Covering all the case for rendering the light passes

This commit is contained in:
Sam Gateau 2015-06-26 15:40:08 -07:00
parent 2fb4ed06c0
commit c41ebcae78
23 changed files with 636 additions and 141 deletions

View file

@ -103,6 +103,23 @@ void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, floa
_params.push_back(targets);
}
void Batch::clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color) {
clearFramebuffer(targets & Framebuffer::BUFFER_COLORS, color, 1.0f, 0);
}
void Batch::clearDepthFramebuffer(float depth) {
clearFramebuffer(Framebuffer::BUFFER_DEPTH, Vec4(0.0f), depth, 0);
}
void Batch::clearStencilFramebuffer(int stencil) {
clearFramebuffer(Framebuffer::BUFFER_STENCIL, Vec4(0.0f), 1.0f, stencil);
}
void Batch::clearDepthStencilFramebuffer(float depth, int stencil) {
clearFramebuffer(Framebuffer::BUFFER_DEPTHSTENCIL, Vec4(0.0f), depth, stencil);
}
void Batch::setInputFormat(const Stream::FormatPointer& format) {
ADD_COMMAND(setInputFormat);
@ -141,6 +158,10 @@ void Batch::setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset
_params.push_back(type);
}
void Batch::setIndexBuffer(const BufferView& buffer) {
setIndexBuffer(buffer._element.getType(), buffer._buffer, buffer._offset);
}
void Batch::setModelTransform(const Transform& model) {
ADD_COMMAND(setModelTransform);
@ -159,6 +180,13 @@ void Batch::setProjectionTransform(const Mat4& proj) {
_params.push_back(cacheData(sizeof(Mat4), &proj));
}
void Batch::setViewportTransform(const Vec4i& viewport) {
ADD_COMMAND(setViewportTransform);
_params.push_back(cacheData(sizeof(Vec4i), &viewport));
}
void Batch::setPipeline(const PipelinePointer& pipeline) {
ADD_COMMAND(setPipeline);

View file

@ -44,19 +44,6 @@
namespace gpu {
enum Primitive {
POINTS = 0,
LINES,
LINE_STRIP,
TRIANGLES,
TRIANGLE_STRIP,
TRIANGLE_FAN,
QUADS,
QUAD_STRIP,
NUM_PRIMITIVES,
};
enum ReservedSlot {
/* TRANSFORM_OBJECT_SLOT = 6,
TRANSFORM_CAMERA_SLOT = 7,
@ -82,7 +69,12 @@ public:
void drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0, uint32 startInstance = 0);
// Clear framebuffer layers
// Targets can be any of the render buffers contained in the Framebuffer
void clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil);
void clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color); // not a command, just a shortcut for clearFramebuffer, mask out targets to make sure it touches only color targets
void clearDepthFramebuffer(float depth); // not a command, just a shortcut for clearFramebuffer, it touches only depth target
void clearStencilFramebuffer(int stencil); // not a command, just a shortcut for clearFramebuffer, it touches only stencil target
void clearDepthStencilFramebuffer(float depth, int stencil); // not a command, just a shortcut for clearFramebuffer, it touches depth and stencil target
// Input Stage
// InputFormat
@ -95,6 +87,7 @@ public:
void setInputStream(Slot startChannel, const BufferStream& stream); // not a command, just unroll into a loop of setInputBuffer
void setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset);
void setIndexBuffer(const BufferView& buffer); // not a command, just a shortcut from a BufferView
// Transform Stage
// Vertex position is transformed by ModelTransform from object space to world space
@ -105,6 +98,7 @@ public:
void setModelTransform(const Transform& model);
void setViewTransform(const Transform& view);
void setProjectionTransform(const Mat4& proj);
void setViewportTransform(const Vec4i& viewport); // Viewport is xy = low left corner in the framebuffer, zw = width height of the viewport
// Pipeline Stage
void setPipeline(const PipelinePointer& pipeline);
@ -177,6 +171,7 @@ public:
COMMAND_setModelTransform,
COMMAND_setViewTransform,
COMMAND_setProjectionTransform,
COMMAND_setViewportTransform,
COMMAND_setPipeline,
COMMAND_setStateBlendFactor,

View file

@ -42,7 +42,7 @@ public:
Mat4 _projectionViewUntranslated;
Mat4 _projection;
Mat4 _projectionInverse;
Vec4 _viewport;
Vec4i _viewport;
};
template< typename T >

View file

@ -38,6 +38,7 @@ typedef uint32 Offset;
typedef glm::mat4 Mat4;
typedef glm::mat3 Mat3;
typedef glm::vec4 Vec4;
typedef glm::ivec4 Vec4i;
typedef glm::vec3 Vec3;
typedef glm::vec2 Vec2;
typedef glm::ivec2 Vec2i;
@ -181,6 +182,9 @@ public:
}
static const Element COLOR_RGBA_32;
static const Element VEC3F_XYZ;
static const Element INDEX_UINT16;
static const Element PART_DRAWCALL;
protected:
uint8 _semantic;
@ -202,6 +206,19 @@ enum ComparisonFunction {
NUM_COMPARISON_FUNCS,
};
enum Primitive {
POINTS = 0,
LINES,
LINE_STRIP,
TRIANGLES,
TRIANGLE_STRIP,
TRIANGLE_FAN,
QUADS,
QUAD_STRIP,
NUM_PRIMITIVES,
};
};

View file

@ -29,6 +29,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_setModelTransform),
(&::gpu::GLBackend::do_setViewTransform),
(&::gpu::GLBackend::do_setProjectionTransform),
(&::gpu::GLBackend::do_setViewportTransform),
(&::gpu::GLBackend::do_setPipeline),
(&::gpu::GLBackend::do_setStateBlendFactor),
@ -219,13 +220,31 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
glmask |= GL_DEPTH_BUFFER_BIT;
}
std::vector<GLenum> drawBuffers;
if (masks & Framebuffer::BUFFER_COLORS) {
glClearColor(color.x, color.y, color.z, color.w);
glmask |= GL_COLOR_BUFFER_BIT;
for (int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) {
if (masks & (1 << i)) {
drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i);
}
}
if (!drawBuffers.empty()) {
glDrawBuffers(drawBuffers.size(), drawBuffers.data());
glClearColor(color.x, color.y, color.z, color.w);
glmask |= GL_COLOR_BUFFER_BIT;
}
}
glClear(glmask);
// Restore the color draw buffers only if a frmaebuffer is bound
if (_output._framebuffer && !drawBuffers.empty()) {
auto glFramebuffer = syncGPUObject(*_output._framebuffer);
if (glFramebuffer) {
glDrawBuffers(glFramebuffer->_colorBuffers.size(), glFramebuffer->_colorBuffers.data());
}
}
(void) CHECK_GL_ERROR();
}
@ -584,10 +603,11 @@ void GLBackend::do_glUniform4fv(Batch& batch, uint32 paramOffset) {
return;
}
updatePipeline();
glUniform4fv(
batch._params[paramOffset + 2]._int,
batch._params[paramOffset + 1]._uint,
(const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint));
GLint location = batch._params[paramOffset + 2]._int;
GLsizei count = batch._params[paramOffset + 1]._uint;
const GLfloat* value = (const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint);
glUniform4fv(location, count, value);
(void) CHECK_GL_ERROR();
}

View file

@ -96,6 +96,7 @@ public:
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
#else
GLuint _transformObject_model = -1;
GLuint _transformCamera_viewInverse = -1;
#endif
@ -179,6 +180,7 @@ public:
class GLFramebuffer : public GPUObject {
public:
GLuint _fbo = 0;
std::vector<GLenum> _colorBuffers;
GLFramebuffer();
~GLFramebuffer();
@ -267,6 +269,7 @@ protected:
void do_setModelTransform(Batch& batch, uint32 paramOffset);
void do_setViewTransform(Batch& batch, uint32 paramOffset);
void do_setProjectionTransform(Batch& batch, uint32 paramOffset);
void do_setViewportTransform(Batch& batch, uint32 paramOffset);
void initTransform();
void killTransform();
@ -281,9 +284,11 @@ protected:
Transform _model;
Transform _view;
Mat4 _projection;
Vec4i _viewport;
bool _invalidModel;
bool _invalidView;
bool _invalidProj;
bool _invalidViewport;
GLenum _lastMode;
@ -293,9 +298,11 @@ protected:
_model(),
_view(),
_projection(),
_viewport(0,0,1,1),
_invalidModel(true),
_invalidView(true),
_invalidProj(false),
_invalidViewport(false),
_lastMode(GL_TEXTURE) {}
} _transform;
@ -329,6 +336,7 @@ protected:
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
#else
GLint _program_transformObject_model = -1;
GLint _program_transformCamera_viewInverse = -1;
#endif

View file

@ -40,8 +40,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
unsigned int nbColorBuffers = 0;
GLenum colorBuffers[16];
std::vector<GLenum> colorBuffers;
if (framebuffer.hasColor()) {
static const GLenum colorAttachments[] = {
GL_COLOR_ATTACHMENT0,
@ -69,8 +68,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
if (gltexture) {
glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, gltexture->_texture, 0);
}
colorBuffers[nbColorBuffers] = colorAttachments[unit];
nbColorBuffers++;
colorBuffers.push_back(colorAttachments[unit]);
unit++;
}
}
@ -100,8 +98,8 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
}
// Last but not least, define where we draw
if (nbColorBuffers > 0) {
glDrawBuffers(nbColorBuffers, colorBuffers);
if (!colorBuffers.empty()) {
glDrawBuffers(colorBuffers.size(), colorBuffers.data());
} else {
glDrawBuffer( GL_NONE );
}
@ -139,6 +137,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
// All is green, assign the gpuobject to the Framebuffer
object = new GLFramebuffer();
object->_fbo = fbo;
object->_colorBuffers = colorBuffers;
Backend::setGPUObject(framebuffer, object);
}

View file

@ -73,6 +73,7 @@ void GLBackend::do_setPipeline(Batch& batch, uint32 paramOffset) {
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
#else
_pipeline._program_transformObject_model = -1;
_pipeline._program_transformCamera_viewInverse = -1;
#endif
@ -91,6 +92,7 @@ void GLBackend::do_setPipeline(Batch& batch, uint32 paramOffset) {
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
#else
_pipeline._program_transformObject_model = pipelineObject->_program->_transformObject_model;
_pipeline._program_transformCamera_viewInverse = pipelineObject->_program->_transformCamera_viewInverse;
#endif
}
@ -143,6 +145,10 @@ void GLBackend::updatePipeline() {
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
#else
// If shader program needs the model we need to provide it
if (_pipeline._program_transformObject_model >= 0) {
glUniformMatrix4fv(_pipeline._program_transformObject_model, 1, false, (const GLfloat*) &_transform._transformObject._model);
}
// If shader program needs the inverseView we need to provide it
if (_pipeline._program_transformCamera_viewInverse >= 0) {
glUniformMatrix4fv(_pipeline._program_transformCamera_viewInverse, 1, false, (const GLfloat*) &_transform._transformCamera._viewInverse);

View file

@ -111,6 +111,11 @@ void makeBindings(GLBackend::GLShader* shader) {
shader->_transformCameraSlot = gpu::TRANSFORM_CAMERA_SLOT;
}
#else
loc = glGetUniformLocation(glprogram, "transformObject_model");
if (loc >= 0) {
shader->_transformObject_model = loc;
}
loc = glGetUniformLocation(glprogram, "transformCamera_viewInverse");
if (loc >= 0) {
shader->_transformCamera_viewInverse = loc;

View file

@ -15,7 +15,6 @@
using namespace gpu;
// Transform Stage
void GLBackend::do_setModelTransform(Batch& batch, uint32 paramOffset) {
_transform._model = batch._transforms.get(batch._params[paramOffset]._uint);
_transform._invalidModel = true;
@ -31,6 +30,11 @@ void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
_transform._invalidProj = true;
}
void GLBackend::do_setViewportTransform(Batch& batch, uint32 paramOffset) {
memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
_transform._invalidViewport = true;
}
void GLBackend::initTransform() {
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
glGenBuffers(1, &_transform._transformObjectBuffer);
@ -57,10 +61,13 @@ void GLBackend::killTransform() {
}
void GLBackend::syncTransformStateCache() {
_transform._invalidViewport = true;
_transform._invalidProj = true;
_transform._invalidView = true;
_transform._invalidModel = true;
glGetIntegerv(GL_VIEWPORT, (GLint*) &_transform._viewport);
GLint currentMode;
glGetIntegerv(GL_MATRIX_MODE, &currentMode);
_transform._lastMode = currentMode;
@ -78,6 +85,13 @@ void GLBackend::updateTransform() {
GLint originalMatrixMode;
glGetIntegerv(GL_MATRIX_MODE, &originalMatrixMode);
// Check all the dirty flags and update the state accordingly
if (_transform._invalidViewport) {
_transform._transformCamera._viewport = _transform._viewport;
// Where we assign the GL viewport
glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w);
}
if (_transform._invalidProj) {
_transform._transformCamera._projection = _transform._projection;
_transform._transformCamera._projectionInverse = glm::inverse(_transform._projection);
@ -100,7 +114,7 @@ void GLBackend::updateTransform() {
}
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
if (_transform._invalidView || _transform._invalidProj) {
if (_transform._invalidView || _transform._invalidProj || _transform._invalidViewport) {
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0);
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
@ -162,7 +176,7 @@ void GLBackend::updateTransform() {
#endif
// Flags are clean
_transform._invalidView = _transform._invalidProj = _transform._invalidModel = false;
_transform._invalidView = _transform._invalidProj = _transform._invalidModel = _transform._invalidViewport = false;
glMatrixMode(originalMatrixMode);
}

View file

@ -15,6 +15,9 @@
using namespace gpu;
const Element Element::COLOR_RGBA_32 = Element(VEC4, UINT8, RGBA);
const Element Element::VEC3F_XYZ = Element(VEC3, FLOAT, XYZ);
const Element Element::INDEX_UINT16 = Element(SCALAR, UINT16, INDEX);
const Element Element::PART_DRAWCALL = Element(VEC4, UINT32, PART);
Resource::Size Resource::Sysmem::allocateMemory(Byte** dataAllocated, Size size) {
if ( !dataAllocated ) {

View file

@ -13,11 +13,13 @@
#include "StandardShaderLib.h"
#include "DrawTransformUnitQuad_vert.h"
#include "DrawViewportQuadTransformTexcoord_vert.h"
#include "DrawTexture_frag.h"
using namespace gpu;
ShaderPointer StandardShaderLib::_drawTransformUnitQuadVS;
ShaderPointer StandardShaderLib::_drawViewportQuadTransformTexcoordVS;
ShaderPointer StandardShaderLib::_drawTexturePS;
ShaderPointer StandardShaderLib::getDrawTransformUnitQuadVS() {
@ -27,6 +29,13 @@ ShaderPointer StandardShaderLib::getDrawTransformUnitQuadVS() {
return _drawTransformUnitQuadVS;
}
ShaderPointer StandardShaderLib::getDrawViewportQuadTransformTexcoordVS() {
if (!_drawViewportQuadTransformTexcoordVS) {
_drawViewportQuadTransformTexcoordVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(DrawViewportQuadTransformTexcoord_vert)));
}
return _drawViewportQuadTransformTexcoordVS;
}
ShaderPointer StandardShaderLib::getDrawTexturePS() {
if (!_drawTexturePS) {
_drawTexturePS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(DrawTexture_frag)));

View file

@ -22,13 +22,19 @@ namespace gpu {
class StandardShaderLib {
public:
// Shader draw the unit quad objectPos = ([(-1,-1),(1,1)]) and transform it by the full model transform stack (Model, View, Proj).
// A texcoord attribute is also generated texcoord = [(0,0),(1,1)]
static ShaderPointer getDrawTransformUnitQuadVS();
// Shader draws the unit quad in the full viewport clipPos = ([(-1,-1),(1,1)]) and transform the texcoord = [(0,0),(1,1)] by the model transform.
static ShaderPointer getDrawViewportQuadTransformTexcoordVS();
static ShaderPointer getDrawTexturePS();
protected:
static ShaderPointer _drawTransformUnitQuadVS;
static ShaderPointer _drawViewportQuadTransformTexcoordVS;
static ShaderPointer _drawTexturePS;
};

View file

@ -341,7 +341,7 @@ public:
// Color write mask
void setColorWriteMask(uint8 mask) { SET_FIELD(COLOR_WRITE_MASK, DEFAULT.colorWriteMask, mask, _values.colorWriteMask); }
void setColorWriteMask(bool red, bool green, bool blue, bool alpha) { SET_FIELD(COLOR_WRITE_MASK, DEFAULT.colorWriteMask, (WRITE_RED * red) | (WRITE_GREEN * green) | (WRITE_BLUE * blue) | (WRITE_ALPHA * alpha), _values.colorWriteMask); }
void setColorWriteMask(bool red, bool green, bool blue, bool alpha) { uint32 value = ((WRITE_RED * red) | (WRITE_GREEN * green) | (WRITE_BLUE * blue) | (WRITE_ALPHA * alpha)); SET_FIELD(COLOR_WRITE_MASK, DEFAULT.colorWriteMask, value, _values.colorWriteMask); }
uint8 getColorWriteMask() const { return _values.colorWriteMask; }
// All the possible fields

View file

@ -86,6 +86,7 @@ TransformCamera getTransformCamera() {
return camera;
}
uniform mat4 transformObject_model;
uniform mat4 transformCamera_viewInverse;
<@endif@>
@ -122,6 +123,16 @@ uniform mat4 transformCamera_viewInverse;
<@endif@>
<@endfunc@>
<@func transformModelToWorldPos(objectTransform, modelPos, worldPos)@>
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
{ // transformModelToWorldPos
<$worldPos$> = (<$objectTransform$>._model * <$modelPos$>);
}
<@else@>
<$worldPos$> = vec3(transformObject_model * <$modelPos$>);
<@endif@>
<@endfunc@>
<@func transformModelToEyeDir(cameraTransform, objectTransform, modelDir, eyeDir)@>
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
{ // transformModelToEyeDir

View file

@ -113,6 +113,8 @@ public:
// Generate a BufferStream on the mesh vertices and attributes
const gpu::BufferStream makeBufferStream() const;
static gpu::Primitive topologyToPrimitive(Topology topo) { return static_cast<gpu::Primitive>(topo); }
protected:
gpu::Stream::FormatPointer _vertexFormat;

View file

@ -106,7 +106,7 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
loadLightProgram(spot_light_frag, true, _spotLight, _spotLightLocations);
{
auto VSFS = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS();
auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(VSFS, PSBlit));
gpu::Shader::makeProgram(*blitProgram);
@ -225,51 +225,73 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
}
void DeferredLightingEffect::prepare(RenderArgs* args) {
// clear the normal and specular buffers
auto textureCache = DependencyManager::get<TextureCache>();
gpu::Batch batch;
// batch.setFramebuffer(textureCache->getPrimaryFramebuffer());
// clear the normal and specular buffers
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR1, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
const float MAX_SPECULAR_EXPONENT = 128.0f;
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR2, glm::vec4(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT));
args->_context->syncCache();
args->_context->render(batch);
/*
textureCache->setPrimaryDrawBuffers(false, true, false);
glClear(GL_COLOR_BUFFER_BIT);
textureCache->setPrimaryDrawBuffers(false, false, true);
// clearing to zero alpha for specular causes problems on my Nvidia card; clear to lowest non-zero value instead
const float MAX_SPECULAR_EXPONENT = 128.0f;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);*/
/* glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
textureCache->setPrimaryDrawBuffers(true, false, false);
}
*/}
void DeferredLightingEffect::render(RenderArgs* args) {
gpu::Batch batch;
// perform deferred lighting, rendering to free fbo
glDisable(GL_BLEND);
/* glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_COLOR_MATERIAL);
glDepthMask(false);
*/
auto textureCache = DependencyManager::get<TextureCache>();
glBindFramebuffer(GL_FRAMEBUFFER, 0 );
// glBindFramebuffer(GL_FRAMEBUFFER, 0 );
QSize framebufferSize = textureCache->getFrameBufferSize();
// binding the first framebuffer
auto freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(freeFBO));
batch.setFramebuffer(freeFBO);
//glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(freeFBO));
glClear(GL_COLOR_BUFFER_BIT);
// glEnable(GL_FRAMEBUFFER_SRGB);
batch.clearColorFramebuffer(freeFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
// glClear(GL_COLOR_BUFFER_BIT);
// glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryColorTextureID());
// glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryColorTextureID());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryNormalTextureID());
batch.setUniformTexture(0, textureCache->getPrimaryColorTexture());
// glActiveTexture(GL_TEXTURE1);
// glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryNormalTextureID());
batch.setUniformTexture(1, textureCache->getPrimaryNormalTexture());
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimarySpecularTextureID());
// glActiveTexture(GL_TEXTURE2);
// glBindTexture(GL_TEXTURE_2D, textureCache->getPrimarySpecularTextureID());
batch.setUniformTexture(2, textureCache->getPrimarySpecularTexture());
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryDepthTextureID());
// glActiveTexture(GL_TEXTURE3);
// glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryDepthTextureID());
batch.setUniformTexture(3, textureCache->getPrimaryDepthTexture());
// get the viewport side (left, right, both)
int viewport[4];
@ -290,50 +312,55 @@ void DeferredLightingEffect::render(RenderArgs* args) {
glm::mat4 invViewMat;
_viewState->getViewTransform().getMatrix(invViewMat);
ProgramObject* program = &_directionalLight;
// ProgramObject* program = &_directionalLight;
auto& program = _directionalLight;
const LightLocations* locations = &_directionalLightLocations;
bool shadowsEnabled = _viewState->getShadowsEnabled();
if (shadowsEnabled) {
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, textureCache->getShadowDepthTextureID());
program = &_directionalLightShadowMap;
// glActiveTexture(GL_TEXTURE4);
// glBindTexture(GL_TEXTURE_2D, textureCache->getShadowDepthTextureID());
batch.setUniformTexture(4, textureCache->getShadowFramebuffer()->getDepthStencilBuffer());
program = _directionalLightShadowMap;
locations = &_directionalLightShadowMapLocations;
if (_viewState->getCascadeShadowsEnabled()) {
program = &_directionalLightCascadedShadowMap;
program = _directionalLightCascadedShadowMap;
locations = &_directionalLightCascadedShadowMapLocations;
if (useSkyboxCubemap) {
program = &_directionalSkyboxLightCascadedShadowMap;
program = _directionalSkyboxLightCascadedShadowMap;
locations = &_directionalSkyboxLightCascadedShadowMapLocations;
} else if (_ambientLightMode > -1) {
program = &_directionalAmbientSphereLightCascadedShadowMap;
program = _directionalAmbientSphereLightCascadedShadowMap;
locations = &_directionalAmbientSphereLightCascadedShadowMapLocations;
}
program->bind();
program->setUniform(locations->shadowDistances, _viewState->getShadowDistances());
batch.setPipeline(program);
//program->bind();
// program->setUniform(locations->shadowDistances, _viewState->getShadowDistances());
batch._glUniform3fv(locations->shadowDistances, 1, (const GLfloat*) &_viewState->getShadowDistances());
} else {
if (useSkyboxCubemap) {
program = &_directionalSkyboxLightShadowMap;
program = _directionalSkyboxLightShadowMap;
locations = &_directionalSkyboxLightShadowMapLocations;
} else if (_ambientLightMode > -1) {
program = &_directionalAmbientSphereLightShadowMap;
program = _directionalAmbientSphereLightShadowMap;
locations = &_directionalAmbientSphereLightShadowMapLocations;
}
program->bind();
batch.setPipeline(program);
}
program->setUniformValue(locations->shadowScale,
1.0f / textureCache->getShadowFramebuffer()->getWidth());
// program->setUniformValue(locations->shadowScale, 1.0f / textureCache->getShadowFramebuffer()->getWidth());
batch._glUniform1f(locations->shadowScale, 1.0f / textureCache->getShadowFramebuffer()->getWidth());
} else {
if (useSkyboxCubemap) {
program = &_directionalSkyboxLight;
program = _directionalSkyboxLight;
locations = &_directionalSkyboxLightLocations;
} else if (_ambientLightMode > -1) {
program = &_directionalAmbientSphereLight;
program = _directionalAmbientSphereLight;
locations = &_directionalAmbientSphereLightLocations;
}
program->bind();
batch.setPipeline(program);
}
{
@ -344,71 +371,116 @@ void DeferredLightingEffect::render(RenderArgs* args) {
if (useSkyboxCubemap && _skybox->getCubemap()->getIrradiance()) {
sh = (*_skybox->getCubemap()->getIrradiance());
}
for (int i =0; i <gpu::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
// batch._glUniform4fv(locations->ambientSphere, gpu::SphericalHarmonics::NUM_COEFFICIENTS, (const GLfloat*) (&sh));
for (int i =0; i <gpu::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
batch._glUniform4fv(locations->ambientSphere + i, 1, (const GLfloat*) (&sh) + i * 4);
}
/* for (int i =0; i <gpu::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
program->setUniformValue(locations->ambientSphere + i, *(((QVector4D*) &sh) + i));
}
}*/
}
if (useSkyboxCubemap) {
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, gpu::GLBackend::getTextureID(_skybox->getCubemap()));
// glActiveTexture(GL_TEXTURE5);
// glBindTexture(GL_TEXTURE_CUBE_MAP, gpu::GLBackend::getTextureID(_skybox->getCubemap()));
batch.setUniformTexture(5, _skybox->getCubemap());
}
if (locations->lightBufferUnit >= 0) {
gpu::Batch batch;
//gpu::Batch batch;
batch.setUniformBuffer(locations->lightBufferUnit, globalLight->getSchemaBuffer());
gpu::GLBackend::renderBatch(batch);
//gpu::GLBackend::renderBatch(batch);
}
if (_atmosphere && (locations->atmosphereBufferUnit >= 0)) {
gpu::Batch batch;
//gpu::Batch batch;
batch.setUniformBuffer(locations->atmosphereBufferUnit, _atmosphere->getDataBuffer());
gpu::GLBackend::renderBatch(batch);
//gpu::GLBackend::renderBatch(batch);
}
glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
// glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
batch._glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
}
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
_viewState->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
program->setUniformValue(locations->nearLocation, nearVal);
// program->setUniformValue(locations->nearLocation, nearVal);
batch._glUniform1f(locations->nearLocation, nearVal);
float depthScale = (farVal - nearVal) / farVal;
program->setUniformValue(locations->depthScale, depthScale);
// program->setUniformValue(locations->depthScale, depthScale);
batch._glUniform1f(locations->depthScale, depthScale);
float nearScale = -1.0f / nearVal;
float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
program->setUniformValue(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
// program->setUniformValue(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
// program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
batch._glUniform2f(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
batch._glUniform2f(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
program->release();
Transform model;
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
batch.setModelTransform(model);
batch.setProjectionTransform(glm::mat4());
batch.setViewTransform(Transform());
{
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
glm::vec2 topLeft(-1.0f, -1.0f);
glm::vec2 bottomRight(1.0f, 1.0f);
glm::vec2 texCoordTopLeft(sMin, tMin);
glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight);
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
}
// renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
// batch.draw(gpu::TRIANGLE_STRIP, 4); // full screen quad
// args->_context->syncCache();
// args->_context->render(batch);
//program->release();
if (useSkyboxCubemap) {
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
if (!shadowsEnabled) {
glActiveTexture(GL_TEXTURE3);
}
batch.setUniformTexture(5, nullptr);
// glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
// if (!shadowsEnabled) {
// glActiveTexture(GL_TEXTURE3);
// }
}
if (shadowsEnabled) {
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE3);
batch.setUniformTexture(4, nullptr);
// glBindTexture(GL_TEXTURE_2D, 0);
// glActiveTexture(GL_TEXTURE3);
}
// additive blending
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
// glEnable(GL_BLEND);
// glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_CULL_FACE);
// glEnable(GL_CULL_FACE);
glm::vec4 sCoefficients(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
glm::vec4 tCoefficients(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f);
glTexGenfv(GL_S, GL_OBJECT_PLANE, (const GLfloat*)&sCoefficients);
glTexGenfv(GL_T, GL_OBJECT_PLANE, (const GLfloat*)&tCoefficients);
// glTexGenfv(GL_S, GL_OBJECT_PLANE, (const GLfloat*)&sCoefficients);
// glTexGenfv(GL_T, GL_OBJECT_PLANE, (const GLfloat*)&tCoefficients);
// texcoordMat
auto texcoordMat = glm::mat4();
texcoordMat[0] = glm::vec4(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
texcoordMat[1] = glm::vec4(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f);
texcoordMat[2] = glm::vec4(0.0f, 0.0f, 1.0f, 0.0f);
texcoordMat[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
// enlarge the scales slightly to account for tesselation
const float SCALE_EXPANSION = 0.05f;
@ -417,102 +489,199 @@ void DeferredLightingEffect::render(RenderArgs* args) {
auto geometryCache = DependencyManager::get<GeometryCache>();
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
}
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
if (!_pointLights.empty()) {
_pointLight.bind();
_pointLight.setUniformValue(_pointLightLocations.nearLocation, nearVal);
_pointLight.setUniformValue(_pointLightLocations.depthScale, depthScale);
_pointLight.setUniformValue(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
_pointLight.setUniformValue(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
batch.setPipeline(_pointLight);
batch._glUniform1f(_pointLightLocations.nearLocation, nearVal);
batch._glUniform1f(_pointLightLocations.depthScale, depthScale);
batch._glUniform2f(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
batch._glUniform2f(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
//_pointLight.bind();
//_pointLight.setUniformValue(_pointLightLocations.nearLocation, nearVal);
//_pointLight.setUniformValue(_pointLightLocations.depthScale, depthScale);
//_pointLight.setUniformValue(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
//_pointLight.setUniformValue(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
batch._glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
//glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
batch._glUniformMatrix4fv(_pointLightLocations.texcoordMat, 1, false, reinterpret_cast< const GLfloat* >(&texcoordMat));
for (auto lightID : _pointLights) {
auto light = _allocatedLights[lightID];
auto& light = _allocatedLights[lightID];
light->setShowContour(true);
if (_pointLightLocations.lightBufferUnit >= 0) {
gpu::Batch batch;
// gpu::Batch batch;
batch.setUniformBuffer(_pointLightLocations.lightBufferUnit, light->getSchemaBuffer());
gpu::GLBackend::renderBatch(batch);
// gpu::GLBackend::renderBatch(batch);
}
glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
glPushMatrix();
// glPushMatrix();
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) {
glLoadIdentity();
/* glLoadIdentity();
glTranslatef(0.0f, 0.0f, -1.0f);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
renderFullscreenQuad();
*/
// renderFullscreenQuad();
Transform model;
model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
batch.setModelTransform(model);
{
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
glm::vec2 topLeft(-1.0f, -1.0f);
glm::vec2 bottomRight(1.0f, 1.0f);
glm::vec2 texCoordTopLeft(sMin, tMin);
glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight);
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
}
/*
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
*/
} else {
glTranslatef(light->getPosition().x, light->getPosition().y, light->getPosition().z);
geometryCache->renderSphere(expandedRadius, 32, 32, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
Transform model;
model.setTranslation(glm::vec3(light->getPosition().x, light->getPosition().y, light->getPosition().z));
batch.setModelTransform(model);
// glTranslatef(light->getPosition().x, light->getPosition().y, light->getPosition().z);
// geometryCache->renderSphere(expandedRadius, 32, 32, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
geometryCache->renderSphere(batch, expandedRadius, 32, 32, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
}
glPopMatrix();
// glPopMatrix();
}
_pointLights.clear();
_pointLight.release();
// _pointLight.release();
}
if (!_spotLights.empty()) {
_spotLight.bind();
batch.setPipeline(_pointLight);
batch._glUniform1f(_spotLightLocations.nearLocation, nearVal);
batch._glUniform1f(_spotLightLocations.depthScale, depthScale);
batch._glUniform2f(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
batch._glUniform2f(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
/* _spotLight.bind();
_spotLight.setUniformValue(_spotLightLocations.nearLocation, nearVal);
_spotLight.setUniformValue(_spotLightLocations.depthScale, depthScale);
_spotLight.setUniformValue(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
_spotLight.setUniformValue(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
*/
batch._glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
//glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
batch._glUniformMatrix4fv(_spotLightLocations.texcoordMat, 1, false, reinterpret_cast< const GLfloat* >(&texcoordMat));
for (auto lightID : _spotLights) {
auto light = _allocatedLights[lightID];
if (_spotLightLocations.lightBufferUnit >= 0) {
gpu::Batch batch;
// gpu::Batch batch;
batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer());
gpu::GLBackend::renderBatch(batch);
// gpu::GLBackend::renderBatch(batch);
}
glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
// glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
glPushMatrix();
// glPushMatrix();
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
float edgeRadius = expandedRadius / glm::cos(light->getSpotAngle());
if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < edgeRadius + nearRadius) {
glLoadIdentity();
/*glLoadIdentity();
glTranslatef(0.0f, 0.0f, -1.0f);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
renderFullscreenQuad();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
renderFullscreenQuad();*/
Transform model;
model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
batch.setModelTransform(model);
{
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
glm::vec2 topLeft(-1.0f, -1.0f);
glm::vec2 bottomRight(1.0f, 1.0f);
glm::vec2 texCoordTopLeft(sMin, tMin);
glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight);
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
}
/* glPopMatrix();
glMatrixMode(GL_MODELVIEW);*/
} else {
Transform model;
model.setTranslation(glm::vec3(light->getPosition().x, light->getPosition().y, light->getPosition().z));
glm::quat spotRotation = rotationBetween(glm::vec3(0.0f, 0.0f, -1.0f), light->getDirection());
glm::vec3 axis = glm::axis(spotRotation);
model.postRotate(spotRotation);
model.postTranslate(glm::vec3(0.0f, 0.0f, -light->getMaximumRadius() * (1.0f + SCALE_EXPANSION * 0.5f)));
float base = expandedRadius * glm::tan(light->getSpotAngle());
float height = expandedRadius;
model.postScale(glm::vec3(base, base, height));
batch.setModelTransform(model);
auto& mesh = getSpotLightMesh();
batch.setIndexBuffer(mesh->getIndexBuffer());
batch.setInputBuffer(0, mesh->getVertexBuffer());
batch.setInputFormat(mesh->getVertexFormat());
auto& part = mesh->getPartBuffer().get<model::Mesh::Part>();
batch.drawIndexed(model::Mesh::topologyToPrimitive(part._topology), part._numIndices, part._startIndex);
//geometryCache->renderCone(batch, expandedRadius * glm::tan(light->getSpotAngle()), expandedRadius, 32, 1);
/*
glTranslatef(light->getPosition().x, light->getPosition().y, light->getPosition().z);
glm::quat spotRotation = rotationBetween(glm::vec3(0.0f, 0.0f, -1.0f), light->getDirection());
glm::vec3 axis = glm::axis(spotRotation);
glRotatef(glm::degrees(glm::angle(spotRotation)), axis.x, axis.y, axis.z);
glTranslatef(0.0f, 0.0f, -light->getMaximumRadius() * (1.0f + SCALE_EXPANSION * 0.5f));
geometryCache->renderCone(expandedRadius * glm::tan(light->getSpotAngle()),
expandedRadius, 32, 1);
geometryCache->renderCone(expandedRadius * glm::tan(light->getSpotAngle()), expandedRadius, 32, 1);
*/
}
glPopMatrix();
}
_spotLights.clear();
_spotLight.release();
// _spotLight.release();
}
/*
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE2);
@ -523,8 +692,16 @@ void DeferredLightingEffect::render(RenderArgs* args) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
// glDisable(GL_FRAMEBUFFER_SRGB);
*/
// Probably not necessary in the long run because the gpu layer would unbound this texture if used as render target
batch.setUniformTexture(0, nullptr);
batch.setUniformTexture(1, nullptr);
batch.setUniformTexture(2, nullptr);
batch.setUniformTexture(3, nullptr);
args->_context->syncCache();
args->_context->render(batch);
// End of the Lighting pass
}
@ -568,7 +745,6 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) {
*/
batch.setProjectionTransform(glm::mat4());
batch.setModelTransform(Transform());
batch.setViewTransform(Transform());
int viewport[4];
@ -583,6 +759,14 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) {
float tMin = viewport[VIEWPORT_Y_INDEX] / (float)framebufferSize.height();
float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)framebufferSize.height();
Transform model;
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
batch.setModelTransform(model);
batch.setViewportTransform(glm::ivec4(viewport[0], viewport[1], viewport[2], viewport[3]));
batch.draw(gpu::TRIANGLE_STRIP, 4);
@ -609,7 +793,7 @@ void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferU
auto globalLight = _allocatedLights[_globalLights.front()];
args->_batch->setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer());
}
/*
void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations) {
program.addShaderFromSourceCode(QGLShader::Vertex, (limited ? deferred_light_limited_vert : deferred_light_vert));
program.addShaderFromSourceCode(QGLShader::Fragment, fragSource);
@ -672,6 +856,60 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limit
program.release();
}
*/
void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocations& locations) {
auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string((lightVolume ? deferred_light_limited_vert : deferred_light_vert))));
auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fragSource)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("diffuseMap"), 0));
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 GLint LIGHT_GPU_SLOT = 3;
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT));
const GLint ATMOSPHERE_GPU_SLOT = 4;
slotBindings.insert(gpu::Shader::Binding(std::string("atmosphereBufferUnit"), ATMOSPHERE_GPU_SLOT));
gpu::Shader::makeProgram(*program, slotBindings);
locations.shadowDistances = program->getUniforms().findLocation("shadowDistances");
locations.shadowScale = program->getUniforms().findLocation("shadowScale");
locations.nearLocation = program->getUniforms().findLocation("near");
locations.depthScale = program->getUniforms().findLocation("depthScale");
locations.depthTexCoordOffset = program->getUniforms().findLocation("depthTexCoordOffset");
locations.depthTexCoordScale = program->getUniforms().findLocation("depthTexCoordScale");
locations.radius = program->getUniforms().findLocation("radius");
locations.ambientSphere = program->getUniforms().findLocation("ambientSphere.L00");
locations.invViewMat = program->getUniforms().findLocation("invViewMat");
locations.texcoordMat = program->getUniforms().findLocation("texcoordMat");
#if (GPU_FEATURE_PROFILE == GPU_CORE)
locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
locations.atmosphereBufferUnit = program->getBuffers().findLocation("atmosphereBufferUnit");
#else
locations.lightBufferUnit = program->getUniforms().findLocation("lightBuffer");
locations.atmosphereBufferUnit = program->getUniforms().findLocation("atmosphereBufferUnit");
#endif
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
if (lightVolume) {
state->setCullMode(gpu::State::CULL_BACK);
// additive blending
state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
} else {
state->setCullMode(gpu::State::CULL_BACK);
}
pipeline.reset(gpu::Pipeline::create(program, state));
}
void DeferredLightingEffect::setAmbientLightMode(int preset) {
if ((preset >= 0) && (preset < gpu::SphericalHarmonics::NUM_PRESET)) {
@ -695,3 +933,89 @@ void DeferredLightingEffect::setGlobalLight(const glm::vec3& direction, const gl
void DeferredLightingEffect::setGlobalSkybox(const model::SkyboxPointer& skybox) {
_skybox = skybox;
}
model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
if (!_spotLightMesh) {
_spotLightMesh.reset(new model::Mesh());
int slices = 32;
int stacks = 1;
int vertices = (stacks + 2) * slices;
int baseTriangles = slices - 2;
int indices = 6 * slices * stacks + 3 * baseTriangles;
GLfloat* vertexData = new GLfloat[vertices * 3];
GLfloat* vertex = vertexData;
// cap
for (int i = 0; i < slices; i++) {
float theta = TWO_PI * i / slices;
//normals
/* *(vertex++) = 0.0f;
*(vertex++) = 0.0f;
*(vertex++) = -1.0f;
*/
// vertices
*(vertex++) = cosf(theta);
*(vertex++) = sinf(theta);
*(vertex++) = 0.0f;
}
// body
for (int i = 0; i <= stacks; i++) {
float z = (float)i / stacks;
float radius = 1.0f - z;
for (int j = 0; j < slices; j++) {
float theta = TWO_PI * j / slices;
//normals
/* *(vertex++) = cosf(theta) / SQUARE_ROOT_OF_2;
*(vertex++) = sinf(theta) / SQUARE_ROOT_OF_2;
*(vertex++) = 1.0f / SQUARE_ROOT_OF_2;
*/
// vertices
*(vertex++) = radius * cosf(theta);
*(vertex++) = radius * sinf(theta);
*(vertex++) = z;
}
}
_spotLightMesh->setVertexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(GLfloat) * vertices, (gpu::Byte*) vertexData), gpu::Element::VEC3F_XYZ));
delete[] vertexData;
GLushort* indexData = new GLushort[indices];
GLushort* index = indexData;
for (int i = 0; i < baseTriangles; i++) {
*(index++) = 0;
*(index++) = i + 2;
*(index++) = i + 1;
}
for (int i = 1; i <= stacks; i++) {
GLushort bottom = i * slices;
GLushort top = bottom + slices;
for (int j = 0; j < slices; j++) {
int next = (j + 1) % slices;
*(index++) = bottom + j;
*(index++) = top + next;
*(index++) = top + j;
*(index++) = bottom + j;
*(index++) = bottom + next;
*(index++) = top + next;
}
}
_spotLightMesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(GLushort) * indices, (gpu::Byte*) indexData), gpu::Element::INDEX_UINT16));
delete[] indexData;
model::Mesh::Part part(0, vertices - 1, 0, model::Mesh::TRIANGLES);
_spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL));
_spotLightMesh->makeBufferStream();
}
return _spotLightMesh;
}

View file

@ -21,6 +21,7 @@
#include "model/Light.h"
#include "model/Stage.h"
#include "model/Geometry.h"
class AbstractViewStateInterface;
class RenderArgs;
@ -95,9 +96,14 @@ private:
int lightBufferUnit;
int atmosphereBufferUnit;
int invViewMat;
int texcoordMat;
};
model::MeshPointer _spotLightMesh;
model::MeshPointer getSpotLightMesh();
static void loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations);
// static void loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations);
static void loadLightProgram(const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocations& locations);
gpu::PipelinePointer _simpleProgram;
gpu::PipelinePointer _simpleProgramCullNone;
@ -106,6 +112,32 @@ private:
gpu::PipelinePointer _blitLightBuffer;
gpu::PipelinePointer _directionalSkyboxLight;
LightLocations _directionalSkyboxLightLocations;
gpu::PipelinePointer _directionalSkyboxLightShadowMap;
LightLocations _directionalSkyboxLightShadowMapLocations;
gpu::PipelinePointer _directionalSkyboxLightCascadedShadowMap;
LightLocations _directionalSkyboxLightCascadedShadowMapLocations;
gpu::PipelinePointer _directionalAmbientSphereLight;
LightLocations _directionalAmbientSphereLightLocations;
gpu::PipelinePointer _directionalAmbientSphereLightShadowMap;
LightLocations _directionalAmbientSphereLightShadowMapLocations;
gpu::PipelinePointer _directionalAmbientSphereLightCascadedShadowMap;
LightLocations _directionalAmbientSphereLightCascadedShadowMapLocations;
gpu::PipelinePointer _directionalLight;
LightLocations _directionalLightLocations;
gpu::PipelinePointer _directionalLightShadowMap;
LightLocations _directionalLightShadowMapLocations;
gpu::PipelinePointer _directionalLightCascadedShadowMap;
LightLocations _directionalLightCascadedShadowMapLocations;
gpu::PipelinePointer _pointLight;
LightLocations _pointLightLocations;
gpu::PipelinePointer _spotLight;
LightLocations _spotLightLocations;
/*
ProgramObject _directionalSkyboxLight;
LightLocations _directionalSkyboxLightLocations;
ProgramObject _directionalSkyboxLightShadowMap;
@ -131,7 +163,7 @@ private:
LightLocations _pointLightLocations;
ProgramObject _spotLight;
LightLocations _spotLightLocations;
*/
class PointLight {
public:
glm::vec4 position;

View file

@ -401,7 +401,6 @@ void GeometryCache::renderCone(float base, float height, int slices, int stacks)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderGrid(int xDivisions, int yDivisions, const glm::vec4& color) {
gpu::Batch batch;
renderGrid(batch, xDivisions, yDivisions, color);

View file

@ -301,6 +301,7 @@ private:
};
QHash<IntPair, VerticesIndices> _coneVBOs;
int _nextID;
QHash<int, Vec3PairVec4Pair> _lastRegisteredQuad3DTexture;

View file

@ -38,8 +38,9 @@ void ResolveDeferred::run(const SceneContextPointer& sceneContext, const RenderC
}
RenderDeferredTask::RenderDeferredTask() : Task() {
_jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));
_jobs.push_back(Job(new DrawBackground::JobModel("DrawBackground")));
_jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));
_jobs.push_back(Job(new FetchItems::JobModel("FetchOpaque",
FetchItems(
[] (const RenderContextPointer& context, int count) {

View file

@ -12,9 +12,23 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
uniform mat4 texcoordMat;
void main(void) {
gl_Position = ftransform();
// gl_Position = ftransform();
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>;
vec4 projected = gl_Position / gl_Position.w;
gl_TexCoord[0] = vec4(dot(projected, gl_ObjectPlaneS[3]) * gl_Position.w,
dot(projected, gl_ObjectPlaneT[3]) * gl_Position.w, 0.0, gl_Position.w);
// gl_TexCoord[0] = vec4(dot(projected, gl_ObjectPlaneS[3]) * gl_Position.w,
// dot(projected, gl_ObjectPlaneT[3]) * gl_Position.w, 0.0, gl_Position.w);
gl_TexCoord[0] = vec4(dot(projected, texcoordMat[0]) * gl_Position.w,
dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w);
}

View file

@ -28,7 +28,8 @@ void main(void) {
// Grab the fragment data from the uv
vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
DeferredFragment frag = unpackDeferredFragment(texCoord);
// Kill if in front of the light volume
float depth = frag.depthVal;
if (depth < gl_FragCoord.z) {