mirror of
https://github.com/JulianGro/overte.git
synced 2025-05-04 20:32:41 +02:00
239 lines
9 KiB
C++
239 lines
9 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 "InterfaceConfig.h"
|
|
|
|
#include <QOpenGLFramebufferObject>
|
|
|
|
#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();
|
|
}
|