Working on the actual deferred lights.

This commit is contained in:
Andrzej Kapolka 2014-09-18 16:12:46 -07:00
parent 5c22fe7bd1
commit b9ae005e53
7 changed files with 308 additions and 22 deletions

View file

@ -0,0 +1,17 @@
#version 120
//
// deferred_light.vert
// vertex shader
//
// Created by Andrzej Kapolka on 9/18/14.
// 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
//
void main(void) {
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_Vertex;
}

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@ -0,0 +1,69 @@
#version 120
//
// spot_light.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/18/14.
// 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
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the normal texture
uniform sampler2D normalMap;
// the specular texture
uniform sampler2D specularMap;
// the depth texture
uniform sampler2D depthMap;
// the distance to the near clip plane
uniform float near;
// scale factor for depth: (far - near) / far
uniform float depthScale;
// offset for depth texture coordinates
uniform vec2 depthTexCoordOffset;
// scale for depth texture coordinates
uniform vec2 depthTexCoordScale;
// the radius (hard cutoff) of the light effect
uniform float radius;
void main(void) {
// compute the view space position using the depth
float z = near / (texture2D(depthMap, gl_TexCoord[0].st).r * depthScale - 1.0);
vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0);
// get the normal from the map
vec4 normal = texture2D(normalMap, gl_TexCoord[0].st);
vec4 normalizedNormal = normalize(normal * 2.0 - vec4(1.0, 1.0, 1.0, 2.0));
// compute the base color based on OpenGL lighting model
vec4 lightVector = gl_LightSource[1].position - position;
float lightDistance = length(lightVector);
lightVector = lightVector / lightDistance;
float diffuse = dot(normalizedNormal, lightVector);
float facingLight = step(0.0, diffuse);
vec4 baseColor = texture2D(diffuseMap, gl_TexCoord[0].st) * (gl_FrontLightProduct[1].ambient +
gl_FrontLightProduct[1].diffuse * (diffuse * facingLight));
// compute attenuation based on distance, etc.
float attenuation = step(lightDistance, radius) / dot(vec3(gl_LightSource[1].constantAttenuation,
gl_LightSource[1].linearAttenuation, gl_LightSource[1].quadraticAttenuation),
vec3(1.0, lightDistance, lightDistance * lightDistance));
// add base to specular, modulate by attenuation
float specular = facingLight * max(0.0, dot(normalize(lightVector - normalize(vec4(position.xyz, 0.0))),
normalizedNormal));
vec4 specularColor = texture2D(specularMap, gl_TexCoord[0].st);
gl_FragColor = vec4((baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb) * attenuation, 0.0);
}

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@ -0,0 +1,71 @@
#version 120
//
// spot_light.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/18/14.
// 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
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the normal texture
uniform sampler2D normalMap;
// the specular texture
uniform sampler2D specularMap;
// the depth texture
uniform sampler2D depthMap;
// the distance to the near clip plane
uniform float near;
// scale factor for depth: (far - near) / far
uniform float depthScale;
// offset for depth texture coordinates
uniform vec2 depthTexCoordOffset;
// scale for depth texture coordinates
uniform vec2 depthTexCoordScale;
// the radius (hard cutoff) of the light effect
uniform float radius;
void main(void) {
// compute the view space position using the depth
float z = near / (texture2D(depthMap, gl_TexCoord[0].st).r * depthScale - 1.0);
vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0);
// get the normal from the map
vec4 normal = texture2D(normalMap, gl_TexCoord[0].st);
vec4 normalizedNormal = normalize(normal * 2.0 - vec4(1.0, 1.0, 1.0, 2.0));
// compute the base color based on OpenGL lighting model
vec4 lightVector = gl_LightSource[1].position - position;
float lightDistance = length(lightVector);
lightVector = lightVector / lightDistance;
float diffuse = dot(normalizedNormal, lightVector);
float facingLight = step(0.0, diffuse);
vec4 baseColor = texture2D(diffuseMap, gl_TexCoord[0].st) * (gl_FrontLightProduct[1].ambient +
gl_FrontLightProduct[1].diffuse * (diffuse * facingLight));
// compute attenuation based on spot angle, distance, etc.
float cosSpotAngle = max(-dot(lightVector.xyz, gl_LightSource[1].spotDirection), 0.0);
float attenuation = step(lightDistance, radius) * step(gl_LightSource[1].spotCosCutoff, cosSpotAngle) *
pow(cosSpotAngle, gl_LightSource[1].spotExponent) / dot(vec3(gl_LightSource[1].constantAttenuation,
gl_LightSource[1].linearAttenuation, gl_LightSource[1].quadraticAttenuation),
vec3(1.0, lightDistance, lightDistance * lightDistance));
// add base to specular, modulate by attenuation
float specular = facingLight * max(0.0, dot(normalize(lightVector - normalize(vec4(position.xyz, 0.0))),
normalizedNormal));
vec4 specularColor = texture2D(specularMap, gl_TexCoord[0].st);
gl_FragColor = vec4((baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb) * attenuation, 0.0);
}

View file

@ -32,6 +32,8 @@ void DeferredLightingEffect::init() {
_directionalLightShadowMapLocations);
loadLightProgram("shaders/directional_light_cascaded_shadow_map.frag", _directionalLightCascadedShadowMap,
_directionalLightCascadedShadowMapLocations);
loadLightProgram("shaders/point_light.frag", _pointLight, _pointLightLocations);
loadLightProgram("shaders/spot_light.frag", _spotLight, _spotLightLocations);
}
void DeferredLightingEffect::bindSimpleProgram() {
@ -71,6 +73,42 @@ void DeferredLightingEffect::renderWireCube(float size) {
releaseSimpleProgram();
}
void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& ambient,
const glm::vec3& diffuse, const glm::vec3& specular, float constantAttenuation,
float linearAttenuation, float quadraticAttenuation) {
addSpotLight(position, radius, ambient, diffuse, specular, constantAttenuation, linearAttenuation, quadraticAttenuation);
}
void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radius, const glm::vec3& ambient,
const glm::vec3& diffuse, const glm::vec3& specular, float constantAttenuation, float linearAttenuation,
float quadraticAttenuation, const glm::vec3& direction, float exponent, float cutoff) {
if (exponent == 0.0f && cutoff == PI) {
PointLight light;
light.position = glm::vec4(position, 1.0f);
light.radius = radius;
light.ambient = glm::vec4(ambient, 1.0f);
light.diffuse = glm::vec4(diffuse, 1.0f);
light.specular = glm::vec4(specular, 1.0f);
light.constantAttenuation = constantAttenuation;
light.linearAttenuation = linearAttenuation;
_pointLights.append(light);
} else {
SpotLight light;
light.position = glm::vec4(position, 1.0f);
light.radius = radius;
light.ambient = glm::vec4(ambient, 1.0f);
light.diffuse = glm::vec4(diffuse, 1.0f);
light.specular = glm::vec4(specular, 1.0f);
light.constantAttenuation = constantAttenuation;
light.linearAttenuation = linearAttenuation;
light.direction = direction;
light.exponent = exponent;
light.cutoff = cutoff;
_spotLights.append(light);
}
}
void DeferredLightingEffect::prepare() {
// clear the normal and specular buffers
Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(false, true, false);
@ -86,13 +124,6 @@ void DeferredLightingEffect::prepare() {
void DeferredLightingEffect::render() {
// perform deferred lighting, rendering to free fbo
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glDisable(GL_BLEND);
@ -162,12 +193,14 @@ void DeferredLightingEffect::render() {
Application::getInstance()->computeOffAxisFrustum(
left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
program->setUniformValue(locations->nearLocation, nearVal);
program->setUniformValue(locations->depthScale, (farVal - nearVal) / farVal);
float depthScale = (farVal - nearVal) / farVal;
program->setUniformValue(locations->depthScale, depthScale);
float nearScale = -1.0f / nearVal;
float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
program->setUniformValue(locations->depthTexCoordOffset, left * nearScale - sMin * depthTexCoordScaleS,
bottom * nearScale - tMin * depthTexCoordScaleT);
float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
program->setUniformValue(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
@ -179,6 +212,61 @@ void DeferredLightingEffect::render() {
glActiveTexture(GL_TEXTURE3);
}
// additive blending
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
if (!_pointLights.isEmpty()) {
_pointLight.bind();
_pointLight.setUniformValue(_pointLightLocations.nearLocation, nearVal);
_pointLight.setUniformValue(_pointLightLocations.depthScale, depthScale);
_pointLight.setUniformValue(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
_pointLight.setUniformValue(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
foreach (const PointLight& light, _pointLights) {
_pointLight.setUniformValue(_pointLightLocations.radius, light.radius);
glLightfv(GL_LIGHT1, GL_AMBIENT, (const GLfloat*)&light.ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, (const GLfloat*)&light.diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, (const GLfloat*)&light.specular);
glLightfv(GL_LIGHT1, GL_POSITION, (const GLfloat*)&light.position);
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, light.constantAttenuation);
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, light.linearAttenuation);
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, light.quadraticAttenuation);
renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
}
_pointLights.clear();
_pointLight.release();
}
if (!_spotLights.isEmpty()) {
_spotLight.bind();
_spotLight.setUniformValue(_spotLightLocations.nearLocation, nearVal);
_spotLight.setUniformValue(_spotLightLocations.depthScale, depthScale);
_spotLight.setUniformValue(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
_spotLight.setUniformValue(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
foreach (const SpotLight& light, _spotLights) {
_spotLight.setUniformValue(_spotLightLocations.radius, light.radius);
glLightfv(GL_LIGHT1, GL_AMBIENT, (const GLfloat*)&light.ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, (const GLfloat*)&light.diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, (const GLfloat*)&light.specular);
glLightfv(GL_LIGHT1, GL_POSITION, (const GLfloat*)&light.position);
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, light.constantAttenuation);
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, light.linearAttenuation);
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, light.quadraticAttenuation);
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, (const GLfloat*)&light.direction);
glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, light.exponent);
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, glm::degrees(light.cutoff));
renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
}
_spotLights.clear();
_spotLight.release();
}
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE2);
@ -193,7 +281,7 @@ void DeferredLightingEffect::render() {
freeFBO->release();
// now transfer the lit region to the primary fbo
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
glColorMask(true, true, true, false);
primaryFBO->bind();
@ -201,6 +289,13 @@ void DeferredLightingEffect::render() {
glBindTexture(GL_TEXTURE_2D, freeFBO->texture());
glEnable(GL_TEXTURE_2D);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
glBindTexture(GL_TEXTURE_2D, 0);
@ -225,6 +320,7 @@ void DeferredLightingEffect::render() {
}
void DeferredLightingEffect::loadLightProgram(const char* name, ProgramObject& program, LightLocations& locations) {
program.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/deferred_light.vert");
program.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + name);
program.link();
@ -240,5 +336,6 @@ void DeferredLightingEffect::loadLightProgram(const char* name, ProgramObject& p
locations.depthScale = program.uniformLocation("depthScale");
locations.depthTexCoordOffset = program.uniformLocation("depthTexCoordOffset");
locations.depthTexCoordScale = program.uniformLocation("depthTexCoordScale");
locations.radius = program.uniformLocation("radius");
program.release();
}

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@ -14,6 +14,8 @@
#include <QVector>
#include <SharedUtil.h>
#include "ProgramObject.h"
class PostLightingRenderable;
@ -46,6 +48,17 @@ public:
//// Renders a wireframe cube with the simple program.
void renderWireCube(float size);
/// Adds a point light to render for the current frame.
void addPointLight(const glm::vec3& position, float radius, const glm::vec3& ambient = glm::vec3(0.0f, 0.0f, 0.0f),
const glm::vec3& diffuse = glm::vec3(1.0f, 1.0f, 1.0f), const glm::vec3& specular = glm::vec3(1.0f, 1.0f, 1.0f),
float constantAttenuation = 1.0f, float linearAttenuation = 0.0f, float quadraticAttenuation = 0.0f);
/// Adds a spot light to render for the current frame.
void addSpotLight(const glm::vec3& position, float radius, const glm::vec3& ambient = glm::vec3(0.0f, 0.0f, 0.0f),
const glm::vec3& diffuse = glm::vec3(1.0f, 1.0f, 1.0f), const glm::vec3& specular = glm::vec3(1.0f, 1.0f, 1.0f),
float constantAttenuation = 1.0f, float linearAttenuation = 0.0f, float quadraticAttenuation = 0.0f,
const glm::vec3& direction = glm::vec3(0.0f, 0.0f, -1.0f), float exponent = 0.0f, float cutoff = PI);
/// Adds an object to render after performing the deferred lighting for the current frame (e.g., a translucent object).
void addPostLightingRenderable(PostLightingRenderable* renderable) { _postLightingRenderables.append(renderable); }
@ -62,6 +75,7 @@ private:
int depthScale;
int depthTexCoordOffset;
int depthTexCoordScale;
int radius;
};
static void loadLightProgram(const char* name, ProgramObject& program, LightLocations& locations);
@ -75,7 +89,32 @@ private:
LightLocations _directionalLightShadowMapLocations;
ProgramObject _directionalLightCascadedShadowMap;
LightLocations _directionalLightCascadedShadowMapLocations;
ProgramObject _pointLight;
LightLocations _pointLightLocations;
ProgramObject _spotLight;
LightLocations _spotLightLocations;
class PointLight {
public:
glm::vec4 position;
float radius;
glm::vec4 ambient;
glm::vec4 diffuse;
glm::vec4 specular;
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
};
class SpotLight : public PointLight {
public:
glm::vec3 direction;
float exponent;
float cutoff;
};
QVector<PointLight> _pointLights;
QVector<SpotLight> _spotLights;
QVector<PostLightingRenderable*> _postLightingRenderables;
};

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@ -414,14 +414,10 @@ bool Model::render(float alpha, RenderMode mode) {
glCullFace(GL_FRONT);
} else if (mode == DEFAULT_RENDER_MODE) {
// update the local lights
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
if (i < _localLights.size()) {
_localLightDirections[i] = glm::normalize(Application::getInstance()->getUntranslatedViewMatrix() *
glm::vec4(_rotation * _localLights.at(i).direction, 0.0f));
} else {
_localLightColors[i] = glm::vec4();
}
// add the local lights
foreach (const LocalLight& light, _localLights) {
Application::getInstance()->getDeferredLightingEffect()->addSpotLight(glm::vec3(), 1.0f, glm::vec3(),
light.color, light.color, 1.0f, 0.0f, 0.0f);
}
}
}

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@ -284,9 +284,6 @@ private:
QList<AnimationHandlePointer> _runningAnimations;
glm::vec4 _localLightColors[MAX_LOCAL_LIGHTS];
glm::vec4 _localLightDirections[MAX_LOCAL_LIGHTS];
QVector<float> _blendedBlendshapeCoefficients;
int _blendNumber;
int _appliedBlendNumber;