mirror of
https://github.com/overte-org/overte.git
synced 2025-04-23 13:53:30 +02:00
Covering all the case for rendering the light passes
This commit is contained in:
parent
2fb4ed06c0
commit
c41ebcae78
23 changed files with 636 additions and 141 deletions
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@ -103,6 +103,23 @@ void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, floa
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_params.push_back(targets);
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}
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void Batch::clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color) {
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clearFramebuffer(targets & Framebuffer::BUFFER_COLORS, color, 1.0f, 0);
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}
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void Batch::clearDepthFramebuffer(float depth) {
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clearFramebuffer(Framebuffer::BUFFER_DEPTH, Vec4(0.0f), depth, 0);
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}
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void Batch::clearStencilFramebuffer(int stencil) {
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clearFramebuffer(Framebuffer::BUFFER_STENCIL, Vec4(0.0f), 1.0f, stencil);
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}
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void Batch::clearDepthStencilFramebuffer(float depth, int stencil) {
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clearFramebuffer(Framebuffer::BUFFER_DEPTHSTENCIL, Vec4(0.0f), depth, stencil);
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}
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void Batch::setInputFormat(const Stream::FormatPointer& format) {
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ADD_COMMAND(setInputFormat);
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@ -141,6 +158,10 @@ void Batch::setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset
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_params.push_back(type);
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}
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void Batch::setIndexBuffer(const BufferView& buffer) {
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setIndexBuffer(buffer._element.getType(), buffer._buffer, buffer._offset);
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}
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void Batch::setModelTransform(const Transform& model) {
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ADD_COMMAND(setModelTransform);
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@ -159,6 +180,13 @@ void Batch::setProjectionTransform(const Mat4& proj) {
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_params.push_back(cacheData(sizeof(Mat4), &proj));
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}
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void Batch::setViewportTransform(const Vec4i& viewport) {
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ADD_COMMAND(setViewportTransform);
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_params.push_back(cacheData(sizeof(Vec4i), &viewport));
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}
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void Batch::setPipeline(const PipelinePointer& pipeline) {
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ADD_COMMAND(setPipeline);
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@ -44,19 +44,6 @@
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namespace gpu {
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enum Primitive {
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POINTS = 0,
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LINES,
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LINE_STRIP,
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TRIANGLES,
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TRIANGLE_STRIP,
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TRIANGLE_FAN,
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QUADS,
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QUAD_STRIP,
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NUM_PRIMITIVES,
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};
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enum ReservedSlot {
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/* TRANSFORM_OBJECT_SLOT = 6,
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TRANSFORM_CAMERA_SLOT = 7,
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@ -82,7 +69,12 @@ public:
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void drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0, uint32 startInstance = 0);
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// Clear framebuffer layers
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// Targets can be any of the render buffers contained in the Framebuffer
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void clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil);
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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
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void clearDepthFramebuffer(float depth); // not a command, just a shortcut for clearFramebuffer, it touches only depth target
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void clearStencilFramebuffer(int stencil); // not a command, just a shortcut for clearFramebuffer, it touches only stencil target
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void clearDepthStencilFramebuffer(float depth, int stencil); // not a command, just a shortcut for clearFramebuffer, it touches depth and stencil target
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// Input Stage
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// InputFormat
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@ -95,6 +87,7 @@ public:
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void setInputStream(Slot startChannel, const BufferStream& stream); // not a command, just unroll into a loop of setInputBuffer
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void setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset);
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void setIndexBuffer(const BufferView& buffer); // not a command, just a shortcut from a BufferView
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// Transform Stage
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// Vertex position is transformed by ModelTransform from object space to world space
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@ -105,6 +98,7 @@ public:
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void setModelTransform(const Transform& model);
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void setViewTransform(const Transform& view);
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void setProjectionTransform(const Mat4& proj);
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void setViewportTransform(const Vec4i& viewport); // Viewport is xy = low left corner in the framebuffer, zw = width height of the viewport
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// Pipeline Stage
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void setPipeline(const PipelinePointer& pipeline);
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@ -177,6 +171,7 @@ public:
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COMMAND_setModelTransform,
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COMMAND_setViewTransform,
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COMMAND_setProjectionTransform,
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COMMAND_setViewportTransform,
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COMMAND_setPipeline,
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COMMAND_setStateBlendFactor,
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@ -42,7 +42,7 @@ public:
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Mat4 _projectionViewUntranslated;
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Mat4 _projection;
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Mat4 _projectionInverse;
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Vec4 _viewport;
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Vec4i _viewport;
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};
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template< typename T >
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@ -38,6 +38,7 @@ typedef uint32 Offset;
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typedef glm::mat4 Mat4;
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typedef glm::mat3 Mat3;
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typedef glm::vec4 Vec4;
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typedef glm::ivec4 Vec4i;
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typedef glm::vec3 Vec3;
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typedef glm::vec2 Vec2;
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typedef glm::ivec2 Vec2i;
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@ -181,6 +182,9 @@ public:
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}
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static const Element COLOR_RGBA_32;
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static const Element VEC3F_XYZ;
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static const Element INDEX_UINT16;
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static const Element PART_DRAWCALL;
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protected:
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uint8 _semantic;
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@ -202,6 +206,19 @@ enum ComparisonFunction {
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NUM_COMPARISON_FUNCS,
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};
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enum Primitive {
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POINTS = 0,
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LINES,
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LINE_STRIP,
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TRIANGLES,
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TRIANGLE_STRIP,
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TRIANGLE_FAN,
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QUADS,
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QUAD_STRIP,
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NUM_PRIMITIVES,
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};
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};
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@ -29,6 +29,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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(&::gpu::GLBackend::do_setModelTransform),
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(&::gpu::GLBackend::do_setViewTransform),
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(&::gpu::GLBackend::do_setProjectionTransform),
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(&::gpu::GLBackend::do_setViewportTransform),
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(&::gpu::GLBackend::do_setPipeline),
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(&::gpu::GLBackend::do_setStateBlendFactor),
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@ -219,13 +220,31 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
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glmask |= GL_DEPTH_BUFFER_BIT;
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}
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std::vector<GLenum> drawBuffers;
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if (masks & Framebuffer::BUFFER_COLORS) {
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glClearColor(color.x, color.y, color.z, color.w);
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glmask |= GL_COLOR_BUFFER_BIT;
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for (int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) {
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if (masks & (1 << i)) {
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drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i);
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}
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}
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if (!drawBuffers.empty()) {
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glDrawBuffers(drawBuffers.size(), drawBuffers.data());
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glClearColor(color.x, color.y, color.z, color.w);
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glmask |= GL_COLOR_BUFFER_BIT;
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}
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}
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glClear(glmask);
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// Restore the color draw buffers only if a frmaebuffer is bound
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if (_output._framebuffer && !drawBuffers.empty()) {
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auto glFramebuffer = syncGPUObject(*_output._framebuffer);
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if (glFramebuffer) {
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glDrawBuffers(glFramebuffer->_colorBuffers.size(), glFramebuffer->_colorBuffers.data());
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}
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}
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(void) CHECK_GL_ERROR();
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}
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@ -584,10 +603,11 @@ void GLBackend::do_glUniform4fv(Batch& batch, uint32 paramOffset) {
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return;
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}
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updatePipeline();
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glUniform4fv(
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batch._params[paramOffset + 2]._int,
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batch._params[paramOffset + 1]._uint,
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(const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint));
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GLint location = batch._params[paramOffset + 2]._int;
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GLsizei count = batch._params[paramOffset + 1]._uint;
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const GLfloat* value = (const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint);
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glUniform4fv(location, count, value);
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(void) CHECK_GL_ERROR();
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}
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@ -96,6 +96,7 @@ public:
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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#else
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GLuint _transformObject_model = -1;
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GLuint _transformCamera_viewInverse = -1;
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#endif
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@ -179,6 +180,7 @@ public:
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class GLFramebuffer : public GPUObject {
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public:
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GLuint _fbo = 0;
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std::vector<GLenum> _colorBuffers;
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GLFramebuffer();
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~GLFramebuffer();
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@ -267,6 +269,7 @@ protected:
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void do_setModelTransform(Batch& batch, uint32 paramOffset);
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void do_setViewTransform(Batch& batch, uint32 paramOffset);
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void do_setProjectionTransform(Batch& batch, uint32 paramOffset);
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void do_setViewportTransform(Batch& batch, uint32 paramOffset);
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void initTransform();
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void killTransform();
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@ -281,9 +284,11 @@ protected:
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Transform _model;
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Transform _view;
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Mat4 _projection;
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Vec4i _viewport;
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bool _invalidModel;
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bool _invalidView;
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bool _invalidProj;
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bool _invalidViewport;
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GLenum _lastMode;
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@ -293,9 +298,11 @@ protected:
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_model(),
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_view(),
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_projection(),
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_viewport(0,0,1,1),
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_invalidModel(true),
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_invalidView(true),
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_invalidProj(false),
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_invalidViewport(false),
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_lastMode(GL_TEXTURE) {}
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} _transform;
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@ -329,6 +336,7 @@ protected:
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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#else
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GLint _program_transformObject_model = -1;
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GLint _program_transformCamera_viewInverse = -1;
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#endif
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@ -40,8 +40,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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unsigned int nbColorBuffers = 0;
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GLenum colorBuffers[16];
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std::vector<GLenum> colorBuffers;
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if (framebuffer.hasColor()) {
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static const GLenum colorAttachments[] = {
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GL_COLOR_ATTACHMENT0,
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@ -69,8 +68,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
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if (gltexture) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, gltexture->_texture, 0);
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}
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colorBuffers[nbColorBuffers] = colorAttachments[unit];
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nbColorBuffers++;
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colorBuffers.push_back(colorAttachments[unit]);
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unit++;
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}
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}
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@ -100,8 +98,8 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
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}
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// Last but not least, define where we draw
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if (nbColorBuffers > 0) {
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glDrawBuffers(nbColorBuffers, colorBuffers);
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if (!colorBuffers.empty()) {
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glDrawBuffers(colorBuffers.size(), colorBuffers.data());
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} else {
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glDrawBuffer( GL_NONE );
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}
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@ -139,6 +137,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
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// All is green, assign the gpuobject to the Framebuffer
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object = new GLFramebuffer();
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object->_fbo = fbo;
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object->_colorBuffers = colorBuffers;
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Backend::setGPUObject(framebuffer, object);
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}
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@ -73,6 +73,7 @@ void GLBackend::do_setPipeline(Batch& batch, uint32 paramOffset) {
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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#else
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_pipeline._program_transformObject_model = -1;
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_pipeline._program_transformCamera_viewInverse = -1;
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#endif
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@ -91,6 +92,7 @@ void GLBackend::do_setPipeline(Batch& batch, uint32 paramOffset) {
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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#else
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_pipeline._program_transformObject_model = pipelineObject->_program->_transformObject_model;
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_pipeline._program_transformCamera_viewInverse = pipelineObject->_program->_transformCamera_viewInverse;
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#endif
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}
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@ -143,6 +145,10 @@ void GLBackend::updatePipeline() {
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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#else
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// If shader program needs the model we need to provide it
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if (_pipeline._program_transformObject_model >= 0) {
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glUniformMatrix4fv(_pipeline._program_transformObject_model, 1, false, (const GLfloat*) &_transform._transformObject._model);
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}
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// If shader program needs the inverseView we need to provide it
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if (_pipeline._program_transformCamera_viewInverse >= 0) {
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glUniformMatrix4fv(_pipeline._program_transformCamera_viewInverse, 1, false, (const GLfloat*) &_transform._transformCamera._viewInverse);
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@ -111,6 +111,11 @@ void makeBindings(GLBackend::GLShader* shader) {
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shader->_transformCameraSlot = gpu::TRANSFORM_CAMERA_SLOT;
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}
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#else
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loc = glGetUniformLocation(glprogram, "transformObject_model");
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if (loc >= 0) {
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shader->_transformObject_model = loc;
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}
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loc = glGetUniformLocation(glprogram, "transformCamera_viewInverse");
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if (loc >= 0) {
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shader->_transformCamera_viewInverse = loc;
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@ -15,7 +15,6 @@
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using namespace gpu;
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// Transform Stage
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void GLBackend::do_setModelTransform(Batch& batch, uint32 paramOffset) {
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_transform._model = batch._transforms.get(batch._params[paramOffset]._uint);
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_transform._invalidModel = true;
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_transform._invalidProj = true;
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}
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void GLBackend::do_setViewportTransform(Batch& batch, uint32 paramOffset) {
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memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
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_transform._invalidViewport = true;
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}
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void GLBackend::initTransform() {
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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glGenBuffers(1, &_transform._transformObjectBuffer);
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@ -57,10 +61,13 @@ void GLBackend::killTransform() {
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}
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void GLBackend::syncTransformStateCache() {
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_transform._invalidViewport = true;
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_transform._invalidProj = true;
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_transform._invalidView = true;
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_transform._invalidModel = true;
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glGetIntegerv(GL_VIEWPORT, (GLint*) &_transform._viewport);
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GLint currentMode;
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glGetIntegerv(GL_MATRIX_MODE, ¤tMode);
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_transform._lastMode = currentMode;
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@ -78,6 +85,13 @@ void GLBackend::updateTransform() {
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GLint originalMatrixMode;
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glGetIntegerv(GL_MATRIX_MODE, &originalMatrixMode);
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// Check all the dirty flags and update the state accordingly
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if (_transform._invalidViewport) {
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_transform._transformCamera._viewport = _transform._viewport;
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// Where we assign the GL viewport
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glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w);
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}
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if (_transform._invalidProj) {
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_transform._transformCamera._projection = _transform._projection;
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_transform._transformCamera._projectionInverse = glm::inverse(_transform._projection);
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@ -100,7 +114,7 @@ void GLBackend::updateTransform() {
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}
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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if (_transform._invalidView || _transform._invalidProj) {
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if (_transform._invalidView || _transform._invalidProj || _transform._invalidViewport) {
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glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0);
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glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
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@ -162,7 +176,7 @@ void GLBackend::updateTransform() {
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#endif
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// Flags are clean
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_transform._invalidView = _transform._invalidProj = _transform._invalidModel = false;
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_transform._invalidView = _transform._invalidProj = _transform._invalidModel = _transform._invalidViewport = false;
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glMatrixMode(originalMatrixMode);
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}
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@ -15,6 +15,9 @@
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using namespace gpu;
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const Element Element::COLOR_RGBA_32 = Element(VEC4, UINT8, RGBA);
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const Element Element::VEC3F_XYZ = Element(VEC3, FLOAT, XYZ);
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const Element Element::INDEX_UINT16 = Element(SCALAR, UINT16, INDEX);
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const Element Element::PART_DRAWCALL = Element(VEC4, UINT32, PART);
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Resource::Size Resource::Sysmem::allocateMemory(Byte** dataAllocated, Size size) {
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if ( !dataAllocated ) {
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@ -13,11 +13,13 @@
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#include "StandardShaderLib.h"
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#include "DrawTransformUnitQuad_vert.h"
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#include "DrawViewportQuadTransformTexcoord_vert.h"
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#include "DrawTexture_frag.h"
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using namespace gpu;
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ShaderPointer StandardShaderLib::_drawTransformUnitQuadVS;
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ShaderPointer StandardShaderLib::_drawViewportQuadTransformTexcoordVS;
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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)));
|
||||
|
|
|
@ -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;
|
||||
};
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -301,6 +301,7 @@ private:
|
|||
};
|
||||
|
||||
QHash<IntPair, VerticesIndices> _coneVBOs;
|
||||
|
||||
int _nextID;
|
||||
|
||||
QHash<int, Vec3PairVec4Pair> _lastRegisteredQuad3DTexture;
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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) {
|
||||
|
|
Loading…
Reference in a new issue