Is.cpp 13 KB

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  1. #include <boost/lexical_cast.hpp>
  2. #include <boost/foreach.hpp>
  3. #include <boost/array.hpp>
  4. #include "Is.h"
  5. #include "Renderer.h"
  6. #include "Camera.h"
  7. #include "Light.h"
  8. #include "PointLight.h"
  9. #include "SpotLight.h"
  10. #include "LightRsrc.h"
  11. #include "App.h"
  12. #include "LightRsrc.h"
  13. #include "Sm.h"
  14. #include "Smo.h"
  15. #include "Scene.h"
  16. //======================================================================================================================
  17. // Constructor =
  18. //======================================================================================================================
  19. Is::Is(Renderer& r_):
  20. RenderingPass(r_),
  21. sm(r_),
  22. smo(r_)
  23. {}
  24. //======================================================================================================================
  25. // calcViewVectors =
  26. //======================================================================================================================
  27. void Is::calcViewVectors(const boost::array<float, 2>& screenSize, const Mat4& invProjectionMat,
  28. boost::array<Vec3, 4>& viewVectors)
  29. {
  30. uint w = screenSize[0];
  31. uint h = screenSize[1];
  32. // From right up and CC wise to right down, Just like we render the quad
  33. uint pixels[4][2] = {{w, h}, {0, h}, {0, 0}, {w, 0}};
  34. boost::array<uint, 4> viewport = {{0, 0, w, h}};
  35. for(int i = 0; i < 4; i++)
  36. {
  37. /*
  38. Original Code:
  39. Renderer::unProject(pixels[i][0], pixels[i][1], 10, cam.getViewMatrix(), cam.getProjectionMatrix(), viewport,
  40. viewVectors[i].x, viewVectors[i].y, viewVectors[i].z);
  41. viewVectors[i] = cam.getViewMatrix() * viewVectors[i];
  42. The original code is the above 3 lines. The optimized follows:
  43. */
  44. Vec3 vec;
  45. vec.x() = (2.0 * (pixels[i][0] - viewport[0])) / viewport[2] - 1.0;
  46. vec.y() = (2.0 * (pixels[i][1] - viewport[1])) / viewport[3] - 1.0;
  47. vec.z() = 1.0;
  48. viewVectors[i] = vec.getTransformed(invProjectionMat);
  49. // end of optimized code
  50. }
  51. }
  52. //======================================================================================================================
  53. // calcViewVectors =
  54. //======================================================================================================================
  55. void Is::calcViewVectors()
  56. {
  57. boost::array<Vec3, 4> viewVectors;
  58. boost::array<float, 2> screenSize = {{r.getWidth(), r.getHeight()}};
  59. calcViewVectors(screenSize, r.getCamera().getInvProjectionMatrix(), viewVectors);
  60. viewVectorsVbo.write(&viewVectors[0]);
  61. }
  62. //======================================================================================================================
  63. // calcPlanes =
  64. //======================================================================================================================
  65. void Is::calcPlanes(const Vec2& cameraRange, Vec2& planes)
  66. {
  67. float zNear = cameraRange.x();
  68. float zFar = cameraRange.y();
  69. planes.x() = zFar / (zNear - zFar);
  70. planes.y() = (zFar * zNear) / (zNear -zFar);
  71. }
  72. //======================================================================================================================
  73. // initFbo =
  74. //======================================================================================================================
  75. void Is::initFbo()
  76. {
  77. try
  78. {
  79. // create FBO
  80. fbo.create();
  81. fbo.bind();
  82. // init the stencil render buffer
  83. glGenRenderbuffers(1, &stencilRb);
  84. glBindRenderbuffer(GL_RENDERBUFFER, stencilRb);
  85. glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX, r.getWidth(), r.getHeight());
  86. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencilRb);
  87. // inform in what buffers we draw
  88. fbo.setNumOfColorAttachements(1);
  89. // create the FAI
  90. fai.createEmpty2D(r.getWidth(), r.getHeight(), GL_RGB, GL_RGB, GL_FLOAT);
  91. // attach
  92. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fai.getGlId(), 0);
  93. //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, r.ms.depthFai.getGlId(), 0);
  94. // test if success
  95. fbo.checkIfGood();
  96. // unbind
  97. fbo.unbind();
  98. }
  99. catch(std::exception& e)
  100. {
  101. throw EXCEPTION("Cannot create deferred shading illumination stage FBO: " + e.what());
  102. }
  103. }
  104. //======================================================================================================================
  105. // init =
  106. //======================================================================================================================
  107. void Is::init(const RendererInitializer& initializer)
  108. {
  109. // init passes
  110. smo.init(initializer);
  111. sm.init(initializer);
  112. // load the shaders
  113. ambientPassSProg.loadRsrc("shaders/IsAp.glsl");
  114. // point light
  115. pointLightSProg.loadRsrc(ShaderProg::createSrcCodeToCache("shaders/IsLpGeneric.glsl",
  116. "#define POINT_LIGHT_ENABLED\n",
  117. "Point").c_str());
  118. // spot light no shadow
  119. spotLightNoShadowSProg.loadRsrc(ShaderProg::createSrcCodeToCache("shaders/IsLpGeneric.glsl",
  120. "#define SPOT_LIGHT_ENABLED\n",
  121. "SpotNoShadow").c_str());
  122. // spot light w/t shadow
  123. std::string pps = std::string("\n#define SPOT_LIGHT_ENABLED\n#define SHADOW_ENABLED\n") +
  124. "#define SHADOWMAP_SIZE " + boost::lexical_cast<std::string>(sm.getResolution()) +
  125. "\n";
  126. std::string prefix = "SpotShadowSmSize" + boost::lexical_cast<std::string>(sm.getResolution());
  127. if(sm.isPcfEnabled())
  128. {
  129. pps += "#define PCF_ENABLED\n";
  130. prefix += "Pcf";
  131. }
  132. spotLightShadowSProg.loadRsrc(ShaderProg::createSrcCodeToCache("shaders/IsLpGeneric.glsl", pps.c_str(),
  133. prefix.c_str()).c_str());
  134. // init the rest
  135. initFbo();
  136. // The VBOs and VAOs
  137. float quadVertCoords[][2] = {{1.0, 1.0}, {0.0, 1.0}, {0.0, 0.0}, {1.0, 0.0}};
  138. quadPositionsVbo.create(GL_ARRAY_BUFFER, sizeof(quadVertCoords), quadVertCoords, GL_STATIC_DRAW);
  139. ushort quadVertIndeces[2][3] = {{0, 1, 3}, {1, 2, 3}};
  140. quadVertIndecesVbo.create(GL_ELEMENT_ARRAY_BUFFER, sizeof(quadVertIndeces), quadVertIndeces, GL_STATIC_DRAW);
  141. viewVectorsVbo.create(GL_ARRAY_BUFFER, 4 * sizeof(Vec3), NULL, GL_DYNAMIC_DRAW);
  142. vao.create();
  143. vao.attachArrayBufferVbo(quadPositionsVbo, 0, 2, GL_FLOAT, false, 0, NULL);
  144. vao.attachArrayBufferVbo(viewVectorsVbo, 1, 3, GL_FLOAT, false, 0, NULL);
  145. vao.attachElementArrayBufferVbo(quadVertIndecesVbo);
  146. }
  147. //======================================================================================================================
  148. // drawLightPassQuad =
  149. //======================================================================================================================
  150. void Is::drawLightPassQuad() const
  151. {
  152. vao.bind();
  153. glDrawElements(GL_TRIANGLES, 2 * 3, GL_UNSIGNED_SHORT, 0);
  154. vao.unbind();
  155. ON_GL_FAIL_THROW_EXCEPTION();
  156. }
  157. //======================================================================================================================
  158. // ambientPass =
  159. //======================================================================================================================
  160. void Is::ambientPass(const Vec3& color)
  161. {
  162. glDisable(GL_BLEND);
  163. // set the shader
  164. ambientPassSProg->bind();
  165. // set the uniforms
  166. ambientPassSProg->findUniVar("ambientCol")->set(&color);
  167. ambientPassSProg->findUniVar("sceneColMap")->set(r.getMs().getDiffuseFai(), 0);
  168. // Draw quad
  169. r.drawQuad();
  170. }
  171. //======================================================================================================================
  172. // pointLightPass =
  173. //======================================================================================================================
  174. void Is::pointLightPass(const PointLight& light)
  175. {
  176. const Camera& cam = r.getCamera();
  177. // stencil optimization
  178. smo.run(light);
  179. // shader prog
  180. const ShaderProg& shader = *pointLightSProg; // ensure the const-ness
  181. shader.bind();
  182. shader.findUniVar("msNormalFai")->set(r.getMs().getNormalFai(), 0);
  183. shader.findUniVar("msDiffuseFai")->set(r.getMs().getDiffuseFai(), 1);
  184. shader.findUniVar("msSpecularFai")->set(r.getMs().getSpecularFai(), 2);
  185. shader.findUniVar("msDepthFai")->set(r.getMs().getDepthFai(), 3);
  186. shader.findUniVar("planes")->set(&planes);
  187. Vec3 lightPosEyeSpace = light.getWorldTransform().getOrigin().getTransformed(cam.getViewMatrix());
  188. shader.findUniVar("lightPos")->set(&lightPosEyeSpace);
  189. shader.findUniVar("lightRadius")->set(&light.getRadius());
  190. shader.findUniVar("lightDiffuseCol")->set(&light.getDiffuseCol());
  191. shader.findUniVar("lightSpecularCol")->set(&light.getSpecularCol());
  192. // render quad
  193. drawLightPassQuad();
  194. }
  195. //======================================================================================================================
  196. // spotLightPass =
  197. //======================================================================================================================
  198. void Is::spotLightPass(const SpotLight& light)
  199. {
  200. const Camera& cam = r.getCamera();
  201. // shadow mapping
  202. if(light.castsShadow() && sm.isEnabled())
  203. {
  204. sm.run(light.getCamera());
  205. // restore the IS FBO
  206. fbo.bind();
  207. // and restore blending and depth test
  208. glEnable(GL_BLEND);
  209. glBlendFunc(GL_ONE, GL_ONE);
  210. glDisable(GL_DEPTH_TEST);
  211. Renderer::setViewport(0, 0, r.getWidth(), r.getHeight());
  212. }
  213. // stencil optimization
  214. smo.run(light);
  215. // set the texture
  216. light.getTexture().setRepeat(false);
  217. // shader prog
  218. const ShaderProg* shdr;
  219. if(light.castsShadow() && sm.isEnabled())
  220. {
  221. shdr = spotLightShadowSProg.get();
  222. }
  223. else
  224. {
  225. shdr = spotLightNoShadowSProg.get();
  226. }
  227. shdr->bind();
  228. // bind the FAIs
  229. shdr->findUniVar("msNormalFai")->set(r.getMs().getNormalFai(), 0);
  230. shdr->findUniVar("msDiffuseFai")->set(r.getMs().getDiffuseFai(), 1);
  231. shdr->findUniVar("msSpecularFai")->set(r.getMs().getSpecularFai(), 2);
  232. shdr->findUniVar("msDepthFai")->set(r.getMs().getDepthFai(), 3);
  233. // the planes
  234. shdr->findUniVar("planes")->set(&planes);
  235. // the light params
  236. Vec3 lightPosEyeSpace = light.getWorldTransform().getOrigin().getTransformed(cam.getViewMatrix());
  237. shdr->findUniVar("lightPos")->set(&lightPosEyeSpace);
  238. float tmp = light.getDistance();
  239. shdr->findUniVar("lightRadius")->set(&tmp);
  240. shdr->findUniVar("lightDiffuseCol")->set(&light.getDiffuseCol());
  241. shdr->findUniVar("lightSpecularCol")->set(&light.getSpecularCol());
  242. shdr->findUniVar("lightTex")->set(light.getTexture(), 4);
  243. // set texture matrix for texture & shadowmap projection
  244. // Bias * P_light * V_light * inv(V_cam)
  245. static Mat4 biasMat4(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
  246. Mat4 texProjectionMat;
  247. texProjectionMat = biasMat4 * light.getCamera().getProjectionMatrix() *
  248. Mat4::combineTransformations(light.getCamera().getViewMatrix(), Mat4(cam.getWorldTransform()));
  249. shdr->findUniVar("texProjectionMat")->set(&texProjectionMat);
  250. // the shadowmap
  251. if(light.castsShadow() && sm.isEnabled())
  252. {
  253. shdr->findUniVar("shadowMap")->set(sm.shadowMap, 5);
  254. }
  255. // render quad
  256. drawLightPassQuad();
  257. }
  258. //======================================================================================================================
  259. // run =
  260. //======================================================================================================================
  261. void Is::run()
  262. {
  263. // FBO
  264. fbo.bind();
  265. // OGL stuff
  266. Renderer::setViewport(0, 0, r.getWidth(), r.getHeight());
  267. glDisable(GL_DEPTH_TEST);
  268. // ambient pass
  269. ambientPass(SceneSingleton::getInstance().getAmbientCol());
  270. // light passes
  271. glEnable(GL_BLEND);
  272. glBlendFunc(GL_ONE, GL_ONE);
  273. glEnable(GL_STENCIL_TEST);
  274. calcViewVectors();
  275. calcPlanes(Vec2(r.getCamera().getZNear(), r.getCamera().getZFar()), planes);
  276. // for all lights
  277. BOOST_FOREACH(const PointLight* light, r.getCamera().getVisiblePointLights())
  278. {
  279. pointLightPass(*light);
  280. }
  281. BOOST_FOREACH(const SpotLight* light, r.getCamera().getVisibleSpotLights())
  282. {
  283. spotLightPass(*light);
  284. }
  285. glDisable(GL_STENCIL_TEST);
  286. // FBO
  287. fbo.unbind();
  288. ON_GL_FAIL_THROW_EXCEPTION();
  289. }