageEntitiesPerPacket();
auto averagePacketsPerSecond = entities->getAveragePacketsPerSecond();
auto averageElementsPerSecond = entities->getAverageElementsPerSecond();
auto averageEntitiesPerSecond = entities->getAverageEntitiesPerSecond();
@ -253,21 +255,32 @@ void OctreeStatsDialog::paintEvent(QPaintEvent* event) {
auto averageUncompressPerPacket = entities->getAverageUncompressPerPacket();
auto averageReadBitstreamPerPacket = entities->getAverageReadBitstreamPerPacket();
QString averageElementsPerPacketString = locale.toString(averageElementsPerPacket);
QString averageEntitiesPerPacketString = locale.toString(averageEntitiesPerPacket);
QString averageElementsPerPacketString = locale.toString(averageElementsPerPacket, 'f', FLOATING_POINT_PRECISION);
QString averageEntitiesPerPacketString = locale.toString(averageEntitiesPerPacket, 'f', FLOATING_POINT_PRECISION);
QString averagePacketsPerSecondString = locale.toString(averagePacketsPerSecond);
QString averageElementsPerSecondString = locale.toString(averageElementsPerSecond);
QString averageEntitiesPerSecondString = locale.toString(averageEntitiesPerSecond);
QString averageElementsPerSecondString = locale.toString(averageElementsPerSecond, 'f', FLOATING_POINT_PRECISION);
QString averageEntitiesPerSecondString = locale.toString(averageEntitiesPerSecond, 'f', FLOATING_POINT_PRECISION);
QString averageWaitLockPerPacketString = locale.toString(averageWaitLockPerPacket);
QString averageUncompressPerPacketString = locale.toString(averageUncompressPerPacket);
QString averageReadBitstreamPerPacketString = locale.toString(averageReadBitstreamPerPacket);
label = _labels[_processedPackets];
const OctreePacketProcessor& entitiesPacketProcessor = Application::getInstance()->getOctreePacketProcessor();
auto incomingPPS = entitiesPacketProcessor.getIncomingPPS();
auto processedPPS = entitiesPacketProcessor.getProcessedPPS();
auto treeProcessedPPS = entities->getAveragePacketsPerSecond();
QString incomingPPSString = locale.toString(incomingPPS, 'f', FLOATING_POINT_PRECISION);
QString processedPPSString = locale.toString(processedPPS, 'f', FLOATING_POINT_PRECISION);
QString treeProcessedPPSString = locale.toString(treeProcessedPPS, 'f', FLOATING_POINT_PRECISION);
statsValue.str("");
statsValue <<
"" << qPrintable(averagePacketsPerSecondString) << " per second";
"Network IN: " << qPrintable(incomingPPSString) << " PPS / " <<
"Queue OUT: " << qPrintable(processedPPSString) << " PPS / " <<
"Tree IN: " << qPrintable(treeProcessedPPSString) << " PPS";
label->setText(statsValue.str().c_str());
@ -321,7 +334,7 @@ void OctreeStatsDialog::paintEvent(QPaintEvent* event) {
}
QString totalTrackedEditsString = locale.toString((uint)totalTrackedEdits);
QString updatesPerSecondString = locale.toString(updatesPerSecond);
QString updatesPerSecondString = locale.toString(updatesPerSecond, 'f', FLOATING_POINT_PRECISION);
QString bytesPerEditString = locale.toString(bytesPerEdit);
statsValue.str("");

View file

@ -13,6 +13,7 @@
#include "Text3DOverlay.h"
#include <DeferredLightingEffect.h>
#include <RenderDeferredTask.h>
#include <TextRenderer3D.h>
@ -114,6 +115,7 @@ void Text3DOverlay::render(RenderArgs* args) {
glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND);
glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND);
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, true, false, true);
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, quadColor);
// Same font properties as textSize()

View file

@ -36,10 +36,6 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
glm::vec4 backgroundColor = glm::vec4(toGlm(getBackgroundColorX()), 1.0f);
glm::vec3 dimensions = getDimensions();
Transform transformToTopLeft = getTransformToCenter();
transformToTopLeft.postTranslate(glm::vec3(-0.5f, 0.5f, 0.0f)); // Go to the top left
transformToTopLeft.setScale(1.0f); // Use a scale of one so that the text is not deformed
// Render background
glm::vec3 minCorner = glm::vec3(0.0f, -dimensions.y, SLIGHTLY_BEHIND);
glm::vec3 maxCorner = glm::vec3(dimensions.x, 0.0f, SLIGHTLY_BEHIND);
@ -48,15 +44,22 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
// Batch render calls
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
Transform transformToTopLeft = getTransformToCenter();
if (getFaceCamera()) {
//rotate about vertical to face the camera
glm::vec3 dPosition = args->_viewFrustum->getPosition() - getPosition();
// If x and z are 0, atan(x, z) is undefined, so default to 0 degrees
float yawRotation = dPosition.x == 0.0f && dPosition.z == 0.0f ? 0.0f : glm::atan(dPosition.x, dPosition.z);
glm::quat orientation = glm::quat(glm::vec3(0.0f, yawRotation, 0.0f));
transformToTopLeft.setRotation(orientation);
}
transformToTopLeft.postTranslate(glm::vec3(-0.5f, 0.5f, 0.0f)); // Go to the top left
transformToTopLeft.setScale(1.0f); // Use a scale of one so that the text is not deformed
batch.setModelTransform(transformToTopLeft);
//rotate about vertical to face the camera
if (getFaceCamera()) {
transformToTopLeft.postRotate(args->_viewFrustum->getOrientation());
batch.setModelTransform(transformToTopLeft);
}
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false);
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false, false, true);
DependencyManager::get<GeometryCache>()->renderQuad(batch, minCorner, maxCorner, backgroundColor);
float scale = _lineHeight / _textRenderer->getFontSize();

View file

@ -536,9 +536,11 @@ void GLBackend::do_setStateFrontFaceClockwise(bool isClockwise) {
void GLBackend::do_setStateDepthClampEnable(bool enable) {
if (_pipeline._stateCache.depthClampEnable != enable) {
if (enable) {
glEnable(GL_DEPTH_CLAMP);
//glEnable(GL_DEPTH_CLAMP);
glEnable(GL_DEPTH_CLAMP_NV);
} else {
glDisable(GL_DEPTH_CLAMP);
//glDisable(GL_DEPTH_CLAMP);
glDisable(GL_DEPTH_CLAMP_NV);
}
(void) CHECK_GL_ERROR();
@ -589,7 +591,7 @@ void GLBackend::do_setStateAntialiasedLineEnable(bool enable) {
void GLBackend::do_setStateDepthBias(Vec2 bias) {
if ( (bias.x != _pipeline._stateCache.depthBias) || (bias.y != _pipeline._stateCache.depthBiasSlopeScale)) {
if ((bias.x != 0.f) || (bias.y != 0.f)) {
if ((bias.x != 0.0f) || (bias.y != 0.0f)) {
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_POLYGON_OFFSET_POINT);

View file

@ -9,10 +9,17 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <NumericalConstants.h>
#include "NodeList.h"
#include "ReceivedPacketProcessor.h"
#include "SharedUtil.h"
ReceivedPacketProcessor::ReceivedPacketProcessor() {
_lastWindowAt = usecTimestampNow();
}
void ReceivedPacketProcessor::terminating() {
_hasPackets.wakeAll();
}
@ -25,6 +32,7 @@ void ReceivedPacketProcessor::queueReceivedPacket(const SharedNodePointer& sendi
lock();
_packets.push_back(networkPacket);
_nodePacketCounts[sendingNode->getUUID()]++;
_lastWindowIncomingPackets++;
unlock();
// Make sure to wake our actual processing thread because we now have packets for it to process.
@ -32,6 +40,24 @@ void ReceivedPacketProcessor::queueReceivedPacket(const SharedNodePointer& sendi
}
bool ReceivedPacketProcessor::process() {
quint64 now = usecTimestampNow();
quint64 sinceLastWindow = now - _lastWindowAt;
if (sinceLastWindow > USECS_PER_SECOND) {
lock();
float secondsSinceLastWindow = sinceLastWindow / USECS_PER_SECOND;
float incomingPacketsPerSecondInWindow = (float)_lastWindowIncomingPackets / secondsSinceLastWindow;
_incomingPPS.updateAverage(incomingPacketsPerSecondInWindow);
float processedPacketsPerSecondInWindow = (float)_lastWindowIncomingPackets / secondsSinceLastWindow;
_processedPPS.updateAverage(processedPacketsPerSecondInWindow);
_lastWindowAt = now;
_lastWindowIncomingPackets = 0;
_lastWindowProcessedPackets = 0;
unlock();
}
if (_packets.size() == 0) {
_waitingOnPacketsMutex.lock();
@ -51,6 +77,7 @@ bool ReceivedPacketProcessor::process() {
foreach(auto& packet, currentPackets) {
processPacket(packet.getNode(), packet.getByteArray());
_lastWindowProcessedPackets++;
midProcess();
}

View file

@ -21,7 +21,7 @@
class ReceivedPacketProcessor : public GenericThread {
Q_OBJECT
public:
ReceivedPacketProcessor() { }
ReceivedPacketProcessor();
/// Add packet from network receive thread to the processing queue.
void queueReceivedPacket(const SharedNodePointer& sendingNode, const QByteArray& packet);
@ -47,6 +47,9 @@ public:
/// How many received packets waiting are to be processed
int packetsToProcessCount() const { return _packets.size(); }
float getIncomingPPS() const { return _incomingPPS.getAverage(); }
float getProcessedPPS() const { return _processedPPS.getAverage(); }
virtual void terminating();
public slots:
@ -80,6 +83,12 @@ protected:
QWaitCondition _hasPackets;
QMutex _waitingOnPacketsMutex;
quint64 _lastWindowAt = 0;
int _lastWindowIncomingPackets = 0;
int _lastWindowProcessedPackets = 0;
SimpleMovingAverage _incomingPPS;
SimpleMovingAverage _processedPPS;
};
#endif // hifi_ReceivedPacketProcessor_h

View file

@ -51,37 +51,44 @@
static const std::string glowIntensityShaderHandle = "glowIntensity";
gpu::PipelinePointer DeferredLightingEffect::getPipeline(SimpleProgramKey config) {
auto it = _simplePrograms.find(config);
if (it != _simplePrograms.end()) {
return it.value();
}
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
if (config.isCulled()) {
state->setCullMode(gpu::State::CULL_BACK);
} else {
state->setCullMode(gpu::State::CULL_NONE);
}
state->setDepthTest(true, true, gpu::LESS_EQUAL);
if (config.hasDepthBias()) {
state->setDepthBias(1.0f);
state->setDepthBiasSlopeScale(1.0f);
}
state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
gpu::PipelinePointer pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
_simplePrograms.insert(config, pipeline);
return pipeline;
}
void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_frag)));
auto PSEmissive = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_emisive_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
gpu::ShaderPointer programEmissive = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PSEmissive));
_simpleShader = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
_emissiveShader = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PSEmissive));
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
gpu::Shader::makeProgram(*programEmissive, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
gpu::StatePointer stateCullNone = gpu::StatePointer(new gpu::State());
stateCullNone->setCullMode(gpu::State::CULL_NONE);
stateCullNone->setDepthTest(true, true, gpu::LESS_EQUAL);
stateCullNone->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
_simpleProgram = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
_simpleProgramCullNone = gpu::PipelinePointer(gpu::Pipeline::create(program, stateCullNone));
_simpleProgramEmissive = gpu::PipelinePointer(gpu::Pipeline::create(programEmissive, state));
_simpleProgramEmissiveCullNone = gpu::PipelinePointer(gpu::Pipeline::create(programEmissive, stateCullNone));
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
_viewState = viewState;
loadLightProgram(directional_light_frag, false, _directionalLight, _directionalLightLocations);
@ -131,21 +138,12 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
lp->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset(_ambientLightMode % gpu::SphericalHarmonics::NUM_PRESET));
}
void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled, bool emmisive) {
if (emmisive) {
if (culled) {
batch.setPipeline(_simpleProgramEmissive);
} else {
batch.setPipeline(_simpleProgramEmissiveCullNone);
}
} else {
if (culled) {
batch.setPipeline(_simpleProgram);
} else {
batch.setPipeline(_simpleProgramCullNone);
}
}
if (!textured) {
void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled,
bool emmisive, bool depthBias) {
SimpleProgramKey config{textured, culled, emmisive, depthBias};
batch.setPipeline(getPipeline(config));
if (!config.isTextured()) {
// If it is not textured, bind white texture and keep using textured pipeline
batch.setUniformTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
}
@ -220,8 +218,7 @@ void DeferredLightingEffect::prepare(RenderArgs* args) {
auto textureCache = DependencyManager::get<TextureCache>();
gpu::Batch batch;
// batch.setFramebuffer(textureCache->getPrimaryFramebuffer());
// clear the normal and specular buffers
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR1, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
const float MAX_SPECULAR_EXPONENT = 128.0f;
@ -229,60 +226,28 @@ void DeferredLightingEffect::prepare(RenderArgs* args) {
args->_context->syncCache();
args->_context->render(batch);
/*
textureCache->setPrimaryDrawBuffers(false, true, false);
glClear(GL_COLOR_BUFFER_BIT);
textureCache->setPrimaryDrawBuffers(false, false, true);
// clearing to zero alpha for specular causes problems on my Nvidia card; clear to lowest non-zero value instead
const float MAX_SPECULAR_EXPONENT = 128.0f;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT);
glClear(GL_COLOR_BUFFER_BIT);*/
/* glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
textureCache->setPrimaryDrawBuffers(true, false, false);
*/}
}
void DeferredLightingEffect::render(RenderArgs* args) {
gpu::Batch batch;
// perform deferred lighting, rendering to free fbo
/* glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_COLOR_MATERIAL);
glDepthMask(false);
*/
auto textureCache = DependencyManager::get<TextureCache>();
// glBindFramebuffer(GL_FRAMEBUFFER, 0 );
QSize framebufferSize = textureCache->getFrameBufferSize();
// binding the first framebuffer
auto freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebuffer();
batch.setFramebuffer(freeFBO);
//glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(freeFBO));
batch.clearColorFramebuffer(freeFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
// glClear(GL_COLOR_BUFFER_BIT);
// glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
// glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryColorTextureID());
batch.setUniformTexture(0, textureCache->getPrimaryColorTexture());
// glActiveTexture(GL_TEXTURE1);
// glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryNormalTextureID());
batch.setUniformTexture(1, textureCache->getPrimaryNormalTexture());
// glActiveTexture(GL_TEXTURE2);
// glBindTexture(GL_TEXTURE_2D, textureCache->getPrimarySpecularTextureID());
batch.setUniformTexture(2, textureCache->getPrimarySpecularTexture());
// glActiveTexture(GL_TEXTURE3);
// glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryDepthTextureID());
batch.setUniformTexture(3, textureCache->getPrimaryDepthTexture());
// get the viewport side (left, right, both)
@ -304,14 +269,10 @@ void DeferredLightingEffect::render(RenderArgs* args) {
glm::mat4 invViewMat;
_viewState->getViewTransform().getMatrix(invViewMat);
// ProgramObject* program = &_directionalLight;
auto& program = _directionalLight;
const LightLocations* locations = &_directionalLightLocations;
bool shadowsEnabled = _viewState->getShadowsEnabled();
if (shadowsEnabled) {
// glActiveTexture(GL_TEXTURE4);
// glBindTexture(GL_TEXTURE_2D, textureCache->getShadowDepthTextureID());
batch.setUniformTexture(4, textureCache->getShadowFramebuffer()->getDepthStencilBuffer());
program = _directionalLightShadowMap;
@ -327,8 +288,6 @@ void DeferredLightingEffect::render(RenderArgs* args) {
locations = &_directionalAmbientSphereLightCascadedShadowMapLocations;
}
batch.setPipeline(program);
//program->bind();
// program->setUniform(locations->shadowDistances, _viewState->getShadowDistances());
batch._glUniform3fv(locations->shadowDistances, 1, (const GLfloat*) &_viewState->getShadowDistances());
} else {
@ -341,7 +300,6 @@ void DeferredLightingEffect::render(RenderArgs* args) {
}
batch.setPipeline(program);
}
// program->setUniformValue(locations->shadowScale, 1.0f / textureCache->getShadowFramebuffer()->getWidth());
batch._glUniform1f(locations->shadowScale, 1.0f / textureCache->getShadowFramebuffer()->getWidth());
} else {
@ -355,7 +313,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
batch.setPipeline(program);
}
{
{ // Setup the global lighting
auto globalLight = _allocatedLights[_globalLights.front()];
if (locations->ambientSphere >= 0) {
@ -363,45 +321,31 @@ void DeferredLightingEffect::render(RenderArgs* args) {
if (useSkyboxCubemap && _skybox->getCubemap()->getIrradiance()) {
sh = (*_skybox->getCubemap()->getIrradiance());
}
// batch._glUniform4fv(locations->ambientSphere, gpu::SphericalHarmonics::NUM_COEFFICIENTS, (const GLfloat*) (&sh));
for (int i =0; i <gpu::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
batch._glUniform4fv(locations->ambientSphere + i, 1, (const GLfloat*) (&sh) + i * 4);
}
/* for (int i =0; i <gpu::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
program->setUniformValue(locations->ambientSphere + i, *(((QVector4D*) &sh) + i));
}*/
for (int i =0; i <gpu::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
batch._glUniform4fv(locations->ambientSphere + i, 1, (const GLfloat*) (&sh) + i * 4);
}
}
if (useSkyboxCubemap) {
// glActiveTexture(GL_TEXTURE5);
// glBindTexture(GL_TEXTURE_CUBE_MAP, gpu::GLBackend::getTextureID(_skybox->getCubemap()));
batch.setUniformTexture(5, _skybox->getCubemap());
}
if (locations->lightBufferUnit >= 0) {
//gpu::Batch batch;
batch.setUniformBuffer(locations->lightBufferUnit, globalLight->getSchemaBuffer());
//gpu::GLBackend::renderBatch(batch);
}
if (_atmosphere && (locations->atmosphereBufferUnit >= 0)) {
//gpu::Batch batch;
batch.setUniformBuffer(locations->atmosphereBufferUnit, _atmosphere->getDataBuffer());
//gpu::GLBackend::renderBatch(batch);
}
// glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
batch._glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
}
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
_viewState->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
// program->setUniformValue(locations->nearLocation, nearVal);
batch._glUniform1f(locations->nearLocation, nearVal);
float depthScale = (farVal - nearVal) / farVal;
// program->setUniformValue(locations->depthScale, depthScale);
batch._glUniform1f(locations->depthScale, depthScale);
float nearScale = -1.0f / nearVal;
@ -409,20 +353,18 @@ void DeferredLightingEffect::render(RenderArgs* args) {
float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
// program->setUniformValue(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
// program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
batch._glUniform2f(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
batch._glUniform2f(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
Transform model;
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
batch.setModelTransform(model);
batch.setProjectionTransform(glm::mat4());
batch.setViewTransform(Transform());
{
Transform model;
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
batch.setModelTransform(model);
batch.setProjectionTransform(glm::mat4());
batch.setViewTransform(Transform());
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
glm::vec2 topLeft(-1.0f, -1.0f);
glm::vec2 bottomRight(1.0f, 1.0f);
@ -432,41 +374,16 @@ void DeferredLightingEffect::render(RenderArgs* args) {
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
}
// renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
// batch.draw(gpu::TRIANGLE_STRIP, 4); // full screen quad
// args->_context->syncCache();
// args->_context->render(batch);
//program->release();
if (useSkyboxCubemap) {
batch.setUniformTexture(5, nullptr);
// glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
// if (!shadowsEnabled) {
// glActiveTexture(GL_TEXTURE3);
// }
}
if (shadowsEnabled) {
batch.setUniformTexture(4, nullptr);
// glBindTexture(GL_TEXTURE_2D, 0);
// glActiveTexture(GL_TEXTURE3);
}
// additive blending
// glEnable(GL_BLEND);
// glBlendFunc(GL_ONE, GL_ONE);
// glEnable(GL_CULL_FACE);
glm::vec4 sCoefficients(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
glm::vec4 tCoefficients(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f);
// glTexGenfv(GL_S, GL_OBJECT_PLANE, (const GLfloat*)&sCoefficients);
// glTexGenfv(GL_T, GL_OBJECT_PLANE, (const GLfloat*)&tCoefficients);
// texcoordMat
auto texcoordMat = glm::mat4();
texcoordMat[0] = glm::vec4(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
texcoordMat[1] = glm::vec4(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f);
@ -550,40 +467,33 @@ void DeferredLightingEffect::render(RenderArgs* args) {
for (auto lightID : _spotLights) {
auto light = _allocatedLights[lightID];
light->setShowContour(true);
if (_spotLightLocations.lightBufferUnit >= 0) {
batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer());
}
// IN DEBUG: light->setShowContour(true);
batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer());
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
float edgeRadius = expandedRadius / glm::cos(light->getSpotAngle());
if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < edgeRadius + nearRadius) {
Transform model;
model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
batch.setModelTransform(model);
batch.setViewTransform(Transform());
batch.setProjectionTransform(glm::mat4());
{
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
glm::vec2 topLeft(-1.0f, -1.0f);
glm::vec2 bottomRight(1.0f, 1.0f);
glm::vec2 texCoordTopLeft(sMin, tMin);
glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight);
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
}
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
glm::vec2 topLeft(-1.0f, -1.0f);
glm::vec2 bottomRight(1.0f, 1.0f);
glm::vec2 texCoordTopLeft(sMin, tMin);
glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight);
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
} else {
Transform model;
model.setTranslation(glm::vec3(light->getPosition().x, light->getPosition().y, light->getPosition().z));
glm::quat spotRotation = rotationBetween(glm::vec3(0.0f, 0.0f, -1.0f), light->getDirection());
glm::vec3 axis = glm::axis(spotRotation);
model.postRotate(spotRotation);
float base = expandedRadius * glm::tan(light->getSpotAngle());
@ -619,46 +529,19 @@ void DeferredLightingEffect::render(RenderArgs* args) {
}
void DeferredLightingEffect::copyBack(RenderArgs* args) {
gpu::Batch batch;
auto textureCache = DependencyManager::get<TextureCache>();
QSize framebufferSize = textureCache->getFrameBufferSize();
auto freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebuffer();
//freeFBO->release();
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
// glDisable(GL_CULL_FACE);
// now transfer the lit region to the primary fbo
// glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
// glColorMask(true, true, true, false);
auto primaryFBO = gpu::GLBackend::getFramebufferID(textureCache->getPrimaryFramebuffer());
// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, primaryFBO);
batch.setFramebuffer(textureCache->getPrimaryFramebuffer());
batch.setPipeline(_blitLightBuffer);
//primaryFBO->bind();
// glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(freeFBO->getRenderBuffer(0)));
// glEnable(GL_TEXTURE_2D);
batch.setUniformTexture(0, freeFBO->getRenderBuffer(0));
/* glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
*/
batch.setProjectionTransform(glm::mat4());
batch.setViewTransform(Transform());
batch.setProjectionTransform(glm::mat4());
batch.setViewTransform(Transform());
int viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
@ -685,92 +568,12 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) {
args->_context->syncCache();
args->_context->render(batch);
// renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
// glBindTexture(GL_TEXTURE_2D, 0);
// glDisable(GL_TEXTURE_2D);
/* glColorMask(true, true, true, true);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();*/
}
void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferUnit) {
auto globalLight = _allocatedLights[_globalLights.front()];
args->_batch->setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer());
}
/*
void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations) {
program.addShaderFromSourceCode(QGLShader::Vertex, (limited ? deferred_light_limited_vert : deferred_light_vert));
program.addShaderFromSourceCode(QGLShader::Fragment, fragSource);
program.link();
program.bind();
program.setUniformValue("diffuseMap", 0);
program.setUniformValue("normalMap", 1);
program.setUniformValue("specularMap", 2);
program.setUniformValue("depthMap", 3);
program.setUniformValue("shadowMap", 4);
program.setUniformValue("skyboxMap", 5);
locations.shadowDistances = program.uniformLocation("shadowDistances");
locations.shadowScale = program.uniformLocation("shadowScale");
locations.nearLocation = program.uniformLocation("near");
locations.depthScale = program.uniformLocation("depthScale");
locations.depthTexCoordOffset = program.uniformLocation("depthTexCoordOffset");
locations.depthTexCoordScale = program.uniformLocation("depthTexCoordScale");
locations.radius = program.uniformLocation("radius");
locations.ambientSphere = program.uniformLocation("ambientSphere.L00");
locations.invViewMat = program.uniformLocation("invViewMat");
GLint loc = -1;
#if (GPU_FEATURE_PROFILE == GPU_CORE)
const GLint LIGHT_GPU_SLOT = 3;
loc = glGetUniformBlockIndex(program.programId(), "lightBuffer");
if (loc >= 0) {
glUniformBlockBinding(program.programId(), loc, LIGHT_GPU_SLOT);
locations.lightBufferUnit = LIGHT_GPU_SLOT;
} else {
locations.lightBufferUnit = -1;
}
#else
loc = program.uniformLocation("lightBuffer");
if (loc >= 0) {
locations.lightBufferUnit = loc;
} else {
locations.lightBufferUnit = -1;
}
#endif
#if (GPU_FEATURE_PROFILE == GPU_CORE)
const GLint ATMOSPHERE_GPU_SLOT = 4;
loc = glGetUniformBlockIndex(program.programId(), "atmosphereBufferUnit");
if (loc >= 0) {
glUniformBlockBinding(program.programId(), loc, ATMOSPHERE_GPU_SLOT);
locations.atmosphereBufferUnit = ATMOSPHERE_GPU_SLOT;
} else {
locations.atmosphereBufferUnit = -1;
}
#else
loc = program.uniformLocation("atmosphereBufferUnit");
if (loc >= 0) {
locations.atmosphereBufferUnit = loc;
} else {
locations.atmosphereBufferUnit = -1;
}
#endif
program.release();
}
*/
void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocations& locations) {
auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string((lightVolume ? deferred_light_limited_vert : deferred_light_vert))));
@ -815,6 +618,10 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool light
if (lightVolume) {
state->setCullMode(gpu::State::CULL_BACK);
// No need for z test since the depth buffer is not bound state->setDepthTest(true, false, gpu::LESS_EQUAL);
// TODO: We should bind the true depth buffer both as RT and texture for the depth test
// TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases
// additive blending
state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
} else {
@ -899,8 +706,6 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
delete[] indexData;
model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES);
//model::Mesh::Part part(0, indices, 0, model::Mesh::LINE_STRIP);
_spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL));

View file

@ -25,6 +25,7 @@
class AbstractViewStateInterface;
class RenderArgs;
class SimpleProgramKey;
/// Handles deferred lighting for the bits that require it (voxels...)
class DeferredLightingEffect : public Dependency {
@ -35,7 +36,8 @@ public:
void init(AbstractViewStateInterface* viewState);
/// Sets up the state necessary to render static untextured geometry with the simple program.
void bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true, bool emmisive = false);
void bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true,
bool emmisive = false, bool depthBias = false);
//// Renders a solid sphere with the simple program.
void renderSolidSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color);
@ -98,14 +100,15 @@ private:
model::MeshPointer _spotLightMesh;
model::MeshPointer getSpotLightMesh();
// static void loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations);
// static void loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations);
static void loadLightProgram(const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocations& locations);
gpu::PipelinePointer getPipeline(SimpleProgramKey config);
gpu::PipelinePointer _simpleProgram;
gpu::PipelinePointer _simpleProgramCullNone;
gpu::PipelinePointer _simpleProgramEmissive;
gpu::PipelinePointer _simpleProgramEmissiveCullNone;
gpu::ShaderPointer _simpleShader;
gpu::ShaderPointer _emissiveShader;
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
gpu::PipelinePointer _blitLightBuffer;
@ -194,4 +197,53 @@ private:
model::SkyboxPointer _skybox;
};
class SimpleProgramKey {
public:
enum FlagBit {
IS_TEXTURED_FLAG = 0,
IS_CULLED_FLAG,
IS_EMISSIVE_FLAG,
HAS_DEPTH_BIAS_FLAG,
NUM_FLAGS,
};
enum Flag {
IS_TEXTURED = (1 << IS_TEXTURED_FLAG),
IS_CULLED = (1 << IS_CULLED_FLAG),
IS_EMISSIVE = (1 << IS_EMISSIVE_FLAG),
HAS_DEPTH_BIAS = (1 << HAS_DEPTH_BIAS_FLAG),
};
typedef unsigned short Flags;
bool isFlag(short flagNum) const { return bool((_flags & flagNum) != 0); }
bool isTextured() const { return isFlag(IS_TEXTURED); }
bool isCulled() const { return isFlag(IS_CULLED); }
bool isEmissive() const { return isFlag(IS_EMISSIVE); }
bool hasDepthBias() const { return isFlag(HAS_DEPTH_BIAS); }
Flags _flags = 0;
short _spare = 0;
int getRaw() const { return *reinterpret_cast<const int*>(this); }
SimpleProgramKey(bool textured = false, bool culled = true,
bool emissive = false, bool depthBias = false) {
_flags = (textured ? IS_TEXTURED : 0) | (culled ? IS_CULLED : 0) |
(emissive ? IS_EMISSIVE : 0) | (depthBias ? HAS_DEPTH_BIAS : 0);
}
SimpleProgramKey(int bitmask) : _flags(bitmask) {}
};
inline uint qHash(const SimpleProgramKey& key, uint seed) {
return qHash(key.getRaw(), seed);
}
inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
return a.getRaw() == b.getRaw();
}
#endif // hifi_DeferredLightingEffect_h

View file

@ -29,7 +29,6 @@ void main(void) {
vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
DeferredFragment frag = unpackDeferredFragment(texCoord);
// Kill if in front of the light volume
float depth = frag.depthVal;
if (depth < gl_FragCoord.z) {