From f7ca1f608fd5721fec5980287dc1773685a7fb95 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Mon, 22 Jun 2015 14:06:14 +0200 Subject: [PATCH 01/14] Migrating the deferred lighting effect to Batch and in doing so, introducing the StandardShaderLib to gpu and the first 2 shaders --- libraries/gpu/src/gpu/Batch.cpp | 2 +- libraries/gpu/src/gpu/Config.slh | 4 +- libraries/gpu/src/gpu/DrawTexture.slf | 22 +++++++ .../gpu/src/gpu/DrawTransformUnitQuad.slv | 36 +++++++++++ libraries/gpu/src/gpu/StandardShaderLib.cpp | 35 +++++++++++ libraries/gpu/src/gpu/StandardShaderLib.h | 38 ++++++++++++ libraries/gpu/src/gpu/State.h | 1 + .../src/DeferredLightingEffect.cpp | 59 ++++++++++++++----- .../render-utils/src/DeferredLightingEffect.h | 2 + 9 files changed, 183 insertions(+), 16 deletions(-) create mode 100755 libraries/gpu/src/gpu/DrawTexture.slf create mode 100755 libraries/gpu/src/gpu/DrawTransformUnitQuad.slv create mode 100755 libraries/gpu/src/gpu/StandardShaderLib.cpp create mode 100755 libraries/gpu/src/gpu/StandardShaderLib.h diff --git a/libraries/gpu/src/gpu/Batch.cpp b/libraries/gpu/src/gpu/Batch.cpp index bff99e7ec3..973e5d01d2 100644 --- a/libraries/gpu/src/gpu/Batch.cpp +++ b/libraries/gpu/src/gpu/Batch.cpp @@ -201,7 +201,7 @@ void Batch::setUniformTexture(uint32 slot, const TextureView& view) { } void Batch::setFramebuffer(const FramebufferPointer& framebuffer) { - ADD_COMMAND(setUniformTexture); + ADD_COMMAND(setFramebuffer); _params.push_back(_framebuffers.cache(framebuffer)); diff --git a/libraries/gpu/src/gpu/Config.slh b/libraries/gpu/src/gpu/Config.slh index 28f447a696..6c5308c2ee 100644 --- a/libraries/gpu/src/gpu/Config.slh +++ b/libraries/gpu/src/gpu/Config.slh @@ -18,7 +18,9 @@ <@elif GLPROFILE == MAC_GL @> <@def GPU_FEATURE_PROFILE GPU_LEGACY@> <@def GPU_TRANSFORM_PROFILE GPU_LEGACY@> - <@def VERSION_HEADER #version 120@> + <@def VERSION_HEADER #version 120 +#extension GL_EXT_gpu_shader4 : enable@> +gpu_shader4 <@else@> <@def GPU_FEATURE_PROFILE GPU_LEGACY@> <@def GPU_TRANSFORM_PROFILE GPU_LEGACY@> diff --git a/libraries/gpu/src/gpu/DrawTexture.slf b/libraries/gpu/src/gpu/DrawTexture.slf new file mode 100755 index 0000000000..58671dcb78 --- /dev/null +++ b/libraries/gpu/src/gpu/DrawTexture.slf @@ -0,0 +1,22 @@ +<@include gpu/Config.slh@> +<$VERSION_HEADER$> +// Generated on <$_SCRIBE_DATE$> +// +// Draw texture 0 fetched at texcoord.xy +// +// Created by Sam Gateau on 6/22/2015 +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + + +uniform sampler2D colorMap; + +varying vec2 varTexcoord; + +void main(void) { + gl_FragColor = texture2D(colorMap, varTexcoord); + // gl_FragColor = vec4(varTexcoord, 0.0, 1.0); +} diff --git a/libraries/gpu/src/gpu/DrawTransformUnitQuad.slv b/libraries/gpu/src/gpu/DrawTransformUnitQuad.slv new file mode 100755 index 0000000000..2d1e4584a7 --- /dev/null +++ b/libraries/gpu/src/gpu/DrawTransformUnitQuad.slv @@ -0,0 +1,36 @@ +<@include gpu/Config.slh@> +<$VERSION_HEADER$> +// Generated on <$_SCRIBE_DATE$> +// +// Draw and transform the unit quad [-1,-1 -> 1,1] +// Simply draw a Triangle_strip of 2 triangles, no input buffers or index buffer needed +// +// Created by Sam Gateau on 6/22/2015 +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + +<@include gpu/Transform.slh@> + +<$declareStandardTransform()$> + +varying vec2 varTexcoord; + +void main(void) { + const vec4 UNIT_QUAD[4] = vec4[4]( + vec4(-1.0, -1.0, 0.0, 1.0), + vec4(1.0, -1.0, 0.0, 1.0), + vec4(-1.0, 1.0, 0.0, 1.0), + vec4(1.0, 1.0, 0.0, 1.0) + ); + vec4 pos = UNIT_QUAD[gl_VertexID]; + + // standard transform + TransformCamera cam = getTransformCamera(); + TransformObject obj = getTransformObject(); + <$transformModelToClipPos(cam, obj, pos, gl_Position)$> + + varTexcoord = (pos.xy + 1) * 0.5; +} diff --git a/libraries/gpu/src/gpu/StandardShaderLib.cpp b/libraries/gpu/src/gpu/StandardShaderLib.cpp new file mode 100755 index 0000000000..fa56eb2051 --- /dev/null +++ b/libraries/gpu/src/gpu/StandardShaderLib.cpp @@ -0,0 +1,35 @@ +// +// StandardShaderLib.cpp +// libraries/gpu/src/gpu +// +// Collection of standard shaders that can be used all over the place +// +// Created by Sam Gateau on 6/22/2015. +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// +#include "StandardShaderLib.h" + +#include "DrawTransformUnitQuad_vert.h" +#include "DrawTexture_frag.h" + +using namespace gpu; + +ShaderPointer StandardShaderLib::_drawTransformUnitQuadVS; +ShaderPointer StandardShaderLib::_drawTexturePS; + +ShaderPointer StandardShaderLib::getDrawTransformUnitQuadVS() { + if (!_drawTransformUnitQuadVS) { + _drawTransformUnitQuadVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(DrawTransformUnitQuad_vert))); + } + return _drawTransformUnitQuadVS; +} + +ShaderPointer StandardShaderLib::getDrawTexturePS() { + if (!_drawTexturePS) { + _drawTexturePS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(DrawTexture_frag))); + } + return _drawTexturePS; +} diff --git a/libraries/gpu/src/gpu/StandardShaderLib.h b/libraries/gpu/src/gpu/StandardShaderLib.h new file mode 100755 index 0000000000..cabdbad66b --- /dev/null +++ b/libraries/gpu/src/gpu/StandardShaderLib.h @@ -0,0 +1,38 @@ +// +// StandardShaderLib.h +// libraries/gpu/src/gpu +// +// Collection of standard shaders that can be used all over the place +// +// Created by Sam Gateau on 6/22/2015. +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// +#ifndef hifi_gpu_StandardShaderLib_h +#define hifi_gpu_StandardShaderLib_h + +#include + +#include "Shader.h" + +namespace gpu { + +class StandardShaderLib { +public: + + static ShaderPointer getDrawTransformUnitQuadVS(); + + static ShaderPointer getDrawTexturePS(); + +protected: + + static ShaderPointer _drawTransformUnitQuadVS; + static ShaderPointer _drawTexturePS; +}; + + +}; + +#endif diff --git a/libraries/gpu/src/gpu/State.h b/libraries/gpu/src/gpu/State.h index c9bd38efeb..07198d8162 100755 --- a/libraries/gpu/src/gpu/State.h +++ b/libraries/gpu/src/gpu/State.h @@ -341,6 +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); } uint8 getColorWriteMask() const { return _values.colorWriteMask; } // All the possible fields diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index b49d1985bb..03dca38462 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -25,6 +25,7 @@ #include "gpu/Batch.h" #include "gpu/GLBackend.h" +#include "gpu/StandardShaderLib.h" #include "simple_vert.h" #include "simple_frag.h" @@ -104,6 +105,19 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) { loadLightProgram(point_light_frag, true, _pointLight, _pointLightLocations); loadLightProgram(spot_light_frag, true, _spotLight, _spotLightLocations); + { + auto VSFS = gpu::StandardShaderLib::getDrawTransformUnitQuadVS(); + auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS(); + auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(VSFS, PSBlit)); + gpu::Shader::makeProgram(*blitProgram); + gpu::StatePointer blitState = gpu::StatePointer(new gpu::State()); + blitState->setBlendFunction(true, + gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, + gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE); + blitState->setColorWriteMask(true, true, true, false); + _blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState)); + } + // Allocate a global light representing the Global Directional light casting shadow (the sun) and the ambient light _globalLights.push_back(0); _allocatedLights.push_back(model::LightPointer(new model::Light())); @@ -515,36 +529,48 @@ void DeferredLightingEffect::render(RenderArgs* args) { } void DeferredLightingEffect::copyBack(RenderArgs* args) { + + gpu::Batch batch; + auto textureCache = DependencyManager::get(); QSize framebufferSize = textureCache->getFrameBufferSize(); auto freeFBO = DependencyManager::get()->getFreeFramebuffer(); //freeFBO->release(); - glBindFramebuffer(GL_FRAMEBUFFER, 0); + // glBindFramebuffer(GL_FRAMEBUFFER, 0); - glDisable(GL_CULL_FACE); + // glDisable(GL_CULL_FACE); // now transfer the lit region to the primary fbo - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE); - glColorMask(true, true, true, false); + // glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE); + // glColorMask(true, true, true, false); auto primaryFBO = gpu::GLBackend::getFramebufferID(textureCache->getPrimaryFramebuffer()); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, primaryFBO); +// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, primaryFBO); + batch.setFramebuffer(textureCache->getPrimaryFramebuffer()); + batch.setPipeline(_blitLightBuffer); //primaryFBO->bind(); - glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(freeFBO->getRenderBuffer(0))); - glEnable(GL_TEXTURE_2D); + // glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(freeFBO->getRenderBuffer(0))); + // glEnable(GL_TEXTURE_2D); - glPushMatrix(); + batch.setUniformTexture(0, freeFBO->getRenderBuffer(0)); + + /* glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); - + */ + + batch.setProjectionTransform(glm::mat4()); + batch.setModelTransform(Transform()); + batch.setViewTransform(Transform()); + int viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); const int VIEWPORT_X_INDEX = 0; @@ -557,12 +583,17 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) { float tMin = viewport[VIEWPORT_Y_INDEX] / (float)framebufferSize.height(); float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)framebufferSize.height(); - renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight); + batch.draw(gpu::TRIANGLE_STRIP, 4); + + + args->_context->syncCache(); + args->_context->render(batch); +// renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight); - glBindTexture(GL_TEXTURE_2D, 0); - glDisable(GL_TEXTURE_2D); + // glBindTexture(GL_TEXTURE_2D, 0); + // glDisable(GL_TEXTURE_2D); - glColorMask(true, true, true, true); + /* glColorMask(true, true, true, true); glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); glEnable(GL_DEPTH_TEST); @@ -571,7 +602,7 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) { glPopMatrix(); glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + glPopMatrix();*/ } void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferUnit) { diff --git a/libraries/render-utils/src/DeferredLightingEffect.h b/libraries/render-utils/src/DeferredLightingEffect.h index 9d66bf08c0..a18add8585 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.h +++ b/libraries/render-utils/src/DeferredLightingEffect.h @@ -104,6 +104,8 @@ private: gpu::PipelinePointer _simpleProgramTextured; gpu::PipelinePointer _simpleProgramTexturedCullNone; + gpu::PipelinePointer _blitLightBuffer; + ProgramObject _directionalSkyboxLight; LightLocations _directionalSkyboxLightLocations; ProgramObject _directionalSkyboxLightShadowMap; From ca652730b590b2103688c390e9b179b021cf9059 Mon Sep 17 00:00:00 2001 From: samcake Date: Mon, 22 Jun 2015 15:47:13 +0200 Subject: [PATCH 02/14] REfine the gpu/Context.slh to get gpu_shader4 and gl_VertexID --- libraries/gpu/src/gpu/Config.slh | 1 - 1 file changed, 1 deletion(-) diff --git a/libraries/gpu/src/gpu/Config.slh b/libraries/gpu/src/gpu/Config.slh index 6c5308c2ee..29c36ff477 100644 --- a/libraries/gpu/src/gpu/Config.slh +++ b/libraries/gpu/src/gpu/Config.slh @@ -20,7 +20,6 @@ <@def GPU_TRANSFORM_PROFILE GPU_LEGACY@> <@def VERSION_HEADER #version 120 #extension GL_EXT_gpu_shader4 : enable@> -gpu_shader4 <@else@> <@def GPU_FEATURE_PROFILE GPU_LEGACY@> <@def GPU_TRANSFORM_PROFILE GPU_LEGACY@> From 6444bcab1bfd229c99a2b7e51c215b5b65b53221 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Mon, 22 Jun 2015 20:00:06 +0200 Subject: [PATCH 03/14] commenting out --- libraries/gpu/src/gpu/DrawTexture.slf | 1 - 1 file changed, 1 deletion(-) diff --git a/libraries/gpu/src/gpu/DrawTexture.slf b/libraries/gpu/src/gpu/DrawTexture.slf index 58671dcb78..e456c49649 100755 --- a/libraries/gpu/src/gpu/DrawTexture.slf +++ b/libraries/gpu/src/gpu/DrawTexture.slf @@ -18,5 +18,4 @@ varying vec2 varTexcoord; void main(void) { gl_FragColor = texture2D(colorMap, varTexcoord); - // gl_FragColor = vec4(varTexcoord, 0.0, 1.0); } From c41ebcae788bcfb94bc784fc80af354c6e836b8d Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Fri, 26 Jun 2015 15:40:08 -0700 Subject: [PATCH 04/14] Covering all the case for rendering the light passes --- libraries/gpu/src/gpu/Batch.cpp | 28 + libraries/gpu/src/gpu/Batch.h | 21 +- libraries/gpu/src/gpu/Context.h | 2 +- libraries/gpu/src/gpu/Format.h | 17 + libraries/gpu/src/gpu/GLBackend.cpp | 32 +- libraries/gpu/src/gpu/GLBackend.h | 8 + libraries/gpu/src/gpu/GLBackendOutput.cpp | 11 +- libraries/gpu/src/gpu/GLBackendPipeline.cpp | 6 + libraries/gpu/src/gpu/GLBackendShader.cpp | 5 + libraries/gpu/src/gpu/GLBackendTransform.cpp | 20 +- libraries/gpu/src/gpu/Resource.cpp | 3 + libraries/gpu/src/gpu/StandardShaderLib.cpp | 9 + libraries/gpu/src/gpu/StandardShaderLib.h | 6 + libraries/gpu/src/gpu/State.h | 2 +- libraries/gpu/src/gpu/Transform.slh | 11 + libraries/model/src/model/Geometry.h | 2 + .../src/DeferredLightingEffect.cpp | 530 ++++++++++++++---- .../render-utils/src/DeferredLightingEffect.h | 36 +- libraries/render-utils/src/GeometryCache.cpp | 1 - libraries/render-utils/src/GeometryCache.h | 1 + .../render-utils/src/RenderDeferredTask.cpp | 3 +- .../src/deferred_light_limited.slv | 20 +- libraries/render-utils/src/spot_light.slf | 3 +- 23 files changed, 636 insertions(+), 141 deletions(-) diff --git a/libraries/gpu/src/gpu/Batch.cpp b/libraries/gpu/src/gpu/Batch.cpp index 973e5d01d2..ac4046503c 100644 --- a/libraries/gpu/src/gpu/Batch.cpp +++ b/libraries/gpu/src/gpu/Batch.cpp @@ -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); diff --git a/libraries/gpu/src/gpu/Batch.h b/libraries/gpu/src/gpu/Batch.h index 9c97db65ef..64e2f7c6ca 100644 --- a/libraries/gpu/src/gpu/Batch.h +++ b/libraries/gpu/src/gpu/Batch.h @@ -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, diff --git a/libraries/gpu/src/gpu/Context.h b/libraries/gpu/src/gpu/Context.h index 98ddc7fb64..da4882ab65 100644 --- a/libraries/gpu/src/gpu/Context.h +++ b/libraries/gpu/src/gpu/Context.h @@ -42,7 +42,7 @@ public: Mat4 _projectionViewUntranslated; Mat4 _projection; Mat4 _projectionInverse; - Vec4 _viewport; + Vec4i _viewport; }; template< typename T > diff --git a/libraries/gpu/src/gpu/Format.h b/libraries/gpu/src/gpu/Format.h index 7cf913430d..981a560965 100644 --- a/libraries/gpu/src/gpu/Format.h +++ b/libraries/gpu/src/gpu/Format.h @@ -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, +}; + }; diff --git a/libraries/gpu/src/gpu/GLBackend.cpp b/libraries/gpu/src/gpu/GLBackend.cpp index 9004c4a8fe..ec93e00117 100644 --- a/libraries/gpu/src/gpu/GLBackend.cpp +++ b/libraries/gpu/src/gpu/GLBackend.cpp @@ -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 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(); } diff --git a/libraries/gpu/src/gpu/GLBackend.h b/libraries/gpu/src/gpu/GLBackend.h index 28236c68c9..939b43c968 100644 --- a/libraries/gpu/src/gpu/GLBackend.h +++ b/libraries/gpu/src/gpu/GLBackend.h @@ -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 _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 diff --git a/libraries/gpu/src/gpu/GLBackendOutput.cpp b/libraries/gpu/src/gpu/GLBackendOutput.cpp index 903c97f45b..30b60ad183 100755 --- a/libraries/gpu/src/gpu/GLBackendOutput.cpp +++ b/libraries/gpu/src/gpu/GLBackendOutput.cpp @@ -40,8 +40,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe glBindFramebuffer(GL_FRAMEBUFFER, fbo); - unsigned int nbColorBuffers = 0; - GLenum colorBuffers[16]; + std::vector 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); } diff --git a/libraries/gpu/src/gpu/GLBackendPipeline.cpp b/libraries/gpu/src/gpu/GLBackendPipeline.cpp index f4449e9ea1..2ad8302d12 100755 --- a/libraries/gpu/src/gpu/GLBackendPipeline.cpp +++ b/libraries/gpu/src/gpu/GLBackendPipeline.cpp @@ -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); diff --git a/libraries/gpu/src/gpu/GLBackendShader.cpp b/libraries/gpu/src/gpu/GLBackendShader.cpp index 45adbcdb3c..6058b8f8a9 100755 --- a/libraries/gpu/src/gpu/GLBackendShader.cpp +++ b/libraries/gpu/src/gpu/GLBackendShader.cpp @@ -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; diff --git a/libraries/gpu/src/gpu/GLBackendTransform.cpp b/libraries/gpu/src/gpu/GLBackendTransform.cpp index 2e3c2dca70..faddacc176 100755 --- a/libraries/gpu/src/gpu/GLBackendTransform.cpp +++ b/libraries/gpu/src/gpu/GLBackendTransform.cpp @@ -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, ¤tMode); _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); } diff --git a/libraries/gpu/src/gpu/Resource.cpp b/libraries/gpu/src/gpu/Resource.cpp index 046cf9fe40..5498e24189 100644 --- a/libraries/gpu/src/gpu/Resource.cpp +++ b/libraries/gpu/src/gpu/Resource.cpp @@ -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 ) { diff --git a/libraries/gpu/src/gpu/StandardShaderLib.cpp b/libraries/gpu/src/gpu/StandardShaderLib.cpp index fa56eb2051..581ce47cde 100755 --- a/libraries/gpu/src/gpu/StandardShaderLib.cpp +++ b/libraries/gpu/src/gpu/StandardShaderLib.cpp @@ -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))); diff --git a/libraries/gpu/src/gpu/StandardShaderLib.h b/libraries/gpu/src/gpu/StandardShaderLib.h index cabdbad66b..a8fc5126f8 100755 --- a/libraries/gpu/src/gpu/StandardShaderLib.h +++ b/libraries/gpu/src/gpu/StandardShaderLib.h @@ -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; }; diff --git a/libraries/gpu/src/gpu/State.h b/libraries/gpu/src/gpu/State.h index 07198d8162..59fbacc089 100755 --- a/libraries/gpu/src/gpu/State.h +++ b/libraries/gpu/src/gpu/State.h @@ -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 diff --git a/libraries/gpu/src/gpu/Transform.slh b/libraries/gpu/src/gpu/Transform.slh index d01fe128ae..fad2e9ada8 100644 --- a/libraries/gpu/src/gpu/Transform.slh +++ b/libraries/gpu/src/gpu/Transform.slh @@ -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 diff --git a/libraries/model/src/model/Geometry.h b/libraries/model/src/model/Geometry.h index ddefaf4e96..16ebb60b72 100755 --- a/libraries/model/src/model/Geometry.h +++ b/libraries/model/src/model/Geometry.h @@ -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(topo); } + protected: gpu::Stream::FormatPointer _vertexFormat; diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index 03dca38462..afcc116aea 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -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(); + 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(); - glBindFramebuffer(GL_FRAMEBUFFER, 0 ); + // glBindFramebuffer(GL_FRAMEBUFFER, 0 ); QSize framebufferSize = textureCache->getFrameBufferSize(); // binding the first framebuffer auto freeFBO = DependencyManager::get()->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 ambientSphere, gpu::SphericalHarmonics::NUM_COEFFICIENTS, (const GLfloat*) (&sh)); + + for (int i =0; i ambientSphere + i, 1, (const GLfloat*) (&sh) + i * 4); + } + /* for (int i =0; i 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()->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(); + 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()->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()->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(); + + 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; +} + diff --git a/libraries/render-utils/src/DeferredLightingEffect.h b/libraries/render-utils/src/DeferredLightingEffect.h index a18add8585..040acd39d5 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.h +++ b/libraries/render-utils/src/DeferredLightingEffect.h @@ -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; diff --git a/libraries/render-utils/src/GeometryCache.cpp b/libraries/render-utils/src/GeometryCache.cpp index 3e7e9a0adf..b49721d9c7 100644 --- a/libraries/render-utils/src/GeometryCache.cpp +++ b/libraries/render-utils/src/GeometryCache.cpp @@ -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); diff --git a/libraries/render-utils/src/GeometryCache.h b/libraries/render-utils/src/GeometryCache.h index f97ab8a773..83891bbf49 100644 --- a/libraries/render-utils/src/GeometryCache.h +++ b/libraries/render-utils/src/GeometryCache.h @@ -301,6 +301,7 @@ private: }; QHash _coneVBOs; + int _nextID; QHash _lastRegisteredQuad3DTexture; diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index ced83da5e9..9a5fdf69ce 100755 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -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) { diff --git a/libraries/render-utils/src/deferred_light_limited.slv b/libraries/render-utils/src/deferred_light_limited.slv index e3051d43f7..e657f36598 100644 --- a/libraries/render-utils/src/deferred_light_limited.slv +++ b/libraries/render-utils/src/deferred_light_limited.slv @@ -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); } diff --git a/libraries/render-utils/src/spot_light.slf b/libraries/render-utils/src/spot_light.slf index e6c3938b71..72aa41344c 100644 --- a/libraries/render-utils/src/spot_light.slf +++ b/libraries/render-utils/src/spot_light.slf @@ -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) { From f73e56a93f9a76fb3cc07a6b52c4eb75435be3c4 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Fri, 26 Jun 2015 15:45:15 -0700 Subject: [PATCH 05/14] Covering all the case for rendering the light passes --- .../gpu/DrawViewportQuadTransformTexcoord.slv | 38 +++++++++++++++++++ 1 file changed, 38 insertions(+) create mode 100755 libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv diff --git a/libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv b/libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv new file mode 100755 index 0000000000..7fd6e816b3 --- /dev/null +++ b/libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv @@ -0,0 +1,38 @@ +<@include gpu/Config.slh@> +<$VERSION_HEADER$> +// Generated on <$_SCRIBE_DATE$> +// +// Draw the unit quad [-1,-1 -> 1,1] filling in +// Simply draw a Triangle_strip of 2 triangles, no input buffers or index buffer needed +// +// Created by Sam Gateau on 6/22/2015 +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + +<@include gpu/Transform.slh@> + +<$declareStandardTransform()$> + +varying vec2 varTexcoord; + +void main(void) { + const vec4 UNIT_QUAD[4] = vec4[4]( + vec4(-1.0, -1.0, 0.0, 1.0), + vec4(1.0, -1.0, 0.0, 1.0), + vec4(-1.0, 1.0, 0.0, 1.0), + vec4(1.0, 1.0, 0.0, 1.0) + ); + vec4 pos = UNIT_QUAD[gl_VertexID]; + + // standard transform but applied to the Texcoord + vec4 tc = vec4((pos.xy + 1) * 0.5, pos.zw); + + TransformObject obj = getTransformObject(); + <$transformModelToWorldPos(obj, tc, tc)$> + + gl_Position = pos; + varTexcoord = tc.xy; +} From 1b69b388350a48d2ec620cdaa34c960d452e270f Mon Sep 17 00:00:00 2001 From: samcake Date: Sat, 27 Jun 2015 06:34:58 -0700 Subject: [PATCH 06/14] fix shader issue on mac --- .../gpu/DrawViewportQuadTransformTexcoord.slv | 30 +++++++++---------- libraries/gpu/src/gpu/Transform.slh | 2 +- .../src/DeferredLightingEffect.cpp | 14 ++++----- 3 files changed, 23 insertions(+), 23 deletions(-) diff --git a/libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv b/libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv index 7fd6e816b3..e91b8a7644 100755 --- a/libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv +++ b/libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv @@ -12,27 +12,27 @@ // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // -<@include gpu/Transform.slh@> - +<@include gpu/Transform.slh@> + <$declareStandardTransform()$> varying vec2 varTexcoord; void main(void) { - const vec4 UNIT_QUAD[4] = vec4[4]( - vec4(-1.0, -1.0, 0.0, 1.0), - vec4(1.0, -1.0, 0.0, 1.0), - vec4(-1.0, 1.0, 0.0, 1.0), + const vec4 UNIT_QUAD[4] = vec4[4]( + vec4(-1.0, -1.0, 0.0, 1.0), + vec4(1.0, -1.0, 0.0, 1.0), + vec4(-1.0, 1.0, 0.0, 1.0), vec4(1.0, 1.0, 0.0, 1.0) ); vec4 pos = UNIT_QUAD[gl_VertexID]; - - // standard transform but applied to the Texcoord - vec4 tc = vec4((pos.xy + 1) * 0.5, pos.zw); - - TransformObject obj = getTransformObject(); - <$transformModelToWorldPos(obj, tc, tc)$> - - gl_Position = pos; - varTexcoord = tc.xy; + + // standard transform but applied to the Texcoord + vec4 tc = vec4((pos.xy + 1) * 0.5, pos.zw); + + TransformObject obj = getTransformObject(); + <$transformModelToWorldPos(obj, tc, tc)$> + + gl_Position = pos; + varTexcoord = tc.xy; } diff --git a/libraries/gpu/src/gpu/Transform.slh b/libraries/gpu/src/gpu/Transform.slh index fad2e9ada8..1802f585cd 100644 --- a/libraries/gpu/src/gpu/Transform.slh +++ b/libraries/gpu/src/gpu/Transform.slh @@ -129,7 +129,7 @@ uniform mat4 transformCamera_viewInverse; <$worldPos$> = (<$objectTransform$>._model * <$modelPos$>); } <@else@> - <$worldPos$> = vec3(transformObject_model * <$modelPos$>); + <$worldPos$> = (transformObject_model * <$modelPos$>); <@endif@> <@endfunc@> diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index afcc116aea..b742cd8ffe 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -644,12 +644,12 @@ void DeferredLightingEffect::render(RenderArgs* args) { 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 base = expandedRadius * glm::tan(light->getSpotAngle()); float height = expandedRadius; model.postScale(glm::vec3(base, base, height)); batch.setModelTransform(model); - auto& mesh = getSpotLightMesh(); + auto mesh = getSpotLightMesh(); batch.setIndexBuffer(mesh->getIndexBuffer()); @@ -935,11 +935,11 @@ void DeferredLightingEffect::setGlobalSkybox(const model::SkyboxPointer& skybox) } model::MeshPointer DeferredLightingEffect::getSpotLightMesh() { - if (!_spotLightMesh) { - _spotLightMesh.reset(new model::Mesh()); - - int slices = 32; - int stacks = 1; + 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; From 4019a216d47146b16707081db892d94a9ef6a855 Mon Sep 17 00:00:00 2001 From: samcake Date: Fri, 3 Jul 2015 12:12:54 -0700 Subject: [PATCH 07/14] Fixed the viewport expressed in int not getting to the shader, needed to be convert to float --- libraries/gpu/src/gpu/Context.h | 2 +- libraries/gpu/src/gpu/GLBackendTransform.cpp | 2 +- libraries/model/src/model/Skybox.cpp | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/libraries/gpu/src/gpu/Context.h b/libraries/gpu/src/gpu/Context.h index da4882ab65..2207575274 100644 --- a/libraries/gpu/src/gpu/Context.h +++ b/libraries/gpu/src/gpu/Context.h @@ -42,7 +42,7 @@ public: Mat4 _projectionViewUntranslated; Mat4 _projection; Mat4 _projectionInverse; - Vec4i _viewport; + Vec4 _viewport; // Public value is int but float in the shader to stay in floats for all the transform computations. }; template< typename T > diff --git a/libraries/gpu/src/gpu/GLBackendTransform.cpp b/libraries/gpu/src/gpu/GLBackendTransform.cpp index 0d47bc4f33..5f4d5f4af6 100755 --- a/libraries/gpu/src/gpu/GLBackendTransform.cpp +++ b/libraries/gpu/src/gpu/GLBackendTransform.cpp @@ -86,7 +86,7 @@ void GLBackend::updateTransform() { glGetIntegerv(GL_MATRIX_MODE, &originalMatrixMode); // Check all the dirty flags and update the state accordingly if (_transform._invalidViewport) { - _transform._transformCamera._viewport = _transform._viewport; + _transform._transformCamera._viewport = glm::vec4(_transform._viewport); // Where we assign the GL viewport glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w); diff --git a/libraries/model/src/model/Skybox.cpp b/libraries/model/src/model/Skybox.cpp index 10199adda3..a02c646668 100755 --- a/libraries/model/src/model/Skybox.cpp +++ b/libraries/model/src/model/Skybox.cpp @@ -51,7 +51,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky static gpu::BufferPointer theBuffer; static gpu::Stream::FormatPointer theFormat; static gpu::BufferPointer theConstants; - int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader + static int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader if (!thePipeline) { auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert))); auto skyFS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(Skybox_frag))); From a2f6693bd7c2b6561ff5dda1cbd02c2e086708b7 Mon Sep 17 00:00:00 2001 From: samcake Date: Mon, 6 Jul 2015 14:40:10 -0700 Subject: [PATCH 08/14] getting the deferred lighting to work --- libraries/gpu/src/gpu/GLBackend.h | 2 +- libraries/gpu/src/gpu/GLBackendState.cpp | 18 +- libraries/gpu/src/gpu/State.cpp | 50 ++-- libraries/gpu/src/gpu/State.h | 10 +- .../src/DeferredLightingEffect.cpp | 220 +++++------------- 5 files changed, 99 insertions(+), 201 deletions(-) diff --git a/libraries/gpu/src/gpu/GLBackend.h b/libraries/gpu/src/gpu/GLBackend.h index 765858dcf4..78b0f0838e 100644 --- a/libraries/gpu/src/gpu/GLBackend.h +++ b/libraries/gpu/src/gpu/GLBackend.h @@ -199,7 +199,7 @@ public: void do_setStateFillMode(int32 mode); void do_setStateCullMode(int32 mode); void do_setStateFrontFaceClockwise(bool isClockwise); - void do_setStateDepthClipEnable(bool enable); + void do_setStateDepthClampEnable(bool enable); void do_setStateScissorEnable(bool enable); void do_setStateMultisampleEnable(bool enable); void do_setStateAntialiasedLineEnable(bool enable); diff --git a/libraries/gpu/src/gpu/GLBackendState.cpp b/libraries/gpu/src/gpu/GLBackendState.cpp index ef272bb708..4c25a1c6fd 100644 --- a/libraries/gpu/src/gpu/GLBackendState.cpp +++ b/libraries/gpu/src/gpu/GLBackendState.cpp @@ -51,7 +51,7 @@ const GLBackend::GLState::Commands makeResetStateCommands() { CommandPointer(new Command1I(&GLBackend::do_setStateFillMode, DEFAULT.fillMode)), CommandPointer(new Command1I(&GLBackend::do_setStateCullMode, DEFAULT.cullMode)), CommandPointer(new Command1B(&GLBackend::do_setStateFrontFaceClockwise, DEFAULT.frontFaceClockwise)), - CommandPointer(new Command1B(&GLBackend::do_setStateDepthClipEnable, DEFAULT.depthClipEnable)), + CommandPointer(new Command1B(&GLBackend::do_setStateDepthClampEnable, DEFAULT.depthClampEnable)), CommandPointer(new Command1B(&GLBackend::do_setStateScissorEnable, DEFAULT.scissorEnable)), CommandPointer(new Command1B(&GLBackend::do_setStateMultisampleEnable, DEFAULT.multisampleEnable)), CommandPointer(new Command1B(&GLBackend::do_setStateAntialiasedLineEnable, DEFAULT.antialisedLineEnable)), @@ -89,8 +89,8 @@ void generateFrontFaceClockwise(GLBackend::GLState::Commands& commands, bool isC commands.push_back(CommandPointer(new Command1B(&GLBackend::do_setStateFrontFaceClockwise, isClockwise))); } -void generateDepthClipEnable(GLBackend::GLState::Commands& commands, bool enable) { - commands.push_back(CommandPointer(new Command1B(&GLBackend::do_setStateDepthClipEnable, enable))); +void generateDepthClampEnable(GLBackend::GLState::Commands& commands, bool enable) { + commands.push_back(CommandPointer(new Command1B(&GLBackend::do_setStateDepthClampEnable, enable))); } void generateScissorEnable(GLBackend::GLState::Commands& commands, bool enable) { @@ -176,8 +176,8 @@ GLBackend::GLState* GLBackend::syncGPUObject(const State& state) { generateFrontFaceClockwise(object->_commands, state.isFrontFaceClockwise()); break; } - case State::DEPTH_CLIP_ENABLE: { - generateDepthClipEnable(object->_commands, state.isDepthClipEnable()); + case State::DEPTH_CLAMP_ENABLE: { + generateDepthClampEnable(object->_commands, state.isDepthClampEnable()); break; } case State::SCISSOR_ENABLE: { @@ -373,7 +373,7 @@ void GLBackend::getCurrentGLState(State::Data& state) { GLint winding; glGetIntegerv(GL_FRONT_FACE, &winding); state.frontFaceClockwise = (winding == GL_CW); - state.depthClipEnable = glIsEnabled(GL_DEPTH_CLAMP); + state.depthClampEnable = glIsEnabled(GL_DEPTH_CLAMP); state.scissorEnable = glIsEnabled(GL_SCISSOR_TEST); state.multisampleEnable = glIsEnabled(GL_MULTISAMPLE); state.antialisedLineEnable = glIsEnabled(GL_LINE_SMOOTH); @@ -533,8 +533,8 @@ void GLBackend::do_setStateFrontFaceClockwise(bool isClockwise) { } } -void GLBackend::do_setStateDepthClipEnable(bool enable) { - if (_pipeline._stateCache.depthClipEnable != enable) { +void GLBackend::do_setStateDepthClampEnable(bool enable) { + if (_pipeline._stateCache.depthClampEnable != enable) { if (enable) { glEnable(GL_DEPTH_CLAMP); } else { @@ -542,7 +542,7 @@ void GLBackend::do_setStateDepthClipEnable(bool enable) { } (void) CHECK_GL_ERROR(); - _pipeline._stateCache.depthClipEnable = enable; + _pipeline._stateCache.depthClampEnable = enable; } } diff --git a/libraries/gpu/src/gpu/State.cpp b/libraries/gpu/src/gpu/State.cpp index ca254626e9..da3ab20c7b 100755 --- a/libraries/gpu/src/gpu/State.cpp +++ b/libraries/gpu/src/gpu/State.cpp @@ -24,20 +24,20 @@ State::~State() { // Please make sure to go check makeResetStateCommands() before modifying this value const State::Data State::DEFAULT = State::Data(); -State::Signature State::evalSignature(const Data& state) { +State::Signature State::evalSignature(const Data& state) { Signature signature(0); if (state.fillMode != State::DEFAULT.fillMode) { signature.set(State::FILL_MODE); - } + } if (state.cullMode != State::DEFAULT.cullMode) { signature.set(State::CULL_MODE); } if (state.frontFaceClockwise != State::DEFAULT.frontFaceClockwise) { signature.set(State::FRONT_FACE_CLOCKWISE); } - if (state.depthClipEnable != State::DEFAULT.depthClipEnable) { - signature.set(State::DEPTH_CLIP_ENABLE); + if (state.depthClampEnable != State::DEFAULT.depthClampEnable) { + signature.set(State::DEPTH_CLAMP_ENABLE); } if (state.scissorEnable != State::DEFAULT.scissorEnable) { signature.set(State::SCISSOR_ENABLE); @@ -47,16 +47,16 @@ State::Signature State::evalSignature(const Data& state) { } if (state.antialisedLineEnable != State::DEFAULT.antialisedLineEnable) { signature.set(State::ANTIALISED_LINE_ENABLE); - } + } if (state.depthBias != State::DEFAULT.depthBias) { signature.set(State::DEPTH_BIAS); } if (state.depthBiasSlopeScale != State::DEFAULT.depthBiasSlopeScale) { signature.set(State::DEPTH_BIAS_SLOPE_SCALE); - } + } if (state.depthTest != State::DEFAULT.depthTest) { signature.set(State::DEPTH_TEST); - } + } if (state.stencilActivation != State::DEFAULT.stencilActivation) { signature.set(State::STENCIL_ACTIVATION); } @@ -68,21 +68,21 @@ State::Signature State::evalSignature(const Data& state) { } if (state.sampleMask != State::DEFAULT.sampleMask) { signature.set(State::SAMPLE_MASK); - } - if (state.alphaToCoverageEnable != State::DEFAULT.alphaToCoverageEnable) { - signature.set(State::ALPHA_TO_COVERAGE_ENABLE); - } - if (state.blendFunction != State::DEFAULT.blendFunction) { - signature.set(State::BLEND_FUNCTION); - } - if (state.colorWriteMask != State::DEFAULT.colorWriteMask) { - signature.set(State::COLOR_WRITE_MASK); - } - - return signature; -} - -State::State(const Data& values) : - _values(values) { - _signature = evalSignature(_values); -} + } + if (state.alphaToCoverageEnable != State::DEFAULT.alphaToCoverageEnable) { + signature.set(State::ALPHA_TO_COVERAGE_ENABLE); + } + if (state.blendFunction != State::DEFAULT.blendFunction) { + signature.set(State::BLEND_FUNCTION); + } + if (state.colorWriteMask != State::DEFAULT.colorWriteMask) { + signature.set(State::COLOR_WRITE_MASK); + } + + return signature; +} + +State::State(const Data& values) : + _values(values) { + _signature = evalSignature(_values); +} diff --git a/libraries/gpu/src/gpu/State.h b/libraries/gpu/src/gpu/State.h index ffd0793d54..39cad1445f 100755 --- a/libraries/gpu/src/gpu/State.h +++ b/libraries/gpu/src/gpu/State.h @@ -249,7 +249,7 @@ public: uint8 colorWriteMask = WRITE_ALL; bool frontFaceClockwise : 1; - bool depthClipEnable : 1; + bool depthClampEnable : 1; bool scissorEnable : 1; bool multisampleEnable : 1; bool antialisedLineEnable : 1; @@ -257,7 +257,7 @@ public: Data() : frontFaceClockwise(false), - depthClipEnable(false), + depthClampEnable(false), scissorEnable(false), multisampleEnable(false), antialisedLineEnable(false), @@ -276,8 +276,8 @@ public: void setFrontFaceClockwise(bool isClockwise) { SET_FIELD(FRONT_FACE_CLOCKWISE, DEFAULT.frontFaceClockwise, isClockwise, _values.frontFaceClockwise); } bool isFrontFaceClockwise() const { return _values.frontFaceClockwise; } - void setDepthClipEnable(bool enable) { SET_FIELD(DEPTH_CLIP_ENABLE, DEFAULT.depthClipEnable, enable, _values.depthClipEnable); } - bool isDepthClipEnable() const { return _values.depthClipEnable; } + void setDepthClampEnable(bool enable) { SET_FIELD(DEPTH_CLAMP_ENABLE, DEFAULT.depthClampEnable, enable, _values.depthClampEnable); } + bool isDepthClampEnable() const { return _values.depthClampEnable; } void setScissorEnable(bool enable) { SET_FIELD(SCISSOR_ENABLE, DEFAULT.scissorEnable, enable, _values.scissorEnable); } bool isScissorEnable() const { return _values.scissorEnable; } @@ -349,7 +349,7 @@ public: FILL_MODE, CULL_MODE, FRONT_FACE_CLOCKWISE, - DEPTH_CLIP_ENABLE, + DEPTH_CLAMP_ENABLE, SCISSOR_ENABLE, MULTISAMPLE_ENABLE, ANTIALISED_LINE_ENABLE, diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index db7eb755b1..30decd3c7e 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -497,122 +497,73 @@ void DeferredLightingEffect::render(RenderArgs* args) { 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]; light->setShowContour(true); if (_pointLightLocations.lightBufferUnit >= 0) { - // gpu::Batch batch; batch.setUniformBuffer(_pointLightLocations.lightBufferUnit, light->getSchemaBuffer()); - // gpu::GLBackend::renderBatch(batch); } - - // glPushMatrix(); - float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION); if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) { - - /* glLoadIdentity(); - glTranslatef(0.0f, 0.0f, -1.0f); - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - */ - // renderFullscreenQuad(); Transform model; model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f)); batch.setModelTransform(model); + batch.setViewTransform(Transform()); + batch.setProjectionTransform(glm::mat4()); - { - 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); + 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()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color); - } - /* - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - */ + DependencyManager::get()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color); + + batch.setProjectionTransform(projMat); + batch.setViewTransform(viewMat); } else { 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(); } _pointLights.clear(); - - // _pointLight.release(); } if (!_spotLights.empty()) { - batch.setPipeline(_pointLight); + batch.setPipeline(_spotLight); 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]; - + light->setShowContour(true); if (_spotLightLocations.lightBufferUnit >= 0) { - // gpu::Batch batch; batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer()); - // gpu::GLBackend::renderBatch(batch); } - // glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat)); - - // 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(); - glTranslatef(0.0f, 0.0f, -1.0f); - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - - renderFullscreenQuad();*/ + Transform model; model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f)); batch.setModelTransform(model); - + batch.setViewTransform(Transform()); + batch.setProjectionTransform(glm::mat4()); { glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f); glm::vec2 topLeft(-1.0f, -1.0f); @@ -621,10 +572,10 @@ void DeferredLightingEffect::render(RenderArgs* args) { glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight); DependencyManager::get()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color); + + batch.setProjectionTransform(projMat); + batch.setViewTransform(viewMat); } - - /* glPopMatrix(); - glMatrixMode(GL_MODELVIEW);*/ } else { Transform model; @@ -634,7 +585,6 @@ void DeferredLightingEffect::render(RenderArgs* args) { 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; @@ -648,43 +598,14 @@ void DeferredLightingEffect::render(RenderArgs* args) { batch.setInputBuffer(0, mesh->getVertexBuffer()); batch.setInputFormat(mesh->getVertexFormat()); + auto& part = mesh->getPartBuffer().get(); - auto& part = mesh->getPartBuffer().get(); - - 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); - */ + batch.drawIndexed(model::Mesh::topologyToPrimitive(part._topology), part._numIndices, part._startIndex); } - - glPopMatrix(); } _spotLights.clear(); - - // _spotLight.release(); } - -/* - glBindTexture(GL_TEXTURE_2D, 0); - - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, 0); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, 0); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, 0); -*/ // 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); @@ -893,7 +814,7 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool light 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 { @@ -930,79 +851,56 @@ 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; + int slices = 16; + int vertices = 2 + slices; + int originVertex = vertices - 2; + int capVertex = vertices - 1; + int verticesSize = vertices * 3 * sizeof(float); + int indices = 3 * slices * 2; - GLfloat* vertexData = new GLfloat[vertices * 3]; + GLfloat* vertexData = new GLfloat[verticesSize]; 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; + *(vertex++) = -1.0f; } - // 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)); + + *(vertex++) = 0.0f; + *(vertex++) = 0.0f; + *(vertex++) = 0.0f; + + *(vertex++) = 0.0f; + *(vertex++) = 0.0f; + *(vertex++) = -1.0f; + + _spotLightMesh->setVertexBuffer(gpu::BufferView(new gpu::Buffer(verticesSize, (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; - } + gpu::uint16* indexData = new gpu::uint16[indices]; + gpu::uint16* index = indexData; + for (int i = 0; i < slices; i++) { + *(index++) = originVertex; + + int s0 = i; + int s1 = ((i + 1) % slices); + *(index++) = s0; + *(index++) = s1; + *(index++) = s1; + *(index++) = s0; + + *(index++) = capVertex; } _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); + model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES); + //model::Mesh::Part part(0, indices, 0, model::Mesh::LINE_STRIP); + _spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL)); From 8314fe8c7ff616018ddf2cdff16455696f55c0a6 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Thu, 9 Jul 2015 03:45:19 -0700 Subject: [PATCH 09/14] FInally getting a nice spot light volume working for all angles --- libraries/gpu/src/gpu/GLBackendState.cpp | 6 +- libraries/model/src/model/Light.cpp | 19 ++- libraries/model/src/model/Light.h | 3 +- .../src/DeferredLightingEffect.cpp | 127 +++++++++++++----- .../render-utils/src/DeferredLightingEffect.h | 4 +- .../render-utils/src/deferred_light_spot.slv | 47 +++++++ libraries/render-utils/src/spot_light.slf | 3 + 7 files changed, 161 insertions(+), 48 deletions(-) create mode 100755 libraries/render-utils/src/deferred_light_spot.slv diff --git a/libraries/gpu/src/gpu/GLBackendState.cpp b/libraries/gpu/src/gpu/GLBackendState.cpp index c1b6bfa765..e898a29245 100644 --- a/libraries/gpu/src/gpu/GLBackendState.cpp +++ b/libraries/gpu/src/gpu/GLBackendState.cpp @@ -536,11 +536,9 @@ void GLBackend::do_setStateFrontFaceClockwise(bool isClockwise) { void GLBackend::do_setStateDepthClampEnable(bool enable) { if (_pipeline._stateCache.depthClampEnable != enable) { if (enable) { - //glEnable(GL_DEPTH_CLAMP); - glEnable(GL_DEPTH_CLAMP_NV); + glEnable(GL_DEPTH_CLAMP); } else { - //glDisable(GL_DEPTH_CLAMP); - glDisable(GL_DEPTH_CLAMP_NV); + glDisable(GL_DEPTH_CLAMP); } (void) CHECK_GL_ERROR(); diff --git a/libraries/model/src/model/Light.cpp b/libraries/model/src/model/Light.cpp index 60c6f6b3af..1bad381137 100755 --- a/libraries/model/src/model/Light.cpp +++ b/libraries/model/src/model/Light.cpp @@ -77,18 +77,25 @@ void Light::setMaximumRadius(float radius) { editSchema()._attenuation = Vec4(surfaceRadius, 1.0f/surfaceRadius, CutOffIntensityRatio, radius); } +#include + void Light::setSpotAngle(float angle) { - if (angle <= 0.f) { - angle = 0.0f; + double dangle = angle; + if (dangle <= 0.0) { + dangle = 0.0; } - editSchema()._spot.x = cos(angle); - editSchema()._spot.y = sin(angle); - editSchema()._spot.z = angle; + if (dangle > glm::half_pi()) { + dangle = glm::half_pi(); + } + + editSchema()._spot.x = (float)abs(cos(dangle)); + editSchema()._spot.y = (float)abs(sin(dangle)); + editSchema()._spot.z = (float)dangle; } void Light::setSpotExponent(float exponent) { if (exponent <= 0.f) { - exponent = 1.0f; + exponent = 0.0f; } editSchema()._spot.w = exponent; } diff --git a/libraries/model/src/model/Light.h b/libraries/model/src/model/Light.h index 920549d0f9..1ed07a942c 100755 --- a/libraries/model/src/model/Light.h +++ b/libraries/model/src/model/Light.h @@ -81,6 +81,7 @@ public: bool isSpot() const { return getType() == SPOT; } void setSpotAngle(float angle); float getSpotAngle() const { return getSchema()._spot.z; } + glm::vec2 getSpotAngleCosSin() const { return glm::vec2(getSchema()._spot.x, getSchema()._spot.y); } void setSpotExponent(float exponent); float getSpotExponent() const { return getSchema()._spot.w; } @@ -107,7 +108,7 @@ public: Color _color{1.0f}; float _intensity{1.0f}; Vec4 _attenuation{1.0f}; - Vec4 _spot{0.0f, 0.0f, 0.0f, 3.0f}; + Vec4 _spot{0.0f, 0.0f, 0.0f, 0.0f}; Vec4 _shadow{0.0f}; Vec4 _control{0.0f, 0.0f, 0.0f, 0.0f}; diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index 4c50d0a962..da1f383a15 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -33,6 +33,7 @@ #include "deferred_light_vert.h" #include "deferred_light_limited_vert.h" +#include "deferred_light_spot_vert.h" #include "directional_light_frag.h" #include "directional_light_shadow_map_frag.h" @@ -91,26 +92,27 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) { gpu::Shader::makeProgram(*_emissiveShader, slotBindings); _viewState = viewState; - loadLightProgram(directional_light_frag, false, _directionalLight, _directionalLightLocations); - loadLightProgram(directional_light_shadow_map_frag, false, _directionalLightShadowMap, + loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations); + loadLightProgram(deferred_light_vert, directional_light_shadow_map_frag, false, _directionalLightShadowMap, _directionalLightShadowMapLocations); - loadLightProgram(directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap, + loadLightProgram(deferred_light_vert, directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap, _directionalLightCascadedShadowMapLocations); - loadLightProgram(directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations); - loadLightProgram(directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap, + loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations); + loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap, _directionalAmbientSphereLightShadowMapLocations); - loadLightProgram(directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap, + loadLightProgram(deferred_light_vert, directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap, _directionalAmbientSphereLightCascadedShadowMapLocations); - loadLightProgram(directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations); - loadLightProgram(directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap, + loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations); + loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap, _directionalSkyboxLightShadowMapLocations); - loadLightProgram(directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap, + loadLightProgram(deferred_light_vert, directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap, _directionalSkyboxLightCascadedShadowMapLocations); - loadLightProgram(point_light_frag, true, _pointLight, _pointLightLocations); - loadLightProgram(spot_light_frag, true, _spotLight, _spotLightLocations); + + loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations); + loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations); { auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS(); @@ -421,13 +423,15 @@ void DeferredLightingEffect::render(RenderArgs* args) { for (auto lightID : _pointLights) { auto& light = _allocatedLights[lightID]; - light->setShowContour(true); + // IN DEBUG: light->setShowContour(true); if (_pointLightLocations.lightBufferUnit >= 0) { batch.setUniformBuffer(_pointLightLocations.lightBufferUnit, light->getSchemaBuffer()); } float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION); - if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) { + // TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume, + // we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working... + /* if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) { Transform model; model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f)); batch.setModelTransform(model); @@ -444,7 +448,7 @@ void DeferredLightingEffect::render(RenderArgs* args) { batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); - } else { + } else*/ { Transform model; model.setTranslation(glm::vec3(light->getPosition().x, light->getPosition().y, light->getPosition().z)); batch.setModelTransform(model); @@ -467,12 +471,22 @@ void DeferredLightingEffect::render(RenderArgs* args) { for (auto lightID : _spotLights) { auto light = _allocatedLights[lightID]; - // IN DEBUG: light->setShowContour(true); + // IN DEBUG: + light->setShowContour(true); batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer()); + auto eyeLightPos = eyePoint - light->getPosition(); + auto eyeHalfPlaneDistance = glm::dot(eyeLightPos, light->getDirection()); + + glm::vec4 coneParam(light->getSpotAngleCosSin(), 0.66f * tan(0.5 * light->getSpotAngle()), 1.0f); + 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) { + // TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume, + // we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working... + if ((eyeHalfPlaneDistance > -nearRadius) && (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius)) { + coneParam.w = 0.0f; + batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam)); + Transform model; model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f)); batch.setModelTransform(model); @@ -490,15 +504,19 @@ void DeferredLightingEffect::render(RenderArgs* args) { batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); } else { + coneParam.w = 1.0f; + batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam)); + 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()); + spotRotation = light->getOrientation(); model.postRotate(spotRotation); float base = expandedRadius * glm::tan(light->getSpotAngle()); float height = expandedRadius; - model.postScale(glm::vec3(base, base, height)); + model.postScale(glm::vec3(height, height, height)); batch.setModelTransform(model); auto mesh = getSpotLightMesh(); @@ -522,6 +540,7 @@ void DeferredLightingEffect::render(RenderArgs* args) { batch.setUniformTexture(2, nullptr); batch.setUniformTexture(3, nullptr); + glDepthRange(0.0, 1.0); args->_context->syncCache(); args->_context->render(batch); @@ -575,8 +594,8 @@ void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferU args->_batch->setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer()); } -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)))); +void DeferredLightingEffect::loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocations& locations) { + auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(vertSource))); auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fragSource))); gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS)); @@ -605,6 +624,7 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool light locations.ambientSphere = program->getUniforms().findLocation("ambientSphere.L00"); locations.invViewMat = program->getUniforms().findLocation("invViewMat"); locations.texcoordMat = program->getUniforms().findLocation("texcoordMat"); + locations.coneParam = program->getUniforms().findLocation("coneParam"); #if (GPU_FEATURE_PROFILE == GPU_CORE) locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer"); @@ -621,7 +641,8 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool light // No need for z test since the depth buffer is not bound state->setDepthTest(true, false, gpu::LESS_EQUAL); // TODO: We should bind the true depth buffer both as RT and texture for the depth test // TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases - + state->setDepthClampEnable(true); + // additive blending state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE); } else { @@ -659,30 +680,44 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() { _spotLightMesh.reset(new model::Mesh()); int slices = 16; - int vertices = 2 + slices; + int rings = 3; + int vertices = 2 + rings * slices; int originVertex = vertices - 2; int capVertex = vertices - 1; int verticesSize = vertices * 3 * sizeof(float); - int indices = 3 * slices * 2; + int indices = 3 * slices * (1 + 1 + 2 * (rings -1)); + int ringFloatOffset = slices * 3; + GLfloat* vertexData = new GLfloat[verticesSize]; - GLfloat* vertex = vertexData; + GLfloat* vertexRing0 = vertexData; + GLfloat* vertexRing1 = vertexRing0 + ringFloatOffset; + GLfloat* vertexRing2 = vertexRing1 + ringFloatOffset; for (int i = 0; i < slices; i++) { float theta = TWO_PI * i / slices; - - *(vertex++) = cosf(theta); - *(vertex++) = sinf(theta); - *(vertex++) = -1.0f; + auto cosin = glm::vec2(cosf(theta), sinf(theta)); + + *(vertexRing0++) = cosin.x; + *(vertexRing0++) = cosin.y; + *(vertexRing0++) = 0.0f; + + *(vertexRing1++) = cosin.x; + *(vertexRing1++) = cosin.y; + *(vertexRing1++) = 0.33f; + + *(vertexRing2++) = cosin.x; + *(vertexRing2++) = cosin.y; + *(vertexRing2++) = 0.66f; } - *(vertex++) = 0.0f; - *(vertex++) = 0.0f; - *(vertex++) = 0.0f; + *(vertexRing2++) = 0.0f; + *(vertexRing2++) = 0.0f; + *(vertexRing2++) = -1.0f; - *(vertex++) = 0.0f; - *(vertex++) = 0.0f; - *(vertex++) = -1.0f; + *(vertexRing2++) = 0.0f; + *(vertexRing2++) = 0.0f; + *(vertexRing2++) = 1.0f; _spotLightMesh->setVertexBuffer(gpu::BufferView(new gpu::Buffer(verticesSize, (gpu::Byte*) vertexData), gpu::Element::VEC3F_XYZ)); delete[] vertexData; @@ -696,9 +731,30 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() { int s1 = ((i + 1) % slices); *(index++) = s0; *(index++) = s1; + + int s2 = s0 + slices; + int s3 = s1 + slices; *(index++) = s1; *(index++) = s0; - + *(index++) = s2; + + *(index++) = s1; + *(index++) = s2; + *(index++) = s3; + + int s4 = s2 + slices; + int s5 = s3 + slices; + *(index++) = s3; + *(index++) = s2; + *(index++) = s4; + + *(index++) = s3; + *(index++) = s4; + *(index++) = s5; + + + *(index++) = s5; + *(index++) = s4; *(index++) = capVertex; } @@ -706,6 +762,7 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() { delete[] indexData; model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES); + // model::Mesh::Part part(0, indices, 0, model::Mesh::LINE_STRIP); _spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL)); diff --git a/libraries/render-utils/src/DeferredLightingEffect.h b/libraries/render-utils/src/DeferredLightingEffect.h index 6c196858ca..0732ffea79 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.h +++ b/libraries/render-utils/src/DeferredLightingEffect.h @@ -96,13 +96,13 @@ private: int atmosphereBufferUnit; int invViewMat; int texcoordMat; + int coneParam; }; 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 lightVolume, gpu::PipelinePointer& program, LightLocations& locations); + static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocations& locations); gpu::PipelinePointer getPipeline(SimpleProgramKey config); diff --git a/libraries/render-utils/src/deferred_light_spot.slv b/libraries/render-utils/src/deferred_light_spot.slv new file mode 100755 index 0000000000..d3ef18fd53 --- /dev/null +++ b/libraries/render-utils/src/deferred_light_spot.slv @@ -0,0 +1,47 @@ +<@include gpu/Config.slh@> +<$VERSION_HEADER$> +// Generated on <$_SCRIBE_DATE$> +// +// deferred_light_spot.vert +// vertex shader +// +// Created by Sam Gateau on 7/8/15. +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + +<@include gpu/Transform.slh@> + +<$declareStandardTransform()$> + +uniform mat4 texcoordMat; +uniform vec4 coneParam; + +void main(void) { + vec4 coneVertex = gl_Vertex; + if (coneParam.w != 0.0) { + if(coneVertex.z >= 0.0) { + // Evaluate the true position of the spot volume + vec2 dir = float(coneVertex.z < 0.5f) * (coneParam.xy + + vec2(coneParam.y, -coneParam.x) * coneParam.z * float(coneVertex.z > 0.0f)) + + float(coneVertex.z > 0.5f) * (vec2(1.0, 0.0) + + vec2(0.0, coneParam.z) * float(coneVertex.z < 1.0f)); + + coneVertex.xy *= dir.y; + coneVertex.z = -dir.x; + } else { + coneVertex.z = 0.0; + } + } + + // standard transform + TransformCamera cam = getTransformCamera(); + TransformObject obj = getTransformObject(); + <$transformModelToClipPos(cam, obj, coneVertex, gl_Position)$>; + + vec4 projected = gl_Position / 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); +} diff --git a/libraries/render-utils/src/spot_light.slf b/libraries/render-utils/src/spot_light.slf index cfb2a6da4b..298a8e1502 100644 --- a/libraries/render-utils/src/spot_light.slf +++ b/libraries/render-utils/src/spot_light.slf @@ -35,6 +35,9 @@ void main(void) { discard; } + //gl_FragColor = vec4(1.0, 1.0, 1.0, 0.0); + //return; + // Need the light now Light light = getLight(); From e901d5cad0c5bfdc31a0a14e160d99577d2e0bfe Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Thu, 9 Jul 2015 09:21:53 -0700 Subject: [PATCH 10/14] Uncommented a block left behind... --- libraries/render-utils/src/DeferredLightingEffect.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index da1f383a15..9839a30d8f 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -431,7 +431,7 @@ void DeferredLightingEffect::render(RenderArgs* args) { float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION); // TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume, // we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working... - /* if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) { + if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) { Transform model; model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f)); batch.setModelTransform(model); @@ -448,7 +448,7 @@ void DeferredLightingEffect::render(RenderArgs* args) { batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); - } else*/ { + } else { Transform model; model.setTranslation(glm::vec3(light->getPosition().x, light->getPosition().y, light->getPosition().z)); batch.setModelTransform(model); From fb37af3e043a94e091a41742f384745d9493bc64 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Thu, 9 Jul 2015 09:25:07 -0700 Subject: [PATCH 11/14] Removing dead code --- .../src/DeferredLightingEffect.cpp | 4 +-- .../render-utils/src/DeferredLightingEffect.h | 26 ------------------- 2 files changed, 1 insertion(+), 29 deletions(-) diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index 9839a30d8f..7984c27da6 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -540,7 +540,6 @@ void DeferredLightingEffect::render(RenderArgs* args) { batch.setUniformTexture(2, nullptr); batch.setUniformTexture(3, nullptr); - glDepthRange(0.0, 1.0); args->_context->syncCache(); args->_context->render(batch); @@ -762,8 +761,7 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() { delete[] indexData; model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES); - // model::Mesh::Part part(0, indices, 0, model::Mesh::LINE_STRIP); - + _spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL)); _spotLightMesh->makeBufferStream(); diff --git a/libraries/render-utils/src/DeferredLightingEffect.h b/libraries/render-utils/src/DeferredLightingEffect.h index 0732ffea79..2c5ef6bb83 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.h +++ b/libraries/render-utils/src/DeferredLightingEffect.h @@ -137,33 +137,7 @@ private: LightLocations _pointLightLocations; gpu::PipelinePointer _spotLight; LightLocations _spotLightLocations; -/* - ProgramObject _directionalSkyboxLight; - LightLocations _directionalSkyboxLightLocations; - ProgramObject _directionalSkyboxLightShadowMap; - LightLocations _directionalSkyboxLightShadowMapLocations; - ProgramObject _directionalSkyboxLightCascadedShadowMap; - LightLocations _directionalSkyboxLightCascadedShadowMapLocations; - ProgramObject _directionalAmbientSphereLight; - LightLocations _directionalAmbientSphereLightLocations; - ProgramObject _directionalAmbientSphereLightShadowMap; - LightLocations _directionalAmbientSphereLightShadowMapLocations; - ProgramObject _directionalAmbientSphereLightCascadedShadowMap; - LightLocations _directionalAmbientSphereLightCascadedShadowMapLocations; - - ProgramObject _directionalLight; - LightLocations _directionalLightLocations; - ProgramObject _directionalLightShadowMap; - LightLocations _directionalLightShadowMapLocations; - ProgramObject _directionalLightCascadedShadowMap; - LightLocations _directionalLightCascadedShadowMapLocations; - - ProgramObject _pointLight; - LightLocations _pointLightLocations; - ProgramObject _spotLight; - LightLocations _spotLightLocations; -*/ class PointLight { public: glm::vec4 position; From 8f4a10844195120cdaa19f9675f7fc9dac30a30d Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Thu, 9 Jul 2015 09:37:35 -0700 Subject: [PATCH 12/14] Dead code and disable debug info --- libraries/render-utils/src/DeferredLightingEffect.cpp | 4 ++-- libraries/render-utils/src/deferred_light_limited.slv | 4 ---- libraries/render-utils/src/spot_light.slf | 3 --- 3 files changed, 2 insertions(+), 9 deletions(-) diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index 7984c27da6..b86f628265 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -471,8 +471,8 @@ void DeferredLightingEffect::render(RenderArgs* args) { for (auto lightID : _spotLights) { auto light = _allocatedLights[lightID]; - // IN DEBUG: - light->setShowContour(true); + // IN DEBUG: light->setShowContour(true); + batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer()); auto eyeLightPos = eyePoint - light->getPosition(); diff --git a/libraries/render-utils/src/deferred_light_limited.slv b/libraries/render-utils/src/deferred_light_limited.slv index e657f36598..d57b987b68 100644 --- a/libraries/render-utils/src/deferred_light_limited.slv +++ b/libraries/render-utils/src/deferred_light_limited.slv @@ -19,16 +19,12 @@ uniform mat4 texcoordMat; void main(void) { - // 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, texcoordMat[0]) * gl_Position.w, dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w); } diff --git a/libraries/render-utils/src/spot_light.slf b/libraries/render-utils/src/spot_light.slf index 298a8e1502..cfb2a6da4b 100644 --- a/libraries/render-utils/src/spot_light.slf +++ b/libraries/render-utils/src/spot_light.slf @@ -35,9 +35,6 @@ void main(void) { discard; } - //gl_FragColor = vec4(1.0, 1.0, 1.0, 0.0); - //return; - // Need the light now Light light = getLight(); From 110b009aa4fc312c89cad93015fcd953ca303417 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Thu, 9 Jul 2015 09:55:25 -0700 Subject: [PATCH 13/14] Less magic in this world --- libraries/render-utils/src/DeferredLightingEffect.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index b86f628265..813127f349 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -478,7 +478,8 @@ void DeferredLightingEffect::render(RenderArgs* args) { auto eyeLightPos = eyePoint - light->getPosition(); auto eyeHalfPlaneDistance = glm::dot(eyeLightPos, light->getDirection()); - glm::vec4 coneParam(light->getSpotAngleCosSin(), 0.66f * tan(0.5 * light->getSpotAngle()), 1.0f); + const float TANGENT_LENGTH_SCALE = 0.666f; + glm::vec4 coneParam(light->getSpotAngleCosSin(), TANGENT_LENGTH_SCALE * tan(0.5 * light->getSpotAngle()), 1.0f); float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION); // TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume, From 1f13106f5167b947c177e45be6c3d97450c575c6 Mon Sep 17 00:00:00 2001 From: samcake Date: Thu, 9 Jul 2015 15:05:03 -0700 Subject: [PATCH 14/14] FIxed the issue on mac due to the abs function not correctly executing --- libraries/model/src/model/Light.cpp | 8 +++++--- .../render-utils/src/DeferredLightingEffect.cpp | 17 ++++++----------- 2 files changed, 11 insertions(+), 14 deletions(-) diff --git a/libraries/model/src/model/Light.cpp b/libraries/model/src/model/Light.cpp index 1bad381137..b7635b4af3 100755 --- a/libraries/model/src/model/Light.cpp +++ b/libraries/model/src/model/Light.cpp @@ -88,9 +88,11 @@ void Light::setSpotAngle(float angle) { dangle = glm::half_pi(); } - editSchema()._spot.x = (float)abs(cos(dangle)); - editSchema()._spot.y = (float)abs(sin(dangle)); - editSchema()._spot.z = (float)dangle; + auto cosAngle = cos(dangle); + auto sinAngle = sin(dangle); + editSchema()._spot.x = (float) std::abs(cosAngle); + editSchema()._spot.y = (float) std::abs(sinAngle); + editSchema()._spot.z = (float) angle; } void Light::setSpotExponent(float exponent) { diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index 813127f349..a721e0cad3 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -509,15 +509,9 @@ void DeferredLightingEffect::render(RenderArgs* args) { batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam)); 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()); - spotRotation = light->getOrientation(); - model.postRotate(spotRotation); - - float base = expandedRadius * glm::tan(light->getSpotAngle()); - float height = expandedRadius; - model.postScale(glm::vec3(height, height, height)); + model.setTranslation(light->getPosition()); + model.postRotate(light->getOrientation()); + model.postScale(glm::vec3(expandedRadius, expandedRadius, expandedRadius)); batch.setModelTransform(model); auto mesh = getSpotLightMesh(); @@ -679,7 +673,7 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() { if (!_spotLightMesh) { _spotLightMesh.reset(new model::Mesh()); - int slices = 16; + int slices = 32; int rings = 3; int vertices = 2 + rings * slices; int originVertex = vertices - 2; @@ -762,7 +756,8 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() { delete[] indexData; model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES); - + //DEBUG: model::Mesh::Part part(0, indices, 0, model::Mesh::LINE_STRIP); + _spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL)); _spotLightMesh->makeBufferStream();