//
// 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 "DeferredLightingEffect.h"
#include <GLMHelpers.h>
#include <PathUtils.h>
#include <ViewFrustum.h>
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include "AbstractViewStateInterface.h"
#include "GeometryCache.h"
#include "TextureCache.h"
#include "FramebufferCache.h"
#include "simple_vert.h"
#include "simple_textured_frag.h"
#include "simple_textured_emisive_frag.h"
#include "deferred_light_vert.h"
#include "deferred_light_limited_vert.h"
#include "deferred_light_spot_vert.h"
#include "directional_light_frag.h"
#include "directional_light_shadow_map_frag.h"
#include "directional_light_cascaded_shadow_map_frag.h"
#include "directional_ambient_light_frag.h"
#include "directional_ambient_light_shadow_map_frag.h"
#include "directional_ambient_light_cascaded_shadow_map_frag.h"
#include "directional_skybox_light_frag.h"
#include "directional_skybox_light_shadow_map_frag.h"
#include "directional_skybox_light_cascaded_shadow_map_frag.h"
#include "point_light_frag.h"
#include "spot_light_frag.h"
static const std::string glowIntensityShaderHandle = "glowIntensity";
struct LightLocations {
int shadowDistances;
int shadowScale;
int radius;
int ambientSphere;
int lightBufferUnit;
int atmosphereBufferUnit;
int texcoordMat;
int coneParam;
int deferredTransformBuffer;
};
static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
gpu::PipelinePointer DeferredLightingEffect::getPipeline(SimpleProgramKey config) {
auto it = _simplePrograms.find(config);
if (it != _simplePrograms.end()) {
return it.value();
}
auto state = std::make_shared<gpu::State>();
if (config.isCulled()) {
state->setCullMode(gpu::State::CULL_BACK);
} else {
state->setCullMode(gpu::State::CULL_NONE);
}
state->setDepthTest(true, true, gpu::LESS_EQUAL);
if (config.hasDepthBias()) {
state->setDepthBias(1.0f);
state->setDepthBiasSlopeScale(1.0f);
}
state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
gpu::PipelinePointer pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
_simplePrograms.insert(config, pipeline);
return pipeline;
}
void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_frag)));
auto PSEmissive = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_emisive_frag)));
_simpleShader = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
_emissiveShader = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PSEmissive));
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
_viewState = viewState;
_directionalLightLocations = std::make_shared<LightLocations>();
_directionalLightShadowMapLocations = std::make_shared<LightLocations>();
_directionalLightCascadedShadowMapLocations = std::make_shared<LightLocations>();
_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
_directionalAmbientSphereLightShadowMapLocations = std::make_shared<LightLocations>();
_directionalAmbientSphereLightCascadedShadowMapLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightShadowMapLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightCascadedShadowMapLocations = std::make_shared<LightLocations>();
_pointLightLocations = std::make_shared<LightLocations>();
_spotLightLocations = std::make_shared<LightLocations>();
loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations);
loadLightProgram(deferred_light_vert, directional_light_shadow_map_frag, false, _directionalLightShadowMap,
_directionalLightShadowMapLocations);
loadLightProgram(deferred_light_vert, directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap,
_directionalLightCascadedShadowMapLocations);
loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap,
_directionalAmbientSphereLightShadowMapLocations);
loadLightProgram(deferred_light_vert, directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap,
_directionalAmbientSphereLightCascadedShadowMapLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap,
_directionalSkyboxLightShadowMapLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap,
_directionalSkyboxLightCascadedShadowMapLocations);
loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations);
loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations);
{
//auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
//auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS();
auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
gpu::Shader::makeProgram(*blitProgram);
auto blitState = std::make_shared<gpu::State>();
blitState->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
blitState->setColorWriteMask(true, true, true, false);
_blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState));
}
// Allocate a global light representing the Global Directional light casting shadow (the sun) and the ambient light
_globalLights.push_back(0);
_allocatedLights.push_back(std::make_shared<model::Light>());
model::LightPointer lp = _allocatedLights[0];
lp->setDirection(-glm::vec3(1.0f, 1.0f, 1.0f));
lp->setColor(glm::vec3(1.0f));
lp->setIntensity(1.0f);
lp->setType(model::Light::SUN);
lp->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset(_ambientLightMode % gpu::SphericalHarmonics::NUM_PRESET));
}
gpu::PipelinePointer DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled,
bool emmisive, bool depthBias) {
SimpleProgramKey config{textured, culled, emmisive, depthBias};
gpu::PipelinePointer pipeline = getPipeline(config);
batch.setPipeline(pipeline);
gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
int glowIntensity = program->getUniforms().findLocation("glowIntensity");
batch._glUniform1f(glowIntensity, 1.0f);
if (!config.isTextured()) {
// If it is not textured, bind white texture and keep using textured pipeline
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
}
batch.setResourceTexture(NORMAL_FITTING_MAP_SLOT, DependencyManager::get<TextureCache>()->getNormalFittingTexture());
return pipeline;
}
void DeferredLightingEffect::renderSolidSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color) {
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderSphere(batch, radius, slices, stacks, color);
}
void DeferredLightingEffect::renderWireSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color) {
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderSphere(batch, radius, slices, stacks, color, false);
}
uint32_t toCompactColor(const glm::vec4& color) {
uint32_t compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
return compactColor;
}
void DeferredLightingEffect::renderSolidCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color) {
static const std::string INSTANCE_NAME = __FUNCTION__;
static const size_t TRANSFORM_BUFFER = 0;
static const size_t COLOR_BUFFER = 1;
{
gpu::BufferPointer instanceTransformBuffer = batch.getNamedBuffer(INSTANCE_NAME, TRANSFORM_BUFFER);
glm::mat4 xfmMat4;
instanceTransformBuffer->append(xfm.getMatrix(xfmMat4));
gpu::BufferPointer instanceColorBuffer = batch.getNamedBuffer(INSTANCE_NAME, COLOR_BUFFER);
auto compactColor = toCompactColor(color);
instanceColorBuffer->append(compactColor);
}
batch.setupNamedCalls(INSTANCE_NAME, [=](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
auto pipeline = bindSimpleProgram(batch);
auto location = pipeline->getProgram()->getUniforms().findLocation("Instanced");
batch._glUniform1i(location, 1);
DependencyManager::get<GeometryCache>()->renderSolidCubeInstances(batch, data._count,
data._buffers[TRANSFORM_BUFFER], data._buffers[COLOR_BUFFER]);
batch._glUniform1i(location, 0);
});
}
void DeferredLightingEffect::renderSolidCube(gpu::Batch& batch, float size, const glm::vec4& color) {
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderSolidCube(batch, size, color);
}
void DeferredLightingEffect::renderWireCube(gpu::Batch& batch, float size, const glm::vec4& color) {
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderWireCube(batch, size, color);
}
void DeferredLightingEffect::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner,
const glm::vec4& color) {
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderQuad(batch, minCorner, maxCorner, color);
}
void DeferredLightingEffect::renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2) {
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderLine(batch, p1, p2, color1, color2);
}
void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& color,
float intensity) {
addSpotLight(position, radius, color, intensity);
}
void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radius, const glm::vec3& color,
float intensity, const glm::quat& orientation, float exponent, float cutoff) {
unsigned int lightID = _pointLights.size() + _spotLights.size() + _globalLights.size();
if (lightID >= _allocatedLights.size()) {
_allocatedLights.push_back(std::make_shared<model::Light>());
}
model::LightPointer lp = _allocatedLights[lightID];
lp->setPosition(position);
lp->setMaximumRadius(radius);
lp->setColor(color);
lp->setIntensity(intensity);
//lp->setShowContour(quadraticAttenuation);
if (exponent == 0.0f && cutoff == PI) {
lp->setType(model::Light::POINT);
_pointLights.push_back(lightID);
} else {
lp->setOrientation(orientation);
lp->setSpotAngle(cutoff);
lp->setSpotExponent(exponent);
lp->setType(model::Light::SPOT);
_spotLights.push_back(lightID);
}
}
void DeferredLightingEffect::prepare(RenderArgs* args) {
gpu::Batch batch;
batch.enableStereo(false);
batch.setStateScissorRect(args->_viewport);
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
batch.setFramebuffer(primaryFbo);
// clear the normal and specular buffers
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR1, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true);
const float MAX_SPECULAR_EXPONENT = 128.0f;
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR2, glm::vec4(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT), true);
args->_context->render(batch);
}
gpu::FramebufferPointer _copyFBO;
void DeferredLightingEffect::render(RenderArgs* args) {
gpu::Batch batch;
// Allocate the parameters buffer used by all the deferred shaders
if (!_deferredTransformBuffer[0]._buffer) {
DeferredTransform parameters;
_deferredTransformBuffer[0] = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(DeferredTransform), (const gpu::Byte*) ¶meters));
_deferredTransformBuffer[1] = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(DeferredTransform), (const gpu::Byte*) ¶meters));
}
// Framebuffer copy operations cannot function as multipass stereo operations.
batch.enableStereo(false);
// perform deferred lighting, rendering to free fbo
auto framebufferCache = DependencyManager::get<FramebufferCache>();
QSize framebufferSize = framebufferCache->getFrameBufferSize();
// binding the first framebuffer
_copyFBO = framebufferCache->getFramebuffer();
batch.setFramebuffer(_copyFBO);
// Clearing it
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.clearColorFramebuffer(_copyFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true);
// BInd the G-Buffer surfaces
batch.setResourceTexture(0, framebufferCache->getPrimaryColorTexture());
batch.setResourceTexture(1, framebufferCache->getPrimaryNormalTexture());
batch.setResourceTexture(2, framebufferCache->getPrimarySpecularTexture());
batch.setResourceTexture(3, framebufferCache->getPrimaryDepthTexture());
// THe main viewport is assumed to be the mono viewport (or the 2 stereo faces side by side within that viewport)
auto monoViewport = args->_viewport;
float sMin = args->_viewport.x / (float)framebufferSize.width();
float sWidth = args->_viewport.z / (float)framebufferSize.width();
float tMin = args->_viewport.y / (float)framebufferSize.height();
float tHeight = args->_viewport.w / (float)framebufferSize.height();
// The view frustum is the mono frustum base
auto viewFrustum = args->_viewFrustum;
// Eval the mono projection
mat4 monoProjMat;
viewFrustum->evalProjectionMatrix(monoProjMat);
// The mono view transform
Transform monoViewTransform;
viewFrustum->evalViewTransform(monoViewTransform);
// THe mono view matrix coming from the mono view transform
glm::mat4 monoViewMat;
monoViewTransform.getMatrix(monoViewMat);
// Running in stero ?
bool isStereo = args->_context->isStereo();
int numPasses = 1;
mat4 projMats[2];
Transform viewTransforms[2];
ivec4 viewports[2];
vec4 clipQuad[2];
vec2 screenBottomLeftCorners[2];
vec2 screenTopRightCorners[2];
vec4 fetchTexcoordRects[2];
DeferredTransform deferredTransforms[2];
auto geometryCache = DependencyManager::get<GeometryCache>();
if (isStereo) {
numPasses = 2;
mat4 eyeViews[2];
args->_context->getStereoProjections(projMats);
args->_context->getStereoViews(eyeViews);
float halfWidth = 0.5 * sWidth;
for (int i = 0; i < numPasses; i++) {
// In stereo, the 2 sides are layout side by side in the mono viewport and their width is half
int sideWidth = monoViewport.z >> 1;
viewports[i] = ivec4(monoViewport.x + (i * sideWidth), monoViewport.y, sideWidth, monoViewport.w);
deferredTransforms[i].projection = projMats[i];
auto sideViewMat = eyeViews[i] * monoViewMat;
viewTransforms[i].evalFromRawMatrix(sideViewMat);
deferredTransforms[i].viewInverse = sideViewMat;
deferredTransforms[i].stereoSide = (i == 0 ? -1.0f : 1.0f);
clipQuad[i] = glm::vec4(sMin + i * halfWidth, tMin, halfWidth, tHeight);
screenBottomLeftCorners[i] = glm::vec2(-1.0f + i * 1.0f, -1.0f);
screenTopRightCorners[i] = glm::vec2(i * 1.0f, 1.0f);
fetchTexcoordRects[i] = glm::vec4(sMin + i * halfWidth, tMin, halfWidth, tHeight);
}
} else {
viewports[0] = monoViewport;
projMats[0] = monoProjMat;
deferredTransforms[0].projection = monoProjMat;
deferredTransforms[0].viewInverse = monoViewMat;
viewTransforms[0] = monoViewTransform;
deferredTransforms[0].stereoSide = 0.0f;
clipQuad[0] = glm::vec4(sMin, tMin, sWidth, tHeight);
screenBottomLeftCorners[0] = glm::vec2(-1.0f, -1.0f);
screenTopRightCorners[0] = glm::vec2(1.0f, 1.0f);
fetchTexcoordRects[0] = glm::vec4(sMin, tMin, sWidth, tHeight);
}
auto eyePoint = viewFrustum->getPosition();
float nearRadius = glm::distance(eyePoint, viewFrustum->getNearTopLeft());
for (int side = 0; side < numPasses; side++) {
// Render in this side's viewport
batch.setViewportTransform(viewports[side]);
batch.setStateScissorRect(viewports[side]);
// Sync and Bind the correct DeferredTransform ubo
_deferredTransformBuffer[side]._buffer->setSubData(0, sizeof(DeferredTransform), (const gpu::Byte*) &deferredTransforms[side]);
batch.setUniformBuffer(_directionalLightLocations->deferredTransformBuffer, _deferredTransformBuffer[side]);
glm::vec2 topLeft(-1.0f, -1.0f);
glm::vec2 bottomRight(1.0f, 1.0f);
glm::vec2 texCoordTopLeft(clipQuad[side].x, clipQuad[side].y);
glm::vec2 texCoordBottomRight(clipQuad[side].x + clipQuad[side].z, clipQuad[side].y + clipQuad[side].w);
// First Global directional light and ambient pass
{
bool useSkyboxCubemap = (_skybox) && (_skybox->getCubemap());
auto& program = _directionalLight;
LightLocationsPtr locations = _directionalLightLocations;
// TODO: At some point bring back the shadows...
// Setup the global directional pass pipeline
{
if (useSkyboxCubemap) {
program = _directionalSkyboxLight;
locations = _directionalSkyboxLightLocations;
} else if (_ambientLightMode > -1) {
program = _directionalAmbientSphereLight;
locations = _directionalAmbientSphereLightLocations;
}
batch.setPipeline(program);
}
{ // Setup the global lighting
auto globalLight = _allocatedLights[_globalLights.front()];
if (locations->ambientSphere >= 0) {
gpu::SphericalHarmonics sh = globalLight->getAmbientSphere();
if (useSkyboxCubemap && _skybox->getCubemap()->getIrradiance()) {
sh = (*_skybox->getCubemap()->getIrradiance());
}
for (int i =0; i <gpu::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
batch._glUniform4fv(locations->ambientSphere + i, 1, (const float*) (&sh) + i * 4);
}
}
if (useSkyboxCubemap) {
batch.setResourceTexture(5, _skybox->getCubemap());
}
if (locations->lightBufferUnit >= 0) {
batch.setUniformBuffer(locations->lightBufferUnit, globalLight->getSchemaBuffer());
}
if (_atmosphere && (locations->atmosphereBufferUnit >= 0)) {
batch.setUniformBuffer(locations->atmosphereBufferUnit, _atmosphere->getDataBuffer());
}
}
{
batch.setModelTransform(Transform());
batch.setProjectionTransform(glm::mat4());
batch.setViewTransform(Transform());
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
geometryCache->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
}
if (useSkyboxCubemap) {
batch.setResourceTexture(5, nullptr);
}
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// // 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 "DeferredLightingEffect.h" #include <GLMHelpers.h> #include <PathUtils.h> #include <ViewFrustum.h> #include <gpu/Batch.h> #include <gpu/Context.h> #include <gpu/StandardShaderLib.h> #include "AbstractViewStateInterface.h" #include "GeometryCache.h" #include "TextureCache.h" #include "FramebufferCache.h" #include "simple_vert.h" #include "simple_textured_frag.h" #include "simple_textured_emisive_frag.h" #include "deferred_light_vert.h" #include "deferred_light_limited_vert.h" #include "deferred_light_spot_vert.h" #include "directional_light_frag.h" #include "directional_light_shadow_map_frag.h" #include "directional_light_cascaded_shadow_map_frag.h" #include "directional_ambient_light_frag.h" #include "directional_ambient_light_shadow_map_frag.h" #include "directional_ambient_light_cascaded_shadow_map_frag.h" #include "directional_skybox_light_frag.h" #include "directional_skybox_light_shadow_map_frag.h" #include "directional_skybox_light_cascaded_shadow_map_frag.h" #include "point_light_frag.h" #include "spot_light_frag.h" static const std::string glowIntensityShaderHandle = "glowIntensity"; struct LightLocations { int shadowDistances; int shadowScale; int radius; int ambientSphere; int lightBufferUnit; int atmosphereBufferUnit; int texcoordMat; int coneParam; int deferredTransformBuffer; }; static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations); gpu::PipelinePointer DeferredLightingEffect::getPipeline(SimpleProgramKey config) { auto it = _simplePrograms.find(config); if (it != _simplePrograms.end()) { return it.value(); } auto state = std::make_shared<gpu::State>(); if (config.isCulled()) { state->setCullMode(gpu::State::CULL_BACK); } else { state->setCullMode(gpu::State::CULL_NONE); } state->setDepthTest(true, true, gpu::LESS_EQUAL); if (config.hasDepthBias()) { state->setDepthBias(1.0f); state->setDepthBiasSlopeScale(1.0f); } state->setBlendFunction(false, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE); gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader; gpu::PipelinePointer pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state)); _simplePrograms.insert(config, pipeline); return pipeline; } void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) { auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert))); auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_frag))); auto PSEmissive = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_emisive_frag))); _simpleShader = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS)); _emissiveShader = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PSEmissive)); gpu::Shader::BindingSet slotBindings; slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT)); gpu::Shader::makeProgram(*_simpleShader, slotBindings); gpu::Shader::makeProgram(*_emissiveShader, slotBindings); _viewState = viewState; _directionalLightLocations = std::make_shared<LightLocations>(); _directionalLightShadowMapLocations = std::make_shared<LightLocations>(); _directionalLightCascadedShadowMapLocations = std::make_shared<LightLocations>(); _directionalAmbientSphereLightLocations = std::make_shared<LightLocations>(); _directionalAmbientSphereLightShadowMapLocations = std::make_shared<LightLocations>(); _directionalAmbientSphereLightCascadedShadowMapLocations = std::make_shared<LightLocations>(); _directionalSkyboxLightLocations = std::make_shared<LightLocations>(); _directionalSkyboxLightShadowMapLocations = std::make_shared<LightLocations>(); _directionalSkyboxLightCascadedShadowMapLocations = std::make_shared<LightLocations>(); _pointLightLocations = std::make_shared<LightLocations>(); _spotLightLocations = std::make_shared<LightLocations>(); loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations); loadLightProgram(deferred_light_vert, directional_light_shadow_map_frag, false, _directionalLightShadowMap, _directionalLightShadowMapLocations); loadLightProgram(deferred_light_vert, directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap, _directionalLightCascadedShadowMapLocations); loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations); loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap, _directionalAmbientSphereLightShadowMapLocations); loadLightProgram(deferred_light_vert, directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap, _directionalAmbientSphereLightCascadedShadowMapLocations); loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations); loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap, _directionalSkyboxLightShadowMapLocations); loadLightProgram(deferred_light_vert, directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap, _directionalSkyboxLightCascadedShadowMapLocations); loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations); loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations); { //auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS(); //auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS(); auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS); gpu::Shader::makeProgram(*blitProgram); auto blitState = std::make_shared<gpu::State>(); blitState->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE); blitState->setColorWriteMask(true, true, true, false); _blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState)); } // Allocate a global light representing the Global Directional light casting shadow (the sun) and the ambient light _globalLights.push_back(0); _allocatedLights.push_back(std::make_shared<model::Light>()); model::LightPointer lp = _allocatedLights[0]; lp->setDirection(-glm::vec3(1.0f, 1.0f, 1.0f)); lp->setColor(glm::vec3(1.0f)); lp->setIntensity(1.0f); lp->setType(model::Light::SUN); lp->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset(_ambientLightMode % gpu::SphericalHarmonics::NUM_PRESET)); } gpu::PipelinePointer DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled, bool emmisive, bool depthBias) { SimpleProgramKey config{textured, culled, emmisive, depthBias}; gpu::PipelinePointer pipeline = getPipeline(config); batch.setPipeline(pipeline); gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader; int glowIntensity = program->getUniforms().findLocation("glowIntensity"); batch._glUniform1f(glowIntensity, 1.0f); if (!config.isTextured()) { // If it is not textured, bind white texture and keep using textured pipeline batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture()); } batch.setResourceTexture(NORMAL_FITTING_MAP_SLOT, DependencyManager::get<TextureCache>()->getNormalFittingTexture()); return pipeline; } void DeferredLightingEffect::renderSolidSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color) { bindSimpleProgram(batch); DependencyManager::get<GeometryCache>()->renderSphere(batch, radius, slices, stacks, color); } void DeferredLightingEffect::renderWireSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color) { bindSimpleProgram(batch); DependencyManager::get<GeometryCache>()->renderSphere(batch, radius, slices, stacks, color, false); } uint32_t toCompactColor(const glm::vec4& color) { uint32_t compactColor = ((int(color.x * 255.0f) & 0xFF)) | ((int(color.y * 255.0f) & 0xFF) << 8) | ((int(color.z * 255.0f) & 0xFF) << 16) | ((int(color.w * 255.0f) & 0xFF) << 24); return compactColor; } void DeferredLightingEffect::renderSolidCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color) { static const std::string INSTANCE_NAME = __FUNCTION__; static const size_t TRANSFORM_BUFFER = 0; static const size_t COLOR_BUFFER = 1; { gpu::BufferPointer instanceTransformBuffer = batch.getNamedBuffer(INSTANCE_NAME, TRANSFORM_BUFFER); glm::mat4 xfmMat4; instanceTransformBuffer->append(xfm.getMatrix(xfmMat4)); gpu::BufferPointer instanceColorBuffer = batch.getNamedBuffer(INSTANCE_NAME, COLOR_BUFFER); auto compactColor = toCompactColor(color); instanceColorBuffer->append(compactColor); } batch.setupNamedCalls(INSTANCE_NAME, [=](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) { auto pipeline = bindSimpleProgram(batch); auto location = pipeline->getProgram()->getUniforms().findLocation("Instanced"); batch._glUniform1i(location, 1); DependencyManager::get<GeometryCache>()->renderSolidCubeInstances(batch, data._count, data._buffers[TRANSFORM_BUFFER], data._buffers[COLOR_BUFFER]); batch._glUniform1i(location, 0); }); } void DeferredLightingEffect::renderSolidCube(gpu::Batch& batch, float size, const glm::vec4& color) { bindSimpleProgram(batch); DependencyManager::get<GeometryCache>()->renderSolidCube(batch, size, color); } void DeferredLightingEffect::renderWireCube(gpu::Batch& batch, float size, const glm::vec4& color) { bindSimpleProgram(batch); DependencyManager::get<GeometryCache>()->renderWireCube(batch, size, color); } void DeferredLightingEffect::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color) { bindSimpleProgram(batch); DependencyManager::get<GeometryCache>()->renderQuad(batch, minCorner, maxCorner, color); } void DeferredLightingEffect::renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec4& color1, const glm::vec4& color2) { bindSimpleProgram(batch); DependencyManager::get<GeometryCache>()->renderLine(batch, p1, p2, color1, color2); } void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& color, float intensity) { addSpotLight(position, radius, color, intensity); } void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radius, const glm::vec3& color, float intensity, const glm::quat& orientation, float exponent, float cutoff) { unsigned int lightID = _pointLights.size() + _spotLights.size() + _globalLights.size(); if (lightID >= _allocatedLights.size()) { _allocatedLights.push_back(std::make_shared<model::Light>()); } model::LightPointer lp = _allocatedLights[lightID]; lp->setPosition(position); lp->setMaximumRadius(radius); lp->setColor(color); lp->setIntensity(intensity); //lp->setShowContour(quadraticAttenuation); if (exponent == 0.0f && cutoff == PI) { lp->setType(model::Light::POINT); _pointLights.push_back(lightID); } else { lp->setOrientation(orientation); lp->setSpotAngle(cutoff); lp->setSpotExponent(exponent); lp->setType(model::Light::SPOT); _spotLights.push_back(lightID); } } void DeferredLightingEffect::prepare(RenderArgs* args) { gpu::Batch batch; batch.enableStereo(false); batch.setStateScissorRect(args->_viewport); auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer(); batch.setFramebuffer(primaryFbo); // clear the normal and specular buffers batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR1, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true); const float MAX_SPECULAR_EXPONENT = 128.0f; batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR2, glm::vec4(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT), true); args->_context->render(batch); } gpu::FramebufferPointer _copyFBO; void DeferredLightingEffect::render(RenderArgs* args) { gpu::Batch batch; // Allocate the parameters buffer used by all the deferred shaders if (!_deferredTransformBuffer[0]._buffer) { DeferredTransform parameters; _deferredTransformBuffer[0] = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(DeferredTransform), (const gpu::Byte*) ¶meters)); _deferredTransformBuffer[1] = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(DeferredTransform), (const gpu::Byte*) ¶meters)); } // Framebuffer copy operations cannot function as multipass stereo operations. batch.enableStereo(false); // perform deferred lighting, rendering to free fbo auto framebufferCache = DependencyManager::get<FramebufferCache>(); QSize framebufferSize = framebufferCache->getFrameBufferSize(); // binding the first framebuffer _copyFBO = framebufferCache->getFramebuffer(); batch.setFramebuffer(_copyFBO); // Clearing it batch.setViewportTransform(args->_viewport); batch.setStateScissorRect(args->_viewport); batch.clearColorFramebuffer(_copyFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true); // BInd the G-Buffer surfaces batch.setResourceTexture(0, framebufferCache->getPrimaryColorTexture()); batch.setResourceTexture(1, framebufferCache->getPrimaryNormalTexture()); batch.setResourceTexture(2, framebufferCache->getPrimarySpecularTexture()); batch.setResourceTexture(3, framebufferCache->getPrimaryDepthTexture()); // THe main viewport is assumed to be the mono viewport (or the 2 stereo faces side by side within that viewport) auto monoViewport = args->_viewport; float sMin = args->_viewport.x / (float)framebufferSize.width(); float sWidth = args->_viewport.z / (float)framebufferSize.width(); float tMin = args->_viewport.y / (float)framebufferSize.height(); float tHeight = args->_viewport.w / (float)framebufferSize.height(); // The view frustum is the mono frustum base auto viewFrustum = args->_viewFrustum; // Eval the mono projection mat4 monoProjMat; viewFrustum->evalProjectionMatrix(monoProjMat); // The mono view transform Transform monoViewTransform; viewFrustum->evalViewTransform(monoViewTransform); // THe mono view matrix coming from the mono view transform glm::mat4 monoViewMat; monoViewTransform.getMatrix(monoViewMat); // Running in stero ? bool isStereo = args->_context->isStereo(); int numPasses = 1; mat4 projMats[2]; Transform viewTransforms[2]; ivec4 viewports[2]; vec4 clipQuad[2]; vec2 screenBottomLeftCorners[2]; vec2 screenTopRightCorners[2]; vec4 fetchTexcoordRects[2]; DeferredTransform deferredTransforms[2]; auto geometryCache = DependencyManager::get<GeometryCache>(); if (isStereo) { numPasses = 2; mat4 eyeViews[2]; args->_context->getStereoProjections(projMats); args->_context->getStereoViews(eyeViews); float halfWidth = 0.5 * sWidth; for (int i = 0; i < numPasses; i++) { // In stereo, the 2 sides are layout side by side in the mono viewport and their width is half int sideWidth = monoViewport.z >> 1; viewports[i] = ivec4(monoViewport.x + (i * sideWidth), monoViewport.y, sideWidth, monoViewport.w); deferredTransforms[i].projection = projMats[i]; auto sideViewMat = eyeViews[i] * monoViewMat; viewTransforms[i].evalFromRawMatrix(sideViewMat); deferredTransforms[i].viewInverse = sideViewMat; deferredTransforms[i].stereoSide = (i == 0 ? -1.0f : 1.0f); clipQuad[i] = glm::vec4(sMin + i * halfWidth, tMin, halfWidth, tHeight); screenBottomLeftCorners[i] = glm::vec2(-1.0f + i * 1.0f, -1.0f); screenTopRightCorners[i] = glm::vec2(i * 1.0f, 1.0f); fetchTexcoordRects[i] = glm::vec4(sMin + i * halfWidth, tMin, halfWidth, tHeight); } } else { viewports[0] = monoViewport; projMats[0] = monoProjMat; deferredTransforms[0].projection = monoProjMat; deferredTransforms[0].viewInverse = monoViewMat; viewTransforms[0] = monoViewTransform; deferredTransforms[0].stereoSide = 0.0f; clipQuad[0] = glm::vec4(sMin, tMin, sWidth, tHeight); screenBottomLeftCorners[0] = glm::vec2(-1.0f, -1.0f); screenTopRightCorners[0] = glm::vec2(1.0f, 1.0f); fetchTexcoordRects[0] = glm::vec4(sMin, tMin, sWidth, tHeight); } auto eyePoint = viewFrustum->getPosition(); float nearRadius = glm::distance(eyePoint, viewFrustum->getNearTopLeft()); for (int side = 0; side < numPasses; side++) { // Render in this side's viewport batch.setViewportTransform(viewports[side]); batch.setStateScissorRect(viewports[side]); // Sync and Bind the correct DeferredTransform ubo _deferredTransformBuffer[side]._buffer->setSubData(0, sizeof(DeferredTransform), (const gpu::Byte*) &deferredTransforms[side]); batch.setUniformBuffer(_directionalLightLocations->deferredTransformBuffer, _deferredTransformBuffer[side]); glm::vec2 topLeft(-1.0f, -1.0f); glm::vec2 bottomRight(1.0f, 1.0f); glm::vec2 texCoordTopLeft(clipQuad[side].x, clipQuad[side].y); glm::vec2 texCoordBottomRight(clipQuad[side].x + clipQuad[side].z, clipQuad[side].y + clipQuad[side].w); // First Global directional light and ambient pass { bool useSkyboxCubemap = (_skybox) && (_skybox->getCubemap()); auto& program = _directionalLight; LightLocationsPtr locations = _directionalLightLocations; // TODO: At some point bring back the shadows... // Setup the global directional pass pipeline { if (useSkyboxCubemap) { program = _directionalSkyboxLight; locations = _directionalSkyboxLightLocations; } else if (_ambientLightMode > -1) { program = _directionalAmbientSphereLight; locations = _directionalAmbientSphereLightLocations; } batch.setPipeline(program); } { // Setup the global lighting auto globalLight = _allocatedLights[_globalLights.front()]; if (locations->ambientSphere >= 0) { gpu::SphericalHarmonics sh = globalLight->getAmbientSphere(); if (useSkyboxCubemap && _skybox->getCubemap()->getIrradiance()) { sh = (*_skybox->getCubemap()->getIrradiance()); } for (int i =0; i <gpu::SphericalHarmonics::NUM_COEFFICIENTS; i++) { batch._glUniform4fv(locations->ambientSphere + i, 1, (const float*) (&sh) + i * 4); } } if (useSkyboxCubemap) { batch.setResourceTexture(5, _skybox->getCubemap()); } if (locations->lightBufferUnit >= 0) { batch.setUniformBuffer(locations->lightBufferUnit, globalLight->getSchemaBuffer()); } if (_atmosphere && (locations->atmosphereBufferUnit >= 0)) { batch.setUniformBuffer(locations->atmosphereBufferUnit, _atmosphere->getDataBuffer()); } } { batch.setModelTransform(Transform()); batch.setProjectionTransform(glm::mat4()); batch.setViewTransform(Transform()); glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f); geometryCache->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color); } if (useSkyboxCubemap) { batch.setResourceTexture(5, nullptr); }