if (lightBufferUnit >= 0) { batch.setUniformBuffer(lightBufferUnit, keyLight->getSchemaBuffer()); } if (keyLight->getAmbientMap() && (skyboxCubemapUnit >= 0)) { batch.setResourceTexture(skyboxCubemapUnit, keyLight->getAmbientMap()); }} static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) { auto VS = gpu::Shader::createVertex(std::string(vertSource)); auto PS = gpu::Shader::createPixel(std::string(fragSource)); gpu::ShaderPointer program = gpu::Shader::createProgram(VS, PS); gpu::Shader::BindingSet slotBindings; slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), DEFERRED_BUFFER_COLOR_UNIT)); slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), DEFERRED_BUFFER_NORMAL_UNIT)); slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), DEFERRED_BUFFER_EMISSIVE_UNIT)); slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), DEFERRED_BUFFER_DEPTH_UNIT)); slotBindings.insert(gpu::Shader::Binding(std::string("obscuranceMap"), DEFERRED_BUFFER_OBSCURANCE_UNIT)); slotBindings.insert(gpu::Shader::Binding(std::string("shadowMap"), SHADOW_MAP_UNIT)); slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), SKYBOX_MAP_UNIT)); static const int LIGHT_GPU_SLOT = 3; static const int DEFERRED_TRANSFORM_BUFFER_SLOT = 2; slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT)); slotBindings.insert(gpu::Shader::Binding(std::string("deferredTransformBuffer"), DEFERRED_TRANSFORM_BUFFER_SLOT)); gpu::Shader::makeProgram(*program, slotBindings); locations->radius = program->getUniforms().findLocation("radius"); locations->ambientSphere = program->getUniforms().findLocation("ambientSphere.L00"); locations->texcoordMat = program->getUniforms().findLocation("texcoordMat"); locations->coneParam = program->getUniforms().findLocation("coneParam"); locations->lightBufferUnit = program->getBuffers().findLocation("lightBuffer"); locations->deferredTransformBuffer = program->getBuffers().findLocation("deferredTransformBuffer"); locations->shadowTransformBuffer = program->getBuffers().findLocation("shadowTransformBuffer"); auto state = std::make_shared<gpu::State>(); state->setColorWriteMask(true, true, true, false); // Stencil test all the light passes for objects pixels only, not the background state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP)); if (lightVolume) { state->setCullMode(gpu::State::CULL_BACK); state->setDepthTest(true, false, gpu::LESS_EQUAL); // TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases // additive blending state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE); } else { state->setCullMode(gpu::State::CULL_BACK); } pipeline = gpu::Pipeline::create(program, state); } void DeferredLightingEffect::setGlobalLight(const model::LightPointer& light) { auto globalLight = _allocatedLights.front(); globalLight->setDirection(light->getDirection()); globalLight->setColor(light->getColor()); globalLight->setIntensity(light->getIntensity()); globalLight->setAmbientIntensity(light->getAmbientIntensity()); globalLight->setAmbientSphere(light->getAmbientSphere()); globalLight->setAmbientMap(light->getAmbientMap());} model::MeshPointer DeferredLightingEffect::getSpotLightMesh() { if (!_spotLightMesh) { _spotLightMesh = std::make_shared<model::Mesh>(); int slices = 32; 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 * (1 + 1 + 2 * (rings -1)); int ringFloatOffset = slices * 3; float* vertexData = new float[verticesSize]; float* vertexRing0 = vertexData; float* vertexRing1 = vertexRing0 + ringFloatOffset; float* vertexRing2 = vertexRing1 + ringFloatOffset; for (int i = 0; i < slices; i++) { float theta = TWO_PI * i / slices; 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; } *(vertexRing2++) = 0.0f; *(vertexRing2++) = 0.0f; *(vertexRing2++) = -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; 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; 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; } _spotLightMesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(unsigned short) * indices, (gpu::Byte*) indexData), gpu::Element::INDEX_UINT16)); delete[] indexData; std::vector<model::Mesh::Part> parts; parts.push_back(model::Mesh::Part(0, indices, 0, model::Mesh::TRIANGLES)); parts.push_back(model::Mesh::Part(0, indices, 0, model::Mesh::LINE_STRIP)); // outline version _spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(parts.size() * sizeof(model::Mesh::Part), (gpu::Byte*) parts.data()), gpu::Element::PART_DRAWCALL)); } return _spotLightMesh;} Lines 501–669 of 669. 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if (lightBufferUnit >= 0) { batch.setUniformBuffer(lightBufferUnit, keyLight->getSchemaBuffer()); } if (keyLight->getAmbientMap() && (skyboxCubemapUnit >= 0)) { batch.setResourceTexture(skyboxCubemapUnit, keyLight->getAmbientMap()); } } static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) { auto VS = gpu::Shader::createVertex(std::string(vertSource)); auto PS = gpu::Shader::createPixel(std::string(fragSource)); gpu::ShaderPointer program = gpu::Shader::createProgram(VS, PS); gpu::Shader::BindingSet slotBindings; slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), DEFERRED_BUFFER_COLOR_UNIT)); slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), DEFERRED_BUFFER_NORMAL_UNIT)); slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), DEFERRED_BUFFER_EMISSIVE_UNIT)); slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), DEFERRED_BUFFER_DEPTH_UNIT)); slotBindings.insert(gpu::Shader::Binding(std::string("obscuranceMap"), DEFERRED_BUFFER_OBSCURANCE_UNIT)); slotBindings.insert(gpu::Shader::Binding(std::string("shadowMap"), SHADOW_MAP_UNIT)); slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), SKYBOX_MAP_UNIT)); static const int LIGHT_GPU_SLOT = 3; static const int DEFERRED_TRANSFORM_BUFFER_SLOT = 2; slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT)); slotBindings.insert(gpu::Shader::Binding(std::string("deferredTransformBuffer"), DEFERRED_TRANSFORM_BUFFER_SLOT)); gpu::Shader::makeProgram(*program, slotBindings); locations->radius = program->getUniforms().findLocation("radius"); locations->ambientSphere = program->getUniforms().findLocation("ambientSphere.L00"); locations->texcoordMat = program->getUniforms().findLocation("texcoordMat"); locations->coneParam = program->getUniforms().findLocation("coneParam"); locations->lightBufferUnit = program->getBuffers().findLocation("lightBuffer"); locations->deferredTransformBuffer = program->getBuffers().findLocation("deferredTransformBuffer"); locations->shadowTransformBuffer = program->getBuffers().findLocation("shadowTransformBuffer"); auto state = std::make_shared<gpu::State>(); state->setColorWriteMask(true, true, true, false); // Stencil test all the light passes for objects pixels only, not the background state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP)); if (lightVolume) { state->setCullMode(gpu::State::CULL_BACK); state->setDepthTest(true, false, gpu::LESS_EQUAL); // TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases // additive blending state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE); } else { state->setCullMode(gpu::State::CULL_BACK); } pipeline = gpu::Pipeline::create(program, state); } void DeferredLightingEffect::setGlobalLight(const model::LightPointer& light) { auto globalLight = _allocatedLights.front(); globalLight->setDirection(light->getDirection()); globalLight->setColor(light->getColor()); globalLight->setIntensity(light->getIntensity()); globalLight->setAmbientIntensity(light->getAmbientIntensity()); globalLight->setAmbientSphere(light->getAmbientSphere()); globalLight->setAmbientMap(light->getAmbientMap()); } model::MeshPointer DeferredLightingEffect::getSpotLightMesh() { if (!_spotLightMesh) { _spotLightMesh = std::make_shared<model::Mesh>(); int slices = 32; 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 * (1 + 1 + 2 * (rings -1)); int ringFloatOffset = slices * 3; float* vertexData = new float[verticesSize]; float* vertexRing0 = vertexData; float* vertexRing1 = vertexRing0 + ringFloatOffset; float* vertexRing2 = vertexRing1 + ringFloatOffset; for (int i = 0; i < slices; i++) { float theta = TWO_PI * i / slices; 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; } *(vertexRing2++) = 0.0f; *(vertexRing2++) = 0.0f; *(vertexRing2++) = -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; 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; 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; } _spotLightMesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(unsigned short) * indices, (gpu::Byte*) indexData), gpu::Element::INDEX_UINT16)); delete[] indexData; std::vector<model::Mesh::Part> parts; parts.push_back(model::Mesh::Part(0, indices, 0, model::Mesh::TRIANGLES)); parts.push_back(model::Mesh::Part(0, indices, 0, model::Mesh::LINE_STRIP)); // outline version _spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(parts.size() * sizeof(model::Mesh::Part), (gpu::Byte*) parts.data()), gpu::Element::PART_DRAWCALL)); } return _spotLightMesh; }