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Update shadow programs
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fad38c0bfb
commit
bc379e920b
1 changed files with 16 additions and 6 deletions
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@ -42,6 +42,7 @@ struct LightLocations {
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int texcoordMat;
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int coneParam;
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int deferredTransformBuffer;
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int shadowTransformBuffer;
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};
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static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
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@ -55,12 +56,9 @@ void DeferredLightingEffect::init() {
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_spotLightLocations = std::make_shared<LightLocations>();
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loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations);
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loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
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loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
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loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations);
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loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations);
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@ -174,6 +172,12 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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batch.setResourceTexture(2, framebufferCache->getDeferredSpecularTexture());
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batch.setResourceTexture(3, framebufferCache->getPrimaryDepthTexture());
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assert(_lightStage.lights.size() > 0);
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const auto& globalShadow = _lightStage.lights[0]->shadow;
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// Bind the shadow buffer
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batch.setResourceTexture(4, globalShadow.map);
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// THe main viewport is assumed to be the mono viewport (or the 2 stereo faces side by side within that viewport)
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auto monoViewport = args->_viewport;
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float sMin = args->_viewport.x / (float)framebufferSize.width();
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@ -293,6 +297,10 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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program = _directionalAmbientSphereLight;
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locations = _directionalAmbientSphereLightLocations;
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}
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if (locations->shadowTransformBuffer >= 0) {
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batch.setUniformBuffer(locations->shadowTransformBuffer, globalShadow.getBuffer());
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}
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batch.setPipeline(program);
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}
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@ -480,17 +488,18 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
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slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), 1));
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slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), 2));
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slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), 3));
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slotBindings.insert(gpu::Shader::Binding(std::string("shadowMap"), 4));
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slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), 5));
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static const int LIGHT_GPU_SLOT = 3;
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slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT));
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static const int ATMOSPHERE_GPU_SLOT = 4;
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slotBindings.insert(gpu::Shader::Binding(std::string("atmosphereBufferUnit"), ATMOSPHERE_GPU_SLOT));
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static const int DEFERRED_TRANSFORM_BUFFER_SLOT = 2;
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slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT));
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slotBindings.insert(gpu::Shader::Binding(std::string("atmosphereBufferUnit"), ATMOSPHERE_GPU_SLOT));
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredTransformBuffer"), DEFERRED_TRANSFORM_BUFFER_SLOT));
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gpu::Shader::makeProgram(*program, slotBindings);
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locations->radius = program->getUniforms().findLocation("radius");
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locations->ambientSphere = program->getUniforms().findLocation("ambientSphere.L00");
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@ -500,6 +509,7 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
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locations->lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
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locations->atmosphereBufferUnit = program->getBuffers().findLocation("atmosphereBufferUnit");
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locations->deferredTransformBuffer = program->getBuffers().findLocation("deferredTransformBuffer");
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locations->shadowTransformBuffer = program->getBuffers().findLocation("shadowTransformBuffer");
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auto state = std::make_shared<gpu::State>();
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state->setColorWriteMask(true, true, true, false);
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