// // DeferredLightingEffect.cpp // interface/src/renderer // // Created by Andrzej Kapolka on 9/11/14. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // // include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL #include #include // TODO - we need to get rid of this ASAP #include #include #include #include #include "AbstractViewStateInterface.h" #include "DeferredLightingEffect.h" #include "GeometryCache.h" #include "GlowEffect.h" #include "RenderUtil.h" #include "TextureCache.h" void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) { _viewState = viewState; _simpleProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/simple.vert"); _simpleProgram.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/simple.frag"); _simpleProgram.link(); _simpleProgram.bind(); _glowIntensityLocation = _simpleProgram.uniformLocation("glowIntensity"); _simpleProgram.release(); loadLightProgram("shaders/directional_light.frag", false, _directionalLight, _directionalLightLocations); loadLightProgram("shaders/directional_light_shadow_map.frag", false, _directionalLightShadowMap, _directionalLightShadowMapLocations); loadLightProgram("shaders/directional_light_cascaded_shadow_map.frag", false, _directionalLightCascadedShadowMap, _directionalLightCascadedShadowMapLocations); loadLightProgram("shaders/point_light.frag", true, _pointLight, _pointLightLocations); loadLightProgram("shaders/spot_light.frag", true, _spotLight, _spotLightLocations); } void DeferredLightingEffect::bindSimpleProgram() { DependencyManager::get()->setPrimaryDrawBuffers(true, true, true); _simpleProgram.bind(); _simpleProgram.setUniformValue(_glowIntensityLocation, DependencyManager::get()->getIntensity()); glDisable(GL_BLEND); } void DeferredLightingEffect::releaseSimpleProgram() { glEnable(GL_BLEND); _simpleProgram.release(); DependencyManager::get()->setPrimaryDrawBuffers(true, false, false); } void DeferredLightingEffect::renderSolidSphere(float radius, int slices, int stacks) { bindSimpleProgram(); DependencyManager::get()->renderSphere(radius, slices, stacks); releaseSimpleProgram(); } void DeferredLightingEffect::renderWireSphere(float radius, int slices, int stacks) { bindSimpleProgram(); DependencyManager::get()->renderSphere(radius, slices, stacks, false); releaseSimpleProgram(); } void DeferredLightingEffect::renderSolidCube(float size) { bindSimpleProgram(); glutSolidCube(size); releaseSimpleProgram(); } void DeferredLightingEffect::renderWireCube(float size) { bindSimpleProgram(); glutWireCube(size); releaseSimpleProgram(); } void DeferredLightingEffect::renderSolidCone(float base, float height, int slices, int stacks) { bindSimpleProgram(); DependencyManager::get()->renderCone(base, height, slices, stacks); releaseSimpleProgram(); } void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& ambient, const glm::vec3& diffuse, const glm::vec3& specular, float constantAttenuation, float linearAttenuation, float quadraticAttenuation) { addSpotLight(position, radius, ambient, diffuse, specular, constantAttenuation, linearAttenuation, quadraticAttenuation); } void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radius, const glm::vec3& ambient, const glm::vec3& diffuse, const glm::vec3& specular, float constantAttenuation, float linearAttenuation, float quadraticAttenuation, const glm::vec3& direction, float exponent, float cutoff) { if (exponent == 0.0f && cutoff == PI) { PointLight light; light.position = glm::vec4(position, 1.0f); light.radius = radius; light.ambient = glm::vec4(ambient, 1.0f); light.diffuse = glm::vec4(diffuse, 1.0f); light.specular = glm::vec4(specular, 1.0f); light.constantAttenuation = constantAttenuation; light.linearAttenuation = linearAttenuation; _pointLights.append(light); } else { SpotLight light; light.position = glm::vec4(position, 1.0f); light.radius = radius; light.ambient = glm::vec4(ambient, 1.0f); light.diffuse = glm::vec4(diffuse, 1.0f); light.specular = glm::vec4(specular, 1.0f); light.constantAttenuation = constantAttenuation; light.linearAttenuation = linearAttenuation; light.direction = direction; light.exponent = exponent; light.cutoff = cutoff; _spotLights.append(light); } } void DeferredLightingEffect::prepare() { // clear the normal and specular buffers TextureCache::SharedPointer textureCache = DependencyManager::get(); 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); textureCache->setPrimaryDrawBuffers(true, false, false); } void DeferredLightingEffect::render() { // perform deferred lighting, rendering to free fbo glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glDisable(GL_BLEND); glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glDisable(GL_COLOR_MATERIAL); glDepthMask(false); TextureCache::SharedPointer textureCache = DependencyManager::get(); QOpenGLFramebufferObject* primaryFBO = textureCache->getPrimaryFramebufferObject(); primaryFBO->release(); QOpenGLFramebufferObject* freeFBO = DependencyManager::get()->getFreeFramebufferObject(); freeFBO->bind(); glClear(GL_COLOR_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, primaryFBO->texture()); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryNormalTextureID()); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureCache->getPrimarySpecularTextureID()); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryDepthTextureID()); // get the viewport side (left, right, both) int viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); const int VIEWPORT_X_INDEX = 0; const int VIEWPORT_Y_INDEX = 1; const int VIEWPORT_WIDTH_INDEX = 2; const int VIEWPORT_HEIGHT_INDEX = 3; float sMin = viewport[VIEWPORT_X_INDEX] / (float)primaryFBO->width(); float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)primaryFBO->width(); float tMin = viewport[VIEWPORT_Y_INDEX] / (float)primaryFBO->height(); float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)primaryFBO->height(); ProgramObject* program = &_directionalLight; const LightLocations* locations = &_directionalLightLocations; bool shadowsEnabled = _viewState->getShadowsEnabled(); if (shadowsEnabled) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_2D, textureCache->getShadowDepthTextureID()); program = &_directionalLightShadowMap; locations = &_directionalLightShadowMapLocations; if (_viewState->getCascadeShadowsEnabled()) { program = &_directionalLightCascadedShadowMap; locations = &_directionalLightCascadedShadowMapLocations; _directionalLightCascadedShadowMap.bind(); _directionalLightCascadedShadowMap.setUniform(locations->shadowDistances, _viewState->getShadowDistances()); } else { program->bind(); } program->setUniformValue(locations->shadowScale, 1.0f / textureCache->getShadowFramebufferObject()->width()); } else { program->bind(); } 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); float depthScale = (farVal - nearVal) / farVal; program->setUniformValue(locations->depthScale, depthScale); float nearScale = -1.0f / nearVal; float depthTexCoordScaleS = (right - left) * nearScale / sWidth; float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight; float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS; float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT; program->setUniformValue(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT); program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT); renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight); program->release(); if (shadowsEnabled) { glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE3); } // additive blending glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); 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); // enlarge the scales slightly to account for tesselation const float SCALE_EXPANSION = 0.05f; const glm::vec3& eyePoint = _viewState->getCurrentViewFrustum()->getPosition(); float nearRadius = glm::distance(eyePoint, _viewState->getCurrentViewFrustum()->getNearTopLeft()); GeometryCache::SharedPointer geometryCache = DependencyManager::get(); if (!_pointLights.isEmpty()) { _pointLight.bind(); _pointLight.setUniformValue(_pointLightLocations.nearLocation, nearVal); _pointLight.setUniformValue(_pointLightLocations.depthScale, depthScale); _pointLight.setUniformValue(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT); _pointLight.setUniformValue(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT); foreach (const PointLight& light, _pointLights) { _pointLight.setUniformValue(_pointLightLocations.radius, light.radius); glLightfv(GL_LIGHT1, GL_AMBIENT, (const GLfloat*)&light.ambient); glLightfv(GL_LIGHT1, GL_DIFFUSE, (const GLfloat*)&light.diffuse); glLightfv(GL_LIGHT1, GL_SPECULAR, (const GLfloat*)&light.specular); glLightfv(GL_LIGHT1, GL_POSITION, (const GLfloat*)&light.position); glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, (light.constantAttenuation > 0.0f ? light.constantAttenuation : 0.0f)); glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, (light.linearAttenuation > 0.0f ? light.linearAttenuation : 0.0f)); glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, (light.quadraticAttenuation > 0.0f ? light.quadraticAttenuation : 0.0f)); glPushMatrix(); float expandedRadius = light.radius * (1.0f + SCALE_EXPANSION); if (glm::distance(eyePoint, glm::vec3(light.position)) < expandedRadius + nearRadius) { glLoadIdentity(); glTranslatef(0.0f, 0.0f, -1.0f); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); renderFullscreenQuad(); glPopMatrix(); glMatrixMode(GL_MODELVIEW); } else { glTranslatef(light.position.x, light.position.y, light.position.z); geometryCache->renderSphere(expandedRadius, 32, 32); } glPopMatrix(); } _pointLights.clear(); _pointLight.release(); } if (!_spotLights.isEmpty()) { _spotLight.bind(); _spotLight.setUniformValue(_spotLightLocations.nearLocation, nearVal); _spotLight.setUniformValue(_spotLightLocations.depthScale, depthScale); _spotLight.setUniformValue(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT); _spotLight.setUniformValue(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT); foreach (const SpotLight& light, _spotLights) { _spotLight.setUniformValue(_spotLightLocations.radius, light.radius); glLightfv(GL_LIGHT1, GL_AMBIENT, (const GLfloat*)&light.ambient); glLightfv(GL_LIGHT1, GL_DIFFUSE, (const GLfloat*)&light.diffuse); glLightfv(GL_LIGHT1, GL_SPECULAR, (const GLfloat*)&light.specular); glLightfv(GL_LIGHT1, GL_POSITION, (const GLfloat*)&light.position); glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, (light.constantAttenuation > 0.0f ? light.constantAttenuation : 0.0f)); glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, (light.linearAttenuation > 0.0f ? light.linearAttenuation : 0.0f)); glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, (light.quadraticAttenuation > 0.0f ? light.quadraticAttenuation : 0.0f)); glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, (const GLfloat*)&light.direction); glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, light.exponent); glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, glm::degrees(light.cutoff)); glPushMatrix(); float expandedRadius = light.radius * (1.0f + SCALE_EXPANSION); float edgeRadius = expandedRadius / glm::cos(light.cutoff); if (glm::distance(eyePoint, glm::vec3(light.position)) < edgeRadius + nearRadius) { glLoadIdentity(); glTranslatef(0.0f, 0.0f, -1.0f); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); renderFullscreenQuad(); glPopMatrix(); glMatrixMode(GL_MODELVIEW); } else { glTranslatef(light.position.x, light.position.y, light.position.z); glm::quat spotRotation = rotationBetween(glm::vec3(0.0f, 0.0f, -1.0f), light.direction); glm::vec3 axis = glm::axis(spotRotation); glRotatef(glm::degrees(glm::angle(spotRotation)), axis.x, axis.y, axis.z); glTranslatef(0.0f, 0.0f, -light.radius * (1.0f + SCALE_EXPANSION * 0.5f)); geometryCache->renderCone(expandedRadius * glm::tan(light.cutoff), expandedRadius, 32, 1); } 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); freeFBO->release(); 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); primaryFBO->bind(); glBindTexture(GL_TEXTURE_2D, freeFBO->texture()); glEnable(GL_TEXTURE_2D); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); glColorMask(true, true, true, true); glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); glEnable(GL_DEPTH_TEST); glDepthMask(true); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); // now render the objects we held back until after deferred lighting foreach (PostLightingRenderable* renderable, _postLightingRenderables) { renderable->renderPostLighting(); } _postLightingRenderables.clear(); } void DeferredLightingEffect::loadLightProgram(const char* name, bool limited, ProgramObject& program, LightLocations& locations) { program.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + (limited ? "shaders/deferred_light_limited.vert" : "shaders/deferred_light.vert")); program.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + name); program.link(); program.bind(); program.setUniformValue("diffuseMap", 0); program.setUniformValue("normalMap", 1); program.setUniformValue("specularMap", 2); program.setUniformValue("depthMap", 3); program.setUniformValue("shadowMap", 4); locations.shadowDistances = program.uniformLocation("shadowDistances"); locations.shadowScale = program.uniformLocation("shadowScale"); locations.nearLocation = program.uniformLocation("near"); locations.depthScale = program.uniformLocation("depthScale"); locations.depthTexCoordOffset = program.uniformLocation("depthTexCoordOffset"); locations.depthTexCoordScale = program.uniformLocation("depthTexCoordScale"); locations.radius = program.uniformLocation("radius"); program.release(); }