Drawing background first in the Lighting buffer then lighting passes with stencil test

This commit is contained in:
Sam Cake 2015-12-06 23:51:29 -08:00
parent dc4b6909bc
commit a018c51945
11 changed files with 18 additions and 394 deletions

View file

@ -34,16 +34,8 @@
#include "deferred_light_spot_vert.h"
#include "directional_light_frag.h"
#include "directional_light_shadow_map_frag.h"
#include "directional_light_cascaded_shadow_map_frag.h"
#include "directional_ambient_light_frag.h"
#include "directional_ambient_light_shadow_map_frag.h"
#include "directional_ambient_light_cascaded_shadow_map_frag.h"
#include "directional_skybox_light_frag.h"
#include "directional_skybox_light_shadow_map_frag.h"
#include "directional_skybox_light_cascaded_shadow_map_frag.h"
#include "point_light_frag.h"
#include "spot_light_frag.h"
@ -51,8 +43,6 @@
static const std::string glowIntensityShaderHandle = "glowIntensity";
struct LightLocations {
int shadowDistances;
int shadowScale;
int radius;
int ambientSphere;
int lightBufferUnit;
@ -107,34 +97,16 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
_viewState = viewState;
_directionalLightLocations = std::make_shared<LightLocations>();
_directionalLightShadowMapLocations = std::make_shared<LightLocations>();
_directionalLightCascadedShadowMapLocations = std::make_shared<LightLocations>();
_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
_directionalAmbientSphereLightShadowMapLocations = std::make_shared<LightLocations>();
_directionalAmbientSphereLightCascadedShadowMapLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightShadowMapLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightCascadedShadowMapLocations = std::make_shared<LightLocations>();
_pointLightLocations = std::make_shared<LightLocations>();
_spotLightLocations = std::make_shared<LightLocations>();
loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations);
loadLightProgram(deferred_light_vert, directional_light_shadow_map_frag, false, _directionalLightShadowMap,
_directionalLightShadowMapLocations);
loadLightProgram(deferred_light_vert, directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap,
_directionalLightCascadedShadowMapLocations);
loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap,
_directionalAmbientSphereLightShadowMapLocations);
loadLightProgram(deferred_light_vert, directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap,
_directionalAmbientSphereLightCascadedShadowMapLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap,
_directionalSkyboxLightShadowMapLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap,
_directionalSkyboxLightCascadedShadowMapLocations);
loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations);
@ -379,6 +351,15 @@ void DeferredLightingEffect::prepare(RenderArgs* args) {
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
// Clear Lighting buffer
auto lightingFbo = DependencyManager::get<FramebufferCache>()->getLightingFramebuffer();
batch.setFramebuffer(lightingFbo);
batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_COLOR0,
vec4(vec3(0), 0), 1.0, 0.0, true);
// Clear deferred
auto deferredFbo = DependencyManager::get<FramebufferCache>()->getDeferredFramebuffer();
batch.setFramebuffer(deferredFbo);
@ -422,7 +403,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
// Clearing it
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.clearColorFramebuffer(lightingFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true);
// batch.clearColorFramebuffer(lightingFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true);
// BInd the G-Buffer surfaces
batch.setResourceTexture(0, framebufferCache->getDeferredColorTexture());
@ -768,7 +749,6 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), 1));
slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), 2));
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), 3));
slotBindings.insert(gpu::Shader::Binding(std::string("shadowMap"), 4));
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), 5));
const int LIGHT_GPU_SLOT = 3;
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT));
@ -779,8 +759,6 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
gpu::Shader::makeProgram(*program, slotBindings);
locations->shadowDistances = program->getUniforms().findLocation("shadowDistances");
locations->shadowScale = program->getUniforms().findLocation("shadowScale");
locations->radius = program->getUniforms().findLocation("radius");
locations->ambientSphere = program->getUniforms().findLocation("ambientSphere.L00");
@ -793,6 +771,10 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
locations->deferredTransformBuffer = program->getBuffers().findLocation("deferredTransformBuffer");
auto state = std::make_shared<gpu::State>();
// Stencil test all the light passes for objects pixels only, not the background
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
if (lightVolume) {
state->setCullMode(gpu::State::CULL_BACK);

View file

@ -106,24 +106,12 @@ private:
gpu::PipelinePointer _directionalSkyboxLight;
LightLocationsPtr _directionalSkyboxLightLocations;
gpu::PipelinePointer _directionalSkyboxLightShadowMap;
LightLocationsPtr _directionalSkyboxLightShadowMapLocations;
gpu::PipelinePointer _directionalSkyboxLightCascadedShadowMap;
LightLocationsPtr _directionalSkyboxLightCascadedShadowMapLocations;
gpu::PipelinePointer _directionalAmbientSphereLight;
LightLocationsPtr _directionalAmbientSphereLightLocations;
gpu::PipelinePointer _directionalAmbientSphereLightShadowMap;
LightLocationsPtr _directionalAmbientSphereLightShadowMapLocations;
gpu::PipelinePointer _directionalAmbientSphereLightCascadedShadowMap;
LightLocationsPtr _directionalAmbientSphereLightCascadedShadowMapLocations;
gpu::PipelinePointer _directionalLight;
LightLocationsPtr _directionalLightLocations;
gpu::PipelinePointer _directionalLightShadowMap;
LightLocationsPtr _directionalLightShadowMapLocations;
gpu::PipelinePointer _directionalLightCascadedShadowMap;
LightLocationsPtr _directionalLightCascadedShadowMapLocations;
gpu::PipelinePointer _pointLight;
LightLocationsPtr _pointLightLocations;

View file

@ -92,6 +92,7 @@ void FramebufferCache::createPrimaryFramebuffer() {
// _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::HALF, gpu::RGBA), width, height, defaultSampler));
_lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
_lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
_lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
}
gpu::FramebufferPointer FramebufferCache::getPrimaryFramebufferDepthColor() {

View file

@ -355,7 +355,8 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
doInBatch(args->_context, [=](gpu::Batch& batch) {
args->_batch = &batch;
auto deferredFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getDeferredFramebufferDepthColor();
// auto deferredFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getDeferredFramebufferDepthColor();
auto deferredFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getLightingFramebuffer();
auto deferredFboFull = DependencyManager::get<FramebufferCache>()->getDeferredFramebuffer();
batch.enableSkybox(true);
@ -375,7 +376,7 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
renderItems(sceneContext, renderContext, inItems);
batch.setFramebuffer(deferredFboFull);
// batch.setFramebuffer(deferredFboFull);
});
args->_batch = nullptr;

View file

@ -27,7 +27,6 @@ void main(void) {
DeferredTransform deferredTransform = getDeferredTransform();
DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
// Light mapped or not ?
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,

View file

@ -1,57 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// directional_light.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/3/14.
// Copyright 2014 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
//
// Everything about deferred buffer
<@include DeferredBuffer.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
<$declareEvalAmbientSphereGlobalColor()$>
// Everything about shadow
<@include Shadow.slh@>
in vec2 _texCoord0;
out vec4 _fragColor;
void main(void) {
DeferredTransform deferredTransform = getDeferredTransform();
DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
// Eval shadow Texcoord and then Attenuation
vec4 shadowTexcoord = evalCascadedShadowTexcoord(frag.position);
float shadowAttenuation = evalShadowAttenuation(shadowTexcoord);
// Light mapped or not ?
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.normal,
frag.diffuse,
frag.specularVal.xyz);
_fragColor = vec4(color, 1.0);
} else {
vec3 color = evalAmbienSphereGlobalColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.position.xyz,
frag.normal,
frag.diffuse,
frag.specular,
frag.gloss);
_fragColor = vec4(color, frag.normalVal.a);
}
}

View file

@ -1,56 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// directional_light.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/3/14.
// Copyright 2014 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
//
// Everything about deferred buffer
<@include DeferredBuffer.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
<$declareEvalAmbientSphereGlobalColor()$>
// Everything about shadow
<@include Shadow.slh@>
in vec2 _texCoord0;
out vec4 _fragColor;
void main(void) {
DeferredTransform deferredTransform = getDeferredTransform();
DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
// Eval shadow Texcoord and then Attenuation
vec4 shadowTexcoord = evalShadowTexcoord(frag.position);
float shadowAttenuation = evalShadowAttenuation(shadowTexcoord);
// Light mapped or not ?
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.normal,
frag.diffuse,
frag.specularVal.xyz);
_fragColor = vec4(color, 1.0);
} else {
vec3 color = evalAmbienSphereGlobalColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.position.xyz,
frag.normal,
frag.diffuse,
frag.specular,
frag.gloss);
_fragColor = vec4(color, frag.normalVal.a);
}
}

View file

@ -1,59 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// directional_light.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/3/14.
// Copyright 2014 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
//
// Everything about deferred buffer
<@include DeferredBuffer.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
<$declareEvalAmbientGlobalColor()$>
// Everything about shadow
<@include Shadow.slh@>
in vec2 _texCoord0;
out vec4 _fragColor;
void main(void) {
DeferredTransform deferredTransform = getDeferredTransform();
DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
// Eval shadow Texcoord and then Attenuation
vec4 shadowTexcoord = evalCascadedShadowTexcoord(frag.position);
float shadowAttenuation = evalShadowAttenuation(shadowTexcoord);
// Light mapped or not ?
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.normal,
frag.diffuse,
frag.specularVal.xyz);
_fragColor = vec4(color, 1.0);
} else {
vec3 color = evalAmbienGlobalColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.position.xyz,
frag.normal,
frag.diffuse,
frag.specular,
frag.gloss);
_fragColor = vec4(color, frag.normalVal.a);
}
}

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@ -1,58 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// directional_light.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/3/14.
// Copyright 2014 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
//
// Everything about deferred buffer
<@include DeferredBuffer.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
<$declareEvalAmbientGlobalColor()$>
// Everything about shadow
<@include Shadow.slh@>
in vec2 _texCoord0;
out vec4 _fragColor;
void main(void) {
DeferredTransform deferredTransform = getDeferredTransform();
DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
// Eval shadow Texcoord and then Attenuation
vec4 shadowTexcoord = evalShadowTexcoord(frag.position);
float shadowAttenuation = evalShadowAttenuation(shadowTexcoord);
// Light mapped or not ?
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.normal,
frag.diffuse,
frag.specularVal.xyz);
_fragColor = vec4(color, 1.0);
} else {
vec3 color = evalAmbienGlobalColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.position.xyz,
frag.normal,
frag.diffuse,
frag.specular,
frag.gloss);
_fragColor = vec4(color, frag.normalVal.a);
}
}

View file

@ -1,59 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// directional_light.frag
// fragment shader
//
// Created by Sam Gateau on 5/8/2015.
// Copyright 2014 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
//
// Everything about deferred buffer
<@include DeferredBuffer.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
<$declareEvalSkyboxGlobalColor()$>
// Everything about shadow
<@include Shadow.slh@>
in vec2 _texCoord0;
out vec4 _fragColor;
void main(void) {
DeferredTransform deferredTransform = getDeferredTransform();
DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
// Eval shadow Texcoord and then Attenuation
vec4 shadowTexcoord = evalCascadedShadowTexcoord(frag.position);
float shadowAttenuation = evalShadowAttenuation(shadowTexcoord);
// Light mapped or not ?
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.normal,
frag.diffuse,
frag.specularVal.xyz);
_fragColor = vec4(color, 1.0);
} else {
vec3 color = evalSkyboxGlobalColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.position.xyz,
frag.normal,
frag.diffuse,
frag.specular,
frag.gloss);
_fragColor = vec4(color, frag.normalVal.a);
}
}

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@ -1,58 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// directional_light.frag
// fragment shader
//
// Created by Sam Gateau on 5/8/2015.
// Copyright 2014 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
//
// Everything about deferred buffer
<@include DeferredBuffer.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
<$declareEvalSkyboxGlobalColor()$>
// Everything about shadow
<@include Shadow.slh@>
in vec2 _texCoord0;
out vec4 _fragColor;
void main(void) {
DeferredTransform deferredTransform = getDeferredTransform();
DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
// Eval shadow Texcoord and then Attenuation
vec4 shadowTexcoord = evalShadowTexcoord(frag.position);
float shadowAttenuation = evalShadowAttenuation(shadowTexcoord);
// Light mapped or not ?
if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.normal,
frag.diffuse,
frag.specularVal.xyz);
_fragColor = vec4(color, 1.0);
} else {
vec3 color = evalSkyboxGlobalColor(
deferredTransform.viewInverse,
shadowAttenuation,
frag.position.xyz,
frag.normal,
frag.diffuse,
frag.specular,
frag.gloss);
_fragColor = vec4(color, frag.normalVal.a);
}
}