Add shadowmap as a debug feature

This commit is contained in:
Zach Pomerantz 2016-01-18 16:31:36 -08:00
parent 29945bba92
commit 1b36d56b7a
10 changed files with 62 additions and 23 deletions

View file

@ -95,6 +95,7 @@
#include <plugins/PluginContainer.h>
#include <plugins/PluginManager.h>
#include <RenderableWebEntityItem.h>
#include <RenderShadowTask.h>
#include <RenderDeferredTask.h>
#include <ResourceCache.h>
#include <RenderScriptingInterface.h>
@ -672,6 +673,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
initializeGL();
// Start rendering
_renderEngine->addTask(make_shared<RenderShadowTask>());
_renderEngine->addTask(make_shared<RenderDeferredTask>());
_renderEngine->registerScene(_main3DScene);
@ -3825,9 +3827,10 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
renderContext.setArgs(renderArgs);
bool occlusionStatus = Menu::getInstance()->isOptionChecked(MenuOption::DebugAmbientOcclusion);
bool shadowStatus = Menu::getInstance()->isOptionChecked(MenuOption::DebugShadows);
bool antialiasingStatus = Menu::getInstance()->isOptionChecked(MenuOption::Antialiasing);
bool showOwnedStatus = Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowOwned);
renderContext.setOptions(occlusionStatus, antialiasingStatus, showOwnedStatus);
renderContext.setOptions(occlusionStatus, antialiasingStatus, showOwnedStatus, shadowStatus);
_renderEngine->setRenderContext(renderContext);

View file

@ -326,6 +326,7 @@ Menu::Menu() {
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Atmosphere, 0, true);
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::WorldAxes);
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::DebugAmbientOcclusion);
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::DebugShadows);
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Antialiasing);
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Stars, 0, true);

View file

@ -188,6 +188,7 @@ namespace MenuOption {
const QString CoupleEyelids = "Couple Eyelids";
const QString CrashInterface = "Crash Interface";
const QString DebugAmbientOcclusion = "Debug Ambient Occlusion";
const QString DebugShadows = "Debug Shadows";
const QString DecreaseAvatarSize = "Decrease Avatar Size";
const QString DeleteBookmark = "Delete Bookmark...";
const QString DisableActivityLogger = "Disable Activity Logger";

View file

@ -56,14 +56,21 @@ void DeferredLightingEffect::init() {
_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightLocations = std::make_shared<LightLocations>();
_directionalLightShadowLocations = std::make_shared<LightLocations>();
_directionalAmbientSphereLightShadowLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightShadowLocations = std::make_shared<LightLocations>();
_pointLightLocations = std::make_shared<LightLocations>();
_spotLightLocations = std::make_shared<LightLocations>();
// TODO: To use shadowmaps, replace directional_*_light_frag with directional_*_light_shadow_frag shaders.
loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations);
loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
loadLightProgram(deferred_light_vert, directional_light_shadow_frag, false, _directionalLightShadow, _directionalLightShadowLocations);
loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_frag, false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_frag, false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations);
loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations);
@ -289,18 +296,27 @@ void DeferredLightingEffect::render(RenderArgs* args) {
{
bool useSkyboxCubemap = (_skybox) && (_skybox->getCubemap());
auto& program = _directionalLight;
LightLocationsPtr locations = _directionalLightLocations;
auto& program = _shadowMapStatus ? _directionalLightShadow : _directionalLight;
LightLocationsPtr locations = _shadowMapStatus ? _directionalLightShadowLocations : _directionalLightLocations;
// TODO: At some point bring back the shadows...
// Setup the global directional pass pipeline
{
if (useSkyboxCubemap) {
program = _directionalSkyboxLight;
locations = _directionalSkyboxLightLocations;
} else if (_ambientLightMode > -1) {
program = _directionalAmbientSphereLight;
locations = _directionalAmbientSphereLightLocations;
if (_shadowMapStatus) {
if (useSkyboxCubemap) {
program = _directionalSkyboxLightShadow;
locations = _directionalSkyboxLightShadowLocations;
} else if (_ambientLightMode > -1) {
program = _directionalAmbientSphereLightShadow;
locations = _directionalAmbientSphereLightShadowLocations;
}
} else {
if (useSkyboxCubemap) {
program = _directionalSkyboxLight;
locations = _directionalSkyboxLightLocations;
} else if (_ambientLightMode > -1) {
program = _directionalAmbientSphereLight;
locations = _directionalAmbientSphereLightLocations;
}
}
if (locations->shadowTransformBuffer >= 0) {

View file

@ -53,27 +53,37 @@ public:
void setGlobalSkybox(const model::SkyboxPointer& skybox);
const LightStage& getLightStage() { return _lightStage; }
void setShadowMapStatus(bool enable) { _shadowMapStatus = enable; };
private:
LightStage _lightStage;
bool _shadowMapStatus{ false };
DeferredLightingEffect() = default;
model::MeshPointer _spotLightMesh;
model::MeshPointer getSpotLightMesh();
gpu::PipelinePointer _directionalSkyboxLight;
LightLocationsPtr _directionalSkyboxLightLocations;
gpu::PipelinePointer _directionalAmbientSphereLight;
LightLocationsPtr _directionalAmbientSphereLightLocations;
gpu::PipelinePointer _directionalLight;
LightLocationsPtr _directionalLightLocations;
gpu::PipelinePointer _directionalSkyboxLightShadow;
gpu::PipelinePointer _directionalAmbientSphereLightShadow;
gpu::PipelinePointer _directionalLightShadow;
gpu::PipelinePointer _pointLight;
LightLocationsPtr _pointLightLocations;
gpu::PipelinePointer _spotLight;
LightLocationsPtr _directionalSkyboxLightLocations;
LightLocationsPtr _directionalAmbientSphereLightLocations;
LightLocationsPtr _directionalLightLocations;
LightLocationsPtr _directionalSkyboxLightShadowLocations;
LightLocationsPtr _directionalAmbientSphereLightShadowLocations;
LightLocationsPtr _directionalLightShadowLocations;
LightLocationsPtr _pointLightLocations;
LightLocationsPtr _spotLightLocations;
using Lights = std::vector<model::LightPointer>;

View file

@ -175,6 +175,9 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
setToneMappingExposure(renderContext->getTone().exposure);
setToneMappingToneCurve(renderContext->getTone().toneCurve);
// TODO: For now, lighting is controlled through a singleton, so it is distinct
DependencyManager::get<DeferredLightingEffect>()->setShadowMapStatus(renderContext->getShadowMapStatus());
for (auto job : _jobs) {
job.run(sceneContext, renderContext);
}

View file

@ -131,15 +131,12 @@ public:
void setDrawHitEffect(bool draw) { enableJob(_drawHitEffectJobIndex, draw); }
bool doDrawHitEffect() const { return getEnableJob(_drawHitEffectJobIndex); }
void setOcclusionStatus(bool draw) { enableJob(_occlusionJobIndex, draw); }
bool doOcclusionStatus() const { return getEnableJob(_occlusionJobIndex); }
void setAntialiasingStatus(bool draw) { enableJob(_antialiasingJobIndex, draw); }
bool doAntialiasingStatus() const { return getEnableJob(_antialiasingJobIndex); }
void setToneMappingExposure(float exposure);
float getToneMappingExposure() const;

View file

@ -120,6 +120,11 @@ void RenderShadowTask::run(const SceneContextPointer& sceneContext, const Render
assert(sceneContext);
RenderArgs* args = renderContext->getArgs();
// This feature is in a debugging stage - it must be turned on explicitly
if (!renderContext->getShadowMapStatus()) {
return;
}
// sanity checks
if (!sceneContext->_scene || !args) {
return;

View file

@ -21,9 +21,10 @@ RenderContext::RenderContext(ItemsConfig items, Tone tone, int drawStatus, bool
{
}
void RenderContext::setOptions(bool occlusion, bool fxaa, bool showOwned) {
void RenderContext::setOptions(bool occlusion, bool fxaa, bool showOwned, bool shadowMap) {
_occlusionStatus = occlusion;
_fxaaStatus = fxaa;
_shadowMapStatus = shadowMap;
if (showOwned) {
_drawStatus |= render::showNetworkStatusFlag;

View file

@ -83,7 +83,8 @@ public:
bool getDrawHitEffect() { return _drawHitEffect; }
bool getOcclusionStatus() { return _occlusionStatus; }
bool getFxaaStatus() { return _fxaaStatus; }
void setOptions(bool occlusion, bool fxaa, bool showOwned);
bool getShadowMapStatus() { return _shadowMapStatus; }
void setOptions(bool occlusion, bool fxaa, bool showOwned, bool shadowMap);
// Debugging
int _deferredDebugMode;
@ -97,6 +98,7 @@ protected:
bool _drawHitEffect;
bool _occlusionStatus { false };
bool _fxaaStatus = { false };
bool _shadowMapStatus = { false };
ItemsConfig _items;
Tone _tone;