Displaying the stack of zone components

This commit is contained in:
Sam Gateau 2017-05-18 12:54:25 -07:00
parent d9ad45bf4a
commit b8a2b38fd5
2 changed files with 57 additions and 46 deletions

View file

@ -127,31 +127,35 @@ void DebugZoneLighting::run(const render::RenderContextPointer& context, const I
auto deferredTransform = inputs; auto deferredTransform = inputs;
auto lightStage = DependencyManager::get<DeferredLightingEffect>()->getLightStage(); auto lightStage = DependencyManager::get<DeferredLightingEffect>()->getLightStage();
model::LightPointer keyLight; std::vector<model::LightPointer> keyLightStack;
if (lightStage && lightStage->_currentFrame._sunLights.size()) { if (lightStage && lightStage->_currentFrame._sunLights.size()) {
keyLight = lightStage->getLight(lightStage->_currentFrame._sunLights.front()); for (auto index : lightStage->_currentFrame._sunLights) {
} keyLightStack.push_back(lightStage->getLight(index));
else { }
keyLight = DependencyManager::get<DeferredLightingEffect>()->getGlobalLight();
} }
keyLightStack.push_back(DependencyManager::get<DeferredLightingEffect>()->getGlobalLight());
std::vector<model::LightPointer> ambientLightStack;
if (lightStage && lightStage->_currentFrame._ambientLights.size()) {
for (auto index : lightStage->_currentFrame._ambientLights) {
ambientLightStack.push_back(lightStage->getLight(index));
}
}
ambientLightStack.push_back(DependencyManager::get<DeferredLightingEffect>()->getGlobalLight());
model::LightPointer keyAmbiLight;
if (lightStage && lightStage->_currentFrame._ambientLights.size()) {
keyAmbiLight = lightStage->getLight(lightStage->_currentFrame._ambientLights.front());
} else {
keyAmbiLight = DependencyManager::get<DeferredLightingEffect>()->getGlobalLight();
}
auto backgroundStage = DependencyManager::get<DeferredLightingEffect>()->getBackgroundStage(); auto backgroundStage = DependencyManager::get<DeferredLightingEffect>()->getBackgroundStage();
model::SkyboxPointer skybox; std::vector<model::SkyboxPointer> skyboxStack;
if (backgroundStage && backgroundStage->_currentFrame._backgrounds.size()) { if (backgroundStage && backgroundStage->_currentFrame._backgrounds.size()) {
auto background = backgroundStage->getBackground(backgroundStage->_currentFrame._backgrounds.front()); for (auto index : backgroundStage->_currentFrame._backgrounds) {
if (background) { auto background = backgroundStage->getBackground(index);
skybox = background->getSkybox(); if (background) {
} skyboxStack.push_back(background->getSkybox());
} else { }
skybox = DependencyManager::get<DeferredLightingEffect>()->getDefaultSkybox(); }
} }
skyboxStack.push_back(DependencyManager::get<DeferredLightingEffect>()->getDefaultSkybox());
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) { gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
@ -165,34 +169,40 @@ void DebugZoneLighting::run(const render::RenderContextPointer& context, const I
batch.setUniformBuffer(ZONE_DEFERRED_TRANSFORM_BUFFER, deferredTransform->getFrameTransformBuffer()); batch.setUniformBuffer(ZONE_DEFERRED_TRANSFORM_BUFFER, deferredTransform->getFrameTransformBuffer());
batch.setPipeline(getKeyLightPipeline()); batch.setPipeline(getKeyLightPipeline());
model.setTranslation(glm::vec3(-4.0, -3.0, -10.0)); auto numKeys = keyLightStack.size();
batch.setModelTransform(model); for (int i = numKeys - 1; i >= 0; i--) {
if (keyLight) { model.setTranslation(glm::vec3(-4.0, -3.0 + (i * 1.0), -10.0 - (i * 3.0)));
batch.setUniformBuffer(ZONE_KEYLIGHT_BUFFER, keyLight->getLightSchemaBuffer()); batch.setModelTransform(model);
} if (keyLightStack[i]) {
batch.draw(gpu::TRIANGLE_STRIP, 4); batch.setUniformBuffer(ZONE_KEYLIGHT_BUFFER, keyLightStack[i]->getLightSchemaBuffer());
batch.draw(gpu::TRIANGLE_STRIP, 4);
}
}
batch.setPipeline(getAmbientPipeline()); batch.setPipeline(getAmbientPipeline());
model.setTranslation(glm::vec3(-4.0, 0.0, -10.0)); auto numAmbients = ambientLightStack.size();
batch.setModelTransform(model); for (int i = numAmbients - 1; i >= 0; i--) {
if (keyAmbiLight) { model.setTranslation(glm::vec3(0.0, -3.0 + (i * 1.0), -10.0 - (i * 3.0)));
batch.setUniformBuffer(ZONE_AMBIENT_BUFFER, keyAmbiLight->getAmbientSchemaBuffer()); batch.setModelTransform(model);
if (ambientLightStack[i]) {
if (keyAmbiLight->getAmbientMap()) { batch.setUniformBuffer(ZONE_AMBIENT_BUFFER, ambientLightStack[i]->getAmbientSchemaBuffer());
batch.setResourceTexture(ZONE_AMBIENT_MAP, keyAmbiLight->getAmbientMap()); if (ambientLightStack[i]->getAmbientMap()) {
} batch.setResourceTexture(ZONE_AMBIENT_MAP, ambientLightStack[i]->getAmbientMap());
} }
batch.draw(gpu::TRIANGLE_STRIP, 4); batch.draw(gpu::TRIANGLE_STRIP, 4);
}
}
batch.setPipeline(getBackgroundPipeline()); batch.setPipeline(getBackgroundPipeline());
model.setTranslation(glm::vec3(-4.0, 3.0, -10.0)); auto numBackgrounds = skyboxStack.size();
batch.setModelTransform(model); for (int i = numBackgrounds - 1; i >= 0; i--) {
if (skybox) { model.setTranslation(glm::vec3(4.0, -3.0 + (i * 1.0), -10.0 - (i * 3.0)));
batch.setResourceTexture(ZONE_SKYBOX_MAP, skybox->getCubemap()); batch.setModelTransform(model);
batch.setUniformBuffer(ZONE_SKYBOX_BUFFER, skybox->getSchemaBuffer()); if (skyboxStack[i]) {
} batch.setResourceTexture(ZONE_SKYBOX_MAP, skyboxStack[i]->getCubemap());
batch.draw(gpu::TRIANGLE_STRIP, 4); batch.setUniformBuffer(ZONE_SKYBOX_BUFFER, skyboxStack[i]->getSchemaBuffer());
batch.draw(gpu::TRIANGLE_STRIP, 4);
}
}
}); });
} }

View file

@ -26,7 +26,7 @@ void main(void) {
<$evalGlobeWidget()$> <$evalGlobeWidget()$>
Light light = getLight(); Light light = getLight();
vec3 lightDirection = getLightDirection(light); vec3 lightDirection = normalize(getLightDirection(light));
vec3 lightIrradiance = getLightIrradiance(light); vec3 lightIrradiance = getLightIrradiance(light);
vec3 color = vec3(0.0); vec3 color = vec3(0.0);
@ -35,7 +35,8 @@ void main(void) {
vec3 outSpherePos = normalize(vec3(sphereUV, -sqrt(1.0 - sphereR2))); vec3 outSpherePos = normalize(vec3(sphereUV, -sqrt(1.0 - sphereR2)));
vec3 outNormal = vec3(getViewInverse() * vec4(outSpherePos, 0.0)); vec3 outNormal = vec3(getViewInverse() * vec4(outSpherePos, 0.0));
float val = step(SUN_THRESHOLD, dot(-lightDirection, outNormal));
float val = step(SUN_THRESHOLD, dot(-lightDirection, outNormal));
color = lightIrradiance * vec3(val); color = lightIrradiance * vec3(val);