// // LightClusters.h // // Created by Sam Gateau on 9/7/2016. // 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_render_utils_LightClusters_h #define hifi_render_utils_LightClusters_h #include #include #include "LightStage.h" #include class FrustumGrid { public: float frustumNear { 0.1f }; float rangeNear { 1.0f }; float rangeFar { 100.0f }; float frustumFar { 10000.0f }; glm::ivec3 dims { 8, 8, 12 }; float spare; glm::mat4 eyeToGridProj; glm::mat4 worldToEyeMat; glm::mat4 eyeToWorldMat; void updateFrustum(const ViewFrustum& frustum) { frustumNear = frustum.getNearClip(); frustumFar = frustum.getFarClip(); eyeToGridProj = frustum.evalProjectionMatrixRange(rangeNear, rangeFar); Transform view; frustum.evalViewTransform(view); eyeToWorldMat = view.getMatrix(); worldToEyeMat = view.getInverseMatrix(); } // Copy paste of the slh functions using vec3 = glm::vec3; using ivec3 = glm::ivec3; using mat4 = glm::mat4; #define frustumGrid (*this) #include "LightClusterGrid_shared.slh" }; class LightClusters { public: using LightID = LightStage::Index; static const glm::uvec4 MAX_GRID_DIMENSIONS; LightClusters(); void setDimensions(glm::uvec3 gridDims, uint32_t listBudget); void updateFrustum(const ViewFrustum& frustum); void updateLightStage(const LightStagePointer& lightStage); void updateLightFrame(const LightStage::Frame& lightFrame, bool points = true, bool spots = true); void updateClusters(); ViewFrustum _frustum; LightStagePointer _lightStage; gpu::StructBuffer _frustumGridBuffer; LightStage::LightIndices _visibleLightIndices; gpu::BufferView _lightIndicesBuffer; uint32_t _numClusters { 0 }; const uint32_t EMPTY_CLUSTER { 0x0000FFFF }; const LightID INVALID_LIGHT { LightStage::INVALID_INDEX }; std::vector _clusterGrid; std::vector _clusterContent; gpu::BufferView _clusterGridBuffer; gpu::BufferView _clusterContentBuffer; }; using LightClustersPointer = std::shared_ptr; class LightClusteringPassConfig : public render::Job::Config { Q_OBJECT Q_PROPERTY(float rangeNear MEMBER rangeNear NOTIFY dirty) Q_PROPERTY(float rangeFar MEMBER rangeFar NOTIFY dirty) Q_PROPERTY(int dimX MEMBER dimX NOTIFY dirty) Q_PROPERTY(int dimY MEMBER dimY NOTIFY dirty) Q_PROPERTY(int dimZ MEMBER dimZ NOTIFY dirty) Q_PROPERTY(bool freeze MEMBER freeze NOTIFY dirty) public: LightClusteringPassConfig() : render::Job::Config(true){} float rangeNear{ 1.0f }; float rangeFar{ 512.0f }; int dimX { 8 }; int dimY { 8 }; int dimZ { 12 }; bool freeze{ false }; signals: void dirty(); protected: }; #include "DeferredFrameTransform.h" #include "LightingModel.h" #include "SurfaceGeometryPass.h" class LightClusteringPass { public: using Inputs = render::VaryingSet3; using Outputs = LightClustersPointer; using Config = LightClusteringPassConfig; using JobModel = render::Job::ModelIO; LightClusteringPass(); void configure(const Config& config); void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output); protected: LightClustersPointer _lightClusters; bool _freeze; }; class DebugLightClustersConfig : public render::Job::Config { Q_OBJECT Q_PROPERTY(bool doDrawGrid MEMBER doDrawGrid NOTIFY dirty) Q_PROPERTY(bool doDrawClusterFromDepth MEMBER doDrawClusterFromDepth NOTIFY dirty) Q_PROPERTY(bool doDrawContent MEMBER doDrawContent NOTIFY dirty) public: DebugLightClustersConfig() : render::Job::Config(true){} bool doDrawGrid{ false }; bool doDrawClusterFromDepth { false }; bool doDrawContent { false }; signals: void dirty(); protected: }; #include "DeferredFramebuffer.h" class DebugLightClusters { public: using Inputs = render::VaryingSet5 < DeferredFrameTransformPointer, DeferredFramebufferPointer, LightingModelPointer, LinearDepthFramebufferPointer, LightClustersPointer>; using Config = DebugLightClustersConfig; using JobModel = render::Job::ModelI; DebugLightClusters(); void configure(const Config& config); void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const Inputs& inputs); protected: gpu::BufferPointer _gridBuffer; gpu::PipelinePointer _drawClusterGrid; gpu::PipelinePointer _drawClusterFromDepth; gpu::PipelinePointer _drawClusterContent; const gpu::PipelinePointer getDrawClusterGridPipeline(); const gpu::PipelinePointer getDrawClusterFromDepthPipeline(); const gpu::PipelinePointer getDrawClusterContentPipeline(); bool doDrawGrid { false }; bool doDrawClusterFromDepth { false }; bool doDrawContent { false }; }; #endif