554 lines
20 KiB
C++
Executable File
554 lines
20 KiB
C++
Executable File
//
|
|
// KRLight.cpp
|
|
// Kraken Engine
|
|
//
|
|
// Copyright 2025 Kearwood Gilbert. All rights reserved.
|
|
//
|
|
// Redistribution and use in source and binary forms, with or without modification, are
|
|
// permitted provided that the following conditions are met:
|
|
//
|
|
// 1. Redistributions of source code must retain the above copyright notice, this list of
|
|
// conditions and the following disclaimer.
|
|
//
|
|
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
|
|
// of conditions and the following disclaimer in the documentation and/or other materials
|
|
// provided with the distribution.
|
|
//
|
|
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
|
|
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
|
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
|
|
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
|
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
|
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
|
|
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
|
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
|
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
//
|
|
// The views and conclusions contained in the software and documentation are those of the
|
|
// authors and should not be interpreted as representing official policies, either expressed
|
|
// or implied, of Kearwood Gilbert.
|
|
//
|
|
|
|
|
|
#include "KREngine-common.h"
|
|
#include "KRLight.h"
|
|
|
|
#include "KRNode.h"
|
|
#include "KRCamera.h"
|
|
#include "KRContext.h"
|
|
|
|
#include "KRPipelineManager.h"
|
|
#include "KRPipeline.h"
|
|
#include "KRDirectionalLight.h"
|
|
#include "KRSpotLight.h"
|
|
#include "KRPointLight.h"
|
|
#include "KRRenderPass.h"
|
|
|
|
using namespace hydra;
|
|
|
|
/* static */
|
|
void KRLight::InitNodeInfo(KrNodeInfo* nodeInfo)
|
|
{
|
|
KRNode::InitNodeInfo(nodeInfo);
|
|
nodeInfo->light.casts_shadow = true;
|
|
nodeInfo->light.color = Vector3::One();
|
|
nodeInfo->light.decay_start = 0.0f;
|
|
nodeInfo->light.dust_particle_density = 0.1f;
|
|
nodeInfo->light.dust_particle_intensity = 1.0f;
|
|
nodeInfo->light.dust_particle_size = 1.0f;
|
|
nodeInfo->light.flare_occlusion_size = 0.05f;
|
|
nodeInfo->light.flare_size = 0.0f;
|
|
nodeInfo->light.flare_texture = -1;
|
|
nodeInfo->light.intensity = 1.0f;
|
|
nodeInfo->light.light_shafts = true;
|
|
}
|
|
|
|
KRLight::KRLight(KRScene& scene, std::string name)
|
|
: KRNode(scene, name)
|
|
, m_flareTexture(KRTextureBinding(KRTexture::TEXTURE_USAGE_LIGHT_FLARE))
|
|
{
|
|
m_occlusionQuery = 0;
|
|
|
|
// Initialize shadow buffers
|
|
m_cShadowBuffers = 0;
|
|
for (int iBuffer = 0; iBuffer < KRENGINE_MAX_SHADOW_BUFFERS; iBuffer++) {
|
|
shadowFramebuffer[iBuffer] = 0;
|
|
shadowDepthTexture[iBuffer] = 0;
|
|
shadowValid[iBuffer] = false;
|
|
}
|
|
}
|
|
|
|
KRLight::~KRLight()
|
|
{
|
|
if (m_occlusionQuery) {
|
|
GLDEBUG(glDeleteQueriesEXT(1, &m_occlusionQuery));
|
|
m_occlusionQuery = 0;
|
|
}
|
|
allocateShadowBuffers(0);
|
|
}
|
|
|
|
tinyxml2::XMLElement* KRLight::saveXML(tinyxml2::XMLNode* parent)
|
|
{
|
|
tinyxml2::XMLElement* e = KRNode::saveXML(parent);
|
|
m_intensity.save(e);
|
|
m_color.save(e);
|
|
m_decayStart.save(e);
|
|
m_flareSize.save(e);
|
|
m_flareOcclusionSize.save(e);
|
|
m_casts_shadow.save(e);
|
|
m_light_shafts.save(e);
|
|
m_dust_particle_density.save(e);
|
|
m_dust_particle_size.save(e);
|
|
m_dust_particle_intensity.save(e);
|
|
e->SetAttribute("flare_texture", m_flareTexture.getName().c_str());
|
|
return e;
|
|
}
|
|
|
|
void KRLight::loadXML(tinyxml2::XMLElement* e)
|
|
{
|
|
KRNode::loadXML(e);
|
|
|
|
m_color.load(e);
|
|
m_intensity.load(e);
|
|
m_decayStart.load(e);
|
|
m_flareSize.load(e);
|
|
m_flareOcclusionSize.load(e);
|
|
m_casts_shadow.load(e);
|
|
m_light_shafts.load(e);
|
|
m_dust_particle_density.load(e);
|
|
m_dust_particle_size.load(e);
|
|
m_dust_particle_intensity.load(e);
|
|
|
|
const char* szFlareTexture = e->Attribute("flare_texture");
|
|
if (szFlareTexture) {
|
|
m_flareTexture.set(szFlareTexture);
|
|
} else {
|
|
m_flareTexture.clear();
|
|
}
|
|
}
|
|
|
|
void KRLight::setFlareTexture(std::string flare_texture)
|
|
{
|
|
m_flareTexture.set(flare_texture);
|
|
}
|
|
|
|
void KRLight::setFlareSize(float flare_size)
|
|
{
|
|
m_flareSize = flare_size;
|
|
}
|
|
|
|
void KRLight::setFlareOcclusionSize(float occlusion_size)
|
|
{
|
|
m_flareOcclusionSize = occlusion_size;
|
|
}
|
|
|
|
void KRLight::setIntensity(float intensity)
|
|
{
|
|
m_intensity = intensity;
|
|
}
|
|
float KRLight::getIntensity() const
|
|
{
|
|
return m_intensity;
|
|
}
|
|
|
|
const Vector3& KRLight::getColor()
|
|
{
|
|
return m_color;
|
|
}
|
|
|
|
void KRLight::setColor(const Vector3& color)
|
|
{
|
|
m_color = color;
|
|
}
|
|
|
|
void KRLight::setDecayStart(float decayStart)
|
|
{
|
|
m_decayStart = decayStart;
|
|
}
|
|
|
|
float KRLight::getDecayStart() const
|
|
{
|
|
return m_decayStart;
|
|
}
|
|
|
|
void KRLight::getResourceBindings(std::list<KRResourceBinding*>& bindings)
|
|
{
|
|
KRNode::getResourceBindings(bindings);
|
|
|
|
bindings.push_back(&m_flareTexture);
|
|
}
|
|
|
|
void KRLight::render(RenderInfo& ri)
|
|
{
|
|
KRNode::render(ri);
|
|
|
|
if (ri.renderPass->getType() == RenderPassType::RENDER_PASS_SHADOWMAP && (ri.camera->settings.volumetric_environment_enable || ri.camera->settings.dust_particle_enable || (ri.camera->settings.m_cShadowBuffers > 0 && m_casts_shadow))) {
|
|
allocateShadowBuffers(configureShadowBufferViewports(*ri.viewport));
|
|
renderShadowBuffers(ri);
|
|
}
|
|
|
|
if (ri.renderPass->getType() == RenderPassType::RENDER_PASS_ADDITIVE_PARTICLES && ri.camera->settings.dust_particle_enable) {
|
|
// Render brownian particles for dust floating in air
|
|
if (m_cShadowBuffers >= 1 && shadowValid[0] && m_dust_particle_density > 0.0f && m_dust_particle_size > 0.0f && m_dust_particle_intensity > 0.0f) {
|
|
|
|
if (ri.viewport->visible(getBounds()) || true) { // FINDME, HACK need to remove "|| true"?
|
|
|
|
float particle_range = 600.0f;
|
|
|
|
int particle_count = (int)(m_dust_particle_density * pow(particle_range, 3));
|
|
if (particle_count > KRMeshManager::KRENGINE_MAX_RANDOM_PARTICLES) {
|
|
particle_count = KRMeshManager::KRENGINE_MAX_RANDOM_PARTICLES;
|
|
}
|
|
|
|
Matrix4 particleModelMatrix;
|
|
particleModelMatrix.scale(particle_range); // Scale the box symetrically to ensure that we don't have an uneven distribution of particles for different angles of the view frustrum
|
|
particleModelMatrix.translate(ri.viewport->getCameraPosition());
|
|
|
|
std::vector<KRDirectionalLight*> this_directional_light;
|
|
std::vector<KRSpotLight*> this_spot_light;
|
|
std::vector<KRPointLight*> this_point_light;
|
|
KRDirectionalLight* directional_light = dynamic_cast<KRDirectionalLight*>(this);
|
|
KRSpotLight* spot_light = dynamic_cast<KRSpotLight*>(this);
|
|
KRPointLight* point_light = dynamic_cast<KRPointLight*>(this);
|
|
if (directional_light) {
|
|
this_directional_light.push_back(directional_light);
|
|
}
|
|
if (spot_light) {
|
|
this_spot_light.push_back(spot_light);
|
|
}
|
|
if (point_light) {
|
|
this_point_light.push_back(point_light);
|
|
}
|
|
|
|
PipelineInfo info{};
|
|
std::string shader_name("dust_particle");
|
|
info.shader_name = &shader_name;
|
|
info.pCamera = ri.camera;
|
|
info.point_lights = &this_point_light;
|
|
info.directional_lights = &this_directional_light;
|
|
info.spot_lights = &this_spot_light;
|
|
info.renderPass = ri.renderPass;
|
|
info.rasterMode = RasterMode::kAdditive;
|
|
info.cullMode = CullMode::kCullNone;
|
|
info.vertexAttributes = (1 << KRMesh::KRENGINE_ATTRIB_VERTEX) | (1 << KRMesh::KRENGINE_ATTRIB_TEXUVA);
|
|
info.modelFormat = ModelFormat::KRENGINE_MODEL_FORMAT_TRIANGLES;
|
|
KRPipeline* pParticleShader = m_pContext->getPipelineManager()->getPipeline(*ri.surface, info);
|
|
|
|
pParticleShader->setPushConstant(ShaderValue::dust_particle_color, m_color.val * ri.camera->settings.dust_particle_intensity * m_dust_particle_intensity * m_intensity);
|
|
pParticleShader->setPushConstant(ShaderValue::particle_origin, Matrix4::DotWDiv(Matrix4::Invert(particleModelMatrix), Vector3::Zero()));
|
|
pParticleShader->bind(ri, particleModelMatrix); // TODO: Pass light index to shader
|
|
|
|
m_pContext->getMeshManager()->bindVBO(ri.commandBuffer, &m_pContext->getMeshManager()->KRENGINE_VBO_DATA_RANDOM_PARTICLES, 1.0f);
|
|
|
|
vkCmdDraw(ri.commandBuffer, particle_count * 3, 1, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (ri.renderPass->getType() == RenderPassType::RENDER_PASS_VOLUMETRIC_EFFECTS_ADDITIVE && ri.camera->settings.volumetric_environment_enable && m_light_shafts) {
|
|
std::string shader_name = ri.camera->settings.volumetric_environment_downsample != 0 ? "volumetric_fog_downsampled" : "volumetric_fog";
|
|
|
|
std::vector<KRDirectionalLight*> this_directional_light;
|
|
std::vector<KRSpotLight*> this_spot_light;
|
|
std::vector<KRPointLight*> this_point_light;
|
|
KRDirectionalLight* directional_light = dynamic_cast<KRDirectionalLight*>(this);
|
|
KRSpotLight* spot_light = dynamic_cast<KRSpotLight*>(this);
|
|
KRPointLight* point_light = dynamic_cast<KRPointLight*>(this);
|
|
if (directional_light) {
|
|
this_directional_light.push_back(directional_light);
|
|
}
|
|
if (spot_light) {
|
|
this_spot_light.push_back(spot_light);
|
|
}
|
|
if (point_light) {
|
|
this_point_light.push_back(point_light);
|
|
}
|
|
|
|
PipelineInfo info{};
|
|
info.shader_name = &shader_name;
|
|
info.pCamera = ri.camera;
|
|
info.point_lights = &this_point_light;
|
|
info.directional_lights = &this_directional_light;
|
|
info.spot_lights = &this_spot_light;
|
|
info.renderPass = ri.renderPass;
|
|
info.rasterMode = RasterMode::kAdditive;
|
|
info.cullMode = CullMode::kCullNone;
|
|
info.vertexAttributes = (1 << KRMesh::KRENGINE_ATTRIB_VERTEX);
|
|
info.modelFormat = ModelFormat::KRENGINE_MODEL_FORMAT_TRIANGLES;
|
|
|
|
KRPipeline* pFogShader = m_pContext->getPipelineManager()->getPipeline(*ri.surface, info);
|
|
|
|
int slice_count = (int)(ri.camera->settings.volumetric_environment_quality * 495.0) + 5;
|
|
|
|
float slice_near = -ri.camera->settings.getPerspectiveNearZ();
|
|
float slice_far = -ri.camera->settings.volumetric_environment_max_distance;
|
|
float slice_spacing = (slice_far - slice_near) / slice_count;
|
|
|
|
pFogShader->setPushConstant(ShaderValue::slice_depth_scale, Vector2::Create(slice_near, slice_spacing));
|
|
pFogShader->setPushConstant(ShaderValue::light_color, (m_color.val * ri.camera->settings.volumetric_environment_intensity * m_intensity * -slice_spacing / 10.0f));
|
|
pFogShader->bind(ri, Matrix4()); // TODO: Pass indexes of lights to shader
|
|
|
|
m_pContext->getMeshManager()->bindVBO(ri.commandBuffer, &m_pContext->getMeshManager()->KRENGINE_VBO_DATA_VOLUMETRIC_LIGHTING, 1.0f);
|
|
vkCmdDraw(ri.commandBuffer, slice_count * 6, 1, 0, 0);
|
|
|
|
}
|
|
|
|
if (ri.renderPass->getType() == RenderPassType::RENDER_PASS_PARTICLE_OCCLUSION) {
|
|
if (m_flareTexture.isBound() && m_flareSize > 0.0f) {
|
|
KRMesh* sphereModel = getContext().getMeshManager()->getMesh("__sphere");
|
|
if (sphereModel) {
|
|
|
|
Matrix4 occlusion_test_sphere_matrix = Matrix4();
|
|
occlusion_test_sphere_matrix.scale(m_localScale * m_flareOcclusionSize);
|
|
occlusion_test_sphere_matrix.translate(m_localTranslation);
|
|
if (m_parentNode) {
|
|
occlusion_test_sphere_matrix *= m_parentNode->getModelMatrix();
|
|
}
|
|
|
|
PipelineInfo info{};
|
|
std::string shader_name("occlusion_test");
|
|
info.shader_name = &shader_name;
|
|
info.pCamera = ri.camera;
|
|
info.point_lights = &ri.point_lights;
|
|
info.directional_lights = &ri.directional_lights;
|
|
info.spot_lights = &ri.spot_lights;
|
|
info.renderPass = ri.renderPass;
|
|
info.rasterMode = RasterMode::kAdditive;
|
|
info.cullMode = CullMode::kCullNone;
|
|
info.modelFormat = sphereModel->getModelFormat();
|
|
info.vertexAttributes = sphereModel->getVertexAttributes();
|
|
|
|
KRPipeline* pPipeline = getContext().getPipelineManager()->getPipeline(*ri.surface, info);
|
|
pPipeline->bind(ri, occlusion_test_sphere_matrix);
|
|
|
|
GLDEBUG(glGenQueriesEXT(1, &m_occlusionQuery));
|
|
#if TARGET_OS_IPHONE || defined(ANDROID)
|
|
GLDEBUG(glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, m_occlusionQuery));
|
|
#else
|
|
GLDEBUG(glBeginQuery(GL_SAMPLES_PASSED, m_occlusionQuery));
|
|
#endif
|
|
|
|
sphereModel->renderNoMaterials(ri.commandBuffer, ri.renderPass, getName(), "occlusion_test", 1.0f);
|
|
|
|
#if TARGET_OS_IPHONE || defined(ANDROID)
|
|
GLDEBUG(glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT));
|
|
#else
|
|
GLDEBUG(glEndQuery(GL_SAMPLES_PASSED));
|
|
#endif
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
if (ri.renderPass->getType() == RenderPassType::RENDER_PASS_ADDITIVE_PARTICLES) {
|
|
if (m_flareTexture.isBound() && m_flareSize > 0.0f) {
|
|
|
|
if (m_occlusionQuery) {
|
|
int params = 0;
|
|
GLDEBUG(glGetQueryObjectuivEXT(m_occlusionQuery, GL_QUERY_RESULT_EXT, ¶ms));
|
|
GLDEBUG(glDeleteQueriesEXT(1, &m_occlusionQuery));
|
|
|
|
if (params) {
|
|
KRMeshManager::KRVBOData& vertices = getContext().getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES;
|
|
|
|
// Render light flare on transparency pass
|
|
PipelineInfo info{};
|
|
std::string shader_name("flare");
|
|
info.shader_name = &shader_name;
|
|
info.pCamera = ri.camera;
|
|
info.point_lights = &ri.point_lights;
|
|
info.directional_lights = &ri.directional_lights;
|
|
info.spot_lights = &ri.spot_lights;
|
|
info.renderPass = ri.renderPass;
|
|
info.rasterMode = RasterMode::kAdditiveNoTest;
|
|
info.cullMode = CullMode::kCullNone;
|
|
info.vertexAttributes = vertices.getVertexAttributes();
|
|
info.modelFormat = ModelFormat::KRENGINE_MODEL_FORMAT_STRIP;
|
|
|
|
|
|
KRPipeline* pShader = getContext().getPipelineManager()->getPipeline(*ri.surface, info);
|
|
pShader->setPushConstant(ShaderValue::material_alpha, 1.0f);
|
|
pShader->setImageBinding("diffuseTexture", m_flareTexture.get(), getContext().getSamplerManager()->DEFAULT_CLAMPED_SAMPLER);
|
|
pShader->bind(ri, getModelMatrix());
|
|
|
|
m_pContext->getMeshManager()->bindVBO(ri.commandBuffer, &vertices, 1.0f);
|
|
vkCmdDraw(ri.commandBuffer, 4, 1, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void KRLight::allocateShadowBuffers(int cBuffers)
|
|
{
|
|
// First deallocate buffers no longer needed
|
|
for (int iShadow = cBuffers; iShadow < KRENGINE_MAX_SHADOW_BUFFERS; iShadow++) {
|
|
if (shadowDepthTexture[iShadow]) {
|
|
GLDEBUG(glDeleteTextures(1, shadowDepthTexture + iShadow));
|
|
shadowDepthTexture[iShadow] = 0;
|
|
}
|
|
|
|
if (shadowFramebuffer[iShadow]) {
|
|
GLDEBUG(glDeleteFramebuffers(1, shadowFramebuffer + iShadow));
|
|
shadowFramebuffer[iShadow] = 0;
|
|
}
|
|
}
|
|
|
|
// Allocate newly required buffers
|
|
for (int iShadow = 0; iShadow < cBuffers; iShadow++) {
|
|
Vector2 viewportSize = m_shadowViewports[iShadow].getSize();
|
|
|
|
if (!shadowDepthTexture[iShadow]) {
|
|
shadowValid[iShadow] = false;
|
|
|
|
GLDEBUG(glGenFramebuffers(1, shadowFramebuffer + iShadow));
|
|
GLDEBUG(glGenTextures(1, shadowDepthTexture + iShadow));
|
|
// ===== Create offscreen shadow framebuffer object =====
|
|
|
|
GLDEBUG(glBindFramebuffer(GL_FRAMEBUFFER, shadowFramebuffer[iShadow]));
|
|
|
|
// ----- Create Depth Texture for shadowFramebuffer -----
|
|
// TODO - Vulkan Refactoring. Note: shadowDepthTexture Sampler needs clamp-to-edge and linear filtering
|
|
GLDEBUG(glBindTexture(GL_TEXTURE_2D, shadowDepthTexture[iShadow]));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
|
|
// m_pContext->getTextureManager()->_setWrapModeS(shadowDepthTexture[iShadow], GL_CLAMP_TO_EDGE);
|
|
// m_pContext->getTextureManager()->_setWrapModeT(shadowDepthTexture[iShadow], GL_CLAMP_TO_EDGE);
|
|
#if GL_EXT_shadow_samplers
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_EXT, GL_COMPARE_REF_TO_TEXTURE_EXT)); // TODO - Detect GL_EXT_shadow_samplers and only activate if available
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_EXT, GL_LEQUAL)); // TODO - Detect GL_EXT_shadow_samplers and only activate if available
|
|
#endif
|
|
GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, (int)viewportSize.x, (int)viewportSize.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL));
|
|
|
|
GLDEBUG(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowDepthTexture[iShadow], 0));
|
|
}
|
|
}
|
|
|
|
m_cShadowBuffers = cBuffers;
|
|
}
|
|
|
|
|
|
void KRLight::deleteBuffers()
|
|
{
|
|
// Called when this light wasn't used in the last frame, so we can free the resources for use by other lights
|
|
allocateShadowBuffers(0);
|
|
}
|
|
|
|
void KRLight::invalidateShadowBuffers()
|
|
{
|
|
for (int iShadow = 0; iShadow < m_cShadowBuffers; iShadow++) {
|
|
shadowValid[iShadow] = false;
|
|
}
|
|
}
|
|
|
|
int KRLight::configureShadowBufferViewports(const KRViewport& viewport)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
void KRLight::renderShadowBuffers(RenderInfo& ri)
|
|
{
|
|
KRViewport* prevViewport = ri.viewport;
|
|
for (int iShadow = 0; iShadow < m_cShadowBuffers; iShadow++) {
|
|
if (!shadowValid[iShadow]) {
|
|
shadowValid[iShadow] = true;
|
|
|
|
GLDEBUG(glBindFramebuffer(GL_FRAMEBUFFER, shadowFramebuffer[iShadow]));
|
|
GLDEBUG(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowDepthTexture[iShadow], 0));
|
|
|
|
GLDEBUG(glViewport(0, 0, (int)m_shadowViewports[iShadow].getSize().x, (int)m_shadowViewports[iShadow].getSize().y));
|
|
|
|
GLDEBUG(glClearDepthf(0.0f));
|
|
GLDEBUG(glClear(GL_DEPTH_BUFFER_BIT));
|
|
|
|
GLDEBUG(glViewport(1, 1, (int)m_shadowViewports[iShadow].getSize().x - 2, (int)m_shadowViewports[iShadow].getSize().y - 2));
|
|
|
|
GLDEBUG(glClearDepthf(1.0f));
|
|
|
|
GLDEBUG(glClear(GL_DEPTH_BUFFER_BIT));
|
|
|
|
GLDEBUG(glDisable(GL_DITHER));
|
|
|
|
// Use shader program
|
|
PipelineInfo info{};
|
|
std::string shader_name("ShadowShader");
|
|
info.shader_name = &shader_name;
|
|
info.pCamera = ri.camera;
|
|
info.renderPass = ri.renderPass;
|
|
info.rasterMode = RasterMode::kOpaqueLessTest; // TODO - This is sub-optimal. Evaluate increasing depth buffer resolution instead of disabling depth test.
|
|
info.cullMode = CullMode::kCullNone; // Disabling culling, which eliminates some self-cast shadow artifacts
|
|
KRPipeline* shadowShader = m_pContext->getPipelineManager()->getPipeline(*ri.surface, info);
|
|
|
|
ri.viewport = &m_shadowViewports[iShadow];
|
|
shadowShader->bind(ri, Matrix4());
|
|
|
|
m_shadowViewports[iShadow].expireOcclusionResults(m_pContext->getCurrentFrame());
|
|
getScene().render(ri);
|
|
}
|
|
}
|
|
ri.viewport = prevViewport;
|
|
}
|
|
|
|
|
|
|
|
int KRLight::getShadowBufferCount()
|
|
{
|
|
int cBuffers = 0;
|
|
for (int iBuffer = 0; iBuffer < m_cShadowBuffers; iBuffer++) {
|
|
if (shadowValid[iBuffer]) {
|
|
cBuffers++;
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
return cBuffers;
|
|
}
|
|
|
|
int* KRLight::getShadowTextures()
|
|
{
|
|
return shadowDepthTexture;
|
|
}
|
|
|
|
KRViewport* KRLight::getShadowViewports()
|
|
{
|
|
return m_shadowViewports;
|
|
}
|
|
|
|
bool KRLight::getShaderValue(ShaderValue value, float* output) const
|
|
{
|
|
switch (value) {
|
|
case ShaderValue::light_intensity:
|
|
*output = m_intensity;
|
|
return true;
|
|
case ShaderValue::light_decay_start:
|
|
*output = getDecayStart();
|
|
return true;
|
|
case ShaderValue::light_cutoff:
|
|
*output = KRLIGHT_MIN_INFLUENCE;
|
|
return true;
|
|
case ShaderValue::flare_size:
|
|
*output = m_flareSize;
|
|
return true;
|
|
case ShaderValue::dust_particle_size:
|
|
*output = m_dust_particle_size;
|
|
return true;
|
|
|
|
}
|
|
return KRNode::getShaderValue(value, output);
|
|
}
|
|
|
|
bool KRLight::getShaderValue(ShaderValue value, hydra::Vector3* output) const
|
|
{
|
|
switch (value) {
|
|
case ShaderValue::light_position:
|
|
*output = m_localTranslation;
|
|
return true;
|
|
case ShaderValue::light_color:
|
|
*output = m_color;
|
|
return true;
|
|
}
|
|
return KRNode::getShaderValue(value, output);
|
|
}
|