TraditionalDeferredShading.cpp 7.2 KB

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  1. // Copyright (C) 2009-2020, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <anki/renderer/TraditionalDeferredShading.h>
  6. #include <anki/renderer/RenderQueue.h>
  7. #include <anki/resource/ResourceManager.h>
  8. #include <anki/resource/MeshResource.h>
  9. #include <anki/shaders/include/TraditionalDeferredShadingTypes.h>
  10. namespace anki
  11. {
  12. TraditionalDeferredLightShading::TraditionalDeferredLightShading(Renderer* r)
  13. : RendererObject(r)
  14. {
  15. }
  16. TraditionalDeferredLightShading::~TraditionalDeferredLightShading()
  17. {
  18. }
  19. Error TraditionalDeferredLightShading::init()
  20. {
  21. // Init progs
  22. {
  23. ANKI_CHECK(getResourceManager().loadResource("shaders/TraditionalDeferredShading.ankiprog", m_lightProg));
  24. for(U32 specular = 0; specular <= 1; ++specular)
  25. {
  26. ShaderProgramResourceVariantInitInfo variantInitInfo(m_lightProg);
  27. variantInitInfo.addMutation("LIGHT_TYPE", 0);
  28. variantInitInfo.addMutation("SPECULAR", specular);
  29. const ShaderProgramResourceVariant* variant;
  30. m_lightProg->getOrCreateVariant(variantInitInfo, variant);
  31. m_plightGrProg[specular] = variant->getProgram();
  32. variantInitInfo.addMutation("LIGHT_TYPE", 1);
  33. m_lightProg->getOrCreateVariant(variantInitInfo, variant);
  34. m_slightGrProg[specular] = variant->getProgram();
  35. variantInitInfo.addMutation("LIGHT_TYPE", 2);
  36. m_lightProg->getOrCreateVariant(variantInitInfo, variant);
  37. m_dirLightGrProg[specular] = variant->getProgram();
  38. }
  39. }
  40. // Init meshes
  41. ANKI_CHECK(getResourceManager().loadResource("engine_data/Plight.ankimesh", m_plightMesh, false));
  42. ANKI_CHECK(getResourceManager().loadResource("engine_data/Slight.ankimesh", m_slightMesh, false));
  43. return Error::NONE;
  44. }
  45. void TraditionalDeferredLightShading::bindVertexIndexBuffers(MeshResourcePtr& mesh, CommandBufferPtr& cmdb,
  46. U32& indexCount)
  47. {
  48. // Attrib
  49. U32 bufferBinding;
  50. Format fmt;
  51. PtrSize relativeOffset;
  52. mesh->getVertexAttributeInfo(VertexAttributeLocation::POSITION, bufferBinding, fmt, relativeOffset);
  53. cmdb->setVertexAttribute(0, 0, fmt, relativeOffset);
  54. // Vert buff
  55. BufferPtr buff;
  56. PtrSize offset, stride;
  57. mesh->getVertexBufferInfo(bufferBinding, buff, offset, stride);
  58. cmdb->bindVertexBuffer(0, buff, offset, stride);
  59. // Idx buff
  60. IndexType idxType;
  61. mesh->getIndexBufferInfo(buff, offset, indexCount, idxType);
  62. cmdb->bindIndexBuffer(buff, offset, idxType);
  63. }
  64. void TraditionalDeferredLightShading::drawLights(TraditionalDeferredLightShadingDrawInfo& info)
  65. {
  66. // Set common state for all lights
  67. CommandBufferPtr& cmdb = info.m_commandBuffer;
  68. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ONE);
  69. cmdb->setViewport(info.m_viewport.x(), info.m_viewport.y(), info.m_viewport.z(), info.m_viewport.w());
  70. // Dir light
  71. if(info.m_directionalLight)
  72. {
  73. ANKI_ASSERT(info.m_directionalLight->m_uuid && info.m_directionalLight->m_shadowCascadeCount == 1);
  74. cmdb->bindShaderProgram(m_dirLightGrProg[info.m_computeSpecular]);
  75. DeferredDirectionalLightUniforms* unis = allocateAndBindUniforms<DeferredDirectionalLightUniforms*>(
  76. sizeof(DeferredDirectionalLightUniforms), cmdb, 0, 1);
  77. unis->m_inputTexUvScale = info.m_gbufferTexCoordsScale;
  78. unis->m_inputTexUvBias = info.m_gbufferTexCoordsBias;
  79. unis->m_fbUvScale = info.m_lightbufferTexCoordsScale;
  80. unis->m_fbUvBias = info.m_lightbufferTexCoordsBias;
  81. unis->m_invViewProjMat = info.m_invViewProjectionMatrix;
  82. unis->m_camPos = info.m_cameraPosWSpace.xyz();
  83. unis->m_diffuseColor = info.m_directionalLight->m_diffuseColor;
  84. unis->m_lightDir = info.m_directionalLight->m_direction;
  85. unis->m_lightMatrix = info.m_directionalLight->m_textureMatrices[0];
  86. unis->m_near = info.m_cameraNear;
  87. unis->m_far = info.m_cameraFar;
  88. if(info.m_directionalLight->m_shadowCascadeCount > 0)
  89. {
  90. unis->m_effectiveShadowDistance =
  91. info.m_directionalLight->m_shadowRenderQueues[0]->m_effectiveShadowDistance;
  92. }
  93. else
  94. {
  95. unis->m_effectiveShadowDistance = 0.0f;
  96. }
  97. drawQuad(cmdb);
  98. }
  99. // Set other light state
  100. cmdb->setCullMode(FaceSelectionBit::FRONT);
  101. // Do point lights
  102. U32 indexCount;
  103. bindVertexIndexBuffers(m_plightMesh, cmdb, indexCount);
  104. cmdb->bindShaderProgram(m_plightGrProg[info.m_computeSpecular]);
  105. for(const PointLightQueueElement& plightEl : info.m_pointLights)
  106. {
  107. // Update uniforms
  108. DeferredVertexUniforms* vert =
  109. allocateAndBindUniforms<DeferredVertexUniforms*>(sizeof(DeferredVertexUniforms), cmdb, 0, 0);
  110. Mat4 modelM(plightEl.m_worldPosition.xyz1(), Mat3::getIdentity(), plightEl.m_radius);
  111. vert->m_mvp = info.m_viewProjectionMatrix * modelM;
  112. DeferredPointLightUniforms* light =
  113. allocateAndBindUniforms<DeferredPointLightUniforms*>(sizeof(DeferredPointLightUniforms), cmdb, 0, 1);
  114. light->m_inputTexUvScale = info.m_gbufferTexCoordsScale;
  115. light->m_inputTexUvBias = info.m_gbufferTexCoordsBias;
  116. light->m_fbUvScale = info.m_lightbufferTexCoordsScale;
  117. light->m_fbUvBias = info.m_lightbufferTexCoordsBias;
  118. light->m_invViewProjMat = info.m_invViewProjectionMatrix;
  119. light->m_camPos = info.m_cameraPosWSpace.xyz();
  120. light->m_position = plightEl.m_worldPosition;
  121. light->m_oneOverSquareRadius = 1.0f / (plightEl.m_radius * plightEl.m_radius);
  122. light->m_diffuseColor = plightEl.m_diffuseColor;
  123. // Draw
  124. cmdb->drawElements(PrimitiveTopology::TRIANGLES, indexCount);
  125. }
  126. // Do spot lights
  127. bindVertexIndexBuffers(m_slightMesh, cmdb, indexCount);
  128. cmdb->bindShaderProgram(m_slightGrProg[info.m_computeSpecular]);
  129. for(const SpotLightQueueElement& splightEl : info.m_spotLights)
  130. {
  131. // Compute the model matrix
  132. //
  133. Mat4 modelM(splightEl.m_worldTransform.getTranslationPart().xyz1(),
  134. splightEl.m_worldTransform.getRotationPart(), 1.0f);
  135. // Calc the scale of the cone
  136. Mat4 scaleM(Mat4::getIdentity());
  137. scaleM(0, 0) = tan(splightEl.m_outerAngle / 2.0f) * splightEl.m_distance;
  138. scaleM(1, 1) = scaleM(0, 0);
  139. scaleM(2, 2) = splightEl.m_distance;
  140. modelM = modelM * scaleM;
  141. // Update vertex uniforms
  142. DeferredVertexUniforms* vert =
  143. allocateAndBindUniforms<DeferredVertexUniforms*>(sizeof(DeferredVertexUniforms), cmdb, 0, 0);
  144. vert->m_mvp = info.m_viewProjectionMatrix * modelM;
  145. // Update fragment uniforms
  146. DeferredSpotLightUniforms* light =
  147. allocateAndBindUniforms<DeferredSpotLightUniforms*>(sizeof(DeferredSpotLightUniforms), cmdb, 0, 1);
  148. light->m_inputTexUvScale = info.m_gbufferTexCoordsScale;
  149. light->m_inputTexUvBias = info.m_gbufferTexCoordsBias;
  150. light->m_fbUvScale = info.m_lightbufferTexCoordsScale;
  151. light->m_fbUvBias = info.m_lightbufferTexCoordsBias;
  152. light->m_invViewProjMat = info.m_invViewProjectionMatrix;
  153. light->m_camPos = info.m_cameraPosWSpace.xyz();
  154. light->m_position = splightEl.m_worldTransform.getTranslationPart().xyz();
  155. light->m_oneOverSquareRadius = 1.0f / (splightEl.m_distance * splightEl.m_distance);
  156. light->m_diffuseColor = splightEl.m_diffuseColor;
  157. light->m_outerCos = cos(splightEl.m_outerAngle / 2.0f);
  158. light->m_lightDir = -splightEl.m_worldTransform.getZAxis().xyz();
  159. light->m_innerCos = cos(splightEl.m_innerAngle / 2.0f);
  160. // Draw
  161. cmdb->drawElements(PrimitiveTopology::TRIANGLES, indexCount);
  162. }
  163. // Restore state
  164. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
  165. cmdb->setCullMode(FaceSelectionBit::BACK);
  166. }
  167. } // end namespace anki