mirror of
https://github.com/lubosz/overte.git
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Merge pull request #5286 from samcake/daft
Migrating the rendering openGL calls from DeferredLightingEffect to gpu::Batch
This commit is contained in:
commit
f0a1bc15a9
32 changed files with 813 additions and 377 deletions
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@ -114,6 +114,23 @@ void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, floa
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_params.push_back(targets);
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}
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void Batch::clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color) {
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clearFramebuffer(targets & Framebuffer::BUFFER_COLORS, color, 1.0f, 0);
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}
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void Batch::clearDepthFramebuffer(float depth) {
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clearFramebuffer(Framebuffer::BUFFER_DEPTH, Vec4(0.0f), depth, 0);
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}
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void Batch::clearStencilFramebuffer(int stencil) {
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clearFramebuffer(Framebuffer::BUFFER_STENCIL, Vec4(0.0f), 1.0f, stencil);
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}
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void Batch::clearDepthStencilFramebuffer(float depth, int stencil) {
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clearFramebuffer(Framebuffer::BUFFER_DEPTHSTENCIL, Vec4(0.0f), depth, stencil);
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}
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void Batch::setInputFormat(const Stream::FormatPointer& format) {
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ADD_COMMAND(setInputFormat);
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@ -152,6 +169,10 @@ void Batch::setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset
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_params.push_back(type);
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}
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void Batch::setIndexBuffer(const BufferView& buffer) {
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setIndexBuffer(buffer._element.getType(), buffer._buffer, buffer._offset);
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}
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void Batch::setModelTransform(const Transform& model) {
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ADD_COMMAND(setModelTransform);
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@ -170,10 +191,10 @@ void Batch::setProjectionTransform(const Mat4& proj) {
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_params.push_back(cacheData(sizeof(Mat4), &proj));
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}
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void Batch::setViewportTransform(const Vec4i& viewport) {
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ADD_COMMAND(setViewportTransform);
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_params.push_back(cacheData(sizeof(Vec4i), &viewport));
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void Batch::setViewportTransform(const Vec4i& viewport) {
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ADD_COMMAND(setViewportTransform);
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_params.push_back(cacheData(sizeof(Vec4i), &viewport));
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}
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void Batch::setPipeline(const PipelinePointer& pipeline) {
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@ -218,7 +239,7 @@ void Batch::setUniformTexture(uint32 slot, const TextureView& view) {
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}
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void Batch::setFramebuffer(const FramebufferPointer& framebuffer) {
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ADD_COMMAND(setUniformTexture);
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ADD_COMMAND(setFramebuffer);
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_params.push_back(_framebuffers.cache(framebuffer));
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@ -38,19 +38,6 @@
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namespace gpu {
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enum Primitive {
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POINTS = 0,
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LINES,
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LINE_STRIP,
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TRIANGLES,
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TRIANGLE_STRIP,
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TRIANGLE_FAN,
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QUADS,
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QUAD_STRIP,
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NUM_PRIMITIVES,
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};
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enum ReservedSlot {
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/* TRANSFORM_OBJECT_SLOT = 6,
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TRANSFORM_CAMERA_SLOT = 7,
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@ -76,7 +63,12 @@ public:
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void drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0, uint32 startInstance = 0);
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// Clear framebuffer layers
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// Targets can be any of the render buffers contained in the Framebuffer
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void clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil);
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void clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color); // not a command, just a shortcut for clearFramebuffer, mask out targets to make sure it touches only color targets
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void clearDepthFramebuffer(float depth); // not a command, just a shortcut for clearFramebuffer, it touches only depth target
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void clearStencilFramebuffer(int stencil); // not a command, just a shortcut for clearFramebuffer, it touches only stencil target
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void clearDepthStencilFramebuffer(float depth, int stencil); // not a command, just a shortcut for clearFramebuffer, it touches depth and stencil target
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// Input Stage
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// InputFormat
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@ -89,6 +81,7 @@ public:
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void setInputStream(Slot startChannel, const BufferStream& stream); // not a command, just unroll into a loop of setInputBuffer
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void setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset);
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void setIndexBuffer(const BufferView& buffer); // not a command, just a shortcut from a BufferView
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// Transform Stage
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// Vertex position is transformed by ModelTransform from object space to world space
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@ -42,7 +42,7 @@ public:
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Mat4 _projectionViewUntranslated;
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Mat4 _projection;
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Mat4 _projectionInverse;
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Vec4 _viewport;
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Vec4 _viewport; // Public value is int but float in the shader to stay in floats for all the transform computations.
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};
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template< typename T >
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21
libraries/gpu/src/gpu/DrawTexture.slf
Executable file
21
libraries/gpu/src/gpu/DrawTexture.slf
Executable file
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@ -0,0 +1,21 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// Draw texture 0 fetched at texcoord.xy
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//
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// Created by Sam Gateau on 6/22/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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uniform sampler2D colorMap;
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varying vec2 varTexcoord;
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void main(void) {
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gl_FragColor = texture2D(colorMap, varTexcoord);
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}
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36
libraries/gpu/src/gpu/DrawTransformUnitQuad.slv
Executable file
36
libraries/gpu/src/gpu/DrawTransformUnitQuad.slv
Executable file
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@ -0,0 +1,36 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// Draw and transform the unit quad [-1,-1 -> 1,1]
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// Simply draw a Triangle_strip of 2 triangles, no input buffers or index buffer needed
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//
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// Created by Sam Gateau on 6/22/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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varying vec2 varTexcoord;
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void main(void) {
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const vec4 UNIT_QUAD[4] = vec4[4](
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vec4(-1.0, -1.0, 0.0, 1.0),
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vec4(1.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4(1.0, 1.0, 0.0, 1.0)
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);
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vec4 pos = UNIT_QUAD[gl_VertexID];
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
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varTexcoord = (pos.xy + 1) * 0.5;
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}
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38
libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv
Executable file
38
libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv
Executable file
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@ -0,0 +1,38 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// Draw the unit quad [-1,-1 -> 1,1] filling in
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// Simply draw a Triangle_strip of 2 triangles, no input buffers or index buffer needed
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//
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// Created by Sam Gateau on 6/22/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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varying vec2 varTexcoord;
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void main(void) {
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const vec4 UNIT_QUAD[4] = vec4[4](
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vec4(-1.0, -1.0, 0.0, 1.0),
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vec4(1.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4(1.0, 1.0, 0.0, 1.0)
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);
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vec4 pos = UNIT_QUAD[gl_VertexID];
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// standard transform but applied to the Texcoord
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vec4 tc = vec4((pos.xy + 1) * 0.5, pos.zw);
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TransformObject obj = getTransformObject();
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<$transformModelToWorldPos(obj, tc, tc)$>
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gl_Position = pos;
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varTexcoord = tc.xy;
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}
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@ -182,6 +182,9 @@ public:
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}
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static const Element COLOR_RGBA_32;
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static const Element VEC3F_XYZ;
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static const Element INDEX_UINT16;
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static const Element PART_DRAWCALL;
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protected:
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uint8 _semantic;
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@ -203,6 +206,19 @@ enum ComparisonFunction {
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NUM_COMPARISON_FUNCS,
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};
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enum Primitive {
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POINTS = 0,
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LINES,
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LINE_STRIP,
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TRIANGLES,
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TRIANGLE_STRIP,
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TRIANGLE_FAN,
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QUADS,
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QUAD_STRIP,
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NUM_PRIMITIVES,
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};
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};
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@ -233,13 +233,31 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
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glmask |= GL_DEPTH_BUFFER_BIT;
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}
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std::vector<GLenum> drawBuffers;
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if (masks & Framebuffer::BUFFER_COLORS) {
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glClearColor(color.x, color.y, color.z, color.w);
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glmask |= GL_COLOR_BUFFER_BIT;
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for (int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) {
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if (masks & (1 << i)) {
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drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i);
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}
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}
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if (!drawBuffers.empty()) {
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glDrawBuffers(drawBuffers.size(), drawBuffers.data());
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glClearColor(color.x, color.y, color.z, color.w);
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glmask |= GL_COLOR_BUFFER_BIT;
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}
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}
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glClear(glmask);
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// Restore the color draw buffers only if a frmaebuffer is bound
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if (_output._framebuffer && !drawBuffers.empty()) {
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auto glFramebuffer = syncGPUObject(*_output._framebuffer);
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if (glFramebuffer) {
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glDrawBuffers(glFramebuffer->_colorBuffers.size(), glFramebuffer->_colorBuffers.data());
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}
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}
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(void) CHECK_GL_ERROR();
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}
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@ -598,10 +616,11 @@ void GLBackend::do_glUniform4fv(Batch& batch, uint32 paramOffset) {
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return;
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}
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updatePipeline();
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glUniform4fv(
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batch._params[paramOffset + 2]._int,
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batch._params[paramOffset + 1]._uint,
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(const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint));
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GLint location = batch._params[paramOffset + 2]._int;
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GLsizei count = batch._params[paramOffset + 1]._uint;
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const GLfloat* value = (const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint);
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glUniform4fv(location, count, value);
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(void) CHECK_GL_ERROR();
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}
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@ -181,6 +181,7 @@ public:
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class GLFramebuffer : public GPUObject {
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public:
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GLuint _fbo = 0;
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std::vector<GLenum> _colorBuffers;
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GLFramebuffer();
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~GLFramebuffer();
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@ -198,7 +199,7 @@ public:
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void do_setStateFillMode(int32 mode);
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void do_setStateCullMode(int32 mode);
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void do_setStateFrontFaceClockwise(bool isClockwise);
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void do_setStateDepthClipEnable(bool enable);
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void do_setStateDepthClampEnable(bool enable);
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void do_setStateScissorEnable(bool enable);
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void do_setStateMultisampleEnable(bool enable);
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void do_setStateAntialiasedLineEnable(bool enable);
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@ -298,6 +299,7 @@ protected:
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_model(),
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_view(),
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_projection(),
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_viewport(0,0,1,1),
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_invalidModel(true),
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_invalidView(true),
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_invalidProj(false),
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@ -40,8 +40,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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unsigned int nbColorBuffers = 0;
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GLenum colorBuffers[16];
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std::vector<GLenum> colorBuffers;
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if (framebuffer.hasColor()) {
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static const GLenum colorAttachments[] = {
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GL_COLOR_ATTACHMENT0,
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@ -69,8 +68,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
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if (gltexture) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, gltexture->_texture, 0);
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}
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colorBuffers[nbColorBuffers] = colorAttachments[unit];
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nbColorBuffers++;
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colorBuffers.push_back(colorAttachments[unit]);
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unit++;
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}
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}
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@ -100,8 +98,8 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
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}
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// Last but not least, define where we draw
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if (nbColorBuffers > 0) {
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glDrawBuffers(nbColorBuffers, colorBuffers);
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if (!colorBuffers.empty()) {
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glDrawBuffers(colorBuffers.size(), colorBuffers.data());
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} else {
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glDrawBuffer( GL_NONE );
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}
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@ -139,6 +137,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
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// All is green, assign the gpuobject to the Framebuffer
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object = new GLFramebuffer();
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object->_fbo = fbo;
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object->_colorBuffers = colorBuffers;
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Backend::setGPUObject(framebuffer, object);
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}
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|
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@ -147,9 +147,9 @@ void GLBackend::updatePipeline() {
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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#else
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// If shader program needs the model we need to provide it
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if (_pipeline._program_transformObject_model >= 0) {
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glUniformMatrix4fv(_pipeline._program_transformObject_model, 1, false, (const GLfloat*) &_transform._transformObject._model);
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// If shader program needs the model we need to provide it
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if (_pipeline._program_transformObject_model >= 0) {
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glUniformMatrix4fv(_pipeline._program_transformObject_model, 1, false, (const GLfloat*) &_transform._transformObject._model);
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}
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// If shader program needs the inverseView we need to provide it
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|
|
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@ -111,10 +111,10 @@ void makeBindings(GLBackend::GLShader* shader) {
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shader->_transformCameraSlot = gpu::TRANSFORM_CAMERA_SLOT;
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}
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#else
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loc = glGetUniformLocation(glprogram, "transformObject_model");
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if (loc >= 0) {
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shader->_transformObject_model = loc;
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}
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loc = glGetUniformLocation(glprogram, "transformObject_model");
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if (loc >= 0) {
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shader->_transformObject_model = loc;
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}
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loc = glGetUniformLocation(glprogram, "transformCamera_viewInverse");
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if (loc >= 0) {
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|
|
|
@ -51,7 +51,7 @@ const GLBackend::GLState::Commands makeResetStateCommands() {
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CommandPointer(new Command1I(&GLBackend::do_setStateFillMode, DEFAULT.fillMode)),
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CommandPointer(new Command1I(&GLBackend::do_setStateCullMode, DEFAULT.cullMode)),
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CommandPointer(new Command1B(&GLBackend::do_setStateFrontFaceClockwise, DEFAULT.frontFaceClockwise)),
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CommandPointer(new Command1B(&GLBackend::do_setStateDepthClipEnable, DEFAULT.depthClipEnable)),
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CommandPointer(new Command1B(&GLBackend::do_setStateDepthClampEnable, DEFAULT.depthClampEnable)),
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CommandPointer(new Command1B(&GLBackend::do_setStateScissorEnable, DEFAULT.scissorEnable)),
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CommandPointer(new Command1B(&GLBackend::do_setStateMultisampleEnable, DEFAULT.multisampleEnable)),
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CommandPointer(new Command1B(&GLBackend::do_setStateAntialiasedLineEnable, DEFAULT.antialisedLineEnable)),
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|
@ -89,8 +89,8 @@ void generateFrontFaceClockwise(GLBackend::GLState::Commands& commands, bool isC
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commands.push_back(CommandPointer(new Command1B(&GLBackend::do_setStateFrontFaceClockwise, isClockwise)));
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}
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void generateDepthClipEnable(GLBackend::GLState::Commands& commands, bool enable) {
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commands.push_back(CommandPointer(new Command1B(&GLBackend::do_setStateDepthClipEnable, enable)));
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void generateDepthClampEnable(GLBackend::GLState::Commands& commands, bool enable) {
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commands.push_back(CommandPointer(new Command1B(&GLBackend::do_setStateDepthClampEnable, enable)));
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}
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void generateScissorEnable(GLBackend::GLState::Commands& commands, bool enable) {
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|
@ -176,8 +176,8 @@ GLBackend::GLState* GLBackend::syncGPUObject(const State& state) {
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generateFrontFaceClockwise(object->_commands, state.isFrontFaceClockwise());
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break;
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}
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case State::DEPTH_CLIP_ENABLE: {
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generateDepthClipEnable(object->_commands, state.isDepthClipEnable());
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case State::DEPTH_CLAMP_ENABLE: {
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generateDepthClampEnable(object->_commands, state.isDepthClampEnable());
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break;
|
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}
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case State::SCISSOR_ENABLE: {
|
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|
@ -373,7 +373,7 @@ void GLBackend::getCurrentGLState(State::Data& state) {
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GLint winding;
|
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glGetIntegerv(GL_FRONT_FACE, &winding);
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state.frontFaceClockwise = (winding == GL_CW);
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state.depthClipEnable = glIsEnabled(GL_DEPTH_CLAMP);
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state.depthClampEnable = glIsEnabled(GL_DEPTH_CLAMP);
|
||||
state.scissorEnable = glIsEnabled(GL_SCISSOR_TEST);
|
||||
state.multisampleEnable = glIsEnabled(GL_MULTISAMPLE);
|
||||
state.antialisedLineEnable = glIsEnabled(GL_LINE_SMOOTH);
|
||||
|
@ -533,8 +533,8 @@ void GLBackend::do_setStateFrontFaceClockwise(bool isClockwise) {
|
|||
}
|
||||
}
|
||||
|
||||
void GLBackend::do_setStateDepthClipEnable(bool enable) {
|
||||
if (_pipeline._stateCache.depthClipEnable != enable) {
|
||||
void GLBackend::do_setStateDepthClampEnable(bool enable) {
|
||||
if (_pipeline._stateCache.depthClampEnable != enable) {
|
||||
if (enable) {
|
||||
glEnable(GL_DEPTH_CLAMP);
|
||||
} else {
|
||||
|
@ -542,7 +542,7 @@ void GLBackend::do_setStateDepthClipEnable(bool enable) {
|
|||
}
|
||||
(void) CHECK_GL_ERROR();
|
||||
|
||||
_pipeline._stateCache.depthClipEnable = enable;
|
||||
_pipeline._stateCache.depthClampEnable = enable;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -15,7 +15,6 @@
|
|||
using namespace gpu;
|
||||
|
||||
// Transform Stage
|
||||
|
||||
void GLBackend::do_setModelTransform(Batch& batch, uint32 paramOffset) {
|
||||
_transform._model = batch._transforms.get(batch._params[paramOffset]._uint);
|
||||
_transform._invalidModel = true;
|
||||
|
@ -31,11 +30,10 @@ void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
|
|||
_transform._invalidProj = true;
|
||||
}
|
||||
|
||||
void GLBackend::do_setViewportTransform(Batch& batch, uint32 paramOffset) {
|
||||
memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
|
||||
_transform._invalidViewport = true;
|
||||
}
|
||||
|
||||
void GLBackend::do_setViewportTransform(Batch& batch, uint32 paramOffset) {
|
||||
memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
|
||||
_transform._invalidViewport = true;
|
||||
}
|
||||
|
||||
void GLBackend::initTransform() {
|
||||
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
|
||||
|
@ -68,7 +66,7 @@ void GLBackend::syncTransformStateCache() {
|
|||
_transform._invalidView = true;
|
||||
_transform._invalidModel = true;
|
||||
|
||||
glGetIntegerv(GL_VIEWPORT, (GLint*) &_transform._viewport);
|
||||
glGetIntegerv(GL_VIEWPORT, (GLint*) &_transform._viewport);
|
||||
|
||||
GLint currentMode;
|
||||
glGetIntegerv(GL_MATRIX_MODE, ¤tMode);
|
||||
|
@ -87,11 +85,11 @@ void GLBackend::updateTransform() {
|
|||
GLint originalMatrixMode;
|
||||
glGetIntegerv(GL_MATRIX_MODE, &originalMatrixMode);
|
||||
// Check all the dirty flags and update the state accordingly
|
||||
if (_transform._invalidViewport) {
|
||||
_transform._transformCamera._viewport = glm::vec4(_transform._viewport);
|
||||
|
||||
// Where we assign the GL viewport
|
||||
glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w);
|
||||
if (_transform._invalidViewport) {
|
||||
_transform._transformCamera._viewport = glm::vec4(_transform._viewport);
|
||||
|
||||
// Where we assign the GL viewport
|
||||
glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w);
|
||||
}
|
||||
|
||||
if (_transform._invalidProj) {
|
||||
|
@ -116,13 +114,13 @@ void GLBackend::updateTransform() {
|
|||
}
|
||||
|
||||
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
|
||||
if (_transform._invalidView || _transform._invalidProj || _transform._invalidViewport) {
|
||||
if (_transform._invalidView || _transform._invalidProj || _transform._invalidViewport) {
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
}
|
||||
|
||||
if (_transform._invalidModel) {
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, 0);
|
||||
|
|
|
@ -15,6 +15,9 @@
|
|||
using namespace gpu;
|
||||
|
||||
const Element Element::COLOR_RGBA_32 = Element(VEC4, UINT8, RGBA);
|
||||
const Element Element::VEC3F_XYZ = Element(VEC3, FLOAT, XYZ);
|
||||
const Element Element::INDEX_UINT16 = Element(SCALAR, UINT16, INDEX);
|
||||
const Element Element::PART_DRAWCALL = Element(VEC4, UINT32, PART);
|
||||
|
||||
Resource::Size Resource::Sysmem::allocateMemory(Byte** dataAllocated, Size size) {
|
||||
if ( !dataAllocated ) {
|
||||
|
|
44
libraries/gpu/src/gpu/StandardShaderLib.cpp
Executable file
44
libraries/gpu/src/gpu/StandardShaderLib.cpp
Executable file
|
@ -0,0 +1,44 @@
|
|||
//
|
||||
// StandardShaderLib.cpp
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Collection of standard shaders that can be used all over the place
|
||||
//
|
||||
// Created by Sam Gateau on 6/22/2015.
|
||||
// Copyright 2015 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 "StandardShaderLib.h"
|
||||
|
||||
#include "DrawTransformUnitQuad_vert.h"
|
||||
#include "DrawViewportQuadTransformTexcoord_vert.h"
|
||||
#include "DrawTexture_frag.h"
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
ShaderPointer StandardShaderLib::_drawTransformUnitQuadVS;
|
||||
ShaderPointer StandardShaderLib::_drawViewportQuadTransformTexcoordVS;
|
||||
ShaderPointer StandardShaderLib::_drawTexturePS;
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawTransformUnitQuadVS() {
|
||||
if (!_drawTransformUnitQuadVS) {
|
||||
_drawTransformUnitQuadVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(DrawTransformUnitQuad_vert)));
|
||||
}
|
||||
return _drawTransformUnitQuadVS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawViewportQuadTransformTexcoordVS() {
|
||||
if (!_drawViewportQuadTransformTexcoordVS) {
|
||||
_drawViewportQuadTransformTexcoordVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(DrawViewportQuadTransformTexcoord_vert)));
|
||||
}
|
||||
return _drawViewportQuadTransformTexcoordVS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawTexturePS() {
|
||||
if (!_drawTexturePS) {
|
||||
_drawTexturePS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(DrawTexture_frag)));
|
||||
}
|
||||
return _drawTexturePS;
|
||||
}
|
44
libraries/gpu/src/gpu/StandardShaderLib.h
Executable file
44
libraries/gpu/src/gpu/StandardShaderLib.h
Executable file
|
@ -0,0 +1,44 @@
|
|||
//
|
||||
// StandardShaderLib.h
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Collection of standard shaders that can be used all over the place
|
||||
//
|
||||
// Created by Sam Gateau on 6/22/2015.
|
||||
// Copyright 2015 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
|
||||
//
|
||||
#ifndef hifi_gpu_StandardShaderLib_h
|
||||
#define hifi_gpu_StandardShaderLib_h
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
#include "Shader.h"
|
||||
|
||||
namespace gpu {
|
||||
|
||||
class StandardShaderLib {
|
||||
public:
|
||||
|
||||
// Shader draw the unit quad objectPos = ([(-1,-1),(1,1)]) and transform it by the full model transform stack (Model, View, Proj).
|
||||
// A texcoord attribute is also generated texcoord = [(0,0),(1,1)]
|
||||
static ShaderPointer getDrawTransformUnitQuadVS();
|
||||
|
||||
// Shader draws the unit quad in the full viewport clipPos = ([(-1,-1),(1,1)]) and transform the texcoord = [(0,0),(1,1)] by the model transform.
|
||||
static ShaderPointer getDrawViewportQuadTransformTexcoordVS();
|
||||
|
||||
static ShaderPointer getDrawTexturePS();
|
||||
|
||||
protected:
|
||||
|
||||
static ShaderPointer _drawTransformUnitQuadVS;
|
||||
static ShaderPointer _drawViewportQuadTransformTexcoordVS;
|
||||
static ShaderPointer _drawTexturePS;
|
||||
};
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
|
@ -24,20 +24,20 @@ State::~State() {
|
|||
// Please make sure to go check makeResetStateCommands() before modifying this value
|
||||
const State::Data State::DEFAULT = State::Data();
|
||||
|
||||
State::Signature State::evalSignature(const Data& state) {
|
||||
State::Signature State::evalSignature(const Data& state) {
|
||||
Signature signature(0);
|
||||
|
||||
if (state.fillMode != State::DEFAULT.fillMode) {
|
||||
signature.set(State::FILL_MODE);
|
||||
}
|
||||
}
|
||||
if (state.cullMode != State::DEFAULT.cullMode) {
|
||||
signature.set(State::CULL_MODE);
|
||||
}
|
||||
if (state.frontFaceClockwise != State::DEFAULT.frontFaceClockwise) {
|
||||
signature.set(State::FRONT_FACE_CLOCKWISE);
|
||||
}
|
||||
if (state.depthClipEnable != State::DEFAULT.depthClipEnable) {
|
||||
signature.set(State::DEPTH_CLIP_ENABLE);
|
||||
if (state.depthClampEnable != State::DEFAULT.depthClampEnable) {
|
||||
signature.set(State::DEPTH_CLAMP_ENABLE);
|
||||
}
|
||||
if (state.scissorEnable != State::DEFAULT.scissorEnable) {
|
||||
signature.set(State::SCISSOR_ENABLE);
|
||||
|
@ -47,16 +47,16 @@ State::Signature State::evalSignature(const Data& state) {
|
|||
}
|
||||
if (state.antialisedLineEnable != State::DEFAULT.antialisedLineEnable) {
|
||||
signature.set(State::ANTIALISED_LINE_ENABLE);
|
||||
}
|
||||
}
|
||||
if (state.depthBias != State::DEFAULT.depthBias) {
|
||||
signature.set(State::DEPTH_BIAS);
|
||||
}
|
||||
if (state.depthBiasSlopeScale != State::DEFAULT.depthBiasSlopeScale) {
|
||||
signature.set(State::DEPTH_BIAS_SLOPE_SCALE);
|
||||
}
|
||||
}
|
||||
if (state.depthTest != State::DEFAULT.depthTest) {
|
||||
signature.set(State::DEPTH_TEST);
|
||||
}
|
||||
}
|
||||
if (state.stencilActivation != State::DEFAULT.stencilActivation) {
|
||||
signature.set(State::STENCIL_ACTIVATION);
|
||||
}
|
||||
|
@ -68,21 +68,21 @@ State::Signature State::evalSignature(const Data& state) {
|
|||
}
|
||||
if (state.sampleMask != State::DEFAULT.sampleMask) {
|
||||
signature.set(State::SAMPLE_MASK);
|
||||
}
|
||||
if (state.alphaToCoverageEnable != State::DEFAULT.alphaToCoverageEnable) {
|
||||
signature.set(State::ALPHA_TO_COVERAGE_ENABLE);
|
||||
}
|
||||
if (state.blendFunction != State::DEFAULT.blendFunction) {
|
||||
signature.set(State::BLEND_FUNCTION);
|
||||
}
|
||||
if (state.colorWriteMask != State::DEFAULT.colorWriteMask) {
|
||||
signature.set(State::COLOR_WRITE_MASK);
|
||||
}
|
||||
|
||||
return signature;
|
||||
}
|
||||
|
||||
State::State(const Data& values) :
|
||||
_values(values) {
|
||||
_signature = evalSignature(_values);
|
||||
}
|
||||
}
|
||||
if (state.alphaToCoverageEnable != State::DEFAULT.alphaToCoverageEnable) {
|
||||
signature.set(State::ALPHA_TO_COVERAGE_ENABLE);
|
||||
}
|
||||
if (state.blendFunction != State::DEFAULT.blendFunction) {
|
||||
signature.set(State::BLEND_FUNCTION);
|
||||
}
|
||||
if (state.colorWriteMask != State::DEFAULT.colorWriteMask) {
|
||||
signature.set(State::COLOR_WRITE_MASK);
|
||||
}
|
||||
|
||||
return signature;
|
||||
}
|
||||
|
||||
State::State(const Data& values) :
|
||||
_values(values) {
|
||||
_signature = evalSignature(_values);
|
||||
}
|
||||
|
|
|
@ -249,7 +249,7 @@ public:
|
|||
uint8 colorWriteMask = WRITE_ALL;
|
||||
|
||||
bool frontFaceClockwise : 1;
|
||||
bool depthClipEnable : 1;
|
||||
bool depthClampEnable : 1;
|
||||
bool scissorEnable : 1;
|
||||
bool multisampleEnable : 1;
|
||||
bool antialisedLineEnable : 1;
|
||||
|
@ -257,7 +257,7 @@ public:
|
|||
|
||||
Data() :
|
||||
frontFaceClockwise(false),
|
||||
depthClipEnable(false),
|
||||
depthClampEnable(false),
|
||||
scissorEnable(false),
|
||||
multisampleEnable(false),
|
||||
antialisedLineEnable(false),
|
||||
|
@ -276,8 +276,8 @@ public:
|
|||
void setFrontFaceClockwise(bool isClockwise) { SET_FIELD(FRONT_FACE_CLOCKWISE, DEFAULT.frontFaceClockwise, isClockwise, _values.frontFaceClockwise); }
|
||||
bool isFrontFaceClockwise() const { return _values.frontFaceClockwise; }
|
||||
|
||||
void setDepthClipEnable(bool enable) { SET_FIELD(DEPTH_CLIP_ENABLE, DEFAULT.depthClipEnable, enable, _values.depthClipEnable); }
|
||||
bool isDepthClipEnable() const { return _values.depthClipEnable; }
|
||||
void setDepthClampEnable(bool enable) { SET_FIELD(DEPTH_CLAMP_ENABLE, DEFAULT.depthClampEnable, enable, _values.depthClampEnable); }
|
||||
bool isDepthClampEnable() const { return _values.depthClampEnable; }
|
||||
|
||||
void setScissorEnable(bool enable) { SET_FIELD(SCISSOR_ENABLE, DEFAULT.scissorEnable, enable, _values.scissorEnable); }
|
||||
bool isScissorEnable() const { return _values.scissorEnable; }
|
||||
|
@ -341,6 +341,7 @@ public:
|
|||
|
||||
// Color write mask
|
||||
void setColorWriteMask(uint8 mask) { SET_FIELD(COLOR_WRITE_MASK, DEFAULT.colorWriteMask, mask, _values.colorWriteMask); }
|
||||
void setColorWriteMask(bool red, bool green, bool blue, bool alpha) { uint32 value = ((WRITE_RED * red) | (WRITE_GREEN * green) | (WRITE_BLUE * blue) | (WRITE_ALPHA * alpha)); SET_FIELD(COLOR_WRITE_MASK, DEFAULT.colorWriteMask, value, _values.colorWriteMask); }
|
||||
uint8 getColorWriteMask() const { return _values.colorWriteMask; }
|
||||
|
||||
// All the possible fields
|
||||
|
@ -348,7 +349,7 @@ public:
|
|||
FILL_MODE,
|
||||
CULL_MODE,
|
||||
FRONT_FACE_CLOCKWISE,
|
||||
DEPTH_CLIP_ENABLE,
|
||||
DEPTH_CLAMP_ENABLE,
|
||||
SCISSOR_ENABLE,
|
||||
MULTISAMPLE_ENABLE,
|
||||
ANTIALISED_LINE_ENABLE,
|
||||
|
|
|
@ -86,6 +86,7 @@ TransformCamera getTransformCamera() {
|
|||
return camera;
|
||||
}
|
||||
|
||||
uniform mat4 transformObject_model;
|
||||
uniform mat4 transformCamera_viewInverse;
|
||||
uniform vec4 transformCamera_viewport;
|
||||
|
||||
|
@ -130,6 +131,16 @@ uniform vec4 transformCamera_viewport;
|
|||
<@endif@>
|
||||
<@endfunc@>
|
||||
|
||||
<@func transformModelToWorldPos(objectTransform, modelPos, worldPos)@>
|
||||
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
|
||||
{ // transformModelToWorldPos
|
||||
<$worldPos$> = (<$objectTransform$>._model * <$modelPos$>);
|
||||
}
|
||||
<@else@>
|
||||
<$worldPos$> = (transformObject_model * <$modelPos$>);
|
||||
<@endif@>
|
||||
<@endfunc@>
|
||||
|
||||
<@func transformModelToEyeDir(cameraTransform, objectTransform, modelDir, eyeDir)@>
|
||||
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
|
||||
{ // transformModelToEyeDir
|
||||
|
|
|
@ -113,6 +113,8 @@ public:
|
|||
// Generate a BufferStream on the mesh vertices and attributes
|
||||
const gpu::BufferStream makeBufferStream() const;
|
||||
|
||||
static gpu::Primitive topologyToPrimitive(Topology topo) { return static_cast<gpu::Primitive>(topo); }
|
||||
|
||||
protected:
|
||||
|
||||
gpu::Stream::FormatPointer _vertexFormat;
|
||||
|
|
|
@ -77,18 +77,27 @@ void Light::setMaximumRadius(float radius) {
|
|||
editSchema()._attenuation = Vec4(surfaceRadius, 1.0f/surfaceRadius, CutOffIntensityRatio, radius);
|
||||
}
|
||||
|
||||
#include <math.h>
|
||||
|
||||
void Light::setSpotAngle(float angle) {
|
||||
if (angle <= 0.f) {
|
||||
angle = 0.0f;
|
||||
double dangle = angle;
|
||||
if (dangle <= 0.0) {
|
||||
dangle = 0.0;
|
||||
}
|
||||
editSchema()._spot.x = cos(angle);
|
||||
editSchema()._spot.y = sin(angle);
|
||||
editSchema()._spot.z = angle;
|
||||
if (dangle > glm::half_pi<double>()) {
|
||||
dangle = glm::half_pi<double>();
|
||||
}
|
||||
|
||||
auto cosAngle = cos(dangle);
|
||||
auto sinAngle = sin(dangle);
|
||||
editSchema()._spot.x = (float) std::abs(cosAngle);
|
||||
editSchema()._spot.y = (float) std::abs(sinAngle);
|
||||
editSchema()._spot.z = (float) angle;
|
||||
}
|
||||
|
||||
void Light::setSpotExponent(float exponent) {
|
||||
if (exponent <= 0.f) {
|
||||
exponent = 1.0f;
|
||||
exponent = 0.0f;
|
||||
}
|
||||
editSchema()._spot.w = exponent;
|
||||
}
|
||||
|
|
|
@ -81,6 +81,7 @@ public:
|
|||
bool isSpot() const { return getType() == SPOT; }
|
||||
void setSpotAngle(float angle);
|
||||
float getSpotAngle() const { return getSchema()._spot.z; }
|
||||
glm::vec2 getSpotAngleCosSin() const { return glm::vec2(getSchema()._spot.x, getSchema()._spot.y); }
|
||||
void setSpotExponent(float exponent);
|
||||
float getSpotExponent() const { return getSchema()._spot.w; }
|
||||
|
||||
|
@ -107,7 +108,7 @@ public:
|
|||
Color _color{1.0f};
|
||||
float _intensity{1.0f};
|
||||
Vec4 _attenuation{1.0f};
|
||||
Vec4 _spot{0.0f, 0.0f, 0.0f, 3.0f};
|
||||
Vec4 _spot{0.0f, 0.0f, 0.0f, 0.0f};
|
||||
Vec4 _shadow{0.0f};
|
||||
|
||||
Vec4 _control{0.0f, 0.0f, 0.0f, 0.0f};
|
||||
|
|
|
@ -51,7 +51,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
static gpu::BufferPointer theBuffer;
|
||||
static gpu::Stream::FormatPointer theFormat;
|
||||
static gpu::BufferPointer theConstants;
|
||||
int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader
|
||||
static int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader
|
||||
if (!thePipeline) {
|
||||
auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert)));
|
||||
auto skyFS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(Skybox_frag)));
|
||||
|
|
|
@ -25,6 +25,7 @@
|
|||
|
||||
#include "gpu/Batch.h"
|
||||
#include "gpu/GLBackend.h"
|
||||
#include "gpu/StandardShaderLib.h"
|
||||
|
||||
#include "simple_vert.h"
|
||||
#include "simple_textured_frag.h"
|
||||
|
@ -32,6 +33,7 @@
|
|||
|
||||
#include "deferred_light_vert.h"
|
||||
#include "deferred_light_limited_vert.h"
|
||||
#include "deferred_light_spot_vert.h"
|
||||
|
||||
#include "directional_light_frag.h"
|
||||
#include "directional_light_shadow_map_frag.h"
|
||||
|
@ -90,26 +92,40 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
|
|||
gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
|
||||
|
||||
_viewState = viewState;
|
||||
loadLightProgram(directional_light_frag, false, _directionalLight, _directionalLightLocations);
|
||||
loadLightProgram(directional_light_shadow_map_frag, false, _directionalLightShadowMap,
|
||||
loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations);
|
||||
loadLightProgram(deferred_light_vert, directional_light_shadow_map_frag, false, _directionalLightShadowMap,
|
||||
_directionalLightShadowMapLocations);
|
||||
loadLightProgram(directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap,
|
||||
loadLightProgram(deferred_light_vert, 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,
|
||||
loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
|
||||
loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap,
|
||||
_directionalAmbientSphereLightShadowMapLocations);
|
||||
loadLightProgram(directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap,
|
||||
loadLightProgram(deferred_light_vert, directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap,
|
||||
_directionalAmbientSphereLightCascadedShadowMapLocations);
|
||||
|
||||
loadLightProgram(directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
|
||||
loadLightProgram(directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap,
|
||||
loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
|
||||
loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap,
|
||||
_directionalSkyboxLightShadowMapLocations);
|
||||
loadLightProgram(directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap,
|
||||
loadLightProgram(deferred_light_vert, directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap,
|
||||
_directionalSkyboxLightCascadedShadowMapLocations);
|
||||
|
||||
loadLightProgram(point_light_frag, true, _pointLight, _pointLightLocations);
|
||||
loadLightProgram(spot_light_frag, true, _spotLight, _spotLightLocations);
|
||||
|
||||
loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations);
|
||||
loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations);
|
||||
|
||||
{
|
||||
auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS();
|
||||
auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(VSFS, PSBlit));
|
||||
gpu::Shader::makeProgram(*blitProgram);
|
||||
gpu::StatePointer blitState = gpu::StatePointer(new gpu::State());
|
||||
blitState->setBlendFunction(true,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
blitState->setColorWriteMask(true, true, true, false);
|
||||
_blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState));
|
||||
}
|
||||
|
||||
// Allocate a global light representing the Global Directional light casting shadow (the sun) and the ambient light
|
||||
_globalLights.push_back(0);
|
||||
|
@ -201,51 +217,40 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
|
|||
}
|
||||
|
||||
void DeferredLightingEffect::prepare(RenderArgs* args) {
|
||||
// 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
|
||||
gpu::Batch batch;
|
||||
|
||||
// clear the normal and specular buffers
|
||||
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR1, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
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);
|
||||
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR2, glm::vec4(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT));
|
||||
|
||||
args->_context->syncCache();
|
||||
args->_context->render(batch);
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::render(RenderArgs* args) {
|
||||
// perform deferred lighting, rendering to free fbo
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
glDepthMask(false);
|
||||
gpu::Batch batch;
|
||||
|
||||
// perform deferred lighting, rendering to free fbo
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0 );
|
||||
|
||||
QSize framebufferSize = textureCache->getFrameBufferSize();
|
||||
|
||||
// binding the first framebuffer
|
||||
auto freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebuffer();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(freeFBO));
|
||||
batch.setFramebuffer(freeFBO);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
// glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
batch.clearColorFramebuffer(freeFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
|
||||
batch.setUniformTexture(0, textureCache->getPrimaryColorTexture());
|
||||
|
||||
// glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
|
||||
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryColorTextureID());
|
||||
batch.setUniformTexture(1, textureCache->getPrimaryNormalTexture());
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryNormalTextureID());
|
||||
batch.setUniformTexture(2, textureCache->getPrimarySpecularTexture());
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimarySpecularTextureID());
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryDepthTextureID());
|
||||
batch.setUniformTexture(3, textureCache->getPrimaryDepthTexture());
|
||||
|
||||
// get the viewport side (left, right, both)
|
||||
int viewport[4];
|
||||
|
@ -266,53 +271,51 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
glm::mat4 invViewMat;
|
||||
_viewState->getViewTransform().getMatrix(invViewMat);
|
||||
|
||||
ProgramObject* program = &_directionalLight;
|
||||
auto& program = _directionalLight;
|
||||
const LightLocations* locations = &_directionalLightLocations;
|
||||
bool shadowsEnabled = _viewState->getShadowsEnabled();
|
||||
if (shadowsEnabled) {
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
glBindTexture(GL_TEXTURE_2D, textureCache->getShadowDepthTextureID());
|
||||
batch.setUniformTexture(4, textureCache->getShadowFramebuffer()->getDepthStencilBuffer());
|
||||
|
||||
program = &_directionalLightShadowMap;
|
||||
program = _directionalLightShadowMap;
|
||||
locations = &_directionalLightShadowMapLocations;
|
||||
if (_viewState->getCascadeShadowsEnabled()) {
|
||||
program = &_directionalLightCascadedShadowMap;
|
||||
program = _directionalLightCascadedShadowMap;
|
||||
locations = &_directionalLightCascadedShadowMapLocations;
|
||||
if (useSkyboxCubemap) {
|
||||
program = &_directionalSkyboxLightCascadedShadowMap;
|
||||
program = _directionalSkyboxLightCascadedShadowMap;
|
||||
locations = &_directionalSkyboxLightCascadedShadowMapLocations;
|
||||
} else if (_ambientLightMode > -1) {
|
||||
program = &_directionalAmbientSphereLightCascadedShadowMap;
|
||||
program = _directionalAmbientSphereLightCascadedShadowMap;
|
||||
locations = &_directionalAmbientSphereLightCascadedShadowMapLocations;
|
||||
}
|
||||
program->bind();
|
||||
program->setUniform(locations->shadowDistances, _viewState->getShadowDistances());
|
||||
batch.setPipeline(program);
|
||||
batch._glUniform3fv(locations->shadowDistances, 1, (const GLfloat*) &_viewState->getShadowDistances());
|
||||
|
||||
} else {
|
||||
if (useSkyboxCubemap) {
|
||||
program = &_directionalSkyboxLightShadowMap;
|
||||
program = _directionalSkyboxLightShadowMap;
|
||||
locations = &_directionalSkyboxLightShadowMapLocations;
|
||||
} else if (_ambientLightMode > -1) {
|
||||
program = &_directionalAmbientSphereLightShadowMap;
|
||||
program = _directionalAmbientSphereLightShadowMap;
|
||||
locations = &_directionalAmbientSphereLightShadowMapLocations;
|
||||
}
|
||||
program->bind();
|
||||
batch.setPipeline(program);
|
||||
}
|
||||
program->setUniformValue(locations->shadowScale,
|
||||
1.0f / textureCache->getShadowFramebuffer()->getWidth());
|
||||
batch._glUniform1f(locations->shadowScale, 1.0f / textureCache->getShadowFramebuffer()->getWidth());
|
||||
|
||||
} else {
|
||||
if (useSkyboxCubemap) {
|
||||
program = &_directionalSkyboxLight;
|
||||
program = _directionalSkyboxLight;
|
||||
locations = &_directionalSkyboxLightLocations;
|
||||
} else if (_ambientLightMode > -1) {
|
||||
program = &_directionalAmbientSphereLight;
|
||||
program = _directionalAmbientSphereLight;
|
||||
locations = &_directionalAmbientSphereLightLocations;
|
||||
}
|
||||
program->bind();
|
||||
batch.setPipeline(program);
|
||||
}
|
||||
|
||||
{
|
||||
{ // Setup the global lighting
|
||||
auto globalLight = _allocatedLights[_globalLights.front()];
|
||||
|
||||
if (locations->ambientSphere >= 0) {
|
||||
|
@ -321,70 +324,74 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
sh = (*_skybox->getCubemap()->getIrradiance());
|
||||
}
|
||||
for (int i =0; i <gpu::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
|
||||
program->setUniformValue(locations->ambientSphere + i, *(((QVector4D*) &sh) + i));
|
||||
batch._glUniform4fv(locations->ambientSphere + i, 1, (const GLfloat*) (&sh) + i * 4);
|
||||
}
|
||||
}
|
||||
|
||||
if (useSkyboxCubemap) {
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, gpu::GLBackend::getTextureID(_skybox->getCubemap()));
|
||||
batch.setUniformTexture(5, _skybox->getCubemap());
|
||||
}
|
||||
|
||||
if (locations->lightBufferUnit >= 0) {
|
||||
gpu::Batch batch;
|
||||
batch.setUniformBuffer(locations->lightBufferUnit, globalLight->getSchemaBuffer());
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
if (_atmosphere && (locations->atmosphereBufferUnit >= 0)) {
|
||||
gpu::Batch batch;
|
||||
batch.setUniformBuffer(locations->atmosphereBufferUnit, _atmosphere->getDataBuffer());
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
batch._glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
}
|
||||
|
||||
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);
|
||||
batch._glUniform1f(locations->nearLocation, nearVal);
|
||||
|
||||
float depthScale = (farVal - nearVal) / farVal;
|
||||
program->setUniformValue(locations->depthScale, depthScale);
|
||||
batch._glUniform1f(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);
|
||||
batch._glUniform2f(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
||||
batch._glUniform2f(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
||||
|
||||
renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
|
||||
|
||||
program->release();
|
||||
{
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
|
||||
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
|
||||
batch.setModelTransform(model);
|
||||
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
batch.setViewTransform(Transform());
|
||||
|
||||
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glm::vec2 topLeft(-1.0f, -1.0f);
|
||||
glm::vec2 bottomRight(1.0f, 1.0f);
|
||||
glm::vec2 texCoordTopLeft(sMin, tMin);
|
||||
glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
|
||||
}
|
||||
|
||||
if (useSkyboxCubemap) {
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
if (!shadowsEnabled) {
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
}
|
||||
batch.setUniformTexture(5, nullptr);
|
||||
}
|
||||
|
||||
if (shadowsEnabled) {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
batch.setUniformTexture(4, nullptr);
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
auto texcoordMat = glm::mat4();
|
||||
texcoordMat[0] = glm::vec4(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
|
||||
texcoordMat[1] = glm::vec4(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f);
|
||||
texcoordMat[2] = glm::vec4(0.0f, 0.0f, 1.0f, 0.0f);
|
||||
texcoordMat[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// enlarge the scales slightly to account for tesselation
|
||||
const float SCALE_EXPANSION = 0.05f;
|
||||
|
||||
|
@ -393,148 +400,162 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
|
||||
viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
|
||||
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);
|
||||
batch.setPipeline(_pointLight);
|
||||
batch._glUniform1f(_pointLightLocations.nearLocation, nearVal);
|
||||
batch._glUniform1f(_pointLightLocations.depthScale, depthScale);
|
||||
batch._glUniform2f(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
||||
batch._glUniform2f(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
||||
|
||||
batch._glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
|
||||
batch._glUniformMatrix4fv(_pointLightLocations.texcoordMat, 1, false, reinterpret_cast< const GLfloat* >(&texcoordMat));
|
||||
|
||||
for (auto lightID : _pointLights) {
|
||||
auto light = _allocatedLights[lightID];
|
||||
|
||||
auto& light = _allocatedLights[lightID];
|
||||
// IN DEBUG: light->setShowContour(true);
|
||||
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));
|
||||
|
||||
glPushMatrix();
|
||||
|
||||
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
|
||||
// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
|
||||
// we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working...
|
||||
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);
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
|
||||
batch.setModelTransform(model);
|
||||
batch.setViewTransform(Transform());
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
|
||||
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glm::vec2 topLeft(-1.0f, -1.0f);
|
||||
glm::vec2 bottomRight(1.0f, 1.0f);
|
||||
glm::vec2 texCoordTopLeft(sMin, tMin);
|
||||
glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
|
||||
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
} else {
|
||||
glTranslatef(light->getPosition().x, light->getPosition().y, light->getPosition().z);
|
||||
geometryCache->renderSphere(expandedRadius, 32, 32, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(light->getPosition().x, light->getPosition().y, light->getPosition().z));
|
||||
batch.setModelTransform(model);
|
||||
geometryCache->renderSphere(batch, expandedRadius, 32, 32, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
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);
|
||||
batch.setPipeline(_spotLight);
|
||||
batch._glUniform1f(_spotLightLocations.nearLocation, nearVal);
|
||||
batch._glUniform1f(_spotLightLocations.depthScale, depthScale);
|
||||
batch._glUniform2f(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
||||
batch._glUniform2f(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
||||
|
||||
batch._glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
|
||||
batch._glUniformMatrix4fv(_spotLightLocations.texcoordMat, 1, false, reinterpret_cast< const GLfloat* >(&texcoordMat));
|
||||
|
||||
for (auto lightID : _spotLights) {
|
||||
auto light = _allocatedLights[lightID];
|
||||
// IN DEBUG: light->setShowContour(true);
|
||||
|
||||
if (_spotLightLocations.lightBufferUnit >= 0) {
|
||||
gpu::Batch batch;
|
||||
batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer());
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
|
||||
glPushMatrix();
|
||||
batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer());
|
||||
|
||||
auto eyeLightPos = eyePoint - light->getPosition();
|
||||
auto eyeHalfPlaneDistance = glm::dot(eyeLightPos, light->getDirection());
|
||||
|
||||
const float TANGENT_LENGTH_SCALE = 0.666f;
|
||||
glm::vec4 coneParam(light->getSpotAngleCosSin(), TANGENT_LENGTH_SCALE * tan(0.5 * light->getSpotAngle()), 1.0f);
|
||||
|
||||
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
|
||||
float edgeRadius = expandedRadius / glm::cos(light->getSpotAngle());
|
||||
if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < edgeRadius + nearRadius) {
|
||||
glLoadIdentity();
|
||||
glTranslatef(0.0f, 0.0f, -1.0f);
|
||||
// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
|
||||
// we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working...
|
||||
if ((eyeHalfPlaneDistance > -nearRadius) && (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius)) {
|
||||
coneParam.w = 0.0f;
|
||||
batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam));
|
||||
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
|
||||
batch.setModelTransform(model);
|
||||
batch.setViewTransform(Transform());
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
renderFullscreenQuad();
|
||||
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glm::vec2 topLeft(-1.0f, -1.0f);
|
||||
glm::vec2 bottomRight(1.0f, 1.0f);
|
||||
glm::vec2 texCoordTopLeft(sMin, tMin);
|
||||
glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
|
||||
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
} 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->getSpotAngle()),
|
||||
expandedRadius, 32, 1);
|
||||
coneParam.w = 1.0f;
|
||||
batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam));
|
||||
|
||||
Transform model;
|
||||
model.setTranslation(light->getPosition());
|
||||
model.postRotate(light->getOrientation());
|
||||
model.postScale(glm::vec3(expandedRadius, expandedRadius, expandedRadius));
|
||||
|
||||
batch.setModelTransform(model);
|
||||
auto mesh = getSpotLightMesh();
|
||||
|
||||
|
||||
batch.setIndexBuffer(mesh->getIndexBuffer());
|
||||
batch.setInputBuffer(0, mesh->getVertexBuffer());
|
||||
batch.setInputFormat(mesh->getVertexFormat());
|
||||
|
||||
auto& part = mesh->getPartBuffer().get<model::Mesh::Part>();
|
||||
|
||||
batch.drawIndexed(model::Mesh::topologyToPrimitive(part._topology), part._numIndices, part._startIndex);
|
||||
}
|
||||
|
||||
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);
|
||||
// glDisable(GL_FRAMEBUFFER_SRGB);
|
||||
|
||||
// Probably not necessary in the long run because the gpu layer would unbound this texture if used as render target
|
||||
batch.setUniformTexture(0, nullptr);
|
||||
batch.setUniformTexture(1, nullptr);
|
||||
batch.setUniformTexture(2, nullptr);
|
||||
batch.setUniformTexture(3, nullptr);
|
||||
|
||||
args->_context->syncCache();
|
||||
args->_context->render(batch);
|
||||
|
||||
// End of the Lighting pass
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::copyBack(RenderArgs* args) {
|
||||
gpu::Batch batch;
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
QSize framebufferSize = textureCache->getFrameBufferSize();
|
||||
|
||||
auto freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebuffer();
|
||||
|
||||
//freeFBO->release();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
batch.setFramebuffer(textureCache->getPrimaryFramebuffer());
|
||||
batch.setPipeline(_blitLightBuffer);
|
||||
|
||||
batch.setUniformTexture(0, freeFBO->getRenderBuffer(0));
|
||||
|
||||
|
||||
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);
|
||||
|
||||
auto primaryFBO = gpu::GLBackend::getFramebufferID(textureCache->getPrimaryFramebuffer());
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, primaryFBO);
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
batch.setViewTransform(Transform());
|
||||
|
||||
//primaryFBO->bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(freeFBO->getRenderBuffer(0)));
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
int viewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
const int VIEWPORT_X_INDEX = 0;
|
||||
|
@ -547,21 +568,19 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) {
|
|||
float tMin = viewport[VIEWPORT_Y_INDEX] / (float)framebufferSize.height();
|
||||
float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)framebufferSize.height();
|
||||
|
||||
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();
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
|
||||
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
|
||||
batch.setModelTransform(model);
|
||||
|
||||
|
||||
batch.setViewportTransform(glm::ivec4(viewport[0], viewport[1], viewport[2], viewport[3]));
|
||||
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
|
||||
args->_context->syncCache();
|
||||
args->_context->render(batch);
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferUnit) {
|
||||
|
@ -569,67 +588,62 @@ void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferU
|
|||
args->_batch->setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer());
|
||||
}
|
||||
|
||||
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();
|
||||
void DeferredLightingEffect::loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocations& locations) {
|
||||
auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(vertSource)));
|
||||
auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fragSource)));
|
||||
|
||||
program.bind();
|
||||
program.setUniformValue("diffuseMap", 0);
|
||||
program.setUniformValue("normalMap", 1);
|
||||
program.setUniformValue("specularMap", 2);
|
||||
program.setUniformValue("depthMap", 3);
|
||||
program.setUniformValue("shadowMap", 4);
|
||||
program.setUniformValue("skyboxMap", 5);
|
||||
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");
|
||||
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
|
||||
|
||||
GLint loc = -1;
|
||||
|
||||
#if (GPU_FEATURE_PROFILE == GPU_CORE)
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("diffuseMap"), 0));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), 1));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), 2));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), 3));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("shadowMap"), 4));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), 5));
|
||||
const GLint LIGHT_GPU_SLOT = 3;
|
||||
loc = glGetUniformBlockIndex(program.programId(), "lightBuffer");
|
||||
if (loc >= 0) {
|
||||
glUniformBlockBinding(program.programId(), loc, LIGHT_GPU_SLOT);
|
||||
locations.lightBufferUnit = LIGHT_GPU_SLOT;
|
||||
} else {
|
||||
locations.lightBufferUnit = -1;
|
||||
}
|
||||
#else
|
||||
loc = program.uniformLocation("lightBuffer");
|
||||
if (loc >= 0) {
|
||||
locations.lightBufferUnit = loc;
|
||||
} else {
|
||||
locations.lightBufferUnit = -1;
|
||||
}
|
||||
#endif
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT));
|
||||
const GLint ATMOSPHERE_GPU_SLOT = 4;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("atmosphereBufferUnit"), ATMOSPHERE_GPU_SLOT));
|
||||
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
locations.shadowDistances = program->getUniforms().findLocation("shadowDistances");
|
||||
locations.shadowScale = program->getUniforms().findLocation("shadowScale");
|
||||
locations.nearLocation = program->getUniforms().findLocation("near");
|
||||
locations.depthScale = program->getUniforms().findLocation("depthScale");
|
||||
locations.depthTexCoordOffset = program->getUniforms().findLocation("depthTexCoordOffset");
|
||||
locations.depthTexCoordScale = program->getUniforms().findLocation("depthTexCoordScale");
|
||||
locations.radius = program->getUniforms().findLocation("radius");
|
||||
locations.ambientSphere = program->getUniforms().findLocation("ambientSphere.L00");
|
||||
locations.invViewMat = program->getUniforms().findLocation("invViewMat");
|
||||
locations.texcoordMat = program->getUniforms().findLocation("texcoordMat");
|
||||
locations.coneParam = program->getUniforms().findLocation("coneParam");
|
||||
|
||||
#if (GPU_FEATURE_PROFILE == GPU_CORE)
|
||||
const GLint ATMOSPHERE_GPU_SLOT = 4;
|
||||
loc = glGetUniformBlockIndex(program.programId(), "atmosphereBufferUnit");
|
||||
if (loc >= 0) {
|
||||
glUniformBlockBinding(program.programId(), loc, ATMOSPHERE_GPU_SLOT);
|
||||
locations.atmosphereBufferUnit = ATMOSPHERE_GPU_SLOT;
|
||||
} else {
|
||||
locations.atmosphereBufferUnit = -1;
|
||||
}
|
||||
locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
|
||||
locations.atmosphereBufferUnit = program->getBuffers().findLocation("atmosphereBufferUnit");
|
||||
#else
|
||||
loc = program.uniformLocation("atmosphereBufferUnit");
|
||||
if (loc >= 0) {
|
||||
locations.atmosphereBufferUnit = loc;
|
||||
} else {
|
||||
locations.atmosphereBufferUnit = -1;
|
||||
}
|
||||
locations.lightBufferUnit = program->getUniforms().findLocation("lightBuffer");
|
||||
locations.atmosphereBufferUnit = program->getUniforms().findLocation("atmosphereBufferUnit");
|
||||
#endif
|
||||
|
||||
program.release();
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
if (lightVolume) {
|
||||
state->setCullMode(gpu::State::CULL_BACK);
|
||||
|
||||
// No need for z test since the depth buffer is not bound state->setDepthTest(true, false, gpu::LESS_EQUAL);
|
||||
// TODO: We should bind the true depth buffer both as RT and texture for the depth test
|
||||
// TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases
|
||||
state->setDepthClampEnable(true);
|
||||
|
||||
// additive blending
|
||||
state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
} else {
|
||||
state->setCullMode(gpu::State::CULL_BACK);
|
||||
}
|
||||
pipeline.reset(gpu::Pipeline::create(program, state));
|
||||
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setAmbientLightMode(int preset) {
|
||||
|
@ -654,3 +668,100 @@ void DeferredLightingEffect::setGlobalLight(const glm::vec3& direction, const gl
|
|||
void DeferredLightingEffect::setGlobalSkybox(const model::SkyboxPointer& skybox) {
|
||||
_skybox = skybox;
|
||||
}
|
||||
|
||||
model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
|
||||
if (!_spotLightMesh) {
|
||||
_spotLightMesh.reset(new model::Mesh());
|
||||
|
||||
int slices = 32;
|
||||
int rings = 3;
|
||||
int vertices = 2 + rings * slices;
|
||||
int originVertex = vertices - 2;
|
||||
int capVertex = vertices - 1;
|
||||
int verticesSize = vertices * 3 * sizeof(float);
|
||||
int indices = 3 * slices * (1 + 1 + 2 * (rings -1));
|
||||
int ringFloatOffset = slices * 3;
|
||||
|
||||
|
||||
GLfloat* vertexData = new GLfloat[verticesSize];
|
||||
GLfloat* vertexRing0 = vertexData;
|
||||
GLfloat* vertexRing1 = vertexRing0 + ringFloatOffset;
|
||||
GLfloat* vertexRing2 = vertexRing1 + ringFloatOffset;
|
||||
|
||||
for (int i = 0; i < slices; i++) {
|
||||
float theta = TWO_PI * i / slices;
|
||||
auto cosin = glm::vec2(cosf(theta), sinf(theta));
|
||||
|
||||
*(vertexRing0++) = cosin.x;
|
||||
*(vertexRing0++) = cosin.y;
|
||||
*(vertexRing0++) = 0.0f;
|
||||
|
||||
*(vertexRing1++) = cosin.x;
|
||||
*(vertexRing1++) = cosin.y;
|
||||
*(vertexRing1++) = 0.33f;
|
||||
|
||||
*(vertexRing2++) = cosin.x;
|
||||
*(vertexRing2++) = cosin.y;
|
||||
*(vertexRing2++) = 0.66f;
|
||||
}
|
||||
|
||||
*(vertexRing2++) = 0.0f;
|
||||
*(vertexRing2++) = 0.0f;
|
||||
*(vertexRing2++) = -1.0f;
|
||||
|
||||
*(vertexRing2++) = 0.0f;
|
||||
*(vertexRing2++) = 0.0f;
|
||||
*(vertexRing2++) = 1.0f;
|
||||
|
||||
_spotLightMesh->setVertexBuffer(gpu::BufferView(new gpu::Buffer(verticesSize, (gpu::Byte*) vertexData), gpu::Element::VEC3F_XYZ));
|
||||
delete[] vertexData;
|
||||
|
||||
gpu::uint16* indexData = new gpu::uint16[indices];
|
||||
gpu::uint16* index = indexData;
|
||||
for (int i = 0; i < slices; i++) {
|
||||
*(index++) = originVertex;
|
||||
|
||||
int s0 = i;
|
||||
int s1 = ((i + 1) % slices);
|
||||
*(index++) = s0;
|
||||
*(index++) = s1;
|
||||
|
||||
int s2 = s0 + slices;
|
||||
int s3 = s1 + slices;
|
||||
*(index++) = s1;
|
||||
*(index++) = s0;
|
||||
*(index++) = s2;
|
||||
|
||||
*(index++) = s1;
|
||||
*(index++) = s2;
|
||||
*(index++) = s3;
|
||||
|
||||
int s4 = s2 + slices;
|
||||
int s5 = s3 + slices;
|
||||
*(index++) = s3;
|
||||
*(index++) = s2;
|
||||
*(index++) = s4;
|
||||
|
||||
*(index++) = s3;
|
||||
*(index++) = s4;
|
||||
*(index++) = s5;
|
||||
|
||||
|
||||
*(index++) = s5;
|
||||
*(index++) = s4;
|
||||
*(index++) = capVertex;
|
||||
}
|
||||
|
||||
_spotLightMesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(GLushort) * indices, (gpu::Byte*) indexData), gpu::Element::INDEX_UINT16));
|
||||
delete[] indexData;
|
||||
|
||||
model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES);
|
||||
//DEBUG: model::Mesh::Part part(0, indices, 0, model::Mesh::LINE_STRIP);
|
||||
|
||||
_spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL));
|
||||
|
||||
_spotLightMesh->makeBufferStream();
|
||||
}
|
||||
return _spotLightMesh;
|
||||
}
|
||||
|
||||
|
|
|
@ -21,6 +21,7 @@
|
|||
|
||||
#include "model/Light.h"
|
||||
#include "model/Stage.h"
|
||||
#include "model/Geometry.h"
|
||||
|
||||
class AbstractViewStateInterface;
|
||||
class RenderArgs;
|
||||
|
@ -94,41 +95,49 @@ private:
|
|||
int lightBufferUnit;
|
||||
int atmosphereBufferUnit;
|
||||
int invViewMat;
|
||||
int texcoordMat;
|
||||
int coneParam;
|
||||
};
|
||||
|
||||
static void loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations);
|
||||
|
||||
model::MeshPointer _spotLightMesh;
|
||||
model::MeshPointer getSpotLightMesh();
|
||||
|
||||
static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocations& locations);
|
||||
|
||||
gpu::PipelinePointer getPipeline(SimpleProgramKey config);
|
||||
|
||||
gpu::ShaderPointer _simpleShader;
|
||||
gpu::ShaderPointer _emissiveShader;
|
||||
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
|
||||
|
||||
ProgramObject _directionalSkyboxLight;
|
||||
gpu::PipelinePointer _blitLightBuffer;
|
||||
|
||||
gpu::PipelinePointer _directionalSkyboxLight;
|
||||
LightLocations _directionalSkyboxLightLocations;
|
||||
ProgramObject _directionalSkyboxLightShadowMap;
|
||||
gpu::PipelinePointer _directionalSkyboxLightShadowMap;
|
||||
LightLocations _directionalSkyboxLightShadowMapLocations;
|
||||
ProgramObject _directionalSkyboxLightCascadedShadowMap;
|
||||
gpu::PipelinePointer _directionalSkyboxLightCascadedShadowMap;
|
||||
LightLocations _directionalSkyboxLightCascadedShadowMapLocations;
|
||||
|
||||
ProgramObject _directionalAmbientSphereLight;
|
||||
gpu::PipelinePointer _directionalAmbientSphereLight;
|
||||
LightLocations _directionalAmbientSphereLightLocations;
|
||||
ProgramObject _directionalAmbientSphereLightShadowMap;
|
||||
gpu::PipelinePointer _directionalAmbientSphereLightShadowMap;
|
||||
LightLocations _directionalAmbientSphereLightShadowMapLocations;
|
||||
ProgramObject _directionalAmbientSphereLightCascadedShadowMap;
|
||||
gpu::PipelinePointer _directionalAmbientSphereLightCascadedShadowMap;
|
||||
LightLocations _directionalAmbientSphereLightCascadedShadowMapLocations;
|
||||
|
||||
ProgramObject _directionalLight;
|
||||
gpu::PipelinePointer _directionalLight;
|
||||
LightLocations _directionalLightLocations;
|
||||
ProgramObject _directionalLightShadowMap;
|
||||
gpu::PipelinePointer _directionalLightShadowMap;
|
||||
LightLocations _directionalLightShadowMapLocations;
|
||||
ProgramObject _directionalLightCascadedShadowMap;
|
||||
gpu::PipelinePointer _directionalLightCascadedShadowMap;
|
||||
LightLocations _directionalLightCascadedShadowMapLocations;
|
||||
|
||||
ProgramObject _pointLight;
|
||||
gpu::PipelinePointer _pointLight;
|
||||
LightLocations _pointLightLocations;
|
||||
ProgramObject _spotLight;
|
||||
gpu::PipelinePointer _spotLight;
|
||||
LightLocations _spotLightLocations;
|
||||
|
||||
|
||||
class PointLight {
|
||||
public:
|
||||
glm::vec4 position;
|
||||
|
|
|
@ -401,7 +401,6 @@ void GeometryCache::renderCone(float base, float height, int slices, int stacks)
|
|||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
|
||||
void GeometryCache::renderGrid(int xDivisions, int yDivisions, const glm::vec4& color) {
|
||||
gpu::Batch batch;
|
||||
renderGrid(batch, xDivisions, yDivisions, color);
|
||||
|
|
|
@ -301,6 +301,7 @@ private:
|
|||
};
|
||||
|
||||
QHash<IntPair, VerticesIndices> _coneVBOs;
|
||||
|
||||
int _nextID;
|
||||
|
||||
QHash<int, Vec3PairVec4Pair> _lastRegisteredQuad3DTexture;
|
||||
|
|
|
@ -40,8 +40,9 @@ void ResolveDeferred::run(const SceneContextPointer& sceneContext, const RenderC
|
|||
}
|
||||
|
||||
RenderDeferredTask::RenderDeferredTask() : Task() {
|
||||
_jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));
|
||||
_jobs.push_back(Job(new DrawBackground::JobModel("DrawBackground")));
|
||||
|
||||
_jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));
|
||||
_jobs.push_back(Job(new FetchItems::JobModel("FetchOpaque",
|
||||
FetchItems(
|
||||
[] (const RenderContextPointer& context, int count) {
|
||||
|
|
|
@ -12,9 +12,19 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform mat4 texcoordMat;
|
||||
|
||||
void main(void) {
|
||||
gl_Position = ftransform();
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>;
|
||||
|
||||
vec4 projected = gl_Position / gl_Position.w;
|
||||
gl_TexCoord[0] = vec4(dot(projected, gl_ObjectPlaneS[3]) * gl_Position.w,
|
||||
dot(projected, gl_ObjectPlaneT[3]) * gl_Position.w, 0.0, gl_Position.w);
|
||||
gl_TexCoord[0] = vec4(dot(projected, texcoordMat[0]) * gl_Position.w,
|
||||
dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w);
|
||||
}
|
||||
|
|
47
libraries/render-utils/src/deferred_light_spot.slv
Executable file
47
libraries/render-utils/src/deferred_light_spot.slv
Executable file
|
@ -0,0 +1,47 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// deferred_light_spot.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Sam Gateau on 7/8/15.
|
||||
// Copyright 2015 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 gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform mat4 texcoordMat;
|
||||
uniform vec4 coneParam;
|
||||
|
||||
void main(void) {
|
||||
vec4 coneVertex = gl_Vertex;
|
||||
if (coneParam.w != 0.0) {
|
||||
if(coneVertex.z >= 0.0) {
|
||||
// Evaluate the true position of the spot volume
|
||||
vec2 dir = float(coneVertex.z < 0.5f) * (coneParam.xy
|
||||
+ vec2(coneParam.y, -coneParam.x) * coneParam.z * float(coneVertex.z > 0.0f))
|
||||
+ float(coneVertex.z > 0.5f) * (vec2(1.0, 0.0)
|
||||
+ vec2(0.0, coneParam.z) * float(coneVertex.z < 1.0f));
|
||||
|
||||
coneVertex.xy *= dir.y;
|
||||
coneVertex.z = -dir.x;
|
||||
} else {
|
||||
coneVertex.z = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, coneVertex, gl_Position)$>;
|
||||
|
||||
vec4 projected = gl_Position / gl_Position.w;
|
||||
gl_TexCoord[0] = vec4(dot(projected, texcoordMat[0]) * gl_Position.w,
|
||||
dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w);
|
||||
}
|
|
@ -28,7 +28,7 @@ void main(void) {
|
|||
// Grab the fragment data from the uv
|
||||
vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
|
||||
DeferredFragment frag = unpackDeferredFragment(texCoord);
|
||||
|
||||
|
||||
// Kill if in front of the light volume
|
||||
float depth = frag.depthVal;
|
||||
if (depth < gl_FragCoord.z) {
|
||||
|
|
Loading…
Reference in a new issue