// // DeferredLightingEffect.cpp // interface/src/renderer // // Created by Andrzej Kapolka on 9/11/14. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // // include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL #include "InterfaceConfig.h" #include #include "Application.h" #include "DeferredLightingEffect.h" #include "RenderUtil.h" void DeferredLightingEffect::init() { _simpleProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/simple.vert"); _simpleProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + "shaders/simple.frag"); _simpleProgram.link(); loadLightProgram("shaders/directional_light.frag", _directionalLight, _directionalLightLocations); loadLightProgram("shaders/directional_light_shadow_map.frag", _directionalLightShadowMap, _directionalLightShadowMapLocations); loadLightProgram("shaders/directional_light_cascaded_shadow_map.frag", _directionalLightCascadedShadowMap, _directionalLightCascadedShadowMapLocations); } void DeferredLightingEffect::bindSimpleProgram() { Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, true, true); _simpleProgram.bind(); glDisable(GL_BLEND); } void DeferredLightingEffect::releaseSimpleProgram() { glEnable(GL_BLEND); _simpleProgram.release(); Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, false, false); } void DeferredLightingEffect::renderSolidSphere(float radius, int slices, int stacks) { bindSimpleProgram(); glutSolidSphere(radius, slices, stacks); releaseSimpleProgram(); } void DeferredLightingEffect::renderWireSphere(float radius, int slices, int stacks) { bindSimpleProgram(); glutWireSphere(radius, slices, stacks); releaseSimpleProgram(); } void DeferredLightingEffect::renderSolidCube(float size) { bindSimpleProgram(); glutSolidCube(size); releaseSimpleProgram(); } void DeferredLightingEffect::renderWireCube(float size) { bindSimpleProgram(); glutWireCube(size); releaseSimpleProgram(); } void DeferredLightingEffect::prepare() { // clear the normal and specular buffers Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(false, true, false); glClear(GL_COLOR_BUFFER_BIT); Application::getInstance()->getTextureCache()->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); Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, false, false); } void DeferredLightingEffect::render() { // perform deferred lighting, rendering to free fbo glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glDisable(GL_BLEND); glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glDisable(GL_COLOR_MATERIAL); glDepthMask(false); QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject(); primaryFBO->release(); QOpenGLFramebufferObject* freeFBO = Application::getInstance()->getGlowEffect()->getFreeFramebufferObject(); freeFBO->bind(); glClear(GL_COLOR_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, primaryFBO->texture()); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryNormalTextureID()); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimarySpecularTextureID()); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID()); // get the viewport side (left, right, both) int viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); const int VIEWPORT_X_INDEX = 0; const int VIEWPORT_Y_INDEX = 1; const int VIEWPORT_WIDTH_INDEX = 2; const int VIEWPORT_HEIGHT_INDEX = 3; float sMin = viewport[VIEWPORT_X_INDEX] / (float)primaryFBO->width(); float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)primaryFBO->width(); float tMin = viewport[VIEWPORT_Y_INDEX] / (float)primaryFBO->height(); float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)primaryFBO->height(); ProgramObject* program = &_directionalLight; const LightLocations* locations = &_directionalLightLocations; bool shadowsEnabled = Menu::getInstance()->getShadowsEnabled(); if (shadowsEnabled) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID()); program = &_directionalLightShadowMap; locations = &_directionalLightShadowMapLocations; if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) { program = &_directionalLightCascadedShadowMap; locations = &_directionalLightCascadedShadowMapLocations; _directionalLightCascadedShadowMap.bind(); _directionalLightCascadedShadowMap.setUniform(locations->shadowDistances, Application::getInstance()->getShadowDistances()); } else { program->bind(); } program->setUniformValue(locations->shadowScale, 1.0f / Application::getInstance()->getTextureCache()->getShadowFramebufferObject()->width()); } else { program->bind(); } float left, right, bottom, top, nearVal, farVal; glm::vec4 nearClipPlane, farClipPlane; Application::getInstance()->computeOffAxisFrustum( left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane); program->setUniformValue(locations->nearLocation, nearVal); program->setUniformValue(locations->depthScale, (farVal - nearVal) / farVal); float nearScale = -1.0f / nearVal; float depthTexCoordScaleS = (right - left) * nearScale / sWidth; float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight; program->setUniformValue(locations->depthTexCoordOffset, left * nearScale - sMin * depthTexCoordScaleS, bottom * nearScale - tMin * depthTexCoordScaleT); program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT); renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight); program->release(); if (shadowsEnabled) { glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE3); } glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0); freeFBO->release(); // now transfer the lit region to the primary fbo glEnable(GL_BLEND); glColorMask(true, true, true, false); primaryFBO->bind(); glBindTexture(GL_TEXTURE_2D, freeFBO->texture()); glEnable(GL_TEXTURE_2D); 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(); // now render the objects we held back until after deferred lighting foreach (PostLightingRenderable* renderable, _postLightingRenderables) { renderable->renderPostLighting(); } _postLightingRenderables.clear(); } void DeferredLightingEffect::loadLightProgram(const char* name, ProgramObject& program, LightLocations& locations) { program.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + name); program.link(); program.bind(); program.setUniformValue("diffuseMap", 0); program.setUniformValue("normalMap", 1); program.setUniformValue("specularMap", 2); program.setUniformValue("depthMap", 3); program.setUniformValue("shadowMap", 4); 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"); program.release(); }