overte-JulianGro/libraries/render-utils/src/DeferredLightingEffect.cpp

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;
}
}