Fixing a few issues and syntax, trying to understand why the shadows are not rendering correctly

This commit is contained in:
Sam Gateau 2015-04-03 10:32:20 -07:00
parent f96079f4f9
commit 6f5c411a46
4 changed files with 38 additions and 12 deletions

View file

@ -169,7 +169,8 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
PerformanceTimer perfTimer("model->render");
// filter out if not needed to render
if (args && (args->_renderMode == RenderArgs::SHADOW_RENDER_MODE)) {
if (movingOrAnimating) {
// if (movingOrAnimating) {
{
_model->renderInScene(alpha, args);
}
} else {

View file

@ -104,7 +104,7 @@ void makeBindings(GLBackend::GLShader* shader) {
loc = glGetUniformBlockIndex(glprogram, "transformCameraBuffer");
if (loc >= 0) {
glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_CAMERA_SLOT);
shader->_transformCameraSlot = gpu::TRANSFORM_OBJECT_SLOT;
shader->_transformCameraSlot = gpu::TRANSFORM_CAMERA_SLOT;
}
#endif
}

View file

@ -121,18 +121,20 @@ Model::Locations Model::_normalMapLocations;
Model::Locations Model::_specularMapLocations;
Model::Locations Model::_normalSpecularMapLocations;
Model::Locations Model::_translucentLocations;
Model::Locations Model::_shadowLocations;
Model::Locations Model::_lightmapLocations;
Model::Locations Model::_lightmapNormalMapLocations;
Model::Locations Model::_lightmapSpecularMapLocations;
Model::Locations Model::_lightmapNormalSpecularMapLocations;
Model::SkinLocations Model::_skinLocations;
Model::SkinLocations Model::_skinNormalMapLocations;
Model::SkinLocations Model::_skinSpecularMapLocations;
Model::SkinLocations Model::_skinNormalSpecularMapLocations;
Model::SkinLocations Model::_skinShadowLocations;
Model::SkinLocations Model::_skinTranslucentLocations;
Model::SkinLocations Model::_skinShadowLocations;
AbstractViewStateInterface* Model::_viewState = NULL;
@ -284,8 +286,7 @@ void Model::init() {
_shadowProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelShadowVertex, modelShadowPixel));
makeResult = gpu::Shader::makeProgram(*_shadowProgram, slotBindings);
Model::Locations tempShadowLoc;
initProgram(_shadowProgram, tempShadowLoc);
initProgram(_shadowProgram, _shadowLocations);
_lightmapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelLightmapVertex, modelLightmapPixel));
makeResult = gpu::Shader::makeProgram(*_lightmapProgram, slotBindings);
@ -656,7 +657,9 @@ bool Model::render(float alpha, RenderMode mode, RenderArgs* args) {
renderSetup(args);
return renderCore(alpha, mode, args);
}
#define WANT_DEBUG_MESHBOXES
bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
PROFILE_RANGE(__FUNCTION__);
if (!_viewState) {
@ -678,7 +681,14 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
if (_transforms.empty()) {
_transforms.push_back(Transform());
}
_transforms[0] = _viewState->getViewTransform();
if (args && args->_viewFrustum) {
_transforms[0].setTranslation(args->_viewFrustum->getPosition());
_transforms[0].setRotation(args->_viewFrustum->getOrientation());
} else {
_transforms[0] = _viewState->getViewTransform();
}
// apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
_transforms[0].preTranslate(-_translation);
@ -694,6 +704,9 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
GLBATCH(glCullFace)(GL_FRONT);
}
}
GLBATCH(glEnable)(GL_DEPTH_TEST);
GLBATCH(glDepthFunc)(GL_LEQUAL);
GLBATCH(glDepthMask)(true);
// render opaque meshes with alpha testing
@ -1710,14 +1723,22 @@ void Model::startScene(RenderArgs::RenderSide renderSide) {
}
}
void Model::setupBatchTransform(gpu::Batch& batch) {
void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) {
// Capture the view matrix once for the rendering of this model
if (_transforms.empty()) {
_transforms.push_back(Transform());
}
_transforms[0] = _viewState->getViewTransform();
if (args && args->_viewFrustum) {
_transforms[0].setTranslation(args->_viewFrustum->getPosition());
_transforms[0].setRotation(args->_viewFrustum->getOrientation());
} else {
_transforms[0] = _viewState->getViewTransform();
}
_transforms[0].preTranslate(-_translation);
batch.setViewTransform(_transforms[0]);
}
@ -1762,6 +1783,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
}
// render opaque meshes with alpha testing
GLBATCH(glDepthMask)(true);
GLBATCH(glDisable)(GL_BLEND);
GLBATCH(glEnable)(GL_ALPHA_TEST);
@ -2286,6 +2308,7 @@ void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, f
skinLocations = &_skinLocations;
if (mode == SHADOW_RENDER_MODE) {
program = _shadowProgram;
locations = &_shadowLocations;
skinProgram = _skinShadowProgram;
skinLocations = &_skinShadowLocations;
} else if (translucent && alphaThreshold == 0.0f) {
@ -2376,7 +2399,7 @@ int Model::renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool
pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, args, locations, skinLocations);
pickProgramsNeeded = false;
}
model->setupBatchTransform(batch);
model->setupBatchTransform(batch, args);
meshPartsRendered += model->renderMeshesFromList(list, batch, mode, translucent, alphaThreshold, args, locations, skinLocations);
}
}

View file

@ -357,6 +357,7 @@ private:
static Locations _specularMapLocations;
static Locations _normalSpecularMapLocations;
static Locations _translucentLocations;
static Locations _shadowLocations;
static Locations _lightmapLocations;
static Locations _lightmapNormalMapLocations;
@ -377,8 +378,9 @@ private:
static SkinLocations _skinNormalMapLocations;
static SkinLocations _skinSpecularMapLocations;
static SkinLocations _skinNormalSpecularMapLocations;
static SkinLocations _skinShadowLocations;
static SkinLocations _skinTranslucentLocations;
static SkinLocations _skinShadowLocations;
static void initSkinProgram(ProgramObject& program, SkinLocations& locations);
static void initSkinProgram(gpu::ShaderPointer& program, SkinLocations& locations);
@ -463,7 +465,7 @@ private:
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL,
bool forceRenderMeshes = false);
void setupBatchTransform(gpu::Batch& batch);
void setupBatchTransform(gpu::Batch& batch, RenderArgs* args);
QVector<int>* pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned);
int renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,