mirror of
https://github.com/JulianGro/overte.git
synced 2025-05-05 16:48:02 +02:00
689 lines
29 KiB
C++
689 lines
29 KiB
C++
//
|
|
// 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 <gpu/GPUConfig.h>
|
|
|
|
#include <QOpenGLFramebufferObject>
|
|
|
|
#include <GLMHelpers.h>
|
|
#include <PathUtils.h>
|
|
#include <ViewFrustum.h>
|
|
|
|
#include "AbstractViewStateInterface.h"
|
|
#include "DeferredLightingEffect.h"
|
|
#include "GeometryCache.h"
|
|
#include "GlowEffect.h"
|
|
#include "RenderUtil.h"
|
|
#include "TextureCache.h"
|
|
|
|
#include "gpu/Batch.h"
|
|
#include "gpu/GLBackend.h"
|
|
|
|
#include "simple_vert.h"
|
|
#include "simple_frag.h"
|
|
|
|
#include "deferred_light_vert.h"
|
|
#include "deferred_light_limited_vert.h"
|
|
|
|
#include "directional_light_frag.h"
|
|
#include "directional_light_shadow_map_frag.h"
|
|
#include "directional_light_cascaded_shadow_map_frag.h"
|
|
|
|
#include "directional_ambient_light_frag.h"
|
|
#include "directional_ambient_light_shadow_map_frag.h"
|
|
#include "directional_ambient_light_cascaded_shadow_map_frag.h"
|
|
|
|
#include "point_light_frag.h"
|
|
#include "spot_light_frag.h"
|
|
|
|
class SphericalHarmonics {
|
|
public:
|
|
glm::vec3 L00 ; float spare0;
|
|
glm::vec3 L1m1 ; float spare1;
|
|
glm::vec3 L10 ; float spare2;
|
|
glm::vec3 L11 ; float spare3;
|
|
glm::vec3 L2m2 ; float spare4;
|
|
glm::vec3 L2m1 ; float spare5;
|
|
glm::vec3 L20 ; float spare6;
|
|
glm::vec3 L21 ; float spare7;
|
|
glm::vec3 L22 ; float spare8;
|
|
|
|
static const int NUM_COEFFICIENTS = 9;
|
|
|
|
void assignPreset(int p) {
|
|
switch (p) {
|
|
case DeferredLightingEffect::OLD_TOWN_SQUARE: {
|
|
L00 = glm::vec3( 0.871297f, 0.875222f, 0.864470f);
|
|
L1m1 = glm::vec3( 0.175058f, 0.245335f, 0.312891f);
|
|
L10 = glm::vec3( 0.034675f, 0.036107f, 0.037362f);
|
|
L11 = glm::vec3(-0.004629f,-0.029448f,-0.048028f);
|
|
L2m2 = glm::vec3(-0.120535f,-0.121160f,-0.117507f);
|
|
L2m1 = glm::vec3( 0.003242f, 0.003624f, 0.007511f);
|
|
L20 = glm::vec3(-0.028667f,-0.024926f,-0.020998f);
|
|
L21 = glm::vec3(-0.077539f,-0.086325f,-0.091591f);
|
|
L22 = glm::vec3(-0.161784f,-0.191783f,-0.219152f);
|
|
}
|
|
break;
|
|
case DeferredLightingEffect::GRACE_CATHEDRAL: {
|
|
L00 = glm::vec3( 0.79f, 0.44f, 0.54f);
|
|
L1m1 = glm::vec3( 0.39f, 0.35f, 0.60f);
|
|
L10 = glm::vec3(-0.34f, -0.18f, -0.27f);
|
|
L11 = glm::vec3(-0.29f, -0.06f, 0.01f);
|
|
L2m2 = glm::vec3(-0.11f, -0.05f, -0.12f);
|
|
L2m1 = glm::vec3(-0.26f, -0.22f, -0.47f);
|
|
L20 = glm::vec3(-0.16f, -0.09f, -0.15f);
|
|
L21 = glm::vec3( 0.56f, 0.21f, 0.14f);
|
|
L22 = glm::vec3( 0.21f, -0.05f, -0.30f);
|
|
}
|
|
break;
|
|
case DeferredLightingEffect::EUCALYPTUS_GROVE: {
|
|
L00 = glm::vec3( 0.38f, 0.43f, 0.45f);
|
|
L1m1 = glm::vec3( 0.29f, 0.36f, 0.41f);
|
|
L10 = glm::vec3( 0.04f, 0.03f, 0.01f);
|
|
L11 = glm::vec3(-0.10f, -0.10f, -0.09f);
|
|
L2m2 = glm::vec3(-0.06f, -0.06f, -0.04f);
|
|
L2m1 = glm::vec3( 0.01f, -0.01f, -0.05f);
|
|
L20 = glm::vec3(-0.09f, -0.13f, -0.15f);
|
|
L21 = glm::vec3(-0.06f, -0.05f, -0.04f);
|
|
L22 = glm::vec3( 0.02f, 0.00f, -0.05f);
|
|
}
|
|
break;
|
|
case DeferredLightingEffect::ST_PETERS_BASILICA: {
|
|
L00 = glm::vec3( 0.36f, 0.26f, 0.23f);
|
|
L1m1 = glm::vec3( 0.18f, 0.14f, 0.13f);
|
|
L10 = glm::vec3(-0.02f, -0.01f, 0.00f);
|
|
L11 = glm::vec3( 0.03f, 0.02f, -0.00f);
|
|
L2m2 = glm::vec3( 0.02f, 0.01f, -0.00f);
|
|
L2m1 = glm::vec3(-0.05f, -0.03f, -0.01f);
|
|
L20 = glm::vec3(-0.09f, -0.08f, -0.07f);
|
|
L21 = glm::vec3( 0.01f, 0.00f, 0.00f);
|
|
L22 = glm::vec3(-0.08f, -0.03f, -0.00f);
|
|
}
|
|
break;
|
|
case DeferredLightingEffect::UFFIZI_GALLERY: {
|
|
L00 = glm::vec3( 0.32f, 0.31f, 0.35f);
|
|
L1m1 = glm::vec3( 0.37f, 0.37f, 0.43f);
|
|
L10 = glm::vec3( 0.00f, 0.00f, 0.00f);
|
|
L11 = glm::vec3(-0.01f, -0.01f, -0.01f);
|
|
L2m2 = glm::vec3(-0.02f, -0.02f, -0.03f);
|
|
L2m1 = glm::vec3(-0.01f, -0.01f, -0.01f);
|
|
L20 = glm::vec3(-0.28f, -0.28f, -0.32f);
|
|
L21 = glm::vec3( 0.00f, 0.00f, 0.00f);
|
|
L22 = glm::vec3(-0.24f, -0.24f, -0.28f);
|
|
}
|
|
break;
|
|
case DeferredLightingEffect::GALILEOS_TOMB: {
|
|
L00 = glm::vec3( 1.04f, 0.76f, 0.71f);
|
|
L1m1 = glm::vec3( 0.44f, 0.34f, 0.34f);
|
|
L10 = glm::vec3(-0.22f, -0.18f, -0.17f);
|
|
L11 = glm::vec3( 0.71f, 0.54f, 0.56f);
|
|
L2m2 = glm::vec3( 0.64f, 0.50f, 0.52f);
|
|
L2m1 = glm::vec3(-0.12f, -0.09f, -0.08f);
|
|
L20 = glm::vec3(-0.37f, -0.28f, -0.32f);
|
|
L21 = glm::vec3(-0.17f, -0.13f, -0.13f);
|
|
L22 = glm::vec3( 0.55f, 0.42f, 0.42f);
|
|
}
|
|
break;
|
|
case DeferredLightingEffect::VINE_STREET_KITCHEN: {
|
|
L00 = glm::vec3( 0.64f, 0.67f, 0.73f);
|
|
L1m1 = glm::vec3( 0.28f, 0.32f, 0.33f);
|
|
L10 = glm::vec3( 0.42f, 0.60f, 0.77f);
|
|
L11 = glm::vec3(-0.05f, -0.04f, -0.02f);
|
|
L2m2 = glm::vec3(-0.10f, -0.08f, -0.05f);
|
|
L2m1 = glm::vec3( 0.25f, 0.39f, 0.53f);
|
|
L20 = glm::vec3( 0.38f, 0.54f, 0.71f);
|
|
L21 = glm::vec3( 0.06f, 0.01f, -0.02f);
|
|
L22 = glm::vec3(-0.03f, -0.02f, -0.03f);
|
|
}
|
|
break;
|
|
case DeferredLightingEffect::BREEZEWAY: {
|
|
L00 = glm::vec3( 0.32f, 0.36f, 0.38f);
|
|
L1m1 = glm::vec3( 0.37f, 0.41f, 0.45f);
|
|
L10 = glm::vec3(-0.01f, -0.01f, -0.01f);
|
|
L11 = glm::vec3(-0.10f, -0.12f, -0.12f);
|
|
L2m2 = glm::vec3(-0.13f, -0.15f, -0.17f);
|
|
L2m1 = glm::vec3(-0.01f, -0.02f, 0.02f);
|
|
L20 = glm::vec3(-0.07f, -0.08f, -0.09f);
|
|
L21 = glm::vec3( 0.02f, 0.03f, 0.03f);
|
|
L22 = glm::vec3(-0.29f, -0.32f, -0.36f);
|
|
}
|
|
break;
|
|
case DeferredLightingEffect::CAMPUS_SUNSET: {
|
|
L00 = glm::vec3( 0.79f, 0.94f, 0.98f);
|
|
L1m1 = glm::vec3( 0.44f, 0.56f, 0.70f);
|
|
L10 = glm::vec3(-0.10f, -0.18f, -0.27f);
|
|
L11 = glm::vec3( 0.45f, 0.38f, 0.20f);
|
|
L2m2 = glm::vec3( 0.18f, 0.14f, 0.05f);
|
|
L2m1 = glm::vec3(-0.14f, -0.22f, -0.31f);
|
|
L20 = glm::vec3(-0.39f, -0.40f, -0.36f);
|
|
L21 = glm::vec3( 0.09f, 0.07f, 0.04f);
|
|
L22 = glm::vec3( 0.67f, 0.67f, 0.52f);
|
|
}
|
|
break;
|
|
case DeferredLightingEffect::FUNSTON_BEACH_SUNSET: {
|
|
L00 = glm::vec3( 0.68f, 0.69f, 0.70f);
|
|
L1m1 = glm::vec3( 0.32f, 0.37f, 0.44f);
|
|
L10 = glm::vec3(-0.17f, -0.17f, -0.17f);
|
|
L11 = glm::vec3(-0.45f, -0.42f, -0.34f);
|
|
L2m2 = glm::vec3(-0.17f, -0.17f, -0.15f);
|
|
L2m1 = glm::vec3(-0.08f, -0.09f, -0.10f);
|
|
L20 = glm::vec3(-0.03f, -0.02f, -0.01f);
|
|
L21 = glm::vec3( 0.16f, 0.14f, 0.10f);
|
|
L22 = glm::vec3( 0.37f, 0.31f, 0.20f);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
};
|
|
|
|
void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
|
|
_viewState = viewState;
|
|
_simpleProgram.addShaderFromSourceCode(QGLShader::Vertex, simple_vert);
|
|
_simpleProgram.addShaderFromSourceCode(QGLShader::Fragment, simple_frag);
|
|
_simpleProgram.link();
|
|
|
|
_simpleProgram.bind();
|
|
_glowIntensityLocation = _simpleProgram.uniformLocation("glowIntensity");
|
|
_simpleProgram.release();
|
|
|
|
loadLightProgram(directional_light_frag, false, _directionalLight, _directionalLightLocations);
|
|
loadLightProgram(directional_light_shadow_map_frag, false, _directionalLightShadowMap,
|
|
_directionalLightShadowMapLocations);
|
|
loadLightProgram(directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap,
|
|
_directionalLightCascadedShadowMapLocations);
|
|
|
|
loadLightProgram(directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
|
|
loadLightProgram(directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap,
|
|
_directionalAmbientSphereLightShadowMapLocations);
|
|
loadLightProgram(directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap,
|
|
_directionalAmbientSphereLightCascadedShadowMapLocations);
|
|
|
|
loadLightProgram(point_light_frag, true, _pointLight, _pointLightLocations);
|
|
loadLightProgram(spot_light_frag, true, _spotLight, _spotLightLocations);
|
|
}
|
|
|
|
void DeferredLightingEffect::bindSimpleProgram() {
|
|
DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(true, true, true);
|
|
_simpleProgram.bind();
|
|
_simpleProgram.setUniformValue(_glowIntensityLocation, DependencyManager::get<GlowEffect>()->getIntensity());
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
void DeferredLightingEffect::releaseSimpleProgram() {
|
|
glEnable(GL_BLEND);
|
|
_simpleProgram.release();
|
|
DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(true, false, false);
|
|
}
|
|
|
|
void DeferredLightingEffect::renderSolidSphere(float radius, int slices, int stacks) {
|
|
bindSimpleProgram();
|
|
DependencyManager::get<GeometryCache>()->renderSphere(radius, slices, stacks);
|
|
releaseSimpleProgram();
|
|
}
|
|
|
|
void DeferredLightingEffect::renderWireSphere(float radius, int slices, int stacks) {
|
|
bindSimpleProgram();
|
|
DependencyManager::get<GeometryCache>()->renderSphere(radius, slices, stacks, false);
|
|
releaseSimpleProgram();
|
|
}
|
|
|
|
void DeferredLightingEffect::renderSolidCube(float size) {
|
|
bindSimpleProgram();
|
|
DependencyManager::get<GeometryCache>()->renderSolidCube(size);
|
|
releaseSimpleProgram();
|
|
}
|
|
|
|
void DeferredLightingEffect::renderWireCube(float size) {
|
|
bindSimpleProgram();
|
|
DependencyManager::get<GeometryCache>()->renderWireCube(size);
|
|
releaseSimpleProgram();
|
|
}
|
|
|
|
void DeferredLightingEffect::renderSolidCone(float base, float height, int slices, int stacks) {
|
|
bindSimpleProgram();
|
|
DependencyManager::get<GeometryCache>()->renderCone(base, height, slices, stacks);
|
|
releaseSimpleProgram();
|
|
}
|
|
|
|
void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& ambient,
|
|
const glm::vec3& diffuse, const glm::vec3& specular, float constantAttenuation,
|
|
float linearAttenuation, float quadraticAttenuation) {
|
|
addSpotLight(position, radius, ambient, diffuse, specular, constantAttenuation, linearAttenuation, quadraticAttenuation);
|
|
}
|
|
|
|
void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radius, const glm::vec3& ambient,
|
|
const glm::vec3& diffuse, const glm::vec3& specular, float constantAttenuation, float linearAttenuation,
|
|
float quadraticAttenuation, const glm::vec3& direction, float exponent, float cutoff) {
|
|
if (exponent == 0.0f && cutoff == PI) {
|
|
PointLight light;
|
|
light.position = glm::vec4(position, 1.0f);
|
|
light.radius = radius;
|
|
light.ambient = glm::vec4(ambient, 1.0f);
|
|
light.diffuse = glm::vec4(diffuse, 1.0f);
|
|
light.specular = glm::vec4(specular, 1.0f);
|
|
light.constantAttenuation = constantAttenuation;
|
|
light.linearAttenuation = linearAttenuation;
|
|
|
|
model::LightPointer lp = model::LightPointer(new model::Light());
|
|
lp->setPosition(position);
|
|
lp->setMaximumRadius(radius);
|
|
lp->setColor(diffuse);
|
|
lp->setIntensity(1.0f);
|
|
lp->setType(model::Light::POINT);
|
|
_pointLights.push_back(lp);
|
|
|
|
} else {
|
|
SpotLight light;
|
|
light.position = glm::vec4(position, 1.0f);
|
|
light.radius = radius;
|
|
light.ambient = glm::vec4(ambient, 1.0f);
|
|
light.diffuse = glm::vec4(diffuse, 1.0f);
|
|
light.specular = glm::vec4(specular, 1.0f);
|
|
light.constantAttenuation = constantAttenuation;
|
|
light.linearAttenuation = linearAttenuation;
|
|
light.direction = direction;
|
|
light.exponent = exponent;
|
|
light.cutoff = cutoff;
|
|
|
|
model::LightPointer ls = model::LightPointer(new model::Light());
|
|
ls->setPosition(position);
|
|
ls->setDirection(direction);
|
|
ls->setMaximumRadius(radius);
|
|
ls->setSpotCone(cutoff);
|
|
ls->setColor(diffuse);
|
|
ls->setIntensity(1.0f);
|
|
ls->setType(model::Light::SPOT);
|
|
|
|
_spotLights.push_back(ls);
|
|
}
|
|
}
|
|
|
|
void DeferredLightingEffect::prepare() {
|
|
// clear the normal and specular buffers
|
|
auto textureCache = DependencyManager::get<TextureCache>();
|
|
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() {
|
|
// perform deferred lighting, rendering to free fbo
|
|
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);
|
|
|
|
auto textureCache = DependencyManager::get<TextureCache>();
|
|
|
|
QOpenGLFramebufferObject* primaryFBO = textureCache->getPrimaryFramebufferObject();
|
|
primaryFBO->release();
|
|
|
|
QOpenGLFramebufferObject* freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebufferObject();
|
|
freeFBO->bind();
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glEnable(GL_FRAMEBUFFER_SRGB);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryNormalTextureID());
|
|
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimarySpecularTextureID());
|
|
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glBindTexture(GL_TEXTURE_2D, textureCache->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 = _viewState->getShadowsEnabled();
|
|
if (shadowsEnabled) {
|
|
glActiveTexture(GL_TEXTURE4);
|
|
glBindTexture(GL_TEXTURE_2D, textureCache->getShadowDepthTextureID());
|
|
|
|
program = &_directionalLightShadowMap;
|
|
locations = &_directionalLightShadowMapLocations;
|
|
if (_viewState->getCascadeShadowsEnabled()) {
|
|
program = &_directionalLightCascadedShadowMap;
|
|
locations = &_directionalLightCascadedShadowMapLocations;
|
|
if (_ambientLightMode > -1) {
|
|
program = &_directionalAmbientSphereLightCascadedShadowMap;
|
|
locations = &_directionalAmbientSphereLightCascadedShadowMapLocations;
|
|
}
|
|
program->bind();
|
|
program->setUniform(locations->shadowDistances, _viewState->getShadowDistances());
|
|
|
|
} else {
|
|
if (_ambientLightMode > -1) {
|
|
program = &_directionalAmbientSphereLightShadowMap;
|
|
locations = &_directionalAmbientSphereLightShadowMapLocations;
|
|
}
|
|
program->bind();
|
|
}
|
|
program->setUniformValue(locations->shadowScale,
|
|
1.0f / textureCache->getShadowFramebufferObject()->width());
|
|
|
|
} else {
|
|
if (_ambientLightMode > -1) {
|
|
program = &_directionalAmbientSphereLight;
|
|
locations = &_directionalAmbientSphereLightLocations;
|
|
}
|
|
program->bind();
|
|
}
|
|
|
|
if (locations->ambientSphere >= 0) {
|
|
SphericalHarmonics sh;
|
|
if (_ambientLightMode < NUM_PRESET) {
|
|
sh.assignPreset(_ambientLightMode);
|
|
} else {
|
|
sh.assignPreset(0);
|
|
}
|
|
|
|
for (int i =0; i <SphericalHarmonics::NUM_COEFFICIENTS; i++) {
|
|
program->setUniformValue(locations->ambientSphere + i, *(((QVector4D*) &sh) + i));
|
|
}
|
|
}
|
|
|
|
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);
|
|
float depthScale = (farVal - nearVal) / farVal;
|
|
program->setUniformValue(locations->depthScale, depthScale);
|
|
float nearScale = -1.0f / nearVal;
|
|
float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
|
|
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);
|
|
|
|
renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
|
|
|
|
program->release();
|
|
|
|
if (shadowsEnabled) {
|
|
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);
|
|
|
|
// enlarge the scales slightly to account for tesselation
|
|
const float SCALE_EXPANSION = 0.05f;
|
|
|
|
const glm::vec3& eyePoint = _viewState->getCurrentViewFrustum()->getPosition();
|
|
float nearRadius = glm::distance(eyePoint, _viewState->getCurrentViewFrustum()->getNearTopLeft());
|
|
glm::mat4 invViewMat;
|
|
_viewState->getViewTransform().getMatrix(invViewMat);
|
|
|
|
auto geometryCache = DependencyManager::get<GeometryCache>();
|
|
|
|
if (!_pointLights.empty()) {
|
|
_pointLight.bind();
|
|
_pointLight.setUniformValue(_pointLightLocations.nearLocation, nearVal);
|
|
_pointLight.setUniformValue(_pointLightLocations.depthScale, depthScale);
|
|
_pointLight.setUniformValue(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
|
_pointLight.setUniformValue(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
|
|
|
for (auto light : _pointLights) {
|
|
// foreach (const PointLight& light, _pointLights) {
|
|
if (_pointLightLocations.lightBufferUnit >= 0) {
|
|
gpu::Batch batch;
|
|
batch.setUniformBuffer(_pointLightLocations.lightBufferUnit, light->getSchemaBuffer());
|
|
gpu::GLBackend::renderBatch(batch);
|
|
}
|
|
glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
|
// _pointLight.setUniformValue(_pointLightLocations.viewMat, reinterpret_cast< const GLfloat* >(&viewMat));
|
|
// _spotLight.setUniformValue(_pointLightLocations.radius, light->getAttenuationRadius());
|
|
|
|
|
|
/*
|
|
_pointLight.setUniformValue(_pointLightLocations.radius, light.radius);
|
|
glLightfv(GL_LIGHT1, GL_AMBIENT, (const GLfloat*)&light.ambient);
|
|
glLightfv(GL_LIGHT1, GL_DIFFUSE, (const GLfloat*)&light.diffuse);
|
|
glLightfv(GL_LIGHT1, GL_SPECULAR, (const GLfloat*)&light.specular);
|
|
glLightfv(GL_LIGHT1, GL_POSITION, (const GLfloat*)&light.position);
|
|
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, (light.constantAttenuation > 0.0f ? light.constantAttenuation : 0.0f));
|
|
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, (light.linearAttenuation > 0.0f ? light.linearAttenuation : 0.0f));
|
|
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, (light.quadraticAttenuation > 0.0f ? light.quadraticAttenuation : 0.0f));
|
|
*/
|
|
glPushMatrix();
|
|
|
|
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
|
|
if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) {
|
|
glLoadIdentity();
|
|
glTranslatef(0.0f, 0.0f, -1.0f);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
renderFullscreenQuad();
|
|
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
} else {
|
|
glTranslatef(light->getPosition().x, light->getPosition().y, light->getPosition().z);
|
|
geometryCache->renderSphere(expandedRadius, 32, 32);
|
|
}
|
|
|
|
glPopMatrix();
|
|
}
|
|
_pointLights.clear();
|
|
|
|
_pointLight.release();
|
|
}
|
|
|
|
if (!_spotLights.empty()) {
|
|
_spotLight.bind();
|
|
_spotLight.setUniformValue(_spotLightLocations.nearLocation, nearVal);
|
|
_spotLight.setUniformValue(_spotLightLocations.depthScale, depthScale);
|
|
_spotLight.setUniformValue(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
|
_spotLight.setUniformValue(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
|
|
|
for (auto light : _spotLights) {
|
|
// foreach (const SpotLight& light, _spotLights) {
|
|
if (_spotLightLocations.lightBufferUnit >= 0) {
|
|
gpu::Batch batch;
|
|
batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer());
|
|
gpu::GLBackend::renderBatch(batch);
|
|
}
|
|
// _spotLight.setUniformValue(_spotLightLocations.radius, light->getAttenuationRadius());
|
|
|
|
/*
|
|
_spotLight.setUniformValue(_spotLightLocations.radius, light.radius);
|
|
glLightfv(GL_LIGHT1, GL_AMBIENT, (const GLfloat*)&light.ambient);
|
|
glLightfv(GL_LIGHT1, GL_DIFFUSE, (const GLfloat*)&light.diffuse);
|
|
glLightfv(GL_LIGHT1, GL_SPECULAR, (const GLfloat*)&light.specular);
|
|
glLightfv(GL_LIGHT1, GL_POSITION, (const GLfloat*)&light.position);
|
|
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, (light.constantAttenuation > 0.0f ? light.constantAttenuation : 0.0f));
|
|
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, (light.linearAttenuation > 0.0f ? light.linearAttenuation : 0.0f));
|
|
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, (light.quadraticAttenuation > 0.0f ? light.quadraticAttenuation : 0.0f));
|
|
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, (const GLfloat*)&light.direction);
|
|
glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, light.exponent);
|
|
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, glm::degrees(light.cutoff));
|
|
*/
|
|
|
|
glPushMatrix();
|
|
|
|
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
|
|
float edgeRadius = expandedRadius / glm::cos(light->getSpotConeAngle());
|
|
if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < edgeRadius + nearRadius) {
|
|
glLoadIdentity();
|
|
glTranslatef(0.0f, 0.0f, -1.0f);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
renderFullscreenQuad();
|
|
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
} else {
|
|
glTranslatef(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);
|
|
glRotatef(glm::degrees(glm::angle(spotRotation)), axis.x, axis.y, axis.z);
|
|
glTranslatef(0.0f, 0.0f, -light->getMaximumRadius() * (1.0f + SCALE_EXPANSION * 0.5f));
|
|
geometryCache->renderCone(expandedRadius * glm::tan(light->getSpotConeAngle()),
|
|
expandedRadius, 32, 1);
|
|
}
|
|
|
|
glPopMatrix();
|
|
}
|
|
_spotLights.clear();
|
|
|
|
_spotLight.release();
|
|
}
|
|
|
|
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();
|
|
glDisable(GL_FRAMEBUFFER_SRGB);
|
|
|
|
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);
|
|
|
|
primaryFBO->bind();
|
|
|
|
glBindTexture(GL_TEXTURE_2D, freeFBO->texture());
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
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* 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);
|
|
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 defined(Q_OS_MAC)
|
|
loc = program.uniformLocation("lightBuffer");
|
|
if (loc >= 0) {
|
|
locations.lightBufferUnit = loc;
|
|
} else {
|
|
locations.lightBufferUnit = -1;
|
|
}
|
|
#elif defined(Q_OS_WIN)
|
|
loc = glGetUniformBlockIndex(program.programId(), "lightBuffer");
|
|
if (loc >= 0) {
|
|
glUniformBlockBinding(program.programId(), loc, 0);
|
|
locations.lightBufferUnit = 0;
|
|
} else {
|
|
locations.lightBufferUnit = -1;
|
|
}
|
|
#else
|
|
loc = program.uniformLocation("lightBuffer");
|
|
if (loc >= 0) {
|
|
locations.lightBufferUnit = loc;
|
|
} else {
|
|
locations.lightBufferUnit = -1;
|
|
}
|
|
#endif
|
|
program.release();
|
|
}
|
|
|
|
void DeferredLightingEffect::setAmbientLightMode(int preset) {
|
|
if ((preset >= -1) && (preset < NUM_PRESET)) {
|
|
_ambientLightMode = preset;
|
|
}
|
|
}
|