overte/libraries/render-utils/src/DeferredLightingEffect.h
2016-02-12 18:22:01 -08:00

117 lines
3.8 KiB
C++

//
// DeferredLightingEffect.h
// 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
//
#ifndef hifi_DeferredLightingEffect_h
#define hifi_DeferredLightingEffect_h
#include <QVector>
#include <DependencyManager.h>
#include <NumericalConstants.h>
#include "model/Light.h"
#include "model/Stage.h"
#include "model/Geometry.h"
#include "render/Context.h"
#include "LightStage.h"
class RenderArgs;
struct LightLocations;
using LightLocationsPtr = std::shared_ptr<LightLocations>;
/// Handles deferred lighting for the bits that require it (voxels...)
class DeferredLightingEffect : public Dependency {
SINGLETON_DEPENDENCY
public:
void init();
/// Adds a point light to render for the current frame.
void addPointLight(const glm::vec3& position, float radius, const glm::vec3& color = glm::vec3(0.0f, 0.0f, 0.0f),
float intensity = 0.5f);
/// Adds a spot light to render for the current frame.
void addSpotLight(const glm::vec3& position, float radius, const glm::vec3& color = glm::vec3(1.0f, 1.0f, 1.0f),
float intensity = 0.5f, const glm::quat& orientation = glm::quat(), float exponent = 0.0f, float cutoff = PI);
void prepare(RenderArgs* args);
void render(const render::RenderContextPointer& renderContext);
void setupKeyLightBatch(gpu::Batch& batch, int lightBufferUnit, int skyboxCubemapUnit);
// update global lighting
void setAmbientLightMode(int preset);
void setGlobalLight(const glm::vec3& direction, const glm::vec3& diffuse, float intensity, float ambientIntensity);
void setGlobalSkybox(const model::SkyboxPointer& skybox);
const LightStage& getLightStage() { return _lightStage; }
void setShadowMapEnabled(bool enable) { _shadowMapEnabled = enable; };
void setAmbientOcclusionEnabled(bool enable) { _ambientOcclusionEnabled = enable; }
private:
DeferredLightingEffect() = default;
LightStage _lightStage;
bool _shadowMapEnabled{ false };
bool _ambientOcclusionEnabled{ false };
model::MeshPointer _spotLightMesh;
model::MeshPointer getSpotLightMesh();
gpu::PipelinePointer _directionalSkyboxLight;
gpu::PipelinePointer _directionalAmbientSphereLight;
gpu::PipelinePointer _directionalLight;
gpu::PipelinePointer _directionalSkyboxLightShadow;
gpu::PipelinePointer _directionalAmbientSphereLightShadow;
gpu::PipelinePointer _directionalLightShadow;
gpu::PipelinePointer _pointLight;
gpu::PipelinePointer _spotLight;
LightLocationsPtr _directionalSkyboxLightLocations;
LightLocationsPtr _directionalAmbientSphereLightLocations;
LightLocationsPtr _directionalLightLocations;
LightLocationsPtr _directionalSkyboxLightShadowLocations;
LightLocationsPtr _directionalAmbientSphereLightShadowLocations;
LightLocationsPtr _directionalLightShadowLocations;
LightLocationsPtr _pointLightLocations;
LightLocationsPtr _spotLightLocations;
using Lights = std::vector<model::LightPointer>;
Lights _allocatedLights;
std::vector<int> _globalLights;
std::vector<int> _pointLights;
std::vector<int> _spotLights;
int _ambientLightMode = 0;
model::SkyboxPointer _skybox;
// Class describing the uniform buffer with all the parameters common to the deferred shaders
class DeferredTransform {
public:
glm::mat4 projection;
glm::mat4 viewInverse;
float stereoSide{ 0.f };
float spareA, spareB, spareC;
DeferredTransform() {}
};
typedef gpu::BufferView UniformBufferView;
UniformBufferView _deferredTransformBuffer[2];
};
#endif // hifi_DeferredLightingEffect_h