TraditionalDeferredShading.cpp 7.2 KB

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  1. // Copyright (C) 2009-2021, 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. TraditionalDeferredLightShading::TraditionalDeferredLightShading(Renderer* r)
  12. : RendererObject(r)
  13. {
  14. }
  15. TraditionalDeferredLightShading::~TraditionalDeferredLightShading()
  16. {
  17. }
  18. Error TraditionalDeferredLightShading::init()
  19. {
  20. // Init progs
  21. {
  22. ANKI_CHECK(getResourceManager().loadResource("Shaders/TraditionalDeferredShading.ankiprog", m_lightProg));
  23. for(U32 specular = 0; specular <= 1; ++specular)
  24. {
  25. ShaderProgramResourceVariantInitInfo variantInitInfo(m_lightProg);
  26. variantInitInfo.addMutation("LIGHT_TYPE", 0);
  27. variantInitInfo.addMutation("SPECULAR", specular);
  28. const ShaderProgramResourceVariant* variant;
  29. m_lightProg->getOrCreateVariant(variantInitInfo, variant);
  30. m_plightGrProg[specular] = variant->getProgram();
  31. variantInitInfo.addMutation("LIGHT_TYPE", 1);
  32. m_lightProg->getOrCreateVariant(variantInitInfo, variant);
  33. m_slightGrProg[specular] = variant->getProgram();
  34. variantInitInfo.addMutation("LIGHT_TYPE", 2);
  35. m_lightProg->getOrCreateVariant(variantInitInfo, variant);
  36. m_dirLightGrProg[specular] = variant->getProgram();
  37. }
  38. }
  39. // Init meshes
  40. ANKI_CHECK(getResourceManager().loadResource("EngineAssets/Plight.ankimesh", m_plightMesh, false));
  41. ANKI_CHECK(getResourceManager().loadResource("EngineAssets/Slight.ankimesh", m_slightMesh, false));
  42. return Error::NONE;
  43. }
  44. void TraditionalDeferredLightShading::bindVertexIndexBuffers(MeshResourcePtr& mesh, CommandBufferPtr& cmdb,
  45. U32& indexCount)
  46. {
  47. // Attrib
  48. U32 bufferBinding;
  49. Format fmt;
  50. U32 relativeOffset;
  51. mesh->getVertexAttributeInfo(VertexAttributeId::POSITION, bufferBinding, fmt, relativeOffset);
  52. cmdb->setVertexAttribute(0, 0, fmt, relativeOffset);
  53. // Vert buff
  54. BufferPtr buff;
  55. PtrSize offset, stride;
  56. mesh->getVertexBufferInfo(bufferBinding, buff, offset, stride);
  57. cmdb->bindVertexBuffer(0, buff, offset, stride);
  58. // Idx buff
  59. IndexType idxType;
  60. mesh->getIndexBufferInfo(buff, offset, indexCount, idxType);
  61. cmdb->bindIndexBuffer(buff, offset, idxType);
  62. }
  63. void TraditionalDeferredLightShading::drawLights(TraditionalDeferredLightShadingDrawInfo& info)
  64. {
  65. // Set common state for all lights
  66. CommandBufferPtr& cmdb = info.m_commandBuffer;
  67. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ONE);
  68. cmdb->setViewport(info.m_viewport.x(), info.m_viewport.y(), info.m_viewport.z(), info.m_viewport.w());
  69. // Dir light
  70. if(info.m_directionalLight)
  71. {
  72. ANKI_ASSERT(info.m_directionalLight->m_uuid && info.m_directionalLight->m_shadowCascadeCount == 1);
  73. cmdb->bindShaderProgram(m_dirLightGrProg[info.m_computeSpecular]);
  74. DeferredDirectionalLightUniforms* unis = allocateAndBindUniforms<DeferredDirectionalLightUniforms*>(
  75. sizeof(DeferredDirectionalLightUniforms), cmdb, 0, 1);
  76. unis->m_inputTexUvScale = info.m_gbufferTexCoordsScale;
  77. unis->m_inputTexUvBias = info.m_gbufferTexCoordsBias;
  78. unis->m_fbUvScale = info.m_lightbufferTexCoordsScale;
  79. unis->m_fbUvBias = info.m_lightbufferTexCoordsBias;
  80. unis->m_invViewProjMat = info.m_invViewProjectionMatrix;
  81. unis->m_camPos = info.m_cameraPosWSpace.xyz();
  82. unis->m_diffuseColor = info.m_directionalLight->m_diffuseColor;
  83. unis->m_lightDir = info.m_directionalLight->m_direction;
  84. unis->m_lightMatrix = info.m_directionalLight->m_textureMatrices[0];
  85. unis->m_near = info.m_cameraNear;
  86. unis->m_far = info.m_cameraFar;
  87. if(info.m_directionalLight->m_shadowCascadeCount > 0)
  88. {
  89. unis->m_effectiveShadowDistance =
  90. info.m_directionalLight->m_shadowRenderQueues[0]->m_effectiveShadowDistance;
  91. }
  92. else
  93. {
  94. unis->m_effectiveShadowDistance = 0.0f;
  95. }
  96. drawQuad(cmdb);
  97. }
  98. // Set other light state
  99. cmdb->setCullMode(FaceSelectionBit::FRONT);
  100. // Do point lights
  101. U32 indexCount;
  102. bindVertexIndexBuffers(m_plightMesh, cmdb, indexCount);
  103. cmdb->bindShaderProgram(m_plightGrProg[info.m_computeSpecular]);
  104. for(const PointLightQueueElement& plightEl : info.m_pointLights)
  105. {
  106. // Update uniforms
  107. DeferredVertexUniforms* vert =
  108. allocateAndBindUniforms<DeferredVertexUniforms*>(sizeof(DeferredVertexUniforms), cmdb, 0, 0);
  109. Mat4 modelM(plightEl.m_worldPosition.xyz1(), Mat3::getIdentity(), plightEl.m_radius);
  110. vert->m_mvp = info.m_viewProjectionMatrix * modelM;
  111. DeferredPointLightUniforms* light =
  112. allocateAndBindUniforms<DeferredPointLightUniforms*>(sizeof(DeferredPointLightUniforms), cmdb, 0, 1);
  113. light->m_inputTexUvScale = info.m_gbufferTexCoordsScale;
  114. light->m_inputTexUvBias = info.m_gbufferTexCoordsBias;
  115. light->m_fbUvScale = info.m_lightbufferTexCoordsScale;
  116. light->m_fbUvBias = info.m_lightbufferTexCoordsBias;
  117. light->m_invViewProjMat = info.m_invViewProjectionMatrix;
  118. light->m_camPos = info.m_cameraPosWSpace.xyz();
  119. light->m_position = plightEl.m_worldPosition;
  120. light->m_oneOverSquareRadius = 1.0f / (plightEl.m_radius * plightEl.m_radius);
  121. light->m_diffuseColor = plightEl.m_diffuseColor;
  122. // Draw
  123. cmdb->drawElements(PrimitiveTopology::TRIANGLES, indexCount);
  124. }
  125. // Do spot lights
  126. bindVertexIndexBuffers(m_slightMesh, cmdb, indexCount);
  127. cmdb->bindShaderProgram(m_slightGrProg[info.m_computeSpecular]);
  128. for(const SpotLightQueueElement& splightEl : info.m_spotLights)
  129. {
  130. // Compute the model matrix
  131. //
  132. Mat4 modelM(splightEl.m_worldTransform.getTranslationPart().xyz1(),
  133. splightEl.m_worldTransform.getRotationPart(), 1.0f);
  134. // Calc the scale of the cone
  135. Mat4 scaleM(Mat4::getIdentity());
  136. scaleM(0, 0) = tan(splightEl.m_outerAngle / 2.0f) * splightEl.m_distance;
  137. scaleM(1, 1) = scaleM(0, 0);
  138. scaleM(2, 2) = splightEl.m_distance;
  139. modelM = modelM * scaleM;
  140. // Update vertex uniforms
  141. DeferredVertexUniforms* vert =
  142. allocateAndBindUniforms<DeferredVertexUniforms*>(sizeof(DeferredVertexUniforms), cmdb, 0, 0);
  143. vert->m_mvp = info.m_viewProjectionMatrix * modelM;
  144. // Update fragment uniforms
  145. DeferredSpotLightUniforms* light =
  146. allocateAndBindUniforms<DeferredSpotLightUniforms*>(sizeof(DeferredSpotLightUniforms), cmdb, 0, 1);
  147. light->m_inputTexUvScale = info.m_gbufferTexCoordsScale;
  148. light->m_inputTexUvBias = info.m_gbufferTexCoordsBias;
  149. light->m_fbUvScale = info.m_lightbufferTexCoordsScale;
  150. light->m_fbUvBias = info.m_lightbufferTexCoordsBias;
  151. light->m_invViewProjMat = info.m_invViewProjectionMatrix;
  152. light->m_camPos = info.m_cameraPosWSpace.xyz();
  153. light->m_position = splightEl.m_worldTransform.getTranslationPart().xyz();
  154. light->m_oneOverSquareRadius = 1.0f / (splightEl.m_distance * splightEl.m_distance);
  155. light->m_diffuseColor = splightEl.m_diffuseColor;
  156. light->m_outerCos = cos(splightEl.m_outerAngle / 2.0f);
  157. light->m_lightDir = -splightEl.m_worldTransform.getZAxis().xyz();
  158. light->m_innerCos = cos(splightEl.m_innerAngle / 2.0f);
  159. // Draw
  160. cmdb->drawElements(PrimitiveTopology::TRIANGLES, indexCount);
  161. }
  162. // Restore state
  163. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
  164. cmdb->setCullMode(FaceSelectionBit::BACK);
  165. }
  166. } // end namespace anki