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https://github.com/lubosz/overte.git
synced 2025-04-23 16:33:56 +02:00
Add shadowmap as a debug feature
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parent
29945bba92
commit
1b36d56b7a
10 changed files with 62 additions and 23 deletions
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@ -95,6 +95,7 @@
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#include <plugins/PluginContainer.h>
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#include <plugins/PluginManager.h>
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#include <RenderableWebEntityItem.h>
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#include <RenderShadowTask.h>
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#include <RenderDeferredTask.h>
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#include <ResourceCache.h>
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#include <RenderScriptingInterface.h>
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@ -672,6 +673,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
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initializeGL();
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// Start rendering
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_renderEngine->addTask(make_shared<RenderShadowTask>());
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_renderEngine->addTask(make_shared<RenderDeferredTask>());
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_renderEngine->registerScene(_main3DScene);
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@ -3825,9 +3827,10 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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renderContext.setArgs(renderArgs);
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bool occlusionStatus = Menu::getInstance()->isOptionChecked(MenuOption::DebugAmbientOcclusion);
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bool shadowStatus = Menu::getInstance()->isOptionChecked(MenuOption::DebugShadows);
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bool antialiasingStatus = Menu::getInstance()->isOptionChecked(MenuOption::Antialiasing);
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bool showOwnedStatus = Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowOwned);
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renderContext.setOptions(occlusionStatus, antialiasingStatus, showOwnedStatus);
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renderContext.setOptions(occlusionStatus, antialiasingStatus, showOwnedStatus, shadowStatus);
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_renderEngine->setRenderContext(renderContext);
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@ -326,6 +326,7 @@ Menu::Menu() {
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Atmosphere, 0, true);
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::WorldAxes);
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::DebugAmbientOcclusion);
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::DebugShadows);
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Antialiasing);
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Stars, 0, true);
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@ -188,6 +188,7 @@ namespace MenuOption {
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const QString CoupleEyelids = "Couple Eyelids";
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const QString CrashInterface = "Crash Interface";
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const QString DebugAmbientOcclusion = "Debug Ambient Occlusion";
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const QString DebugShadows = "Debug Shadows";
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const QString DecreaseAvatarSize = "Decrease Avatar Size";
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const QString DeleteBookmark = "Delete Bookmark...";
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const QString DisableActivityLogger = "Disable Activity Logger";
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@ -56,14 +56,21 @@ void DeferredLightingEffect::init() {
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_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
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_directionalSkyboxLightLocations = std::make_shared<LightLocations>();
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_directionalLightShadowLocations = std::make_shared<LightLocations>();
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_directionalAmbientSphereLightShadowLocations = std::make_shared<LightLocations>();
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_directionalSkyboxLightShadowLocations = std::make_shared<LightLocations>();
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_pointLightLocations = std::make_shared<LightLocations>();
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_spotLightLocations = std::make_shared<LightLocations>();
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// TODO: To use shadowmaps, replace directional_*_light_frag with directional_*_light_shadow_frag shaders.
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loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations);
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loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
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loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
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loadLightProgram(deferred_light_vert, directional_light_shadow_frag, false, _directionalLightShadow, _directionalLightShadowLocations);
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loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_frag, false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
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loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_frag, false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
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loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations);
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loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations);
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@ -289,18 +296,27 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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{
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bool useSkyboxCubemap = (_skybox) && (_skybox->getCubemap());
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auto& program = _directionalLight;
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LightLocationsPtr locations = _directionalLightLocations;
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auto& program = _shadowMapStatus ? _directionalLightShadow : _directionalLight;
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LightLocationsPtr locations = _shadowMapStatus ? _directionalLightShadowLocations : _directionalLightLocations;
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// TODO: At some point bring back the shadows...
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// Setup the global directional pass pipeline
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{
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if (useSkyboxCubemap) {
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program = _directionalSkyboxLight;
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locations = _directionalSkyboxLightLocations;
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} else if (_ambientLightMode > -1) {
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program = _directionalAmbientSphereLight;
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locations = _directionalAmbientSphereLightLocations;
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if (_shadowMapStatus) {
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if (useSkyboxCubemap) {
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program = _directionalSkyboxLightShadow;
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locations = _directionalSkyboxLightShadowLocations;
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} else if (_ambientLightMode > -1) {
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program = _directionalAmbientSphereLightShadow;
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locations = _directionalAmbientSphereLightShadowLocations;
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}
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} else {
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if (useSkyboxCubemap) {
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program = _directionalSkyboxLight;
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locations = _directionalSkyboxLightLocations;
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} else if (_ambientLightMode > -1) {
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program = _directionalAmbientSphereLight;
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locations = _directionalAmbientSphereLightLocations;
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}
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}
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if (locations->shadowTransformBuffer >= 0) {
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@ -53,27 +53,37 @@ public:
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void setGlobalSkybox(const model::SkyboxPointer& skybox);
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const LightStage& getLightStage() { return _lightStage; }
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void setShadowMapStatus(bool enable) { _shadowMapStatus = enable; };
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private:
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LightStage _lightStage;
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bool _shadowMapStatus{ false };
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DeferredLightingEffect() = default;
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model::MeshPointer _spotLightMesh;
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model::MeshPointer getSpotLightMesh();
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gpu::PipelinePointer _directionalSkyboxLight;
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LightLocationsPtr _directionalSkyboxLightLocations;
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gpu::PipelinePointer _directionalAmbientSphereLight;
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LightLocationsPtr _directionalAmbientSphereLightLocations;
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gpu::PipelinePointer _directionalLight;
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LightLocationsPtr _directionalLightLocations;
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gpu::PipelinePointer _directionalSkyboxLightShadow;
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gpu::PipelinePointer _directionalAmbientSphereLightShadow;
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gpu::PipelinePointer _directionalLightShadow;
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gpu::PipelinePointer _pointLight;
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LightLocationsPtr _pointLightLocations;
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gpu::PipelinePointer _spotLight;
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LightLocationsPtr _directionalSkyboxLightLocations;
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LightLocationsPtr _directionalAmbientSphereLightLocations;
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LightLocationsPtr _directionalLightLocations;
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LightLocationsPtr _directionalSkyboxLightShadowLocations;
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LightLocationsPtr _directionalAmbientSphereLightShadowLocations;
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LightLocationsPtr _directionalLightShadowLocations;
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LightLocationsPtr _pointLightLocations;
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LightLocationsPtr _spotLightLocations;
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using Lights = std::vector<model::LightPointer>;
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@ -175,6 +175,9 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
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setToneMappingExposure(renderContext->getTone().exposure);
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setToneMappingToneCurve(renderContext->getTone().toneCurve);
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// TODO: For now, lighting is controlled through a singleton, so it is distinct
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DependencyManager::get<DeferredLightingEffect>()->setShadowMapStatus(renderContext->getShadowMapStatus());
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for (auto job : _jobs) {
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job.run(sceneContext, renderContext);
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}
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@ -131,15 +131,12 @@ public:
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void setDrawHitEffect(bool draw) { enableJob(_drawHitEffectJobIndex, draw); }
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bool doDrawHitEffect() const { return getEnableJob(_drawHitEffectJobIndex); }
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void setOcclusionStatus(bool draw) { enableJob(_occlusionJobIndex, draw); }
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bool doOcclusionStatus() const { return getEnableJob(_occlusionJobIndex); }
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void setAntialiasingStatus(bool draw) { enableJob(_antialiasingJobIndex, draw); }
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bool doAntialiasingStatus() const { return getEnableJob(_antialiasingJobIndex); }
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void setToneMappingExposure(float exposure);
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float getToneMappingExposure() const;
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@ -120,6 +120,11 @@ void RenderShadowTask::run(const SceneContextPointer& sceneContext, const Render
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assert(sceneContext);
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RenderArgs* args = renderContext->getArgs();
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// This feature is in a debugging stage - it must be turned on explicitly
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if (!renderContext->getShadowMapStatus()) {
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return;
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}
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// sanity checks
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if (!sceneContext->_scene || !args) {
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return;
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@ -21,9 +21,10 @@ RenderContext::RenderContext(ItemsConfig items, Tone tone, int drawStatus, bool
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{
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}
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void RenderContext::setOptions(bool occlusion, bool fxaa, bool showOwned) {
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void RenderContext::setOptions(bool occlusion, bool fxaa, bool showOwned, bool shadowMap) {
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_occlusionStatus = occlusion;
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_fxaaStatus = fxaa;
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_shadowMapStatus = shadowMap;
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if (showOwned) {
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_drawStatus |= render::showNetworkStatusFlag;
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@ -83,7 +83,8 @@ public:
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bool getDrawHitEffect() { return _drawHitEffect; }
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bool getOcclusionStatus() { return _occlusionStatus; }
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bool getFxaaStatus() { return _fxaaStatus; }
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void setOptions(bool occlusion, bool fxaa, bool showOwned);
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bool getShadowMapStatus() { return _shadowMapStatus; }
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void setOptions(bool occlusion, bool fxaa, bool showOwned, bool shadowMap);
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// Debugging
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int _deferredDebugMode;
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bool _drawHitEffect;
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bool _occlusionStatus { false };
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bool _fxaaStatus = { false };
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bool _shadowMapStatus = { false };
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ItemsConfig _items;
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Tone _tone;
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