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425 lines
18 KiB
C++
425 lines
18 KiB
C++
//
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// DeferredLightingEffect.cpp
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// interface/src/renderer
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//
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// Created by Andrzej Kapolka on 9/11/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
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#include <gpu/GPUConfig.h>
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#include <gpu/GLUTConfig.h> // TODO - we need to get rid of this ASAP
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#include <QOpenGLFramebufferObject>
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#include <GLMHelpers.h>
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#include <PathUtils.h>
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#include <ViewFrustum.h>
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#include "AbstractViewStateInterface.h"
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#include "DeferredLightingEffect.h"
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#include "GeometryCache.h"
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#include "GlowEffect.h"
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#include "RenderUtil.h"
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#include "TextureCache.h"
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void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
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_viewState = viewState;
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_simpleProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/simple.vert");
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_simpleProgram.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/simple.frag");
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_simpleProgram.link();
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_simpleProgram.bind();
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_glowIntensityLocation = _simpleProgram.uniformLocation("glowIntensity");
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_simpleProgram.release();
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loadLightProgram("shaders/directional_light.frag", false, _directionalLight, _directionalLightLocations);
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loadLightProgram("shaders/directional_light_shadow_map.frag", false, _directionalLightShadowMap,
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_directionalLightShadowMapLocations);
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loadLightProgram("shaders/directional_light_cascaded_shadow_map.frag", false, _directionalLightCascadedShadowMap,
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_directionalLightCascadedShadowMapLocations);
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loadLightProgram("shaders/point_light.frag", true, _pointLight, _pointLightLocations);
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loadLightProgram("shaders/spot_light.frag", true, _spotLight, _spotLightLocations);
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}
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void DeferredLightingEffect::bindSimpleProgram() {
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DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(true, true, true);
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_simpleProgram.bind();
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_simpleProgram.setUniformValue(_glowIntensityLocation, DependencyManager::get<GlowEffect>()->getIntensity());
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glDisable(GL_BLEND);
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}
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void DeferredLightingEffect::releaseSimpleProgram() {
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glEnable(GL_BLEND);
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_simpleProgram.release();
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DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(true, false, false);
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}
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void DeferredLightingEffect::renderSolidSphere(float radius, int slices, int stacks) {
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bindSimpleProgram();
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DependencyManager::get<GeometryCache>()->renderSphere(radius, slices, stacks);
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releaseSimpleProgram();
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}
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void DeferredLightingEffect::renderWireSphere(float radius, int slices, int stacks) {
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bindSimpleProgram();
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DependencyManager::get<GeometryCache>()->renderSphere(radius, slices, stacks, false);
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releaseSimpleProgram();
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}
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void DeferredLightingEffect::renderSolidCube(float size) {
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bindSimpleProgram();
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glutSolidCube(size);
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releaseSimpleProgram();
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}
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void DeferredLightingEffect::renderWireCube(float size) {
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bindSimpleProgram();
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glutWireCube(size);
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releaseSimpleProgram();
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}
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void DeferredLightingEffect::renderSolidCone(float base, float height, int slices, int stacks) {
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bindSimpleProgram();
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DependencyManager::get<GeometryCache>()->renderCone(base, height, slices, stacks);
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releaseSimpleProgram();
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}
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void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& ambient,
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const glm::vec3& diffuse, const glm::vec3& specular, float constantAttenuation,
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float linearAttenuation, float quadraticAttenuation) {
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addSpotLight(position, radius, ambient, diffuse, specular, constantAttenuation, linearAttenuation, quadraticAttenuation);
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}
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void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radius, const glm::vec3& ambient,
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const glm::vec3& diffuse, const glm::vec3& specular, float constantAttenuation, float linearAttenuation,
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float quadraticAttenuation, const glm::vec3& direction, float exponent, float cutoff) {
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if (exponent == 0.0f && cutoff == PI) {
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PointLight light;
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light.position = glm::vec4(position, 1.0f);
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light.radius = radius;
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light.ambient = glm::vec4(ambient, 1.0f);
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light.diffuse = glm::vec4(diffuse, 1.0f);
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light.specular = glm::vec4(specular, 1.0f);
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light.constantAttenuation = constantAttenuation;
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light.linearAttenuation = linearAttenuation;
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_pointLights.append(light);
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} else {
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SpotLight light;
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light.position = glm::vec4(position, 1.0f);
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light.radius = radius;
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light.ambient = glm::vec4(ambient, 1.0f);
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light.diffuse = glm::vec4(diffuse, 1.0f);
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light.specular = glm::vec4(specular, 1.0f);
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light.constantAttenuation = constantAttenuation;
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light.linearAttenuation = linearAttenuation;
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light.direction = direction;
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light.exponent = exponent;
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light.cutoff = cutoff;
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_spotLights.append(light);
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}
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}
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void DeferredLightingEffect::prepare() {
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// clear the normal and specular buffers
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TextureCache::SharedPointer textureCache = DependencyManager::get<TextureCache>();
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textureCache->setPrimaryDrawBuffers(false, true, false);
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glClear(GL_COLOR_BUFFER_BIT);
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textureCache->setPrimaryDrawBuffers(false, false, true);
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// clearing to zero alpha for specular causes problems on my Nvidia card; clear to lowest non-zero value instead
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const float MAX_SPECULAR_EXPONENT = 128.0f;
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT);
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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textureCache->setPrimaryDrawBuffers(true, false, false);
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}
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void DeferredLightingEffect::render() {
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// perform deferred lighting, rendering to free fbo
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glDisable(GL_BLEND);
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_COLOR_MATERIAL);
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glDepthMask(false);
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TextureCache::SharedPointer textureCache = DependencyManager::get<TextureCache>();
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QOpenGLFramebufferObject* primaryFBO = textureCache->getPrimaryFramebufferObject();
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primaryFBO->release();
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QOpenGLFramebufferObject* freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebufferObject();
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freeFBO->bind();
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glClear(GL_COLOR_BUFFER_BIT);
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glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryNormalTextureID());
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, textureCache->getPrimarySpecularTextureID());
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryDepthTextureID());
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// get the viewport side (left, right, both)
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int viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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const int VIEWPORT_X_INDEX = 0;
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const int VIEWPORT_Y_INDEX = 1;
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const int VIEWPORT_WIDTH_INDEX = 2;
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const int VIEWPORT_HEIGHT_INDEX = 3;
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float sMin = viewport[VIEWPORT_X_INDEX] / (float)primaryFBO->width();
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float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)primaryFBO->width();
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float tMin = viewport[VIEWPORT_Y_INDEX] / (float)primaryFBO->height();
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float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)primaryFBO->height();
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ProgramObject* program = &_directionalLight;
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const LightLocations* locations = &_directionalLightLocations;
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bool shadowsEnabled = _viewState->getShadowsEnabled();
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if (shadowsEnabled) {
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, textureCache->getShadowDepthTextureID());
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program = &_directionalLightShadowMap;
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locations = &_directionalLightShadowMapLocations;
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if (_viewState->getCascadeShadowsEnabled()) {
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program = &_directionalLightCascadedShadowMap;
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locations = &_directionalLightCascadedShadowMapLocations;
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_directionalLightCascadedShadowMap.bind();
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_directionalLightCascadedShadowMap.setUniform(locations->shadowDistances, _viewState->getShadowDistances());
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} else {
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program->bind();
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}
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program->setUniformValue(locations->shadowScale,
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1.0f / textureCache->getShadowFramebufferObject()->width());
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} else {
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program->bind();
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}
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float left, right, bottom, top, nearVal, farVal;
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glm::vec4 nearClipPlane, farClipPlane;
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_viewState->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
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program->setUniformValue(locations->nearLocation, nearVal);
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float depthScale = (farVal - nearVal) / farVal;
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program->setUniformValue(locations->depthScale, depthScale);
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float nearScale = -1.0f / nearVal;
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float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
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float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
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float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
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float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
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program->setUniformValue(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
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program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
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renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
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program->release();
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if (shadowsEnabled) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE3);
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}
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// additive blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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glEnable(GL_CULL_FACE);
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glm::vec4 sCoefficients(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
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glm::vec4 tCoefficients(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f);
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glTexGenfv(GL_S, GL_OBJECT_PLANE, (const GLfloat*)&sCoefficients);
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glTexGenfv(GL_T, GL_OBJECT_PLANE, (const GLfloat*)&tCoefficients);
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// enlarge the scales slightly to account for tesselation
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const float SCALE_EXPANSION = 0.05f;
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const glm::vec3& eyePoint = _viewState->getCurrentViewFrustum()->getPosition();
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float nearRadius = glm::distance(eyePoint, _viewState->getCurrentViewFrustum()->getNearTopLeft());
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GeometryCache::SharedPointer geometryCache = DependencyManager::get<GeometryCache>();
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if (!_pointLights.isEmpty()) {
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_pointLight.bind();
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_pointLight.setUniformValue(_pointLightLocations.nearLocation, nearVal);
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_pointLight.setUniformValue(_pointLightLocations.depthScale, depthScale);
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_pointLight.setUniformValue(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
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_pointLight.setUniformValue(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
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foreach (const PointLight& light, _pointLights) {
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_pointLight.setUniformValue(_pointLightLocations.radius, light.radius);
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glLightfv(GL_LIGHT1, GL_AMBIENT, (const GLfloat*)&light.ambient);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, (const GLfloat*)&light.diffuse);
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glLightfv(GL_LIGHT1, GL_SPECULAR, (const GLfloat*)&light.specular);
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glLightfv(GL_LIGHT1, GL_POSITION, (const GLfloat*)&light.position);
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glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, (light.constantAttenuation > 0.0f ? light.constantAttenuation : 0.0f));
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glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, (light.linearAttenuation > 0.0f ? light.linearAttenuation : 0.0f));
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glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, (light.quadraticAttenuation > 0.0f ? light.quadraticAttenuation : 0.0f));
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glPushMatrix();
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float expandedRadius = light.radius * (1.0f + SCALE_EXPANSION);
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if (glm::distance(eyePoint, glm::vec3(light.position)) < expandedRadius + nearRadius) {
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -1.0f);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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renderFullscreenQuad();
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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} else {
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glTranslatef(light.position.x, light.position.y, light.position.z);
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geometryCache->renderSphere(expandedRadius, 32, 32);
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}
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glPopMatrix();
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}
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_pointLights.clear();
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_pointLight.release();
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}
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if (!_spotLights.isEmpty()) {
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_spotLight.bind();
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_spotLight.setUniformValue(_spotLightLocations.nearLocation, nearVal);
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_spotLight.setUniformValue(_spotLightLocations.depthScale, depthScale);
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_spotLight.setUniformValue(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
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_spotLight.setUniformValue(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
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foreach (const SpotLight& light, _spotLights) {
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_spotLight.setUniformValue(_spotLightLocations.radius, light.radius);
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glLightfv(GL_LIGHT1, GL_AMBIENT, (const GLfloat*)&light.ambient);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, (const GLfloat*)&light.diffuse);
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glLightfv(GL_LIGHT1, GL_SPECULAR, (const GLfloat*)&light.specular);
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glLightfv(GL_LIGHT1, GL_POSITION, (const GLfloat*)&light.position);
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glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, (light.constantAttenuation > 0.0f ? light.constantAttenuation : 0.0f));
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glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, (light.linearAttenuation > 0.0f ? light.linearAttenuation : 0.0f));
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glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, (light.quadraticAttenuation > 0.0f ? light.quadraticAttenuation : 0.0f));
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glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, (const GLfloat*)&light.direction);
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glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, light.exponent);
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glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, glm::degrees(light.cutoff));
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glPushMatrix();
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float expandedRadius = light.radius * (1.0f + SCALE_EXPANSION);
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float edgeRadius = expandedRadius / glm::cos(light.cutoff);
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if (glm::distance(eyePoint, glm::vec3(light.position)) < edgeRadius + nearRadius) {
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -1.0f);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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renderFullscreenQuad();
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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} else {
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glTranslatef(light.position.x, light.position.y, light.position.z);
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glm::quat spotRotation = rotationBetween(glm::vec3(0.0f, 0.0f, -1.0f), light.direction);
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glm::vec3 axis = glm::axis(spotRotation);
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glRotatef(glm::degrees(glm::angle(spotRotation)), axis.x, axis.y, axis.z);
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glTranslatef(0.0f, 0.0f, -light.radius * (1.0f + SCALE_EXPANSION * 0.5f));
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geometryCache->renderCone(expandedRadius * glm::tan(light.cutoff),
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expandedRadius, 32, 1);
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}
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glPopMatrix();
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}
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_spotLights.clear();
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_spotLight.release();
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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freeFBO->release();
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glDisable(GL_CULL_FACE);
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// now transfer the lit region to the primary fbo
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
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glColorMask(true, true, true, false);
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primaryFBO->bind();
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glBindTexture(GL_TEXTURE_2D, freeFBO->texture());
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glEnable(GL_TEXTURE_2D);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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glColorMask(true, true, true, true);
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glEnable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(true);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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// now render the objects we held back until after deferred lighting
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foreach (PostLightingRenderable* renderable, _postLightingRenderables) {
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renderable->renderPostLighting();
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}
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_postLightingRenderables.clear();
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}
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void DeferredLightingEffect::loadLightProgram(const char* name, bool limited, ProgramObject& program, LightLocations& locations) {
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program.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() +
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(limited ? "shaders/deferred_light_limited.vert" : "shaders/deferred_light.vert"));
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program.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + name);
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program.link();
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program.bind();
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program.setUniformValue("diffuseMap", 0);
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program.setUniformValue("normalMap", 1);
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program.setUniformValue("specularMap", 2);
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program.setUniformValue("depthMap", 3);
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program.setUniformValue("shadowMap", 4);
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locations.shadowDistances = program.uniformLocation("shadowDistances");
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locations.shadowScale = program.uniformLocation("shadowScale");
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locations.nearLocation = program.uniformLocation("near");
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locations.depthScale = program.uniformLocation("depthScale");
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locations.depthTexCoordOffset = program.uniformLocation("depthTexCoordOffset");
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locations.depthTexCoordScale = program.uniformLocation("depthTexCoordScale");
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locations.radius = program.uniformLocation("radius");
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program.release();
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}
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