mirror of
https://github.com/overte-org/overte.git
synced 2025-04-08 09:33:49 +02:00
commit
2c51e516eb
27 changed files with 759 additions and 101 deletions
3
.gitignore
vendored
3
.gitignore
vendored
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@ -66,6 +66,9 @@ TAGS
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*.sw[po]
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*.qmlc
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# ignore QML compilation output
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*.qmlc
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# ignore node files for the console
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node_modules
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npm-debug.log
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|
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@ -40,22 +40,26 @@ void ZoneEntityRenderer::onRemoveFromSceneTyped(const TypedEntityPointer& entity
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if (_stage) {
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if (!LightStage::isIndexInvalid(_sunIndex)) {
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_stage->removeLight(_sunIndex);
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_sunIndex = INVALID_INDEX;
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_shadowIndex = INVALID_INDEX;
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}
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if (!LightStage::isIndexInvalid(_ambientIndex)) {
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_stage->removeLight(_ambientIndex);
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_ambientIndex = INVALID_INDEX;
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}
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}
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if (_backgroundStage) {
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if (!BackgroundStage::isIndexInvalid(_backgroundIndex)) {
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_backgroundStage->removeBackground(_backgroundIndex);
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_backgroundIndex = INVALID_INDEX;
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}
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}
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if (_hazeStage) {
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if (!HazeStage::isIndexInvalid(_hazeIndex)) {
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_hazeStage->removeHaze(_hazeIndex);
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_hazeIndex = INVALID_INDEX;
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}
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}
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}
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19
libraries/gpu/src/gpu/DrawColor.slf
Normal file
19
libraries/gpu/src/gpu/DrawColor.slf
Normal file
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@ -0,0 +1,19 @@
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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 with color uniform
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//
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// Created by Olivier Prat on 25/10/2017
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// Copyright 2017 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 vec4 color;
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out vec4 outFragColor;
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void main(void) {
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outFragColor = color;
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}
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@ -22,6 +22,7 @@
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const char DrawNada_frag[] = "void main(void) {}"; // DrawNada is really simple...
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#include "DrawWhite_frag.h"
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#include "DrawColor_frag.h"
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#include "DrawTexture_frag.h"
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#include "DrawTextureMirroredX_frag.h"
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#include "DrawTextureOpaque_frag.h"
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@ -37,6 +38,7 @@ ShaderPointer StandardShaderLib::_drawVertexPositionVS;
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ShaderPointer StandardShaderLib::_drawTransformVertexPositionVS;
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ShaderPointer StandardShaderLib::_drawNadaPS;
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ShaderPointer StandardShaderLib::_drawWhitePS;
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ShaderPointer StandardShaderLib::_drawColorPS;
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ShaderPointer StandardShaderLib::_drawTexturePS;
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ShaderPointer StandardShaderLib::_drawTextureMirroredXPS;
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ShaderPointer StandardShaderLib::_drawTextureOpaquePS;
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@ -125,6 +127,13 @@ ShaderPointer StandardShaderLib::getDrawWhitePS() {
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return _drawWhitePS;
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}
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ShaderPointer StandardShaderLib::getDrawColorPS() {
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if (!_drawColorPS) {
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_drawColorPS = gpu::Shader::createPixel(std::string(DrawColor_frag));
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}
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return _drawColorPS;
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}
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ShaderPointer StandardShaderLib::getDrawTexturePS() {
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if (!_drawTexturePS) {
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_drawTexturePS = gpu::Shader::createPixel(std::string(DrawTexture_frag));
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@ -46,6 +46,7 @@ public:
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static ShaderPointer getDrawNadaPS();
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static ShaderPointer getDrawWhitePS();
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static ShaderPointer getDrawColorPS();
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static ShaderPointer getDrawTexturePS();
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static ShaderPointer getDrawTextureMirroredXPS();
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static ShaderPointer getDrawTextureOpaquePS();
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@ -67,6 +68,7 @@ protected:
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static ShaderPointer _drawNadaPS;
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static ShaderPointer _drawWhitePS;
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static ShaderPointer _drawColorPS;
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static ShaderPointer _drawTexturePS;
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static ShaderPointer _drawTextureMirroredXPS;
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static ShaderPointer _drawTextureOpaquePS;
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@ -105,13 +105,13 @@ void DeferredLightingEffect::setupKeyLightBatch(const RenderArgs* args, gpu::Bat
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PerformanceTimer perfTimer("DLE->setupBatch()");
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model::LightPointer keySunLight;
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auto lightStage = args->_scene->getStage<LightStage>();
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if (lightStage && lightStage->_currentFrame._sunLights.size()) {
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keySunLight = lightStage->getLight(lightStage->_currentFrame._sunLights.front());
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if (lightStage) {
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keySunLight = lightStage->getCurrentKeyLight();
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}
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model::LightPointer keyAmbiLight;
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if (lightStage && lightStage->_currentFrame._ambientLights.size()) {
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keyAmbiLight = lightStage->getLight(lightStage->_currentFrame._ambientLights.front());
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if (lightStage) {
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keyAmbiLight = lightStage->getCurrentAmbientLight();
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}
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if (keySunLight) {
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@ -620,7 +620,7 @@ void RenderDeferredLocals::run(const render::RenderContextPointer& renderContext
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auto& lightIndices = lightClusters->_visibleLightIndices;
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if (!lightIndices.empty() && lightIndices[0] > 0) {
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// Bind the global list of lights and the visible lights this frame
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batch.setUniformBuffer(deferredLightingEffect->_localLightLocations->lightBufferUnit, lightClusters->_lightStage->_lightArrayBuffer);
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batch.setUniformBuffer(deferredLightingEffect->_localLightLocations->lightBufferUnit, lightClusters->_lightStage->getLightArrayBuffer());
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batch.setUniformBuffer(LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT, lightClusters->_frustumGridBuffer);
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batch.setUniformBuffer(LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT, lightClusters->_clusterGridBuffer);
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@ -175,9 +175,9 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
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batch.setUniformBuffer(HazeEffect_TransformBufferSlot, transformBuffer->getFrameTransformBuffer());
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auto lightStage = args->_scene->getStage<LightStage>();
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if (lightStage && lightStage->_currentFrame._sunLights.size() > 0) {
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model::LightPointer keyLight;
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keyLight = lightStage->getLight(lightStage->_currentFrame._sunLights.front());
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if (lightStage) {
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model::LightPointer keyLight;
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keyLight = lightStage->getCurrentKeyLight();
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if (keyLight != nullptr) {
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batch.setUniformBuffer(HazeEffect_LightingMapSlot, keyLight->getLightSchemaBuffer());
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}
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@ -727,7 +727,7 @@ void DebugLightClusters::run(const render::RenderContextPointer& renderContext,
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batch.setModelTransform(Transform());
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// Bind the Light CLuster data strucutre
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batch.setUniformBuffer(LIGHT_GPU_SLOT, lightClusters->_lightStage->_lightArrayBuffer);
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batch.setUniformBuffer(LIGHT_GPU_SLOT, lightClusters->_lightStage->getLightArrayBuffer());
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batch.setUniformBuffer(LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT, lightClusters->_frustumGridBuffer);
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batch.setUniformBuffer(LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT, lightClusters->_clusterGridBuffer);
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batch.setUniformBuffer(LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT, lightClusters->_clusterContentBuffer);
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@ -19,14 +19,29 @@ const LightStage::Index LightStage::INVALID_INDEX { render::indexed_container::I
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LightStage::LightStage() {
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}
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LightStage::Shadow::Shadow(model::LightPointer light) : _light{ light}, _frustum{ std::make_shared<ViewFrustum>() } {
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framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::createShadowmap(MAP_SIZE));
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map = framebuffer->getDepthStencilBuffer();
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Schema schema;
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_schemaBuffer = std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema);
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LightStage::Shadow::Schema::Schema() :
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bias{ 0.005f },
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scale{ 1.0f / MAP_SIZE } {
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}
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void LightStage::Shadow::setKeylightFrustum(const ViewFrustum& viewFrustum, float nearDepth, float farDepth) {
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gpu::FramebufferPointer LightStage::Shadow::framebuffer;
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gpu::TexturePointer LightStage::Shadow::map;
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LightStage::Shadow::Shadow(model::LightPointer light) : _light{ light}, _frustum{ std::make_shared<ViewFrustum>() } {
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Schema schema;
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_schemaBuffer = std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema);
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if (!framebuffer) {
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framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::createShadowmap(MAP_SIZE));
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map = framebuffer->getDepthStencilBuffer();
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}
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}
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void LightStage::Shadow::setKeylightFrustum(const ViewFrustum& viewFrustum,
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float viewMinShadowDistance, float viewMaxShadowDistance,
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float nearDepth, float farDepth) {
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assert(viewMinShadowDistance < viewMaxShadowDistance);
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assert(nearDepth < farDepth);
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// Orient the keylight frustum
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@ -49,8 +64,8 @@ void LightStage::Shadow::setKeylightFrustum(const ViewFrustum& viewFrustum, floa
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const Transform view{ _frustum->getView()};
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const Transform viewInverse{ view.getInverseMatrix() };
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auto nearCorners = viewFrustum.getCorners(nearDepth);
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auto farCorners = viewFrustum.getCorners(farDepth);
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auto nearCorners = viewFrustum.getCorners(viewMinShadowDistance);
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auto farCorners = viewFrustum.getCorners(viewMaxShadowDistance);
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vec3 min{ viewInverse.transform(nearCorners.bottomLeft) };
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vec3 max{ min };
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@ -74,7 +89,10 @@ void LightStage::Shadow::setKeylightFrustum(const ViewFrustum& viewFrustum, floa
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fitFrustum(farCorners.topLeft);
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fitFrustum(farCorners.topRight);
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glm::mat4 ortho = glm::ortho<float>(min.x, max.x, min.y, max.y, -max.z, -min.z);
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// Re-adjust near shadow distance
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auto near = glm::max(max.z, -nearDepth);
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auto far = -min.z;
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glm::mat4 ortho = glm::ortho<float>(min.x, max.x, min.y, max.y, near, far);
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_frustum->setProjection(ortho);
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// Calculate the frustum's internal state
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@ -85,6 +103,16 @@ void LightStage::Shadow::setKeylightFrustum(const ViewFrustum& viewFrustum, floa
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_schemaBuffer.edit<Schema>().viewInverse = viewInverse.getMatrix();
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}
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void LightStage::Shadow::setFrustum(const ViewFrustum& shadowFrustum) {
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const Transform view{ shadowFrustum.getView() };
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const Transform viewInverse{ view.getInverseMatrix() };
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*_frustum = shadowFrustum;
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// Update the buffer
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_schemaBuffer.edit<Schema>().projection = shadowFrustum.getProjection();
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_schemaBuffer.edit<Schema>().viewInverse = viewInverse.getMatrix();
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}
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const glm::mat4& LightStage::Shadow::getView() const {
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return _frustum->getView();
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}
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@ -100,11 +128,9 @@ LightStage::Index LightStage::findLight(const LightPointer& light) const {
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} else {
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return (*found).second;
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}
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}
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LightStage::Index LightStage::addLight(const LightPointer& light) {
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auto found = _lightMap.find(light);
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if (found == _lightMap.end()) {
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auto lightId = _lights.newElement(light);
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@ -115,6 +141,7 @@ LightStage::Index LightStage::addLight(const LightPointer& light) {
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if (lightId >= (Index) _descs.size()) {
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_descs.emplace_back(Desc());
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} else {
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assert(_descs[lightId].shadowId == INVALID_INDEX);
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_descs.emplace(_descs.begin() + lightId, Desc());
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}
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@ -133,6 +160,7 @@ LightStage::Index LightStage::addShadow(Index lightIndex) {
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auto light = getLight(lightIndex);
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Index shadowId = INVALID_INDEX;
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if (light) {
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assert(_descs[lightIndex].shadowId == INVALID_INDEX);
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shadowId = _shadows.newElement(std::make_shared<Shadow>(light));
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_descs[lightIndex].shadowId = shadowId;
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}
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|
@ -140,18 +168,65 @@ LightStage::Index LightStage::addShadow(Index lightIndex) {
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}
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LightStage::LightPointer LightStage::removeLight(Index index) {
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LightPointer removed = _lights.freeElement(index);
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if (removed) {
|
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LightPointer removedLight = _lights.freeElement(index);
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if (removedLight) {
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auto shadowId = _descs[index].shadowId;
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// Remove shadow if one exists for this light
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if (shadowId != INVALID_INDEX) {
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_shadows.freeElement(shadowId);
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auto removedShadow = _shadows.freeElement(shadowId);
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assert(removedShadow);
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assert(removedShadow->getLight() == removedLight);
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}
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_lightMap.erase(removed);
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_lightMap.erase(removedLight);
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_descs[index] = Desc();
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}
|
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return removed;
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assert(_descs.size() <= index || _descs[index].shadowId == INVALID_INDEX);
|
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return removedLight;
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}
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|
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LightStage::LightPointer LightStage::getCurrentKeyLight() const {
|
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Index keyLightId{ 0 };
|
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if (!_currentFrame._sunLights.empty()) {
|
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keyLightId = _currentFrame._sunLights.front();
|
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}
|
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return _lights.get(keyLightId);
|
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}
|
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|
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LightStage::LightPointer LightStage::getCurrentAmbientLight() const {
|
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Index keyLightId{ 0 };
|
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if (!_currentFrame._ambientLights.empty()) {
|
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keyLightId = _currentFrame._ambientLights.front();
|
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}
|
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return _lights.get(keyLightId);
|
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}
|
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|
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LightStage::ShadowPointer LightStage::getCurrentKeyShadow() const {
|
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Index keyLightId{ 0 };
|
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if (!_currentFrame._sunLights.empty()) {
|
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keyLightId = _currentFrame._sunLights.front();
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}
|
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auto shadow = getShadow(keyLightId);
|
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assert(shadow == nullptr || shadow->getLight() == getLight(keyLightId));
|
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return shadow;
|
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}
|
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|
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LightStage::LightAndShadow LightStage::getCurrentKeyLightAndShadow() const {
|
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Index keyLightId{ 0 };
|
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if (!_currentFrame._sunLights.empty()) {
|
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keyLightId = _currentFrame._sunLights.front();
|
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}
|
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auto shadow = getShadow(keyLightId);
|
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auto light = getLight(keyLightId);
|
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assert(shadow == nullptr || shadow->getLight() == light);
|
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return LightAndShadow(light, shadow);
|
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}
|
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|
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LightStage::Index LightStage::getShadowId(Index lightId) const {
|
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if (checkLightId(lightId)) {
|
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return _descs[lightId].shadowId;
|
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} else {
|
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return INVALID_INDEX;
|
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}
|
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}
|
||||
|
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void LightStage::updateLightArrayBuffer(Index lightId) {
|
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|
|
|
@ -48,8 +48,9 @@ public:
|
|||
|
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Shadow(model::LightPointer light);
|
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|
||||
void setKeylightFrustum(const ViewFrustum& viewFrustum, float nearDepth, float farDepth);
|
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void setKeylightFrustum(const ViewFrustum& viewFrustum, float viewMinShadowDistance, float viewMaxShadowDistance, float nearDepth = 1.0f, float farDepth = 1000.0f);
|
||||
|
||||
void setFrustum(const ViewFrustum& shadowFrustum);
|
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const std::shared_ptr<ViewFrustum> getFrustum() const { return _frustum; }
|
||||
|
||||
const glm::mat4& getView() const;
|
||||
|
@ -57,32 +58,36 @@ public:
|
|||
|
||||
const UniformBufferView& getBuffer() const { return _schemaBuffer; }
|
||||
|
||||
gpu::FramebufferPointer framebuffer;
|
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gpu::TexturePointer map;
|
||||
// Shadow maps are shared among all lights for the moment as only one key light
|
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// is used.
|
||||
static gpu::FramebufferPointer framebuffer;
|
||||
static gpu::TexturePointer map;
|
||||
|
||||
const model::LightPointer& getLight() const { return _light; }
|
||||
|
||||
protected:
|
||||
|
||||
model::LightPointer _light;
|
||||
std::shared_ptr<ViewFrustum> _frustum;
|
||||
|
||||
class Schema {
|
||||
public:
|
||||
|
||||
Schema();
|
||||
|
||||
glm::mat4 projection;
|
||||
glm::mat4 viewInverse;
|
||||
|
||||
glm::float32 bias = 0.005f;
|
||||
glm::float32 scale = 1 / MAP_SIZE;
|
||||
glm::float32 bias;
|
||||
glm::float32 scale;
|
||||
};
|
||||
UniformBufferView _schemaBuffer = nullptr;
|
||||
|
||||
friend class Light;
|
||||
};
|
||||
|
||||
using ShadowPointer = std::shared_ptr<Shadow>;
|
||||
using Shadows = render::indexed_container::IndexedPointerVector<Shadow>;
|
||||
|
||||
struct Desc {
|
||||
Index shadowId { INVALID_INDEX };
|
||||
};
|
||||
using Descs = std::vector<Desc>;
|
||||
|
||||
Index findLight(const LightPointer& light) const;
|
||||
Index addLight(const LightPointer& light);
|
||||
|
||||
|
@ -100,50 +105,29 @@ public:
|
|||
return _lights.get(lightId);
|
||||
}
|
||||
|
||||
Index getShadowId(Index lightId) const {
|
||||
if (checkLightId(lightId)) {
|
||||
return _descs[lightId].shadowId;
|
||||
} else {
|
||||
return INVALID_INDEX;
|
||||
}
|
||||
}
|
||||
Index getShadowId(Index lightId) const;
|
||||
|
||||
ShadowPointer getShadow(Index lightId) const {
|
||||
return _shadows.get(getShadowId(lightId));
|
||||
}
|
||||
|
||||
using LightAndShadow = std::pair<LightPointer, ShadowPointer>;
|
||||
LightAndShadow getLightAndShadow(Index lightId) const {
|
||||
return LightAndShadow(getLight(lightId), getShadow(lightId));
|
||||
auto light = getLight(lightId);
|
||||
auto shadow = getShadow(lightId);
|
||||
assert(shadow == nullptr || shadow->getLight() == light);
|
||||
return LightAndShadow(light, shadow);
|
||||
}
|
||||
|
||||
LightPointer getCurrentKeyLight() const {
|
||||
Index keyLightId{ 0 };
|
||||
if (!_currentFrame._sunLights.empty()) {
|
||||
keyLightId = _currentFrame._sunLights.front();
|
||||
}
|
||||
return _lights.get(keyLightId);
|
||||
}
|
||||
|
||||
ShadowPointer getCurrentKeyShadow() const {
|
||||
Index keyLightId{ 0 };
|
||||
if (!_currentFrame._sunLights.empty()) {
|
||||
keyLightId = _currentFrame._sunLights.front();
|
||||
}
|
||||
return getShadow(keyLightId);
|
||||
}
|
||||
|
||||
LightAndShadow getCurrentKeyLightAndShadow() const {
|
||||
Index keyLightId{ 0 };
|
||||
if (!_currentFrame._sunLights.empty()) {
|
||||
keyLightId = _currentFrame._sunLights.front();
|
||||
}
|
||||
return LightAndShadow(getLight(keyLightId), getShadow(keyLightId));
|
||||
}
|
||||
LightPointer getCurrentKeyLight() const;
|
||||
LightPointer getCurrentAmbientLight() const;
|
||||
ShadowPointer getCurrentKeyShadow() const;
|
||||
LightAndShadow getCurrentKeyLightAndShadow() const;
|
||||
|
||||
LightStage();
|
||||
Lights _lights;
|
||||
LightMap _lightMap;
|
||||
Descs _descs;
|
||||
|
||||
gpu::BufferPointer getLightArrayBuffer() const { return _lightArrayBuffer; }
|
||||
void updateLightArrayBuffer(Index lightId);
|
||||
|
||||
class Frame {
|
||||
public:
|
||||
|
@ -172,15 +156,24 @@ public:
|
|||
|
||||
Frame _currentFrame;
|
||||
|
||||
gpu::BufferPointer _lightArrayBuffer;
|
||||
void updateLightArrayBuffer(Index lightId);
|
||||
protected:
|
||||
|
||||
struct Desc {
|
||||
Index shadowId{ INVALID_INDEX };
|
||||
};
|
||||
using Descs = std::vector<Desc>;
|
||||
|
||||
gpu::BufferPointer _lightArrayBuffer;
|
||||
|
||||
Lights _lights;
|
||||
Shadows _shadows;
|
||||
Descs _descs;
|
||||
LightMap _lightMap;
|
||||
|
||||
};
|
||||
using LightStagePointer = std::shared_ptr<LightStage>;
|
||||
|
||||
|
||||
|
||||
class LightStageSetup {
|
||||
public:
|
||||
using JobModel = render::Job::Model<LightStageSetup>;
|
||||
|
|
|
@ -44,8 +44,6 @@
|
|||
#include "DrawHaze.h"
|
||||
#include "HighlightEffect.h"
|
||||
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
|
||||
#include <sstream>
|
||||
|
||||
using namespace render;
|
||||
|
@ -193,13 +191,18 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
|
|||
|
||||
task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);
|
||||
|
||||
{ // DEbug the bounds of the rendered items, still look at the zbuffer
|
||||
{ // Debug the bounds of the rendered items, still look at the zbuffer
|
||||
task.addJob<DrawBounds>("DrawMetaBounds", metas);
|
||||
task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
|
||||
task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
|
||||
|
||||
task.addJob<DrawBounds>("DrawLightBounds", lights);
|
||||
task.addJob<DrawBounds>("DrawZones", zones);
|
||||
const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums");
|
||||
const auto viewFrustum = frustums.getN<ExtractFrustums::Output>(ExtractFrustums::VIEW_FRUSTUM);
|
||||
const auto shadowFrustum = frustums.getN<ExtractFrustums::Output>(ExtractFrustums::SHADOW_FRUSTUM);
|
||||
task.addJob<DrawFrustum>("DrawViewFrustum", viewFrustum, glm::vec3(1.0f, 1.0f, 0.0f));
|
||||
task.addJob<DrawFrustum>("DrawShadowFrustum", shadowFrustum, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
// Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true
|
||||
task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);
|
||||
|
@ -532,3 +535,32 @@ void Blit::run(const RenderContextPointer& renderContext, const gpu::Framebuffer
|
|||
});
|
||||
}
|
||||
|
||||
void ExtractFrustums::run(const render::RenderContextPointer& renderContext, Output& output) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_context);
|
||||
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
// Return view frustum
|
||||
auto& viewFrustum = output[VIEW_FRUSTUM].edit<ViewFrustumPointer>();
|
||||
if (!viewFrustum) {
|
||||
viewFrustum = std::make_shared<ViewFrustum>(args->getViewFrustum());
|
||||
} else {
|
||||
*viewFrustum = args->getViewFrustum();
|
||||
}
|
||||
|
||||
// Return shadow frustum
|
||||
auto& shadowFrustum = output[SHADOW_FRUSTUM].edit<ViewFrustumPointer>();
|
||||
auto lightStage = args->_scene->getStage<LightStage>(LightStage::getName());
|
||||
if (lightStage) {
|
||||
auto globalShadow = lightStage->getCurrentKeyShadow();
|
||||
|
||||
if (globalShadow) {
|
||||
shadowFrustum = globalShadow->getFrustum();
|
||||
} else {
|
||||
shadowFrustum.reset();
|
||||
}
|
||||
} else {
|
||||
shadowFrustum.reset();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -170,6 +170,22 @@ public:
|
|||
void run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer);
|
||||
};
|
||||
|
||||
class ExtractFrustums {
|
||||
public:
|
||||
|
||||
enum Frustum {
|
||||
VIEW_FRUSTUM,
|
||||
SHADOW_FRUSTUM,
|
||||
|
||||
FRUSTUM_COUNT
|
||||
};
|
||||
|
||||
using Output = render::VaryingArray<ViewFrustumPointer, FRUSTUM_COUNT>;
|
||||
using JobModel = render::Job::ModelO<ExtractFrustums, Output>;
|
||||
|
||||
void run(const render::RenderContextPointer& renderContext, Output& output);
|
||||
};
|
||||
|
||||
class RenderDeferredTaskConfig : public render::Task::Config {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(float fadeScale MEMBER fadeScale NOTIFY dirty)
|
||||
|
|
|
@ -22,25 +22,136 @@
|
|||
#include "DeferredLightingEffect.h"
|
||||
#include "FramebufferCache.h"
|
||||
|
||||
// These values are used for culling the objects rendered in the shadow map
|
||||
// but are readjusted afterwards
|
||||
#define SHADOW_FRUSTUM_NEAR 1.0f
|
||||
#define SHADOW_FRUSTUM_FAR 500.0f
|
||||
|
||||
using namespace render;
|
||||
|
||||
extern void initZPassPipelines(ShapePlumber& plumber, gpu::StatePointer state);
|
||||
|
||||
void RenderShadowMap::run(const render::RenderContextPointer& renderContext,
|
||||
const render::ShapeBounds& inShapes) {
|
||||
static void computeNearFar(const Triangle& triangle, const Plane shadowClipPlanes[4], float& near, float& far) {
|
||||
static const int MAX_TRIANGLE_COUNT = 16;
|
||||
Triangle clippedTriangles[MAX_TRIANGLE_COUNT];
|
||||
auto clippedTriangleCount = clipTriangleWithPlanes(triangle, shadowClipPlanes, 4, clippedTriangles, MAX_TRIANGLE_COUNT);
|
||||
|
||||
for (auto i = 0; i < clippedTriangleCount; i++) {
|
||||
const auto& clippedTriangle = clippedTriangles[i];
|
||||
|
||||
near = glm::min(near, -clippedTriangle.v0.z);
|
||||
near = glm::min(near, -clippedTriangle.v1.z);
|
||||
near = glm::min(near, -clippedTriangle.v2.z);
|
||||
|
||||
far = glm::max(far, -clippedTriangle.v0.z);
|
||||
far = glm::max(far, -clippedTriangle.v1.z);
|
||||
far = glm::max(far, -clippedTriangle.v2.z);
|
||||
}
|
||||
}
|
||||
|
||||
static void computeNearFar(const glm::vec3 sceneBoundVertices[8], const Plane shadowClipPlanes[4], float& near, float& far) {
|
||||
// This code is inspired from Microsoft's CascadedShadowMaps11 sample which is under MIT licence.
|
||||
// See https://code.msdn.microsoft.com/windowsdesktop/Direct3D-Shadow-Win32-2d72a4f2/sourcecode?fileId=121915&pathId=1645833187
|
||||
// Basically it decomposes the object bounding box in triangles and clips each triangle with the shadow
|
||||
// frustum planes. Finally it computes the minimum and maximum depth of the clipped triangle vertices
|
||||
// in shadow space to extract the near and far distances of the shadow frustum.
|
||||
static const std::array<int[4], 6> boxQuadVertexIndices = { {
|
||||
{ TOP_LEFT_FAR, BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR, TOP_RIGHT_FAR },
|
||||
{ TOP_LEFT_NEAR, BOTTOM_LEFT_NEAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR },
|
||||
{ TOP_RIGHT_FAR, BOTTOM_RIGHT_FAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR },
|
||||
{ TOP_LEFT_FAR, BOTTOM_LEFT_FAR, BOTTOM_LEFT_NEAR, TOP_LEFT_NEAR },
|
||||
{ BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR, BOTTOM_RIGHT_NEAR, BOTTOM_LEFT_NEAR },
|
||||
{ TOP_LEFT_FAR, TOP_RIGHT_FAR, TOP_RIGHT_NEAR, TOP_LEFT_NEAR }
|
||||
} };
|
||||
Triangle triangle;
|
||||
|
||||
for (auto quadVertexIndices : boxQuadVertexIndices) {
|
||||
triangle.v0 = sceneBoundVertices[quadVertexIndices[0]];
|
||||
triangle.v1 = sceneBoundVertices[quadVertexIndices[1]];
|
||||
triangle.v2 = sceneBoundVertices[quadVertexIndices[2]];
|
||||
computeNearFar(triangle, shadowClipPlanes, near, far);
|
||||
triangle.v1 = sceneBoundVertices[quadVertexIndices[3]];
|
||||
computeNearFar(triangle, shadowClipPlanes, near, far);
|
||||
}
|
||||
}
|
||||
|
||||
static void adjustNearFar(const AABox& inShapeBounds, ViewFrustum& shadowFrustum) {
|
||||
const Transform shadowView{ shadowFrustum.getView() };
|
||||
const Transform shadowViewInverse{ shadowView.getInverseMatrix() };
|
||||
|
||||
glm::vec3 sceneBoundVertices[8];
|
||||
// Keep only the left, right, top and bottom shadow frustum planes as we wish to determine
|
||||
// the near and far
|
||||
Plane shadowClipPlanes[4];
|
||||
int i;
|
||||
|
||||
// The vertices of the scene bounding box are expressed in the shadow frustum's local space
|
||||
for (i = 0; i < 8; i++) {
|
||||
sceneBoundVertices[i] = shadowViewInverse.transform(inShapeBounds.getVertex(static_cast<BoxVertex>(i)));
|
||||
}
|
||||
// This indirection array is just a protection in case the ViewFrustum::PlaneIndex enum
|
||||
// changes order especially as we don't need to test the NEAR and FAR planes.
|
||||
static const ViewFrustum::PlaneIndex planeIndices[4] = {
|
||||
ViewFrustum::TOP_PLANE,
|
||||
ViewFrustum::BOTTOM_PLANE,
|
||||
ViewFrustum::LEFT_PLANE,
|
||||
ViewFrustum::RIGHT_PLANE
|
||||
};
|
||||
// Same goes for the shadow frustum planes.
|
||||
for (i = 0; i < 4; i++) {
|
||||
const auto& worldPlane = shadowFrustum.getPlanes()[planeIndices[i]];
|
||||
// We assume the transform doesn't have a non uniform scale component to apply the
|
||||
// transform to the normal without using the correct transpose of inverse, which should be the
|
||||
// case for a view matrix.
|
||||
auto planeNormal = shadowViewInverse.transformDirection(worldPlane.getNormal());
|
||||
auto planePoint = shadowViewInverse.transform(worldPlane.getPoint());
|
||||
shadowClipPlanes[i].setNormalAndPoint(planeNormal, planePoint);
|
||||
}
|
||||
|
||||
float near = std::numeric_limits<float>::max();
|
||||
float far = 0.0f;
|
||||
|
||||
computeNearFar(sceneBoundVertices, shadowClipPlanes, near, far);
|
||||
// Limit the far range to the one used originally. There's no point in rendering objects
|
||||
// that are not in the view frustum.
|
||||
far = glm::min(far, shadowFrustum.getFarClip());
|
||||
|
||||
const auto depthEpsilon = 0.1f;
|
||||
auto projMatrix = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, near - depthEpsilon, far + depthEpsilon);
|
||||
auto shadowProjection = shadowFrustum.getProjection();
|
||||
|
||||
shadowProjection[2][2] = projMatrix[2][2];
|
||||
shadowProjection[3][2] = projMatrix[3][2];
|
||||
shadowFrustum.setProjection(shadowProjection);
|
||||
shadowFrustum.calculate();
|
||||
}
|
||||
|
||||
void RenderShadowMap::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
|
||||
const auto& inShapes = inputs.get0();
|
||||
const auto& inShapeBounds = inputs.get1();
|
||||
|
||||
auto lightStage = renderContext->_scene->getStage<LightStage>();
|
||||
assert(lightStage);
|
||||
|
||||
const auto shadow = lightStage->getCurrentKeyShadow();
|
||||
auto shadow = lightStage->getCurrentKeyShadow();
|
||||
if (!shadow) return;
|
||||
|
||||
const auto& fbo = shadow->framebuffer;
|
||||
|
||||
RenderArgs* args = renderContext->args;
|
||||
ShapeKey::Builder defaultKeyBuilder;
|
||||
auto adjustedShadowFrustum = args->getViewFrustum();
|
||||
|
||||
// Adjust the frustum near and far depths based on the rendered items bounding box to have
|
||||
// the minimal Z range.
|
||||
adjustNearFar(inShapeBounds, adjustedShadowFrustum);
|
||||
// Reapply the frustum as it has been adjusted
|
||||
shadow->setFrustum(adjustedShadowFrustum);
|
||||
args->popViewFrustum();
|
||||
args->pushViewFrustum(adjustedShadowFrustum);
|
||||
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
args->_batch = &batch;
|
||||
|
@ -55,8 +166,13 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext,
|
|||
gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH,
|
||||
vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, true);
|
||||
|
||||
batch.setProjectionTransform(shadow->getProjection());
|
||||
batch.setViewTransform(shadow->getView(), false);
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->getViewFrustum().evalProjectionMatrix(projMat);
|
||||
args->getViewFrustum().evalViewTransform(viewMat);
|
||||
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat, false);
|
||||
|
||||
auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
|
||||
auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
|
||||
|
@ -87,7 +203,7 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext,
|
|||
}
|
||||
|
||||
void RenderShadowTask::build(JobModel& task, const render::Varying& input, render::Varying& output, CullFunctor cullFunctor) {
|
||||
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
|
||||
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&) { return true; };
|
||||
|
||||
// Prepare the ShapePipeline
|
||||
ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
|
||||
|
@ -109,10 +225,10 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
|
|||
|
||||
// Sort
|
||||
const auto sortedPipelines = task.addJob<PipelineSortShapes>("PipelineSortShadowSort", culledShadowSelection);
|
||||
const auto sortedShapes = task.addJob<DepthSortShapes>("DepthSortShadowMap", sortedPipelines);
|
||||
const auto sortedShapesAndBounds = task.addJob<DepthSortShapesAndComputeBounds>("DepthSortShadowMap", sortedPipelines, true);
|
||||
|
||||
// GPU jobs: Render to shadow map
|
||||
task.addJob<RenderShadowMap>("RenderShadowMap", sortedShapes, shapePlumber);
|
||||
task.addJob<RenderShadowMap>("RenderShadowMap", sortedShapesAndBounds, shapePlumber);
|
||||
|
||||
task.addJob<RenderShadowTeardown>("ShadowTeardown", cachedMode);
|
||||
}
|
||||
|
@ -135,8 +251,8 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, O
|
|||
|
||||
auto nearClip = args->getViewFrustum().getNearClip();
|
||||
float nearDepth = -args->_boomOffset.z;
|
||||
const int SHADOW_FAR_DEPTH = 20;
|
||||
globalShadow->setKeylightFrustum(args->getViewFrustum(), nearDepth, nearClip + SHADOW_FAR_DEPTH);
|
||||
const float SHADOW_MAX_DISTANCE = 20.0f;
|
||||
globalShadow->setKeylightFrustum(args->getViewFrustum(), nearDepth, nearClip + SHADOW_MAX_DISTANCE, SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR);
|
||||
|
||||
// Set the keylight render args
|
||||
args->pushViewFrustum(*(globalShadow->getFrustum()));
|
||||
|
|
|
@ -21,11 +21,11 @@ class ViewFrustum;
|
|||
|
||||
class RenderShadowMap {
|
||||
public:
|
||||
using JobModel = render::Job::ModelI<RenderShadowMap, render::ShapeBounds>;
|
||||
using Inputs = render::VaryingSet2<render::ShapeBounds, AABox>;
|
||||
using JobModel = render::Job::ModelI<RenderShadowMap, Inputs>;
|
||||
|
||||
RenderShadowMap(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
|
||||
void run(const render::RenderContextPointer& renderContext,
|
||||
const render::ShapeBounds& inShapes);
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
|
||||
protected:
|
||||
render::ShapePlumberPointer _shapePlumber;
|
||||
|
|
|
@ -19,7 +19,10 @@
|
|||
void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, bool isDeferred) {
|
||||
// auto items = input.get<Input>();
|
||||
|
||||
task.addJob<RenderShadowTask>("RenderShadowTask", cullFunctor);
|
||||
// Shadows use an orthographic projection because they are linked to sunlights
|
||||
// but the cullFunctor passed is probably tailored for perspective projection and culls too much.
|
||||
// TODO : create a special cull functor for this.
|
||||
task.addJob<RenderShadowTask>("RenderShadowTask", nullptr);
|
||||
|
||||
const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor);
|
||||
assert(items.canCast<RenderFetchCullSortTask::Output>());
|
||||
|
|
|
@ -68,6 +68,8 @@ vec2 PCFkernel[4] = vec2[4](
|
|||
);
|
||||
|
||||
float evalShadowAttenuationPCF(vec4 position, vec4 shadowTexcoord) {
|
||||
// PCF is buggy so disable it for the time being
|
||||
#if 0
|
||||
float pcfRadius = 3.0;
|
||||
float shadowScale = getShadowScale();
|
||||
|
||||
|
@ -80,6 +82,9 @@ float evalShadowAttenuationPCF(vec4 position, vec4 shadowTexcoord) {
|
|||
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(offset + PCFkernel[2], 0.0)) +
|
||||
fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(offset + PCFkernel[3], 0.0))
|
||||
));
|
||||
#else
|
||||
float shadowAttenuation = fetchShadow(shadowTexcoord.xyz);
|
||||
#endif
|
||||
|
||||
return shadowAttenuation;
|
||||
}
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
#include <PerfStat.h>
|
||||
#include <ViewFrustum.h>
|
||||
#include <gpu/Context.h>
|
||||
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
|
||||
#include <drawItemBounds_vert.h>
|
||||
#include <drawItemBounds_frag.h>
|
||||
|
@ -215,3 +215,85 @@ void DrawBounds::run(const RenderContextPointer& renderContext,
|
|||
});
|
||||
}
|
||||
|
||||
gpu::PipelinePointer DrawFrustum::_pipeline;
|
||||
gpu::BufferView DrawFrustum::_frustumMeshIndices;
|
||||
|
||||
DrawFrustum::DrawFrustum(const glm::vec3& color) :
|
||||
_color{ color } {
|
||||
_frustumMeshVertices = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(glm::vec3) * 8, nullptr), gpu::Element::VEC3F_XYZ);
|
||||
_frustumMeshStream.addBuffer(_frustumMeshVertices._buffer, _frustumMeshVertices._offset, _frustumMeshVertices._stride);
|
||||
}
|
||||
|
||||
void DrawFrustum::configure(const Config& configuration) {
|
||||
_updateFrustum = !configuration.isFrozen;
|
||||
}
|
||||
|
||||
void DrawFrustum::run(const render::RenderContextPointer& renderContext, const Input& input) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_context);
|
||||
|
||||
RenderArgs* args = renderContext->args;
|
||||
if (input) {
|
||||
const auto& frustum = *input;
|
||||
|
||||
static uint8_t indexData[] = { 0, 1, 2, 3, 0, 4, 5, 6, 7, 4, 5, 1, 2, 6, 7, 3 };
|
||||
|
||||
if (!_frustumMeshIndices._buffer) {
|
||||
auto indices = std::make_shared<gpu::Buffer>(sizeof(indexData), indexData);
|
||||
_frustumMeshIndices = gpu::BufferView(indices, gpu::Element(gpu::SCALAR, gpu::UINT8, gpu::INDEX));
|
||||
}
|
||||
|
||||
if (!_pipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawTransformVertexPositionVS();
|
||||
auto ps = gpu::StandardShaderLib::getDrawColorPS();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding("color", 0));
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
state->setDepthTest(gpu::State::DepthTest(true, false));
|
||||
_pipeline = gpu::Pipeline::create(program, state);
|
||||
}
|
||||
|
||||
if (_updateFrustum) {
|
||||
updateFrustum(frustum);
|
||||
}
|
||||
|
||||
// Render the frustums in wireframe
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
args->_batch = &batch;
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->getViewFrustum().evalProjectionMatrix(projMat);
|
||||
args->getViewFrustum().evalViewTransform(viewMat);
|
||||
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
batch.setPipeline(_pipeline);
|
||||
batch.setIndexBuffer(_frustumMeshIndices);
|
||||
|
||||
batch._glUniform4f(0, _color.x, _color.y, _color.z, 1.0f);
|
||||
batch.setInputStream(0, _frustumMeshStream);
|
||||
batch.drawIndexed(gpu::LINE_STRIP, sizeof(indexData) / sizeof(indexData[0]), 0U);
|
||||
|
||||
args->_batch = nullptr;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void DrawFrustum::updateFrustum(const ViewFrustum& frustum) {
|
||||
auto& vertices = _frustumMeshVertices.edit<std::array<glm::vec3, 8U> >();
|
||||
vertices[0] = frustum.getNearTopLeft();
|
||||
vertices[1] = frustum.getNearTopRight();
|
||||
vertices[2] = frustum.getNearBottomRight();
|
||||
vertices[3] = frustum.getNearBottomLeft();
|
||||
vertices[4] = frustum.getFarTopLeft();
|
||||
vertices[5] = frustum.getFarTopRight();
|
||||
vertices[6] = frustum.getFarBottomRight();
|
||||
vertices[7] = frustum.getFarBottomLeft();
|
||||
}
|
||||
|
|
|
@ -70,6 +70,43 @@ private:
|
|||
int _colorLocation { -1 };
|
||||
};
|
||||
|
||||
class DrawFrustumConfig : public render::JobConfig {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(bool isFrozen MEMBER isFrozen NOTIFY dirty)
|
||||
public:
|
||||
|
||||
DrawFrustumConfig(bool enabled = false) : JobConfig(enabled) {}
|
||||
|
||||
bool isFrozen{ false };
|
||||
signals:
|
||||
void dirty();
|
||||
|
||||
};
|
||||
|
||||
class DrawFrustum {
|
||||
public:
|
||||
using Config = DrawFrustumConfig;
|
||||
using Input = ViewFrustumPointer;
|
||||
using JobModel = render::Job::ModelI<DrawFrustum, Input, Config>;
|
||||
|
||||
DrawFrustum(const glm::vec3& color = glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
void configure(const Config& configuration);
|
||||
void run(const render::RenderContextPointer& renderContext, const Input& input);
|
||||
|
||||
private:
|
||||
|
||||
static gpu::PipelinePointer _pipeline;
|
||||
static gpu::BufferView _frustumMeshIndices;
|
||||
|
||||
bool _updateFrustum{ true };
|
||||
gpu::BufferView _frustumMeshVertices;
|
||||
gpu::BufferStream _frustumMeshStream;
|
||||
glm::vec3 _color;
|
||||
|
||||
void updateFrustum(const ViewFrustum& frustum);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // hifi_render_DrawTask_h
|
||||
|
|
|
@ -40,7 +40,8 @@ struct BackToFrontSort {
|
|||
}
|
||||
};
|
||||
|
||||
void render::depthSortItems(const RenderContextPointer& renderContext, bool frontToBack, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
void render::depthSortItems(const RenderContextPointer& renderContext, bool frontToBack,
|
||||
const ItemBounds& inItems, ItemBounds& outItems, AABox* bounds) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
|
||||
|
@ -74,12 +75,26 @@ void render::depthSortItems(const RenderContextPointer& renderContext, bool fron
|
|||
std::sort(itemBoundSorts.begin(), itemBoundSorts.end(), backToFrontSort);
|
||||
}
|
||||
|
||||
// Finally once sorted result to a list of itemID
|
||||
// Finally once sorted result to a list of itemID and keep uniques
|
||||
render::ItemID previousID = Item::INVALID_ITEM_ID;
|
||||
for (auto& item : itemBoundSorts) {
|
||||
if (item._id != previousID) {
|
||||
outItems.emplace_back(ItemBound(item._id, item._bounds));
|
||||
previousID = item._id;
|
||||
if (!bounds) {
|
||||
for (auto& item : itemBoundSorts) {
|
||||
if (item._id != previousID) {
|
||||
outItems.emplace_back(ItemBound(item._id, item._bounds));
|
||||
previousID = item._id;
|
||||
}
|
||||
}
|
||||
} else if (!itemBoundSorts.empty()) {
|
||||
if (bounds->isNull()) {
|
||||
*bounds = itemBoundSorts.front()._bounds;
|
||||
}
|
||||
for (auto& item : itemBoundSorts) {
|
||||
if (item._id != previousID) {
|
||||
outItems.emplace_back(ItemBound(item._id, item._bounds));
|
||||
previousID = item._id;
|
||||
*bounds += item._bounds;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -119,6 +134,27 @@ void DepthSortShapes::run(const RenderContextPointer& renderContext, const Shape
|
|||
}
|
||||
}
|
||||
|
||||
void DepthSortShapesAndComputeBounds::run(const RenderContextPointer& renderContext, const ShapeBounds& inShapes, Outputs& outputs) {
|
||||
auto& outShapes = outputs.edit0();
|
||||
auto& outBounds = outputs.edit1();
|
||||
|
||||
outShapes.clear();
|
||||
outShapes.reserve(inShapes.size());
|
||||
outBounds = AABox();
|
||||
|
||||
for (auto& pipeline : inShapes) {
|
||||
auto& inItems = pipeline.second;
|
||||
auto outItems = outShapes.find(pipeline.first);
|
||||
if (outItems == outShapes.end()) {
|
||||
outItems = outShapes.insert(std::make_pair(pipeline.first, ItemBounds{})).first;
|
||||
}
|
||||
AABox bounds;
|
||||
|
||||
depthSortItems(renderContext, _frontToBack, inItems, outItems->second, &bounds);
|
||||
outBounds += bounds;
|
||||
}
|
||||
}
|
||||
|
||||
void DepthSortItems::run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
depthSortItems(renderContext, _frontToBack, inItems, outItems);
|
||||
}
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
#include "Engine.h"
|
||||
|
||||
namespace render {
|
||||
void depthSortItems(const RenderContextPointer& renderContext, bool frontToBack, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
void depthSortItems(const RenderContextPointer& renderContext, bool frontToBack, const ItemBounds& inItems, ItemBounds& outItems, AABox* bounds = nullptr);
|
||||
|
||||
class PipelineSortShapes {
|
||||
public:
|
||||
|
@ -33,6 +33,17 @@ namespace render {
|
|||
void run(const RenderContextPointer& renderContext, const ShapeBounds& inShapes, ShapeBounds& outShapes);
|
||||
};
|
||||
|
||||
class DepthSortShapesAndComputeBounds {
|
||||
public:
|
||||
using Outputs = VaryingSet2<ShapeBounds, AABox>;
|
||||
using JobModel = Job::ModelIO<DepthSortShapesAndComputeBounds, ShapeBounds, Outputs>;
|
||||
|
||||
bool _frontToBack;
|
||||
DepthSortShapesAndComputeBounds(bool frontToBack = true) : _frontToBack(frontToBack) {}
|
||||
|
||||
void run(const RenderContextPointer& renderContext, const ShapeBounds& inShapes, Outputs& outputs);
|
||||
};
|
||||
|
||||
class DepthSortItems {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<DepthSortItems, ItemBounds, ItemBounds>;
|
||||
|
|
|
@ -127,10 +127,11 @@ public:
|
|||
|
||||
AABox getOctreeChild(OctreeChild child) const; // returns the AABox of the would be octree child of this AABox
|
||||
|
||||
glm::vec4 getPlane(BoxFace face) const;
|
||||
|
||||
private:
|
||||
glm::vec3 getClosestPointOnFace(const glm::vec3& point, BoxFace face) const;
|
||||
glm::vec3 getClosestPointOnFace(const glm::vec4& origin, const glm::vec4& direction, BoxFace face) const;
|
||||
glm::vec4 getPlane(BoxFace face) const;
|
||||
|
||||
static BoxFace getOppositeFace(BoxFace face);
|
||||
|
||||
|
|
|
@ -14,10 +14,12 @@
|
|||
#include <assert.h>
|
||||
#include <cstring>
|
||||
#include <cmath>
|
||||
#include <bitset>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include "NumericalConstants.h"
|
||||
#include "GLMHelpers.h"
|
||||
#include "Plane.h"
|
||||
|
||||
glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec3& start, const glm::vec3& end) {
|
||||
// compute the projection of the point vector onto the segment vector
|
||||
|
@ -314,6 +316,134 @@ bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direc
|
|||
return false;
|
||||
}
|
||||
|
||||
static void getTrianglePlaneIntersectionPoints(const glm::vec3 trianglePoints[3], const float pointPlaneDistances[3],
|
||||
const int clippedPointIndex, const int keptPointIndices[2],
|
||||
glm::vec3 points[2]) {
|
||||
assert(clippedPointIndex >= 0 && clippedPointIndex < 3);
|
||||
const auto& clippedPoint = trianglePoints[clippedPointIndex];
|
||||
const float clippedPointPlaneDistance = pointPlaneDistances[clippedPointIndex];
|
||||
for (auto i = 0; i < 2; i++) {
|
||||
assert(keptPointIndices[i] >= 0 && keptPointIndices[i] < 3);
|
||||
const auto& keptPoint = trianglePoints[keptPointIndices[i]];
|
||||
const float keptPointPlaneDistance = pointPlaneDistances[keptPointIndices[i]];
|
||||
auto intersectionEdgeRatio = clippedPointPlaneDistance / (clippedPointPlaneDistance - keptPointPlaneDistance);
|
||||
points[i] = clippedPoint + (keptPoint - clippedPoint) * intersectionEdgeRatio;
|
||||
}
|
||||
}
|
||||
|
||||
int clipTriangleWithPlane(const Triangle& triangle, const Plane& plane, Triangle* clippedTriangles, int maxClippedTriangleCount) {
|
||||
float pointDistanceToPlane[3];
|
||||
std::bitset<3> arePointsClipped;
|
||||
glm::vec3 triangleVertices[3] = { triangle.v0, triangle.v1, triangle.v2 };
|
||||
int clippedTriangleCount = 0;
|
||||
int i;
|
||||
|
||||
assert(clippedTriangleCount > 0);
|
||||
|
||||
for (i = 0; i < 3; i++) {
|
||||
pointDistanceToPlane[i] = plane.distance(triangleVertices[i]);
|
||||
arePointsClipped.set(i, pointDistanceToPlane[i] < 0.0f);
|
||||
}
|
||||
|
||||
switch (arePointsClipped.count()) {
|
||||
case 0:
|
||||
// Easy, the entire triangle is kept as is.
|
||||
*clippedTriangles = triangle;
|
||||
clippedTriangleCount = 1;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
{
|
||||
int clippedPointIndex = 2;
|
||||
int keptPointIndices[2] = { 0, 1 };
|
||||
glm::vec3 newVertices[2];
|
||||
|
||||
// Determine which point was clipped.
|
||||
if (arePointsClipped.test(0)) {
|
||||
clippedPointIndex = 0;
|
||||
keptPointIndices[0] = 2;
|
||||
} else if (arePointsClipped.test(1)) {
|
||||
clippedPointIndex = 1;
|
||||
keptPointIndices[1] = 2;
|
||||
}
|
||||
// We have a quad now, so we need to create two triangles.
|
||||
getTrianglePlaneIntersectionPoints(triangleVertices, pointDistanceToPlane, clippedPointIndex, keptPointIndices, newVertices);
|
||||
clippedTriangles->v0 = triangleVertices[keptPointIndices[0]];
|
||||
clippedTriangles->v1 = triangleVertices[keptPointIndices[1]];
|
||||
clippedTriangles->v2 = newVertices[1];
|
||||
clippedTriangles++;
|
||||
clippedTriangleCount++;
|
||||
|
||||
if (clippedTriangleCount < maxClippedTriangleCount) {
|
||||
clippedTriangles->v0 = triangleVertices[keptPointIndices[0]];
|
||||
clippedTriangles->v1 = newVertices[0];
|
||||
clippedTriangles->v2 = newVertices[1];
|
||||
clippedTriangles++;
|
||||
clippedTriangleCount++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 2:
|
||||
{
|
||||
int keptPointIndex = 2;
|
||||
int clippedPointIndices[2] = { 0, 1 };
|
||||
glm::vec3 newVertices[2];
|
||||
|
||||
// Determine which point was NOT clipped.
|
||||
if (!arePointsClipped.test(0)) {
|
||||
keptPointIndex = 0;
|
||||
clippedPointIndices[0] = 2;
|
||||
} else if (!arePointsClipped.test(1)) {
|
||||
keptPointIndex = 1;
|
||||
clippedPointIndices[1] = 2;
|
||||
}
|
||||
// We have a single triangle
|
||||
getTrianglePlaneIntersectionPoints(triangleVertices, pointDistanceToPlane, keptPointIndex, clippedPointIndices, newVertices);
|
||||
clippedTriangles->v0 = triangleVertices[keptPointIndex];
|
||||
clippedTriangles->v1 = newVertices[0];
|
||||
clippedTriangles->v2 = newVertices[1];
|
||||
clippedTriangleCount = 1;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
// Entire triangle is clipped.
|
||||
break;
|
||||
}
|
||||
|
||||
return clippedTriangleCount;
|
||||
}
|
||||
|
||||
int clipTriangleWithPlanes(const Triangle& triangle, const Plane* planes, int planeCount, Triangle* clippedTriangles, int maxClippedTriangleCount) {
|
||||
auto planesEnd = planes + planeCount;
|
||||
int triangleCount = 1;
|
||||
std::vector<Triangle> trianglesToTest;
|
||||
|
||||
assert(maxClippedTriangleCount > 0);
|
||||
|
||||
*clippedTriangles = triangle;
|
||||
|
||||
while (planes < planesEnd) {
|
||||
int clippedSubTriangleCount;
|
||||
|
||||
trianglesToTest.clear();
|
||||
trianglesToTest.insert(trianglesToTest.begin(), clippedTriangles, clippedTriangles + triangleCount);
|
||||
triangleCount = 0;
|
||||
|
||||
for (const auto& triangleToTest : trianglesToTest) {
|
||||
clippedSubTriangleCount = clipTriangleWithPlane(triangleToTest, *planes,
|
||||
clippedTriangles + triangleCount, maxClippedTriangleCount - triangleCount);
|
||||
triangleCount += clippedSubTriangleCount;
|
||||
if (triangleCount >= maxClippedTriangleCount) {
|
||||
return triangleCount;
|
||||
}
|
||||
}
|
||||
++planes;
|
||||
}
|
||||
return triangleCount;
|
||||
}
|
||||
|
||||
// Do line segments (r1p1.x, r1p1.y)--(r1p2.x, r1p2.y) and (r2p1.x, r2p1.y)--(r2p2.x, r2p2.y) intersect?
|
||||
// from: http://ptspts.blogspot.com/2010/06/how-to-determine-if-two-line-segments.html
|
||||
bool doLineSegmentsIntersect(glm::vec2 r1p1, glm::vec2 r1p2, glm::vec2 r2p1, glm::vec2 r2p2) {
|
||||
|
|
|
@ -15,6 +15,8 @@
|
|||
#include <glm/glm.hpp>
|
||||
#include <vector>
|
||||
|
||||
class Plane;
|
||||
|
||||
glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec3& start, const glm::vec3& end);
|
||||
|
||||
/// Computes the penetration between a point and a sphere (centered at the origin)
|
||||
|
@ -109,6 +111,8 @@ inline bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3
|
|||
return findRayTriangleIntersection(origin, direction, triangle.v0, triangle.v1, triangle.v2, distance, allowBackface);
|
||||
}
|
||||
|
||||
int clipTriangleWithPlane(const Triangle& triangle, const Plane& plane, Triangle* clippedTriangles, int maxClippedTriangleCount);
|
||||
int clipTriangleWithPlanes(const Triangle& triangle, const Plane* planes, int planeCount, Triangle* clippedTriangles, int maxClippedTriangleCount);
|
||||
|
||||
bool doLineSegmentsIntersect(glm::vec2 r1p1, glm::vec2 r1p2, glm::vec2 r2p1, glm::vec2 r2p2);
|
||||
bool isOnSegment(float xi, float yi, float xj, float yj, float xk, float yk);
|
||||
|
|
|
@ -19,7 +19,9 @@
|
|||
|
||||
class Plane {
|
||||
public:
|
||||
Plane(const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3 &v3) { set3Points(v1,v2,v3); }
|
||||
Plane(const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3 &v3) { set3Points(v1, v2, v3); }
|
||||
Plane(const glm::vec3 &normal, const glm::vec3 &point) { setNormalAndPoint(normal, point); }
|
||||
Plane(float a, float b, float c, float d) { setCoefficients(a, b, c, d); }
|
||||
Plane() : _normal(0.0f), _point(0.0f), _dCoefficient(0.0f) {};
|
||||
~Plane() {} ;
|
||||
|
||||
|
|
|
@ -149,6 +149,7 @@ public:
|
|||
|
||||
Vec4 transform(const Vec4& pos) const;
|
||||
Vec3 transform(const Vec3& pos) const;
|
||||
Vec3 transformDirection(const Vec3& dir) const;
|
||||
|
||||
bool containsNaN() const { return isNaN(_rotation) || isNaN(glm::dot(_scale, _translation)); }
|
||||
|
||||
|
@ -541,6 +542,13 @@ inline Transform::Vec3 Transform::transform(const Vec3& pos) const {
|
|||
return Vec3(result.x / result.w, result.y / result.w, result.z / result.w);
|
||||
}
|
||||
|
||||
inline Transform::Vec3 Transform::transformDirection(const Vec3& dir) const {
|
||||
Mat4 m;
|
||||
getMatrix(m);
|
||||
Vec4 result = m * Vec4(dir, 0.0f);
|
||||
return Vec3(result.x, result.y, result.z);
|
||||
}
|
||||
|
||||
inline Transform::Mat4& Transform::getCachedMatrix(Transform::Mat4& result) const {
|
||||
updateCache();
|
||||
result = (*_matrix);
|
||||
|
|
20
scripts/developer/utilities/render/debugShadow.js
Normal file
20
scripts/developer/utilities/render/debugShadow.js
Normal file
|
@ -0,0 +1,20 @@
|
|||
//
|
||||
// debugShadow.js
|
||||
// developer/utilities/render
|
||||
//
|
||||
// Olivier Prat, created on 10/25/2017.
|
||||
// Copyright 2017 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
|
||||
//
|
||||
|
||||
// Set up the qml ui
|
||||
var qml = Script.resolvePath('shadow.qml');
|
||||
var window = new OverlayWindow({
|
||||
title: 'Shadow Debug',
|
||||
source: qml,
|
||||
width: 200,
|
||||
height: 90
|
||||
});
|
||||
window.closed.connect(function() { Script.stop(); });
|
50
scripts/developer/utilities/render/shadow.qml
Normal file
50
scripts/developer/utilities/render/shadow.qml
Normal file
|
@ -0,0 +1,50 @@
|
|||
//
|
||||
// shadow.qml
|
||||
// developer/utilities/render
|
||||
//
|
||||
// Olivier Prat, created on 10/25/2017.
|
||||
// Copyright 2017 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or https://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
import QtQuick 2.5
|
||||
import QtQuick.Controls 1.4
|
||||
|
||||
Column {
|
||||
id: root
|
||||
spacing: 8
|
||||
property var viewConfig: Render.getConfig("RenderMainView.DrawViewFrustum");
|
||||
property var shadowConfig: Render.getConfig("RenderMainView.DrawShadowFrustum");
|
||||
|
||||
Component.onCompleted: {
|
||||
viewConfig.enabled = true;
|
||||
shadowConfig.enabled = true;
|
||||
}
|
||||
Component.onDestruction: {
|
||||
viewConfig.enabled = false;
|
||||
shadowConfig.enabled = false;
|
||||
}
|
||||
|
||||
CheckBox {
|
||||
text: "Freeze Frustums"
|
||||
checked: false
|
||||
onCheckedChanged: {
|
||||
viewConfig.isFrozen = checked;
|
||||
shadowConfig.isFrozen = checked;
|
||||
}
|
||||
}
|
||||
Row {
|
||||
spacing: 8
|
||||
Label {
|
||||
text: "View"
|
||||
color: "yellow"
|
||||
font.italic: true
|
||||
}
|
||||
Label {
|
||||
text: "Shadow"
|
||||
color: "blue"
|
||||
font.italic: true
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue