mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 12:04:18 +02:00
Merge branch 'temp0' of https://github.com/samcake/hifi into temp0
This commit is contained in:
commit
01291b61a4
24 changed files with 952 additions and 400 deletions
|
@ -2603,6 +2603,9 @@ const GLfloat WORLD_AMBIENT_COLOR[] = { 0.525f, 0.525f, 0.6f };
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const GLfloat WORLD_DIFFUSE_COLOR[] = { 0.6f, 0.525f, 0.525f };
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const GLfloat WORLD_SPECULAR_COLOR[] = { 0.94f, 0.94f, 0.737f, 1.0f };
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const glm::vec3 GLOBAL_LIGHT_COLOR = { 0.6f, 0.525f, 0.525f };
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const float GLOBAL_LIGHT_INTENSITY = 1.0f;
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void Application::setupWorldLight() {
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// Setup 3D lights (after the camera transform, so that they are positioned in world space)
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@ -2617,6 +2620,7 @@ void Application::setupWorldLight() {
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glLightfv(GL_LIGHT0, GL_SPECULAR, WORLD_SPECULAR_COLOR);
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glMaterialfv(GL_FRONT, GL_SPECULAR, WORLD_SPECULAR_COLOR);
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glMateriali(GL_FRONT, GL_SHININESS, 96);
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}
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bool Application::shouldRenderMesh(float largestDimension, float distanceToCamera) {
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@ -2823,7 +2827,7 @@ void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs
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{
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DependencyManager::get<DeferredLightingEffect>()->setAmbientLightMode(getRenderAmbientLight());
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DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(-getSunDirection(), GLOBAL_LIGHT_COLOR, GLOBAL_LIGHT_INTENSITY);
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PROFILE_RANGE("DeferredLighting");
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PerformanceTimer perfTimer("lighting");
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DependencyManager::get<DeferredLightingEffect>()->render();
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@ -1126,7 +1126,7 @@ FBXTexture getTexture(const QString& textureID,
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texture.transform.setTranslation(p.translation);
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texture.transform.setRotation(glm::quat(glm::radians(p.rotation)));
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texture.transform.setScale(p.scaling);
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if ((p.UVSet != "map1") || (p.UVSet != "UVSet0")) {
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if ((p.UVSet != "map1") && (p.UVSet != "UVSet0")) {
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texture.texcoordSet = 1;
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}
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texture.texcoordSetName = p.UVSet;
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@ -1555,6 +1555,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
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if (property.name == propertyName) {
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QString v = property.properties.at(0).toString();
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if (property.properties.at(0) == "UVSet") {
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std::string uvName = property.properties.at(index).toString().toStdString();
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tex.assign(tex.UVSet, property.properties.at(index).toString());
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} else if (property.properties.at(0) == "CurrentTextureBlendMode") {
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tex.assign<uint8_t>(tex.currentTextureBlendMode, property.properties.at(index).value<int>());
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|
|
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@ -85,8 +85,11 @@ bool Texture::Storage::allocateMip(uint16 level) {
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bool Texture::Storage::assignMipData(uint16 level, const Element& format, Size size, const Byte* bytes) {
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// Ok we should be able to do that...
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allocateMip(level);
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_mips[level]->_format = format;
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Size allocated = _mips[level]->_sysmem.setData(size, bytes);
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auto mip = _mips[level];
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mip->_format = format;
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Size allocated = mip->_sysmem.setData(size, bytes);
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mip->_isGPULoaded = false;
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return allocated == size;
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}
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|
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@ -23,6 +23,7 @@ typedef gpu::BufferView::Index Index;
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typedef gpu::BufferView BufferView;
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typedef AABox Box;
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typedef std::vector< Box > Boxes;
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typedef glm::vec3 Vec3;
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class Mesh {
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public:
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@ -35,7 +36,7 @@ public:
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typedef gpu::Stream::Format VertexFormat;
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typedef std::map< Slot, BufferView > BufferViewMap;
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typedef glm::vec3 Vec3;
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typedef model::Vec3 Vec3;
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Mesh();
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Mesh(const Mesh& mesh);
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|
|
97
libraries/model/src/model/Light.cpp
Executable file
97
libraries/model/src/model/Light.cpp
Executable file
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@ -0,0 +1,97 @@
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//
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// Light.cpp
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// libraries/model/src/model
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//
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// Created by Sam Gateau on 1/26/2014.
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// Copyright 2014 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 "Light.h"
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using namespace model;
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Light::Light() :
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_flags(0),
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_schemaBuffer(),
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_transform() {
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// only if created from nothing shall we create the Buffer to store the properties
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Schema schema;
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_schemaBuffer = gpu::BufferView(new gpu::Buffer(sizeof(Schema), (const gpu::Buffer::Byte*) &schema));
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}
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Light::Light(const Light& light) :
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_flags(light._flags),
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_schemaBuffer(light._schemaBuffer),
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_transform(light._transform) {
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}
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||||
|
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Light& Light::operator= (const Light& light) {
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_flags = (light._flags);
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_schemaBuffer = (light._schemaBuffer);
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_transform = (light._transform);
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||||
|
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return (*this);
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}
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Light::~Light() {
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}
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void Light::setPosition(const Vec3& position) {
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_transform.setTranslation(position);
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editSchema()._position = Vec4(position, 1.f);
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}
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void Light::setOrientation(const glm::quat& orientation) {
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_transform.setRotation(orientation);
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}
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void Light::setDirection(const Vec3& direction) {
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editSchema()._direction = glm::normalize(direction);
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}
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const Vec3& Light::getDirection() const {
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return getSchema()._direction;
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}
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void Light::setColor(const Color& color) {
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editSchema()._color = color;
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}
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void Light::setIntensity(float intensity) {
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editSchema()._intensity = intensity;
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}
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void Light::setMaximumRadius(float radius) {
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if (radius <= 0.f) {
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radius = 1.0f;
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}
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float CutOffIntensityRatio = 0.05f;
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float surfaceRadius = radius / (sqrt(1.0f / CutOffIntensityRatio) - 1.f);
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editSchema()._attenuation = Vec4(surfaceRadius, 1.0f/surfaceRadius, CutOffIntensityRatio, radius);
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}
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void Light::setSpotAngle(float angle) {
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if (angle <= 0.f) {
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angle = 0.0f;
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}
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float cosAngle = cos(angle);
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editSchema()._spot.x = cos(angle);
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editSchema()._spot.y = sin(angle);
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editSchema()._spot.z = angle;
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}
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void Light::setSpotExponent(float exponent) {
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if (exponent <= 0.f) {
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exponent = 1.0f;
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}
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editSchema()._spot.w = exponent;
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}
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void Light::setShowContour(float show) {
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if (show <= 0.f) {
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show = 0.0f;
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}
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editSchema()._control.w = show;
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||||
}
|
294
libraries/model/src/model/Light.h
Executable file
294
libraries/model/src/model/Light.h
Executable file
|
@ -0,0 +1,294 @@
|
|||
//
|
||||
// Light.h
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||||
// libraries/model/src/model
|
||||
//
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||||
// Created by Sam Gateau on 12/10/2014.
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// Copyright 2014 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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||||
#ifndef hifi_model_Light_h
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#define hifi_model_Light_h
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||||
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#include <bitset>
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#include <map>
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||||
|
||||
#include <glm/glm.hpp>
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||||
#include "Transform.h"
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||||
#include "gpu/Resource.h"
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#include "gpu/Texture.h"
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namespace model {
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typedef gpu::BufferView UniformBufferView;
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typedef gpu::TextureView TextureView;
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typedef glm::vec3 Vec3;
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typedef glm::vec4 Vec4;
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typedef glm::quat Quat;
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class SphericalHarmonics {
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public:
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glm::vec3 L00 ; float spare0;
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glm::vec3 L1m1 ; float spare1;
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glm::vec3 L10 ; float spare2;
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glm::vec3 L11 ; float spare3;
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glm::vec3 L2m2 ; float spare4;
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glm::vec3 L2m1 ; float spare5;
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glm::vec3 L20 ; float spare6;
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glm::vec3 L21 ; float spare7;
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glm::vec3 L22 ; float spare8;
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static const int NUM_COEFFICIENTS = 9;
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||||
enum Preset {
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OLD_TOWN_SQUARE = 0,
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GRACE_CATHEDRAL,
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||||
EUCALYPTUS_GROVE,
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ST_PETERS_BASILICA,
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UFFIZI_GALLERY,
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||||
GALILEOS_TOMB,
|
||||
VINE_STREET_KITCHEN,
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BREEZEWAY,
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CAMPUS_SUNSET,
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FUNSTON_BEACH_SUNSET,
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NUM_PRESET,
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};
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void assignPreset(int p) {
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switch (p) {
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case OLD_TOWN_SQUARE: {
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L00 = glm::vec3( 0.871297f, 0.875222f, 0.864470f);
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L1m1 = glm::vec3( 0.175058f, 0.245335f, 0.312891f);
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L10 = glm::vec3( 0.034675f, 0.036107f, 0.037362f);
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L11 = glm::vec3(-0.004629f,-0.029448f,-0.048028f);
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L2m2 = glm::vec3(-0.120535f,-0.121160f,-0.117507f);
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L2m1 = glm::vec3( 0.003242f, 0.003624f, 0.007511f);
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L20 = glm::vec3(-0.028667f,-0.024926f,-0.020998f);
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L21 = glm::vec3(-0.077539f,-0.086325f,-0.091591f);
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L22 = glm::vec3(-0.161784f,-0.191783f,-0.219152f);
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}
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break;
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case GRACE_CATHEDRAL: {
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L00 = glm::vec3( 0.79f, 0.44f, 0.54f);
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L1m1 = glm::vec3( 0.39f, 0.35f, 0.60f);
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L10 = glm::vec3(-0.34f, -0.18f, -0.27f);
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L11 = glm::vec3(-0.29f, -0.06f, 0.01f);
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L2m2 = glm::vec3(-0.11f, -0.05f, -0.12f);
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L2m1 = glm::vec3(-0.26f, -0.22f, -0.47f);
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L20 = glm::vec3(-0.16f, -0.09f, -0.15f);
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L21 = glm::vec3( 0.56f, 0.21f, 0.14f);
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L22 = glm::vec3( 0.21f, -0.05f, -0.30f);
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||||
}
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break;
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case EUCALYPTUS_GROVE: {
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L00 = glm::vec3( 0.38f, 0.43f, 0.45f);
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L1m1 = glm::vec3( 0.29f, 0.36f, 0.41f);
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L10 = glm::vec3( 0.04f, 0.03f, 0.01f);
|
||||
L11 = glm::vec3(-0.10f, -0.10f, -0.09f);
|
||||
L2m2 = glm::vec3(-0.06f, -0.06f, -0.04f);
|
||||
L2m1 = glm::vec3( 0.01f, -0.01f, -0.05f);
|
||||
L20 = glm::vec3(-0.09f, -0.13f, -0.15f);
|
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L21 = glm::vec3(-0.06f, -0.05f, -0.04f);
|
||||
L22 = glm::vec3( 0.02f, 0.00f, -0.05f);
|
||||
}
|
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break;
|
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case ST_PETERS_BASILICA: {
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L00 = glm::vec3( 0.36f, 0.26f, 0.23f);
|
||||
L1m1 = glm::vec3( 0.18f, 0.14f, 0.13f);
|
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L10 = glm::vec3(-0.02f, -0.01f, 0.00f);
|
||||
L11 = glm::vec3( 0.03f, 0.02f, -0.00f);
|
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L2m2 = glm::vec3( 0.02f, 0.01f, -0.00f);
|
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L2m1 = glm::vec3(-0.05f, -0.03f, -0.01f);
|
||||
L20 = glm::vec3(-0.09f, -0.08f, -0.07f);
|
||||
L21 = glm::vec3( 0.01f, 0.00f, 0.00f);
|
||||
L22 = glm::vec3(-0.08f, -0.03f, -0.00f);
|
||||
}
|
||||
break;
|
||||
case UFFIZI_GALLERY: {
|
||||
L00 = glm::vec3( 0.32f, 0.31f, 0.35f);
|
||||
L1m1 = glm::vec3( 0.37f, 0.37f, 0.43f);
|
||||
L10 = glm::vec3( 0.00f, 0.00f, 0.00f);
|
||||
L11 = glm::vec3(-0.01f, -0.01f, -0.01f);
|
||||
L2m2 = glm::vec3(-0.02f, -0.02f, -0.03f);
|
||||
L2m1 = glm::vec3(-0.01f, -0.01f, -0.01f);
|
||||
L20 = glm::vec3(-0.28f, -0.28f, -0.32f);
|
||||
L21 = glm::vec3( 0.00f, 0.00f, 0.00f);
|
||||
L22 = glm::vec3(-0.24f, -0.24f, -0.28f);
|
||||
}
|
||||
break;
|
||||
case GALILEOS_TOMB: {
|
||||
L00 = glm::vec3( 1.04f, 0.76f, 0.71f);
|
||||
L1m1 = glm::vec3( 0.44f, 0.34f, 0.34f);
|
||||
L10 = glm::vec3(-0.22f, -0.18f, -0.17f);
|
||||
L11 = glm::vec3( 0.71f, 0.54f, 0.56f);
|
||||
L2m2 = glm::vec3( 0.64f, 0.50f, 0.52f);
|
||||
L2m1 = glm::vec3(-0.12f, -0.09f, -0.08f);
|
||||
L20 = glm::vec3(-0.37f, -0.28f, -0.32f);
|
||||
L21 = glm::vec3(-0.17f, -0.13f, -0.13f);
|
||||
L22 = glm::vec3( 0.55f, 0.42f, 0.42f);
|
||||
}
|
||||
break;
|
||||
case VINE_STREET_KITCHEN: {
|
||||
L00 = glm::vec3( 0.64f, 0.67f, 0.73f);
|
||||
L1m1 = glm::vec3( 0.28f, 0.32f, 0.33f);
|
||||
L10 = glm::vec3( 0.42f, 0.60f, 0.77f);
|
||||
L11 = glm::vec3(-0.05f, -0.04f, -0.02f);
|
||||
L2m2 = glm::vec3(-0.10f, -0.08f, -0.05f);
|
||||
L2m1 = glm::vec3( 0.25f, 0.39f, 0.53f);
|
||||
L20 = glm::vec3( 0.38f, 0.54f, 0.71f);
|
||||
L21 = glm::vec3( 0.06f, 0.01f, -0.02f);
|
||||
L22 = glm::vec3(-0.03f, -0.02f, -0.03f);
|
||||
}
|
||||
break;
|
||||
case BREEZEWAY: {
|
||||
L00 = glm::vec3( 0.32f, 0.36f, 0.38f);
|
||||
L1m1 = glm::vec3( 0.37f, 0.41f, 0.45f);
|
||||
L10 = glm::vec3(-0.01f, -0.01f, -0.01f);
|
||||
L11 = glm::vec3(-0.10f, -0.12f, -0.12f);
|
||||
L2m2 = glm::vec3(-0.13f, -0.15f, -0.17f);
|
||||
L2m1 = glm::vec3(-0.01f, -0.02f, 0.02f);
|
||||
L20 = glm::vec3(-0.07f, -0.08f, -0.09f);
|
||||
L21 = glm::vec3( 0.02f, 0.03f, 0.03f);
|
||||
L22 = glm::vec3(-0.29f, -0.32f, -0.36f);
|
||||
}
|
||||
break;
|
||||
case CAMPUS_SUNSET: {
|
||||
L00 = glm::vec3( 0.79f, 0.94f, 0.98f);
|
||||
L1m1 = glm::vec3( 0.44f, 0.56f, 0.70f);
|
||||
L10 = glm::vec3(-0.10f, -0.18f, -0.27f);
|
||||
L11 = glm::vec3( 0.45f, 0.38f, 0.20f);
|
||||
L2m2 = glm::vec3( 0.18f, 0.14f, 0.05f);
|
||||
L2m1 = glm::vec3(-0.14f, -0.22f, -0.31f);
|
||||
L20 = glm::vec3(-0.39f, -0.40f, -0.36f);
|
||||
L21 = glm::vec3( 0.09f, 0.07f, 0.04f);
|
||||
L22 = glm::vec3( 0.67f, 0.67f, 0.52f);
|
||||
}
|
||||
break;
|
||||
case FUNSTON_BEACH_SUNSET: {
|
||||
L00 = glm::vec3( 0.68f, 0.69f, 0.70f);
|
||||
L1m1 = glm::vec3( 0.32f, 0.37f, 0.44f);
|
||||
L10 = glm::vec3(-0.17f, -0.17f, -0.17f);
|
||||
L11 = glm::vec3(-0.45f, -0.42f, -0.34f);
|
||||
L2m2 = glm::vec3(-0.17f, -0.17f, -0.15f);
|
||||
L2m1 = glm::vec3(-0.08f, -0.09f, -0.10f);
|
||||
L20 = glm::vec3(-0.03f, -0.02f, -0.01f);
|
||||
L21 = glm::vec3( 0.16f, 0.14f, 0.10f);
|
||||
L22 = glm::vec3( 0.37f, 0.31f, 0.20f);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class Light {
|
||||
public:
|
||||
enum Type {
|
||||
SUN = 0,
|
||||
POINT,
|
||||
SPOT,
|
||||
|
||||
NUM_TYPES,
|
||||
};
|
||||
|
||||
typedef Vec3 Color;
|
||||
|
||||
enum FlagBit {
|
||||
COLOR_BIT = 0,
|
||||
INTENSITY_BIT,
|
||||
RANGE_BIT,
|
||||
SPOT_BIT,
|
||||
TRANSFORM_BIT,
|
||||
|
||||
NUM_FLAGS,
|
||||
};
|
||||
typedef std::bitset<NUM_FLAGS> Flags;
|
||||
|
||||
Light();
|
||||
Light(const Light& light);
|
||||
Light& operator= (const Light& light);
|
||||
virtual ~Light();
|
||||
|
||||
void setType(Type type) { editSchema()._control.x = float(type); }
|
||||
Type getType() const { return Type((int) getSchema()._control.x); }
|
||||
|
||||
void setPosition(const Vec3& position);
|
||||
const Vec3& getPosition() const { return _transform.getTranslation(); }
|
||||
|
||||
void setDirection(const Vec3& direction);
|
||||
const Vec3& getDirection() const;
|
||||
|
||||
void setOrientation(const Quat& orientation);
|
||||
const glm::quat& getOrientation() const { return _transform.getRotation(); }
|
||||
|
||||
const Color& getColor() const { return getSchema()._color; }
|
||||
void setColor(const Color& color);
|
||||
|
||||
float getIntensity() const { return getSchema()._intensity; }
|
||||
void setIntensity(float intensity);
|
||||
|
||||
bool isRanged() const { return (getType() == POINT) || (getType() == SPOT ); }
|
||||
|
||||
void setMaximumRadius(float radius);
|
||||
float getMaximumRadius() const { return getSchema()._attenuation.w; }
|
||||
|
||||
// Spot properties
|
||||
bool isSpot() const { return getType() == SPOT; }
|
||||
void setSpotAngle(float angle);
|
||||
float getSpotAngle() const { return getSchema()._spot.z; }
|
||||
void setSpotExponent(float exponent);
|
||||
float getSpotExponent() const { return getSchema()._spot.w; }
|
||||
|
||||
// For editing purpose, show the light volume contour.
|
||||
// Set to non 0 to show it, the value is used as the intensity of the contour color
|
||||
void setShowContour(float show);
|
||||
float getShowContour() const { return getSchema()._control.w; }
|
||||
|
||||
// Spherical Harmonics storing the Ambien lighting approximation used for the Sun typed light
|
||||
void setAmbientSphere(const SphericalHarmonics& sphere) { _ambientSphere = sphere; }
|
||||
const SphericalHarmonics& getAmbientSphere() const { return _ambientSphere; }
|
||||
void setAmbientSpherePreset(SphericalHarmonics::Preset preset) { _ambientSphere.assignPreset(preset); }
|
||||
|
||||
// Schema to access the attribute values of the light
|
||||
class Schema {
|
||||
public:
|
||||
Vec4 _position;
|
||||
Vec3 _direction;
|
||||
float _spare0;
|
||||
Color _color;
|
||||
float _intensity;
|
||||
Vec4 _attenuation;
|
||||
Vec4 _spot;
|
||||
Vec4 _shadow;
|
||||
|
||||
Vec4 _control;
|
||||
|
||||
Schema() :
|
||||
_position(0.0f, 0.0f, 0.0f, 1.0f),
|
||||
_direction(0.0f, 0.0f, -1.0f),
|
||||
_spare0(0.f),
|
||||
_color(1.0f),
|
||||
_intensity(1.0f),
|
||||
_attenuation(1.0f, 1.0f, 1.0f, 1.0f),
|
||||
_spot(0.0f, 0.0f, 0.0f, 3.0f),
|
||||
_control(0.0f)
|
||||
{}
|
||||
};
|
||||
|
||||
const UniformBufferView& getSchemaBuffer() const { return _schemaBuffer; }
|
||||
|
||||
protected:
|
||||
|
||||
Flags _flags;
|
||||
UniformBufferView _schemaBuffer;
|
||||
Transform _transform;
|
||||
SphericalHarmonics _ambientSphere;
|
||||
|
||||
const Schema& getSchema() const { return _schemaBuffer.get<Schema>(); }
|
||||
Schema& editSchema() { return _schemaBuffer.edit<Schema>(); }
|
||||
};
|
||||
typedef QSharedPointer< Light > LightPointer;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
|
@ -100,7 +100,6 @@ public:
|
|||
void setTextureView(MapChannel channel, const TextureView& texture);
|
||||
const TextureMap& getTextureMap() const { return _textureMap; }
|
||||
|
||||
const Schema* getSchema() const { return &_schemaBuffer.get<Schema>(); }
|
||||
protected:
|
||||
|
||||
Flags _flags;
|
||||
|
|
117
libraries/render-utils/src/DeferredGlobalLight.slh
Executable file
117
libraries/render-utils/src/DeferredGlobalLight.slh
Executable file
|
@ -0,0 +1,117 @@
|
|||
<!
|
||||
// DeferredGlobalLight.slh
|
||||
// libraries/render-utils/src
|
||||
//
|
||||
// Created by Sam Gateau on 2/5/15.
|
||||
// Copyright 2013 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
|
||||
!>
|
||||
<@if not DEFERRED_GLOBAL_LIGHT_SLH@>
|
||||
<@def DEFERRED_GLOBAL_LIGHT_SLH@>
|
||||
|
||||
<@include DeferredLighting.slh@>
|
||||
|
||||
struct SphericalHarmonics {
|
||||
vec4 L00;
|
||||
vec4 L1m1;
|
||||
vec4 L10;
|
||||
vec4 L11;
|
||||
vec4 L2m2;
|
||||
vec4 L2m1;
|
||||
vec4 L20;
|
||||
vec4 L21;
|
||||
vec4 L22;
|
||||
};
|
||||
|
||||
vec4 evalSphericalLight(SphericalHarmonics sh, vec3 direction ) {
|
||||
|
||||
const float C1 = 0.429043;
|
||||
const float C2 = 0.511664;
|
||||
const float C3 = 0.743125;
|
||||
const float C4 = 0.886227;
|
||||
const float C5 = 0.247708;
|
||||
|
||||
vec4 value = C1 * sh.L22 * (direction.x * direction.x - direction.y * direction.y) +
|
||||
C3 * sh.L20 * direction.z * direction.z +
|
||||
C4 * sh.L00 - C5 * sh.L20 +
|
||||
2.0 * C1 * ( sh.L2m2 * direction.x * direction.y +
|
||||
sh.L21 * direction.x * direction.z +
|
||||
sh.L2m1 * direction.y * direction.z ) +
|
||||
2.0 * C2 * ( sh.L11 * direction.x +
|
||||
sh.L1m1 * direction.y +
|
||||
sh.L10 * direction.z ) ;
|
||||
return value;
|
||||
}
|
||||
|
||||
// Need one SH
|
||||
uniform SphericalHarmonics ambientSphere;
|
||||
|
||||
// Everything about light
|
||||
<@include Light.slh@>
|
||||
|
||||
// The view Matrix
|
||||
uniform mat4 invViewMat;
|
||||
|
||||
vec3 evalAmbienGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
|
||||
|
||||
// Need the light now
|
||||
Light light = getLight();
|
||||
|
||||
vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0));
|
||||
vec4 fragEyeVector = invViewMat * vec4(-position, 0.0);
|
||||
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
|
||||
|
||||
vec3 color = diffuse.rgb * getLightColor(light) * 0.5;
|
||||
|
||||
vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
|
||||
|
||||
color += vec3(diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
|
||||
|
||||
return color;
|
||||
}
|
||||
vec3 evalAmbienSphereGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
|
||||
// Need the light now
|
||||
Light light = getLight();
|
||||
|
||||
vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0));
|
||||
vec4 fragEyeVector = invViewMat * vec4(-position, 0.0);
|
||||
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
|
||||
|
||||
// TODO: The world space normal doesn;t seem to work properly with the current SH definitions
|
||||
// FoOr now, we use the normal in view space
|
||||
vec3 ambientNormal = normal;
|
||||
|
||||
vec3 color = diffuse.rgb * 0.5 * evalSphericalLight(ambientSphere, ambientNormal).xyz;
|
||||
|
||||
vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
|
||||
|
||||
color += vec3(diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 evalLightmappedColor(float shadowAttenuation, vec3 normal, vec3 diffuse, vec3 lightmap) {
|
||||
|
||||
Light light = getLight();
|
||||
float diffuseDot = dot(normal, getLightDirection(light));
|
||||
|
||||
// need to catch normals perpendicular to the projection plane hence the magic number for the threshold
|
||||
// it should be just 0, but we have innacurracy so we need to overshoot
|
||||
const float PERPENDICULAR_THRESHOLD = -0.005;
|
||||
float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
|
||||
|
||||
// evaluate the shadow test but only relevant for light facing fragments
|
||||
float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
|
||||
|
||||
// diffuse light is the lightmap dimmed by shadow
|
||||
vec3 diffuseLight = lightAttenuation * lightmap;
|
||||
|
||||
// ambient is a tiny percentage of the lightmap and only when in the shadow
|
||||
vec3 ambientLight = (1 - lightAttenuation) * 0.5 * lightmap;
|
||||
|
||||
return diffuse * (ambientLight + diffuseLight);
|
||||
}
|
||||
|
||||
<@endif@>
|
|
@ -11,86 +11,51 @@
|
|||
<@if not DEFERRED_LIGHTING_SLH@>
|
||||
<@def DEFERRED_LIGHTING_SLH@>
|
||||
|
||||
struct SphericalHarmonics {
|
||||
vec4 L00;
|
||||
vec4 L1m1;
|
||||
vec4 L10;
|
||||
vec4 L11;
|
||||
vec4 L2m2;
|
||||
vec4 L2m1;
|
||||
vec4 L20;
|
||||
vec4 L21;
|
||||
vec4 L22;
|
||||
};
|
||||
|
||||
vec4 evalSphericalLight(SphericalHarmonics sh, vec3 direction ) {
|
||||
|
||||
const float C1 = 0.429043;
|
||||
const float C2 = 0.511664;
|
||||
const float C3 = 0.743125;
|
||||
const float C4 = 0.886227;
|
||||
const float C5 = 0.247708;
|
||||
|
||||
vec4 value = C1 * sh.L22 * (direction.x * direction.x - direction.y * direction.y) +
|
||||
C3 * sh.L20 * direction.z * direction.z +
|
||||
C4 * sh.L00 - C5 * sh.L20 +
|
||||
2.0 * C1 * ( sh.L2m2 * direction.x * direction.y +
|
||||
sh.L21 * direction.x * direction.z +
|
||||
sh.L2m1 * direction.y * direction.z ) +
|
||||
2.0 * C2 * ( sh.L11 * direction.x +
|
||||
sh.L1m1 * direction.y +
|
||||
sh.L10 * direction.z ) ;
|
||||
return value;
|
||||
}
|
||||
|
||||
uniform SphericalHarmonics ambientSphere;
|
||||
|
||||
vec3 evalAmbientColor(vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
|
||||
return diffuse.rgb * gl_FrontLightProduct[0].ambient.rgb;
|
||||
}
|
||||
|
||||
vec3 evalAmbientSphereColor(vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
|
||||
vec3 ambientLight = 0.5 * evalSphericalLight(ambientSphere, normal).xyz;
|
||||
|
||||
return diffuse.rgb * ambientLight;
|
||||
}
|
||||
|
||||
vec3 evalDirectionalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
|
||||
// Frag Shading returns the diffuse amount as W and the specular rgb as xyz
|
||||
vec4 evalPBRShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 specular, float gloss) {
|
||||
// Diffuse Lighting
|
||||
float diffuseDot = dot(normal, gl_LightSource[0].position.xyz);
|
||||
float facingLight = step(0.0, diffuseDot) * shadowAttenuation;
|
||||
vec3 diffuseColor = diffuse * (gl_FrontLightProduct[0].diffuse.rgb * (diffuseDot * facingLight));
|
||||
|
||||
// compute the specular multiplier (sans exponent)
|
||||
float specularPower = facingLight * max(0.0,
|
||||
dot(normalize(gl_LightSource[0].position.xyz - normalize(position)), normal));
|
||||
vec3 specularColor = pow(specularPower, gloss * 128.0) * specular;
|
||||
float diffuseDot = dot(fragNormal, fragLightDir);
|
||||
float facingLight = step(0.0, diffuseDot);
|
||||
float diffuse = diffuseDot * facingLight;
|
||||
|
||||
// Specular Lighting depends on the half vector and the gloss
|
||||
vec3 halfDir = normalize(fragEyeDir + fragLightDir);
|
||||
|
||||
// add specular contribution
|
||||
return vec3(diffuseColor + specularColor);
|
||||
// float specularPower = pow(facingLight * max(0.0, dot(halfDir, fragNormal)), gloss * 128.0);
|
||||
float specularPower = pow(max(0.0, dot(halfDir, fragNormal)), gloss * 128.0);
|
||||
specularPower *= (gloss * 128.0 * 0.125 + 0.25);
|
||||
|
||||
float shlickPower = (1.0 - dot(fragLightDir,halfDir));
|
||||
float shlickPower2 = shlickPower * shlickPower;
|
||||
float shlickPower5 = shlickPower2 * shlickPower2 * shlickPower;
|
||||
vec3 schlick = specular * (1.0 - shlickPower5) + vec3(shlickPower5);
|
||||
vec3 reflect = specularPower * schlick;
|
||||
|
||||
return vec4(reflect, diffuse);
|
||||
}
|
||||
|
||||
vec4 evalBlinnShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 specular, float gloss) {
|
||||
// Diffuse Lighting
|
||||
float diffuseDot = dot(fragNormal, fragLightDir);
|
||||
float facingLight = step(0.0, diffuseDot);
|
||||
float diffuse = diffuseDot * facingLight;
|
||||
|
||||
// Specular Lighting depends on the half vector and the gloss
|
||||
vec3 halfDir = normalize(fragEyeDir + fragLightDir);
|
||||
|
||||
vec3 evalLightmappedColor(float shadowAttenuation, vec3 normal, vec3 diffuse, vec3 lightmap) {
|
||||
|
||||
float diffuseDot = dot(normal, gl_LightSource[0].position.xyz);
|
||||
|
||||
// need to catch normals perpendicular to the projection plane hence the magic number for the threshold
|
||||
// it should be just 0, but we have innacurracy so we need to overshoot
|
||||
const float PERPENDICULAR_THRESHOLD = -0.005;
|
||||
float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
|
||||
|
||||
// evaluate the shadow test but only relevant for light facing fragments
|
||||
float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
|
||||
|
||||
// diffuse light is the lightmap dimmed by shadow
|
||||
vec3 diffuseLight = lightAttenuation * lightmap;
|
||||
float specularPower = pow(facingLight * max(0.0, dot(halfDir, fragNormal)), gloss * 128.0);
|
||||
vec3 reflect = specularPower * specular;
|
||||
|
||||
// ambient is a tiny percentage of the lightmap and only when in the shadow
|
||||
vec3 ambientLight = (1 - lightAttenuation) * 0.5 * lightmap;
|
||||
|
||||
return diffuse * (ambientLight + diffuseLight);
|
||||
return vec4(reflect, diffuse);
|
||||
}
|
||||
|
||||
vec4 evalFragShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 specular, float gloss) {
|
||||
|
||||
/*if (gl_FragCoord.x > 1000) {
|
||||
return evalBlinnShading(fragNormal, fragLightDir, fragEyeDir, specular, gloss);
|
||||
} else {*/
|
||||
return evalPBRShading(fragNormal, fragLightDir, fragEyeDir, specular, gloss);
|
||||
//}
|
||||
}
|
||||
|
||||
<@endif@>
|
||||
|
|
|
@ -25,6 +25,9 @@
|
|||
#include "RenderUtil.h"
|
||||
#include "TextureCache.h"
|
||||
|
||||
#include "gpu/Batch.h"
|
||||
#include "gpu/GLBackend.h"
|
||||
|
||||
#include "simple_vert.h"
|
||||
#include "simple_frag.h"
|
||||
|
||||
|
@ -42,146 +45,6 @@
|
|||
#include "point_light_frag.h"
|
||||
#include "spot_light_frag.h"
|
||||
|
||||
class SphericalHarmonics {
|
||||
public:
|
||||
glm::vec3 L00 ; float spare0;
|
||||
glm::vec3 L1m1 ; float spare1;
|
||||
glm::vec3 L10 ; float spare2;
|
||||
glm::vec3 L11 ; float spare3;
|
||||
glm::vec3 L2m2 ; float spare4;
|
||||
glm::vec3 L2m1 ; float spare5;
|
||||
glm::vec3 L20 ; float spare6;
|
||||
glm::vec3 L21 ; float spare7;
|
||||
glm::vec3 L22 ; float spare8;
|
||||
|
||||
static const int NUM_COEFFICIENTS = 9;
|
||||
|
||||
void assignPreset(int p) {
|
||||
switch (p) {
|
||||
case DeferredLightingEffect::OLD_TOWN_SQUARE: {
|
||||
L00 = glm::vec3( 0.871297f, 0.875222f, 0.864470f);
|
||||
L1m1 = glm::vec3( 0.175058f, 0.245335f, 0.312891f);
|
||||
L10 = glm::vec3( 0.034675f, 0.036107f, 0.037362f);
|
||||
L11 = glm::vec3(-0.004629f,-0.029448f,-0.048028f);
|
||||
L2m2 = glm::vec3(-0.120535f,-0.121160f,-0.117507f);
|
||||
L2m1 = glm::vec3( 0.003242f, 0.003624f, 0.007511f);
|
||||
L20 = glm::vec3(-0.028667f,-0.024926f,-0.020998f);
|
||||
L21 = glm::vec3(-0.077539f,-0.086325f,-0.091591f);
|
||||
L22 = glm::vec3(-0.161784f,-0.191783f,-0.219152f);
|
||||
}
|
||||
break;
|
||||
case DeferredLightingEffect::GRACE_CATHEDRAL: {
|
||||
L00 = glm::vec3( 0.79f, 0.44f, 0.54f);
|
||||
L1m1 = glm::vec3( 0.39f, 0.35f, 0.60f);
|
||||
L10 = glm::vec3(-0.34f, -0.18f, -0.27f);
|
||||
L11 = glm::vec3(-0.29f, -0.06f, 0.01f);
|
||||
L2m2 = glm::vec3(-0.11f, -0.05f, -0.12f);
|
||||
L2m1 = glm::vec3(-0.26f, -0.22f, -0.47f);
|
||||
L20 = glm::vec3(-0.16f, -0.09f, -0.15f);
|
||||
L21 = glm::vec3( 0.56f, 0.21f, 0.14f);
|
||||
L22 = glm::vec3( 0.21f, -0.05f, -0.30f);
|
||||
}
|
||||
break;
|
||||
case DeferredLightingEffect::EUCALYPTUS_GROVE: {
|
||||
L00 = glm::vec3( 0.38f, 0.43f, 0.45f);
|
||||
L1m1 = glm::vec3( 0.29f, 0.36f, 0.41f);
|
||||
L10 = glm::vec3( 0.04f, 0.03f, 0.01f);
|
||||
L11 = glm::vec3(-0.10f, -0.10f, -0.09f);
|
||||
L2m2 = glm::vec3(-0.06f, -0.06f, -0.04f);
|
||||
L2m1 = glm::vec3( 0.01f, -0.01f, -0.05f);
|
||||
L20 = glm::vec3(-0.09f, -0.13f, -0.15f);
|
||||
L21 = glm::vec3(-0.06f, -0.05f, -0.04f);
|
||||
L22 = glm::vec3( 0.02f, 0.00f, -0.05f);
|
||||
}
|
||||
break;
|
||||
case DeferredLightingEffect::ST_PETERS_BASILICA: {
|
||||
L00 = glm::vec3( 0.36f, 0.26f, 0.23f);
|
||||
L1m1 = glm::vec3( 0.18f, 0.14f, 0.13f);
|
||||
L10 = glm::vec3(-0.02f, -0.01f, 0.00f);
|
||||
L11 = glm::vec3( 0.03f, 0.02f, -0.00f);
|
||||
L2m2 = glm::vec3( 0.02f, 0.01f, -0.00f);
|
||||
L2m1 = glm::vec3(-0.05f, -0.03f, -0.01f);
|
||||
L20 = glm::vec3(-0.09f, -0.08f, -0.07f);
|
||||
L21 = glm::vec3( 0.01f, 0.00f, 0.00f);
|
||||
L22 = glm::vec3(-0.08f, -0.03f, -0.00f);
|
||||
}
|
||||
break;
|
||||
case DeferredLightingEffect::UFFIZI_GALLERY: {
|
||||
L00 = glm::vec3( 0.32f, 0.31f, 0.35f);
|
||||
L1m1 = glm::vec3( 0.37f, 0.37f, 0.43f);
|
||||
L10 = glm::vec3( 0.00f, 0.00f, 0.00f);
|
||||
L11 = glm::vec3(-0.01f, -0.01f, -0.01f);
|
||||
L2m2 = glm::vec3(-0.02f, -0.02f, -0.03f);
|
||||
L2m1 = glm::vec3(-0.01f, -0.01f, -0.01f);
|
||||
L20 = glm::vec3(-0.28f, -0.28f, -0.32f);
|
||||
L21 = glm::vec3( 0.00f, 0.00f, 0.00f);
|
||||
L22 = glm::vec3(-0.24f, -0.24f, -0.28f);
|
||||
}
|
||||
break;
|
||||
case DeferredLightingEffect::GALILEOS_TOMB: {
|
||||
L00 = glm::vec3( 1.04f, 0.76f, 0.71f);
|
||||
L1m1 = glm::vec3( 0.44f, 0.34f, 0.34f);
|
||||
L10 = glm::vec3(-0.22f, -0.18f, -0.17f);
|
||||
L11 = glm::vec3( 0.71f, 0.54f, 0.56f);
|
||||
L2m2 = glm::vec3( 0.64f, 0.50f, 0.52f);
|
||||
L2m1 = glm::vec3(-0.12f, -0.09f, -0.08f);
|
||||
L20 = glm::vec3(-0.37f, -0.28f, -0.32f);
|
||||
L21 = glm::vec3(-0.17f, -0.13f, -0.13f);
|
||||
L22 = glm::vec3( 0.55f, 0.42f, 0.42f);
|
||||
}
|
||||
break;
|
||||
case DeferredLightingEffect::VINE_STREET_KITCHEN: {
|
||||
L00 = glm::vec3( 0.64f, 0.67f, 0.73f);
|
||||
L1m1 = glm::vec3( 0.28f, 0.32f, 0.33f);
|
||||
L10 = glm::vec3( 0.42f, 0.60f, 0.77f);
|
||||
L11 = glm::vec3(-0.05f, -0.04f, -0.02f);
|
||||
L2m2 = glm::vec3(-0.10f, -0.08f, -0.05f);
|
||||
L2m1 = glm::vec3( 0.25f, 0.39f, 0.53f);
|
||||
L20 = glm::vec3( 0.38f, 0.54f, 0.71f);
|
||||
L21 = glm::vec3( 0.06f, 0.01f, -0.02f);
|
||||
L22 = glm::vec3(-0.03f, -0.02f, -0.03f);
|
||||
}
|
||||
break;
|
||||
case DeferredLightingEffect::BREEZEWAY: {
|
||||
L00 = glm::vec3( 0.32f, 0.36f, 0.38f);
|
||||
L1m1 = glm::vec3( 0.37f, 0.41f, 0.45f);
|
||||
L10 = glm::vec3(-0.01f, -0.01f, -0.01f);
|
||||
L11 = glm::vec3(-0.10f, -0.12f, -0.12f);
|
||||
L2m2 = glm::vec3(-0.13f, -0.15f, -0.17f);
|
||||
L2m1 = glm::vec3(-0.01f, -0.02f, 0.02f);
|
||||
L20 = glm::vec3(-0.07f, -0.08f, -0.09f);
|
||||
L21 = glm::vec3( 0.02f, 0.03f, 0.03f);
|
||||
L22 = glm::vec3(-0.29f, -0.32f, -0.36f);
|
||||
}
|
||||
break;
|
||||
case DeferredLightingEffect::CAMPUS_SUNSET: {
|
||||
L00 = glm::vec3( 0.79f, 0.94f, 0.98f);
|
||||
L1m1 = glm::vec3( 0.44f, 0.56f, 0.70f);
|
||||
L10 = glm::vec3(-0.10f, -0.18f, -0.27f);
|
||||
L11 = glm::vec3( 0.45f, 0.38f, 0.20f);
|
||||
L2m2 = glm::vec3( 0.18f, 0.14f, 0.05f);
|
||||
L2m1 = glm::vec3(-0.14f, -0.22f, -0.31f);
|
||||
L20 = glm::vec3(-0.39f, -0.40f, -0.36f);
|
||||
L21 = glm::vec3( 0.09f, 0.07f, 0.04f);
|
||||
L22 = glm::vec3( 0.67f, 0.67f, 0.52f);
|
||||
}
|
||||
break;
|
||||
case DeferredLightingEffect::FUNSTON_BEACH_SUNSET: {
|
||||
L00 = glm::vec3( 0.68f, 0.69f, 0.70f);
|
||||
L1m1 = glm::vec3( 0.32f, 0.37f, 0.44f);
|
||||
L10 = glm::vec3(-0.17f, -0.17f, -0.17f);
|
||||
L11 = glm::vec3(-0.45f, -0.42f, -0.34f);
|
||||
L2m2 = glm::vec3(-0.17f, -0.17f, -0.15f);
|
||||
L2m1 = glm::vec3(-0.08f, -0.09f, -0.10f);
|
||||
L20 = glm::vec3(-0.03f, -0.02f, -0.01f);
|
||||
L21 = glm::vec3( 0.16f, 0.14f, 0.10f);
|
||||
L22 = glm::vec3( 0.37f, 0.31f, 0.20f);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
|
||||
_viewState = viewState;
|
||||
_simpleProgram.addShaderFromSourceCode(QGLShader::Vertex, simple_vert);
|
||||
|
@ -206,6 +69,18 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
|
|||
|
||||
loadLightProgram(point_light_frag, true, _pointLight, _pointLightLocations);
|
||||
loadLightProgram(spot_light_frag, true, _spotLight, _spotLightLocations);
|
||||
|
||||
// Allocate a global light representing the Global Directional light casting shadow (the sun) and the ambient light
|
||||
_globalLights.push_back(0);
|
||||
_allocatedLights.push_back(model::LightPointer(new model::Light()));
|
||||
|
||||
model::LightPointer lp = _allocatedLights[0];
|
||||
|
||||
lp->setDirection(-glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
lp->setColor(glm::vec3(1.0f));
|
||||
lp->setIntensity(1.0f);
|
||||
lp->setType(model::Light::SUN);
|
||||
lp->setAmbientSpherePreset(model::SphericalHarmonics::Preset(_ambientLightMode % model::SphericalHarmonics::NUM_PRESET));
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::bindSimpleProgram() {
|
||||
|
@ -260,30 +135,29 @@ void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radi
|
|||
void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radius, const glm::vec3& ambient,
|
||||
const glm::vec3& diffuse, const glm::vec3& specular, float constantAttenuation, float linearAttenuation,
|
||||
float quadraticAttenuation, const glm::vec3& direction, float exponent, float cutoff) {
|
||||
|
||||
int lightID = _pointLights.size() + _spotLights.size() + _globalLights.size();
|
||||
if (lightID >= _allocatedLights.size()) {
|
||||
_allocatedLights.push_back(model::LightPointer(new model::Light()));
|
||||
}
|
||||
model::LightPointer lp = _allocatedLights[lightID];
|
||||
|
||||
lp->setPosition(position);
|
||||
lp->setMaximumRadius(radius);
|
||||
lp->setColor(diffuse);
|
||||
lp->setIntensity(1.0f);
|
||||
//lp->setShowContour(quadraticAttenuation);
|
||||
|
||||
if (exponent == 0.0f && cutoff == PI) {
|
||||
PointLight light;
|
||||
light.position = glm::vec4(position, 1.0f);
|
||||
light.radius = radius;
|
||||
light.ambient = glm::vec4(ambient, 1.0f);
|
||||
light.diffuse = glm::vec4(diffuse, 1.0f);
|
||||
light.specular = glm::vec4(specular, 1.0f);
|
||||
light.constantAttenuation = constantAttenuation;
|
||||
light.linearAttenuation = linearAttenuation;
|
||||
_pointLights.append(light);
|
||||
lp->setType(model::Light::POINT);
|
||||
_pointLights.push_back(lightID);
|
||||
|
||||
} else {
|
||||
SpotLight light;
|
||||
light.position = glm::vec4(position, 1.0f);
|
||||
light.radius = radius;
|
||||
light.ambient = glm::vec4(ambient, 1.0f);
|
||||
light.diffuse = glm::vec4(diffuse, 1.0f);
|
||||
light.specular = glm::vec4(specular, 1.0f);
|
||||
light.constantAttenuation = constantAttenuation;
|
||||
light.linearAttenuation = linearAttenuation;
|
||||
light.direction = direction;
|
||||
light.exponent = exponent;
|
||||
light.cutoff = cutoff;
|
||||
_spotLights.append(light);
|
||||
lp->setDirection(direction);
|
||||
lp->setSpotAngle(cutoff);
|
||||
lp->setSpotExponent(exponent);
|
||||
lp->setType(model::Light::SPOT);
|
||||
_spotLights.push_back(lightID);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -317,7 +191,7 @@ void DeferredLightingEffect::render() {
|
|||
QOpenGLFramebufferObject* freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebufferObject();
|
||||
freeFBO->bind();
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
// glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
|
||||
|
||||
|
@ -342,6 +216,10 @@ void DeferredLightingEffect::render() {
|
|||
float tMin = viewport[VIEWPORT_Y_INDEX] / (float)primaryFBO->height();
|
||||
float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)primaryFBO->height();
|
||||
|
||||
// Fetch the ViewMatrix;
|
||||
glm::mat4 invViewMat;
|
||||
_viewState->getViewTransform().getMatrix(invViewMat);
|
||||
|
||||
ProgramObject* program = &_directionalLight;
|
||||
const LightLocations* locations = &_directionalLightLocations;
|
||||
bool shadowsEnabled = _viewState->getShadowsEnabled();
|
||||
|
@ -379,19 +257,24 @@ void DeferredLightingEffect::render() {
|
|||
program->bind();
|
||||
}
|
||||
|
||||
if (locations->ambientSphere >= 0) {
|
||||
SphericalHarmonics sh;
|
||||
if (_ambientLightMode < NUM_PRESET) {
|
||||
sh.assignPreset(_ambientLightMode);
|
||||
} else {
|
||||
sh.assignPreset(0);
|
||||
}
|
||||
|
||||
for (int i =0; i <SphericalHarmonics::NUM_COEFFICIENTS; i++) {
|
||||
program->setUniformValue(locations->ambientSphere + i, *(((QVector4D*) &sh) + i));
|
||||
}
|
||||
}
|
||||
{
|
||||
auto globalLight = _allocatedLights[_globalLights.front()];
|
||||
|
||||
if (locations->ambientSphere >= 0) {
|
||||
auto sh = globalLight->getAmbientSphere();
|
||||
for (int i =0; i <model::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
|
||||
program->setUniformValue(locations->ambientSphere + i, *(((QVector4D*) &sh) + i));
|
||||
}
|
||||
}
|
||||
|
||||
if (locations->lightBufferUnit >= 0) {
|
||||
gpu::Batch batch;
|
||||
batch.setUniformBuffer(locations->lightBufferUnit, globalLight->getSchemaBuffer());
|
||||
gpu::GLBackend::renderBatch(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);
|
||||
|
@ -434,27 +317,27 @@ void DeferredLightingEffect::render() {
|
|||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
if (!_pointLights.isEmpty()) {
|
||||
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);
|
||||
|
||||
foreach (const PointLight& light, _pointLights) {
|
||||
_pointLight.setUniformValue(_pointLightLocations.radius, light.radius);
|
||||
glLightfv(GL_LIGHT1, GL_AMBIENT, (const GLfloat*)&light.ambient);
|
||||
glLightfv(GL_LIGHT1, GL_DIFFUSE, (const GLfloat*)&light.diffuse);
|
||||
glLightfv(GL_LIGHT1, GL_SPECULAR, (const GLfloat*)&light.specular);
|
||||
glLightfv(GL_LIGHT1, GL_POSITION, (const GLfloat*)&light.position);
|
||||
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, (light.constantAttenuation > 0.0f ? light.constantAttenuation : 0.0f));
|
||||
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, (light.linearAttenuation > 0.0f ? light.linearAttenuation : 0.0f));
|
||||
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, (light.quadraticAttenuation > 0.0f ? light.quadraticAttenuation : 0.0f));
|
||||
|
||||
for (auto lightID : _pointLights) {
|
||||
auto light = _allocatedLights[lightID];
|
||||
|
||||
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.radius * (1.0f + SCALE_EXPANSION);
|
||||
if (glm::distance(eyePoint, glm::vec3(light.position)) < expandedRadius + nearRadius) {
|
||||
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
|
||||
if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) {
|
||||
glLoadIdentity();
|
||||
glTranslatef(0.0f, 0.0f, -1.0f);
|
||||
|
||||
|
@ -468,7 +351,7 @@ void DeferredLightingEffect::render() {
|
|||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
} else {
|
||||
glTranslatef(light.position.x, light.position.y, light.position.z);
|
||||
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));
|
||||
}
|
||||
|
||||
|
@ -479,31 +362,28 @@ void DeferredLightingEffect::render() {
|
|||
_pointLight.release();
|
||||
}
|
||||
|
||||
if (!_spotLights.isEmpty()) {
|
||||
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);
|
||||
|
||||
foreach (const SpotLight& light, _spotLights) {
|
||||
_spotLight.setUniformValue(_spotLightLocations.radius, light.radius);
|
||||
glLightfv(GL_LIGHT1, GL_AMBIENT, (const GLfloat*)&light.ambient);
|
||||
glLightfv(GL_LIGHT1, GL_DIFFUSE, (const GLfloat*)&light.diffuse);
|
||||
glLightfv(GL_LIGHT1, GL_SPECULAR, (const GLfloat*)&light.specular);
|
||||
glLightfv(GL_LIGHT1, GL_POSITION, (const GLfloat*)&light.position);
|
||||
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, (light.constantAttenuation > 0.0f ? light.constantAttenuation : 0.0f));
|
||||
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, (light.linearAttenuation > 0.0f ? light.linearAttenuation : 0.0f));
|
||||
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, (light.quadraticAttenuation > 0.0f ? light.quadraticAttenuation : 0.0f));
|
||||
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, (const GLfloat*)&light.direction);
|
||||
glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, light.exponent);
|
||||
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, glm::degrees(light.cutoff));
|
||||
|
||||
for (auto lightID : _spotLights) {
|
||||
auto light = _allocatedLights[lightID];
|
||||
|
||||
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();
|
||||
|
||||
float expandedRadius = light.radius * (1.0f + SCALE_EXPANSION);
|
||||
float edgeRadius = expandedRadius / glm::cos(light.cutoff);
|
||||
if (glm::distance(eyePoint, glm::vec3(light.position)) < edgeRadius + nearRadius) {
|
||||
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);
|
||||
|
||||
|
@ -517,12 +397,12 @@ void DeferredLightingEffect::render() {
|
|||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
} else {
|
||||
glTranslatef(light.position.x, light.position.y, light.position.z);
|
||||
glm::quat spotRotation = rotationBetween(glm::vec3(0.0f, 0.0f, -1.0f), light.direction);
|
||||
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.radius * (1.0f + SCALE_EXPANSION * 0.5f));
|
||||
geometryCache->renderCone(expandedRadius * glm::tan(light.cutoff),
|
||||
glTranslatef(0.0f, 0.0f, -light->getMaximumRadius() * (1.0f + SCALE_EXPANSION * 0.5f));
|
||||
geometryCache->renderCone(expandedRadius * glm::tan(light->getSpotAngle()),
|
||||
expandedRadius, 32, 1);
|
||||
}
|
||||
|
||||
|
@ -545,7 +425,7 @@ void DeferredLightingEffect::render() {
|
|||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
freeFBO->release();
|
||||
glDisable(GL_FRAMEBUFFER_SRGB);
|
||||
// glDisable(GL_FRAMEBUFFER_SRGB);
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
|
@ -607,11 +487,46 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limit
|
|||
locations.depthTexCoordScale = program.uniformLocation("depthTexCoordScale");
|
||||
locations.radius = program.uniformLocation("radius");
|
||||
locations.ambientSphere = program.uniformLocation("ambientSphere.L00");
|
||||
locations.invViewMat = program.uniformLocation("invViewMat");
|
||||
|
||||
GLint loc = -1;
|
||||
#if defined(Q_OS_MAC)
|
||||
loc = program.uniformLocation("lightBuffer");
|
||||
if (loc >= 0) {
|
||||
locations.lightBufferUnit = loc;
|
||||
} else {
|
||||
locations.lightBufferUnit = -1;
|
||||
}
|
||||
#elif defined(Q_OS_WIN)
|
||||
loc = glGetUniformBlockIndex(program.programId(), "lightBuffer");
|
||||
if (loc >= 0) {
|
||||
glUniformBlockBinding(program.programId(), loc, 0);
|
||||
locations.lightBufferUnit = 0;
|
||||
} else {
|
||||
locations.lightBufferUnit = -1;
|
||||
}
|
||||
#else
|
||||
loc = program.uniformLocation("lightBuffer");
|
||||
if (loc >= 0) {
|
||||
locations.lightBufferUnit = loc;
|
||||
} else {
|
||||
locations.lightBufferUnit = -1;
|
||||
}
|
||||
#endif
|
||||
program.release();
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setAmbientLightMode(int preset) {
|
||||
if ((preset >= -1) && (preset < NUM_PRESET)) {
|
||||
if ((preset >= -1) && (preset < model::SphericalHarmonics::NUM_PRESET)) {
|
||||
_ambientLightMode = preset;
|
||||
auto light = _allocatedLights.front();
|
||||
light->setAmbientSpherePreset(model::SphericalHarmonics::Preset(preset % model::SphericalHarmonics::NUM_PRESET));
|
||||
}
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setGlobalLight(const glm::vec3& direction, const glm::vec3& diffuse, float intensity) {
|
||||
auto light = _allocatedLights.front();
|
||||
light->setDirection(direction);
|
||||
light->setColor(diffuse);
|
||||
light->setIntensity(intensity);
|
||||
}
|
||||
|
|
|
@ -19,6 +19,8 @@
|
|||
|
||||
#include "ProgramObject.h"
|
||||
|
||||
#include "model/Light.h"
|
||||
|
||||
class AbstractViewStateInterface;
|
||||
class PostLightingRenderable;
|
||||
|
||||
|
@ -71,25 +73,12 @@ public:
|
|||
void prepare();
|
||||
void render();
|
||||
|
||||
enum AmbientLightPreset {
|
||||
OLD_TOWN_SQUARE = 0,
|
||||
GRACE_CATHEDRAL,
|
||||
EUCALYPTUS_GROVE,
|
||||
ST_PETERS_BASILICA,
|
||||
UFFIZI_GALLERY,
|
||||
GALILEOS_TOMB,
|
||||
VINE_STREET_KITCHEN,
|
||||
BREEZEWAY,
|
||||
CAMPUS_SUNSET,
|
||||
FUNSTON_BEACH_SUNSET,
|
||||
|
||||
NUM_PRESET,
|
||||
};
|
||||
|
||||
// update global lighting
|
||||
void setAmbientLightMode(int preset);
|
||||
void setGlobalLight(const glm::vec3& direction, const glm::vec3& diffuse, float intensity);
|
||||
|
||||
private:
|
||||
DeferredLightingEffect() { }
|
||||
DeferredLightingEffect() {}
|
||||
virtual ~DeferredLightingEffect() { }
|
||||
|
||||
class LightLocations {
|
||||
|
@ -102,6 +91,8 @@ private:
|
|||
int depthTexCoordScale;
|
||||
int radius;
|
||||
int ambientSphere;
|
||||
int lightBufferUnit;
|
||||
int invViewMat;
|
||||
};
|
||||
|
||||
static void loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations);
|
||||
|
@ -146,9 +137,13 @@ private:
|
|||
float exponent;
|
||||
float cutoff;
|
||||
};
|
||||
|
||||
QVector<PointLight> _pointLights;
|
||||
QVector<SpotLight> _spotLights;
|
||||
|
||||
typedef std::vector< model::LightPointer > Lights;
|
||||
|
||||
Lights _allocatedLights;
|
||||
std::vector<int> _globalLights;
|
||||
std::vector<int> _pointLights;
|
||||
std::vector<int> _spotLights;
|
||||
QVector<PostLightingRenderable*> _postLightingRenderables;
|
||||
|
||||
AbstractViewStateInterface* _viewState;
|
||||
|
|
|
@ -1152,7 +1152,7 @@ void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxC
|
|||
|
||||
gpu::Batch batch;
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
// glEnable(GL_TEXTURE_2D);
|
||||
//glBindTexture(GL_TEXTURE_2D, _currentTextureID); // this is quad specific...
|
||||
|
||||
batch.setInputFormat(details.streamFormat);
|
||||
|
@ -1166,8 +1166,8 @@ void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxC
|
|||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
// glBindTexture(GL_TEXTURE_2D, 0);
|
||||
// glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
void GeometryCache::renderQuad(const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) {
|
||||
|
|
107
libraries/render-utils/src/Light.slh
Executable file
107
libraries/render-utils/src/Light.slh
Executable file
|
@ -0,0 +1,107 @@
|
|||
<!
|
||||
// Light.slh
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Sam Gateau on 1/25/14.
|
||||
// Copyright 2013 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
|
||||
!>
|
||||
<@if not LIGHT_SLH@>
|
||||
<@def LIGHT_SLH@>
|
||||
|
||||
struct Light {
|
||||
vec4 _position;
|
||||
vec4 _direction;
|
||||
vec4 _color;
|
||||
vec4 _attenuation;
|
||||
vec4 _spot;
|
||||
|
||||
vec4 _shadow;
|
||||
|
||||
vec4 _control;
|
||||
};
|
||||
|
||||
vec3 getLightPosition(Light l) { return l._position.xyz; }
|
||||
vec3 getLightDirection(Light l) { return l._direction.xyz; } // direction is -Z axis
|
||||
|
||||
vec3 getLightColor(Light l) { return l._color.rgb; }
|
||||
float getLightIntensity(Light l) { return l._color.w; }
|
||||
|
||||
float evalLightAttenuation(Light l, float r) {
|
||||
float d = max(r - l._attenuation.x, 0.0);
|
||||
float denom = d * l._attenuation.y + 1.0;
|
||||
float attenuation = 1.0 / (denom * denom);
|
||||
return max((attenuation - l._attenuation.z)/(1.0 - l._attenuation.z), 0.0);
|
||||
// return clamp(1.0/(l._attenuation.x + l._attenuation.y * r + l._attenuation.z * r * r), 0.0, 1.0);
|
||||
}
|
||||
|
||||
float getLightSpotAngleCos(Light l) {
|
||||
return l._spot.x;
|
||||
}
|
||||
|
||||
vec2 getLightSpotOutsideNormal2(Light l) {
|
||||
return vec2(-l._spot.y, l._spot.x);
|
||||
}
|
||||
|
||||
float evalLightSpotAttenuation(Light l, float cosA) {
|
||||
return pow(cosA, l._spot.w);
|
||||
}
|
||||
|
||||
float getLightSquareRadius(Light l) {
|
||||
return l._attenuation.w * l._attenuation.w;
|
||||
}
|
||||
|
||||
float getLightRadius(Light l) {
|
||||
return l._attenuation.w;
|
||||
}
|
||||
|
||||
float getLightAttenuationCutoff(Light l) {
|
||||
return l._attenuation.z;
|
||||
}
|
||||
|
||||
float getLightShowContour(Light l) {
|
||||
return l._control.w;
|
||||
}
|
||||
|
||||
<@if GLPROFILE == PC_GL@>
|
||||
uniform lightBuffer {
|
||||
Light light;
|
||||
};
|
||||
Light getLight() {
|
||||
return light;
|
||||
}
|
||||
<@elif GLPROFILE == MAC_GL@>
|
||||
uniform vec4 lightBuffer[9];
|
||||
Light getLight() {
|
||||
Light light;
|
||||
light._position = lightBuffer[0];
|
||||
light._direction = lightBuffer[1];
|
||||
light._color = lightBuffer[2];
|
||||
light._attenuation = lightBuffer[3];
|
||||
light._spot = lightBuffer[4];
|
||||
light._shadow = lightBuffer[5];
|
||||
light._control = lightBuffer[6];
|
||||
|
||||
return light;
|
||||
}
|
||||
<@else@>
|
||||
uniform vec4 lightBuffer[9];
|
||||
Light getLight() {
|
||||
Light light;
|
||||
light._position = lightBuffer[0];
|
||||
light._direction = lightBuffer[1];
|
||||
light._color = lightBuffer[2];
|
||||
light._attenuation = lightBuffer[3];
|
||||
light._spot = lightBuffer[4];
|
||||
light._shadow = lightBuffer[5];
|
||||
light._control = lightBuffer[6];
|
||||
|
||||
return light;
|
||||
}
|
||||
<@endif@>
|
||||
|
||||
|
||||
|
||||
<@endif@>
|
|
@ -2437,11 +2437,9 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
|
|||
}
|
||||
static bool showDiffuse = true;
|
||||
if (showDiffuse && diffuseMap) {
|
||||
// GLBATCH(glBindTexture)(GL_TEXTURE_2D, diffuseMap->getID());
|
||||
batch.setUniformTexture(0, diffuseMap->getGPUTexture());
|
||||
|
||||
} else {
|
||||
// GLBATCH(glBindTexture)(GL_TEXTURE_2D, textureCache->getWhiteTextureID());
|
||||
batch.setUniformTexture(0, textureCache->getWhiteTexture());
|
||||
}
|
||||
|
||||
|
|
|
@ -15,22 +15,23 @@
|
|||
// Everything about deferred buffer
|
||||
<@include DeferredBuffer.slh@>
|
||||
|
||||
<@include DeferredLighting.slh@>
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
void main(void) {
|
||||
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
|
||||
|
||||
|
||||
// Light mapped or not ?
|
||||
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
|
||||
gl_FragColor = vec4( evalLightmappedColor(
|
||||
vec3 color = evalLightmappedColor(
|
||||
1.0,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
frag.specularVal.xyz),
|
||||
1.0);
|
||||
frag.specularVal.xyz);
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
} else {
|
||||
vec3 color = evalAmbientSphereColor(frag.normal, frag.diffuse, frag.specular, frag.gloss)
|
||||
+ evalDirectionalColor(1.0,
|
||||
vec3 color = evalAmbienSphereGlobalColor(1.0,
|
||||
frag.position.xyz,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
// Everything about deferred buffer
|
||||
<@include DeferredBuffer.slh@>
|
||||
|
||||
<@include DeferredLighting.slh@>
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
// Everything about shadow
|
||||
<@include Shadow.slh@>
|
||||
|
@ -36,8 +36,7 @@ void main(void) {
|
|||
frag.specularVal.xyz),
|
||||
1.0);
|
||||
} else {
|
||||
vec3 color = evalAmbientSphereColor(frag.normal, frag.diffuse, frag.specular, frag.gloss)
|
||||
+ evalDirectionalColor(shadowAttenuation,
|
||||
vec3 color = evalAmbienSphereGlobalColor(shadowAttenuation,
|
||||
frag.position.xyz,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
// Everything about deferred buffer
|
||||
<@include DeferredBuffer.slh@>
|
||||
|
||||
<@include DeferredLighting.slh@>
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
// Everything about shadow
|
||||
<@include Shadow.slh@>
|
||||
|
@ -37,8 +37,7 @@ void main(void) {
|
|||
frag.specularVal.xyz),
|
||||
1.0);
|
||||
} else {
|
||||
vec3 color = evalAmbientSphereColor(frag.normal, frag.diffuse, frag.specular, frag.gloss)
|
||||
+ evalDirectionalColor(shadowAttenuation,
|
||||
vec3 color = evalAmbienSphereGlobalColor(shadowAttenuation,
|
||||
frag.position.xyz,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
// Everything about deferred buffer
|
||||
<@include DeferredBuffer.slh@>
|
||||
|
||||
<@include DeferredLighting.slh@>
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
void main(void) {
|
||||
DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
|
||||
|
@ -29,8 +29,7 @@ void main(void) {
|
|||
frag.specularVal.xyz),
|
||||
1.0);
|
||||
} else {
|
||||
vec3 color = evalAmbientColor(frag.normal, frag.diffuse, frag.specular, frag.gloss)
|
||||
+ evalDirectionalColor(1.0,
|
||||
vec3 color = evalAmbienGlobalColor(1.0,
|
||||
frag.position.xyz,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
// Everything about deferred buffer
|
||||
<@include DeferredBuffer.slh@>
|
||||
|
||||
<@include DeferredLighting.slh@>
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
// Everything about shadow
|
||||
<@include Shadow.slh@>
|
||||
|
@ -36,8 +36,7 @@ void main(void) {
|
|||
frag.specularVal.xyz),
|
||||
1.0);
|
||||
} else {
|
||||
vec3 color = evalAmbientColor(frag.normal, frag.diffuse, frag.specular, frag.gloss)
|
||||
+ evalDirectionalColor(shadowAttenuation,
|
||||
vec3 color = evalAmbienGlobalColor(shadowAttenuation,
|
||||
frag.position.xyz,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
// Everything about deferred buffer
|
||||
<@include DeferredBuffer.slh@>
|
||||
|
||||
<@include DeferredLighting.slh@>
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
// Everything about shadow
|
||||
<@include Shadow.slh@>
|
||||
|
@ -37,8 +37,7 @@ void main(void) {
|
|||
frag.specularVal.xyz),
|
||||
1.0);
|
||||
} else {
|
||||
vec3 color = evalAmbientColor(frag.normal, frag.diffuse, frag.specular, frag.gloss)
|
||||
+ evalDirectionalColor(shadowAttenuation,
|
||||
vec3 color = evalAmbienGlobalColor(shadowAttenuation,
|
||||
frag.position.xyz,
|
||||
frag.normal,
|
||||
frag.diffuse,
|
||||
|
|
|
@ -33,8 +33,9 @@ void main(void) {
|
|||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
// interpolatedTexcoord1 = vec2(texcoordMatrices[1] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0)).xy;
|
||||
interpolatedTexcoord1 = vec2(texcoordMatrices[1] * vec4(texcoord1.xy, 0.0, 1.0)).xy;
|
||||
|
||||
|
||||
// use standard pipeline transform
|
||||
gl_Position = ftransform();
|
||||
}
|
||||
|
|
|
@ -15,41 +15,61 @@
|
|||
// Everything about deferred buffer
|
||||
<@include DeferredBuffer.slh@>
|
||||
|
||||
// the radius (hard cutoff) of the light effect
|
||||
uniform float radius;
|
||||
//Everything about deferred lighting
|
||||
<@include DeferredLighting.slh@>
|
||||
|
||||
// Everything about light
|
||||
<@include Light.slh@>
|
||||
|
||||
// The view Matrix
|
||||
uniform mat4 invViewMat;
|
||||
|
||||
void main(void) {
|
||||
// get the depth and exit early if it doesn't pass the test
|
||||
// Grab the fragment data from the uv
|
||||
vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
|
||||
float depth = texture2D(depthMap, texCoord).r;
|
||||
DeferredFragment frag = unpackDeferredFragment(texCoord);
|
||||
|
||||
// Kill if in front of the light volume
|
||||
float depth = frag.depthVal;
|
||||
if (depth < gl_FragCoord.z) {
|
||||
discard;
|
||||
}
|
||||
// compute the view space position using the depth
|
||||
float z = near / (depth * depthScale - 1.0);
|
||||
vec4 position = vec4((depthTexCoordOffset + texCoord * depthTexCoordScale) * z, z, 1.0);
|
||||
|
||||
// get the normal from the map
|
||||
vec4 normal = texture2D(normalMap, texCoord);
|
||||
vec4 normalizedNormal = normalize(normal * 2.0 - vec4(1.0, 1.0, 1.0, 2.0));
|
||||
|
||||
// compute the base color based on OpenGL lighting model
|
||||
vec4 lightVector = gl_LightSource[1].position - position;
|
||||
float lightDistance = length(lightVector);
|
||||
lightVector = lightVector / lightDistance;
|
||||
float diffuse = dot(normalizedNormal, lightVector);
|
||||
float facingLight = step(0.0, diffuse);
|
||||
vec4 baseColor = texture2D(diffuseMap, texCoord) * (gl_FrontLightProduct[1].ambient +
|
||||
gl_FrontLightProduct[1].diffuse * (diffuse * facingLight));
|
||||
|
||||
// compute attenuation based on distance, etc.
|
||||
float attenuation = step(lightDistance, radius) / dot(vec3(gl_LightSource[1].constantAttenuation,
|
||||
gl_LightSource[1].linearAttenuation, gl_LightSource[1].quadraticAttenuation),
|
||||
vec3(1.0, lightDistance, lightDistance * lightDistance));
|
||||
|
||||
// add base to specular, modulate by attenuation
|
||||
float specular = facingLight * max(0.0, dot(normalize(lightVector - normalize(vec4(position.xyz, 0.0))),
|
||||
normalizedNormal));
|
||||
vec4 specularColor = texture2D(specularMap, texCoord);
|
||||
gl_FragColor = vec4((baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb) * attenuation, 0.0);
|
||||
|
||||
// Need the light now
|
||||
Light light = getLight();
|
||||
|
||||
// Make the Light vector going from fragment to light center in world space
|
||||
vec4 fragPos = invViewMat * frag.position;
|
||||
vec3 fragLightVec = getLightPosition(light) - fragPos.xyz;
|
||||
|
||||
// Kill if too far from the light center
|
||||
if (dot(fragLightVec, fragLightVec) > getLightSquareRadius(light)) {
|
||||
discard;
|
||||
}
|
||||
|
||||
// Allright we re valid in the volume
|
||||
float fragLightDistance = length(fragLightVec);
|
||||
vec3 fragLightDir = fragLightVec / fragLightDistance;
|
||||
|
||||
// Eval shading
|
||||
vec3 fragNormal = vec3(invViewMat * vec4(frag.normal, 0.0));
|
||||
vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
|
||||
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
|
||||
vec4 shading = evalFragShading(fragNormal, fragLightDir, fragEyeDir, frag.specular, frag.gloss);
|
||||
|
||||
// Eval attenuation
|
||||
float radialAttenuation = evalLightAttenuation(light, fragLightDistance);
|
||||
|
||||
// Final Lighting color
|
||||
vec3 fragColor = shading.w * (frag.diffuse + shading.xyz);
|
||||
gl_FragColor = vec4(fragColor * radialAttenuation * getLightColor(light) * getLightIntensity(light), 0.0);
|
||||
|
||||
if (getLightShowContour(light) > 0.0) {
|
||||
// Show edge
|
||||
float edge = abs(2.0 * ((getLightRadius(light) - fragLightDistance) / (0.1)) - 1.0);
|
||||
if (edge < 1) {
|
||||
float edgeCoord = exp2(-8.0*edge*edge);
|
||||
gl_FragColor = vec4(edgeCoord * edgeCoord * getLightShowContour(light) * getLightColor(light), 0.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -15,43 +15,73 @@
|
|||
// Everything about deferred buffer
|
||||
<@include DeferredBuffer.slh@>
|
||||
|
||||
// the radius (hard cutoff) of the light effect
|
||||
uniform float radius;
|
||||
//Everything about deferred lighting
|
||||
<@include DeferredLighting.slh@>
|
||||
|
||||
// Everything about light
|
||||
<@include Light.slh@>
|
||||
|
||||
// The view Matrix
|
||||
uniform mat4 invViewMat;
|
||||
|
||||
void main(void) {
|
||||
// get the depth and exit early if it doesn't pass the test
|
||||
// Grab the fragment data from the uv
|
||||
vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
|
||||
float depth = texture2D(depthMap, texCoord).r;
|
||||
DeferredFragment frag = unpackDeferredFragment(texCoord);
|
||||
|
||||
// Kill if in front of the light volume
|
||||
float depth = frag.depthVal;
|
||||
if (depth < gl_FragCoord.z) {
|
||||
discard;
|
||||
}
|
||||
// compute the view space position using the depth
|
||||
float z = near / (depth * depthScale - 1.0);
|
||||
vec4 position = vec4((depthTexCoordOffset + texCoord * depthTexCoordScale) * z, z, 1.0);
|
||||
|
||||
// get the normal from the map
|
||||
vec4 normal = texture2D(normalMap, texCoord);
|
||||
vec4 normalizedNormal = normalize(normal * 2.0 - vec4(1.0, 1.0, 1.0, 2.0));
|
||||
|
||||
// compute the base color based on OpenGL lighting model
|
||||
vec4 lightVector = gl_LightSource[1].position - position;
|
||||
float lightDistance = length(lightVector);
|
||||
lightVector = lightVector / lightDistance;
|
||||
float diffuse = dot(normalizedNormal, lightVector);
|
||||
float facingLight = step(0.0, diffuse);
|
||||
vec4 baseColor = texture2D(diffuseMap, texCoord) * (gl_FrontLightProduct[1].ambient +
|
||||
gl_FrontLightProduct[1].diffuse * (diffuse * facingLight));
|
||||
|
||||
// compute attenuation based on spot angle, distance, etc.
|
||||
float cosSpotAngle = max(-dot(lightVector.xyz, gl_LightSource[1].spotDirection), 0.0);
|
||||
float attenuation = step(lightDistance, radius) * step(gl_LightSource[1].spotCosCutoff, cosSpotAngle) *
|
||||
pow(cosSpotAngle, gl_LightSource[1].spotExponent) / dot(vec3(gl_LightSource[1].constantAttenuation,
|
||||
gl_LightSource[1].linearAttenuation, gl_LightSource[1].quadraticAttenuation),
|
||||
vec3(1.0, lightDistance, lightDistance * lightDistance));
|
||||
|
||||
// add base to specular, modulate by attenuation
|
||||
float specular = facingLight * max(0.0, dot(normalize(lightVector - normalize(vec4(position.xyz, 0.0))),
|
||||
normalizedNormal));
|
||||
vec4 specularColor = texture2D(specularMap, texCoord);
|
||||
gl_FragColor = vec4((baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb) * attenuation, 0.0);
|
||||
|
||||
// Need the light now
|
||||
Light light = getLight();
|
||||
|
||||
// Make the Light vector going from fragment to light center in world space
|
||||
vec4 fragPos = invViewMat * frag.position;
|
||||
vec3 fragLightVec = getLightPosition(light) - fragPos.xyz;
|
||||
|
||||
// Kill if too far from the light center
|
||||
if (dot(fragLightVec, fragLightVec) > getLightSquareRadius(light)) {
|
||||
discard;
|
||||
}
|
||||
|
||||
// Allright we re valid in the volume
|
||||
float fragLightDistance = length(fragLightVec);
|
||||
vec3 fragLightDir = fragLightVec / fragLightDistance;
|
||||
|
||||
// Kill if not in the spot light (ah ah !)
|
||||
vec3 lightSpotDir = getLightDirection(light);
|
||||
float cosSpotAngle = max(-dot(fragLightDir, lightSpotDir), 0.0);
|
||||
if (cosSpotAngle < getLightSpotAngleCos(light)) {
|
||||
discard;
|
||||
}
|
||||
|
||||
// Eval shading
|
||||
vec3 fragNormal = vec3(invViewMat * vec4(frag.normal, 0.0));
|
||||
vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
|
||||
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
|
||||
vec4 shading = evalFragShading(fragNormal, fragLightDir, fragEyeDir, frag.specular, frag.gloss);
|
||||
|
||||
// Eval attenuation
|
||||
float radialAttenuation = evalLightAttenuation(light, fragLightDistance);
|
||||
float angularAttenuation = evalLightSpotAttenuation(light, cosSpotAngle);
|
||||
|
||||
// Final Lighting color
|
||||
vec3 fragColor = shading.w * (frag.diffuse + shading.xyz);
|
||||
gl_FragColor = vec4(fragColor * angularAttenuation * radialAttenuation * getLightColor(light) * getLightIntensity(light), 0.0);
|
||||
|
||||
if (getLightShowContour(light) > 0.0) {
|
||||
// Show edges
|
||||
float edgeDistR = (getLightRadius(light) - fragLightDistance);
|
||||
float edgeDistS = dot(fragLightDistance * vec2(cosSpotAngle, sqrt(1.0 - cosSpotAngle * cosSpotAngle)), -getLightSpotOutsideNormal2(light));
|
||||
float edgeDist = min(edgeDistR, edgeDistS);
|
||||
float edge = abs(2.0 * (edgeDist / (0.1)) - 1.0);
|
||||
if (edge < 1) {
|
||||
float edgeCoord = exp2(-8.0*edge*edge);
|
||||
gl_FragColor = vec4(edgeCoord * edgeCoord * getLightColor(light), 0.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -100,6 +100,8 @@ public:
|
|||
// Left will be inversed before the multiplication
|
||||
static Transform& inverseMult(Transform& result, const Transform& left, const Transform& right);
|
||||
|
||||
Vec4 transform(const Vec4& pos) const;
|
||||
|
||||
protected:
|
||||
|
||||
enum Flag {
|
||||
|
@ -414,6 +416,13 @@ inline Transform& Transform::inverseMult( Transform& result, const Transform& le
|
|||
return result;
|
||||
}
|
||||
|
||||
inline Transform::Vec4 Transform::transform(const Vec4& pos) const {
|
||||
Mat4 m;
|
||||
getMatrix(m);
|
||||
return m * pos;
|
||||
}
|
||||
|
||||
|
||||
inline Transform::Mat4& Transform::getCachedMatrix(Transform::Mat4& result) const {
|
||||
updateCache();
|
||||
result = (*_matrix);
|
||||
|
|
Loading…
Reference in a new issue