486 lines
21 KiB
C++
Executable File
486 lines
21 KiB
C++
Executable File
//
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// KRLight.cpp
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// KREngine
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//
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// Created by Kearwood Gilbert on 12-04-05.
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// Copyright (c) 2012 Kearwood Software. All rights reserved.
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//
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#include "KREngine-common.h"
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#include "KRLight.h"
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#include "KRNode.h"
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#include "KRCamera.h"
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#include "KRContext.h"
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#include "KRPipelineManager.h"
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#include "KRPipeline.h"
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#include "KRStockGeometry.h"
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#include "KRDirectionalLight.h"
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#include "KRSpotLight.h"
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#include "KRPointLight.h"
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KRLight::KRLight(KRScene &scene, std::string name) : KRNode(scene, name)
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{
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m_intensity = 1.0f;
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m_dust_particle_intensity = 1.0f;
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m_color = Vector3::One();
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m_flareTexture = "";
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m_pFlareTexture = NULL;
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m_flareSize = 0.0f;
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m_flareOcclusionSize = 0.05f;
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m_casts_shadow = true;
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m_light_shafts = true;
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m_dust_particle_density = 0.1f;
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m_dust_particle_size = 1.0f;
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m_occlusionQuery = 0;
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// Initialize shadow buffers
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m_cShadowBuffers = 0;
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for(int iBuffer=0; iBuffer < KRENGINE_MAX_SHADOW_BUFFERS; iBuffer++) {
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shadowFramebuffer[iBuffer] = 0;
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shadowDepthTexture[iBuffer] = 0;
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shadowValid[iBuffer] = false;
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}
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}
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KRLight::~KRLight()
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{
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if(m_occlusionQuery) {
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GLDEBUG(glDeleteQueriesEXT(1, &m_occlusionQuery));
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m_occlusionQuery = 0;
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}
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allocateShadowBuffers(0);
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}
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tinyxml2::XMLElement *KRLight::saveXML( tinyxml2::XMLNode *parent)
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{
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tinyxml2::XMLElement *e = KRNode::saveXML(parent);
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e->SetAttribute("intensity", m_intensity);
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e->SetAttribute("color_r", m_color.x);
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e->SetAttribute("color_g", m_color.y);
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e->SetAttribute("color_b", m_color.z);
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e->SetAttribute("decay_start", m_decayStart);
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e->SetAttribute("flare_size", m_flareSize);
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e->SetAttribute("flare_occlusion_size", m_flareOcclusionSize);
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e->SetAttribute("flare_texture", m_flareTexture.c_str());
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e->SetAttribute("casts_shadow", m_casts_shadow ? "true" : "false");
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e->SetAttribute("light_shafts", m_light_shafts ? "true" : "false");
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e->SetAttribute("dust_particle_density", m_dust_particle_density);
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e->SetAttribute("dust_particle_size", m_dust_particle_size);
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e->SetAttribute("dust_particle_intensity", m_dust_particle_intensity);
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return e;
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}
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void KRLight::loadXML(tinyxml2::XMLElement *e) {
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KRNode::loadXML(e);
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float x=1.0f,y=1.0f,z=1.0f;
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if(e->QueryFloatAttribute("color_r", &x) != tinyxml2::XML_SUCCESS) {
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x = 1.0;
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}
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if(e->QueryFloatAttribute("color_g", &y) != tinyxml2::XML_SUCCESS) {
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y = 1.0;
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}
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if(e->QueryFloatAttribute("color_b", &z) != tinyxml2::XML_SUCCESS) {
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z = 1.0;
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}
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m_color = Vector3::Create(x,y,z);
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if(e->QueryFloatAttribute("intensity", &m_intensity) != tinyxml2::XML_SUCCESS) {
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m_intensity = 100.0;
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}
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if(e->QueryFloatAttribute("decay_start", &m_decayStart) != tinyxml2::XML_SUCCESS) {
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m_decayStart = 0.0;
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}
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if(e->QueryFloatAttribute("flare_size", &m_flareSize) != tinyxml2::XML_SUCCESS) {
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m_flareSize = 0.0;
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}
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if(e->QueryFloatAttribute("flare_occlusion_size", &m_flareOcclusionSize) != tinyxml2::XML_SUCCESS) {
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m_flareOcclusionSize = 0.05f;
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}
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if(e->QueryBoolAttribute("casts_shadow", &m_casts_shadow) != tinyxml2::XML_SUCCESS) {
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m_casts_shadow = true;
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}
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if(e->QueryBoolAttribute("light_shafts", &m_light_shafts) != tinyxml2::XML_SUCCESS) {
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m_light_shafts = true;
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}
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m_dust_particle_density = 0.1f;
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if(e->QueryFloatAttribute("dust_particle_density", &m_dust_particle_density) != tinyxml2::XML_SUCCESS) {
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m_dust_particle_density = 0.1f;
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}
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m_dust_particle_size = 1.0f;
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if(e->QueryFloatAttribute("dust_particle_size", &m_dust_particle_size) != tinyxml2::XML_SUCCESS) {
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m_dust_particle_size = 1.0f;
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}
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m_dust_particle_intensity = 1.0f;
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if(e->QueryFloatAttribute("dust_particle_intensity", &m_dust_particle_intensity) != tinyxml2::XML_SUCCESS) {
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m_dust_particle_intensity = 1.0f;
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}
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const char *szFlareTexture = e->Attribute("flare_texture");
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if(szFlareTexture) {
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m_flareTexture = szFlareTexture;
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} else {
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m_flareTexture = "";
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}
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m_pFlareTexture = NULL;
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}
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void KRLight::setFlareTexture(std::string flare_texture) {
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m_flareTexture = flare_texture;
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m_pFlareTexture = NULL;
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}
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void KRLight::setFlareSize(float flare_size) {
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m_flareSize = flare_size;
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}
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void KRLight::setFlareOcclusionSize(float occlusion_size) {
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m_flareOcclusionSize = occlusion_size;
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}
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void KRLight::setIntensity(float intensity) {
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m_intensity = intensity;
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}
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float KRLight::getIntensity() {
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return m_intensity;
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}
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const Vector3 &KRLight::getColor() {
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return m_color;
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}
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void KRLight::setColor(const Vector3 &color) {
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m_color = color;
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}
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void KRLight::setDecayStart(float decayStart) {
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m_decayStart = decayStart;
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}
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float KRLight::getDecayStart() {
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return m_decayStart;
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}
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void KRLight::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, KRNode::RenderPass renderPass) {
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if(m_lod_visible <= LOD_VISIBILITY_PRESTREAM) return;
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KRNode::render(pCamera, point_lights, directional_lights, spot_lights, viewport, renderPass);
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if(renderPass == KRNode::RENDER_PASS_GENERATE_SHADOWMAPS && (pCamera->settings.volumetric_environment_enable || pCamera->settings.dust_particle_enable || (pCamera->settings.m_cShadowBuffers > 0 && m_casts_shadow))) {
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allocateShadowBuffers(configureShadowBufferViewports(viewport));
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renderShadowBuffers(pCamera);
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}
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if(renderPass == KRNode::RENDER_PASS_ADDITIVE_PARTICLES && pCamera->settings.dust_particle_enable) {
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// Render brownian particles for dust floating in air
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if(m_cShadowBuffers >= 1 && shadowValid[0] && m_dust_particle_density > 0.0f && m_dust_particle_size > 0.0f && m_dust_particle_intensity > 0.0f) {
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if(viewport.visible(getBounds()) || true) { // FINDME, HACK need to remove "|| true"?
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float particle_range = 600.0f;
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int particle_count = (int)(m_dust_particle_density * pow(particle_range, 3));
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if(particle_count > KRMeshManager::KRENGINE_MAX_RANDOM_PARTICLES) particle_count = KRMeshManager::KRENGINE_MAX_RANDOM_PARTICLES;
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// Enable z-buffer test
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GLDEBUG(glEnable(GL_DEPTH_TEST));
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GLDEBUG(glDepthRangef(0.0, 1.0));
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Matrix4 particleModelMatrix;
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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
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particleModelMatrix.translate(viewport.getCameraPosition());
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std::vector<KRDirectionalLight *> this_directional_light;
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std::vector<KRSpotLight *> this_spot_light;
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std::vector<KRPointLight *> this_point_light;
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KRDirectionalLight *directional_light = dynamic_cast<KRDirectionalLight *>(this);
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KRSpotLight *spot_light = dynamic_cast<KRSpotLight *>(this);
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KRPointLight *point_light = dynamic_cast<KRPointLight *>(this);
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if(directional_light) {
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this_directional_light.push_back(directional_light);
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}
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if(spot_light) {
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this_spot_light.push_back(spot_light);
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}
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if(point_light) {
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this_point_light.push_back(point_light);
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}
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KRPipeline *pParticleShader = m_pContext->getPipelineManager()->getPipeline("dust_particle", pCamera, this_point_light, this_directional_light, this_spot_light, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
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if(getContext().getPipelineManager()->selectPipeline(*pCamera, pParticleShader, viewport, particleModelMatrix, this_point_light, this_directional_light, this_spot_light, 0, renderPass, Vector3::Zero(), 0.0f, Vector4::Zero())) {
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pParticleShader->setUniform(KRPipeline::KRENGINE_UNIFORM_LIGHT_COLOR, m_color * pCamera->settings.dust_particle_intensity * m_dust_particle_intensity * m_intensity);
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pParticleShader->setUniform(KRPipeline::KRENGINE_UNIFORM_PARTICLE_ORIGIN, Matrix4::DotWDiv(Matrix4::Invert(particleModelMatrix), Vector3::Zero()));
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pParticleShader->setUniform(KRPipeline::KRENGINE_UNIFORM_FLARE_SIZE, m_dust_particle_size);
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KRDataBlock particle_index_data;
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m_pContext->getMeshManager()->bindVBO(m_pContext->getMeshManager()->getRandomParticles(), particle_index_data, (1 << KRMesh::KRENGINE_ATTRIB_VERTEX) | (1 << KRMesh::KRENGINE_ATTRIB_TEXUVA), true, 1.0f);
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GLDEBUG(glDrawArrays(GL_TRIANGLES, 0, particle_count*3));
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}
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}
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}
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}
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if(renderPass == KRNode::RENDER_PASS_VOLUMETRIC_EFFECTS_ADDITIVE && pCamera->settings.volumetric_environment_enable && m_light_shafts) {
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std::string shader_name = pCamera->settings.volumetric_environment_downsample != 0 ? "volumetric_fog_downsampled" : "volumetric_fog";
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std::vector<KRDirectionalLight *> this_directional_light;
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std::vector<KRSpotLight *> this_spot_light;
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std::vector<KRPointLight *> this_point_light;
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KRDirectionalLight *directional_light = dynamic_cast<KRDirectionalLight *>(this);
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KRSpotLight *spot_light = dynamic_cast<KRSpotLight *>(this);
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KRPointLight *point_light = dynamic_cast<KRPointLight *>(this);
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if(directional_light) {
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this_directional_light.push_back(directional_light);
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}
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if(spot_light) {
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this_spot_light.push_back(spot_light);
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}
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if(point_light) {
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this_point_light.push_back(point_light);
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}
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KRPipeline *pFogShader = m_pContext->getPipelineManager()->getPipeline(shader_name, pCamera, this_point_light, this_directional_light, this_spot_light, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_ADDITIVE_PARTICLES);
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if(getContext().getPipelineManager()->selectPipeline(*pCamera, pFogShader, viewport, Matrix4(), this_point_light, this_directional_light, this_spot_light, 0, KRNode::RENDER_PASS_VOLUMETRIC_EFFECTS_ADDITIVE, Vector3::Zero(), 0.0f, Vector4::Zero())) {
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int slice_count = (int)(pCamera->settings.volumetric_environment_quality * 495.0) + 5;
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float slice_near = -pCamera->settings.getPerspectiveNearZ();
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float slice_far = -pCamera->settings.volumetric_environment_max_distance;
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float slice_spacing = (slice_far - slice_near) / slice_count;
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pFogShader->setUniform(KRPipeline::KRENGINE_UNIFORM_SLICE_DEPTH_SCALE, Vector2::Create(slice_near, slice_spacing));
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pFogShader->setUniform(KRPipeline::KRENGINE_UNIFORM_LIGHT_COLOR, (m_color * pCamera->settings.volumetric_environment_intensity * m_intensity * -slice_spacing / 1000.0f));
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KRDataBlock index_data;
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m_pContext->getMeshManager()->bindVBO(m_pContext->getMeshManager()->getVolumetricLightingVertexes(), index_data, (1 << KRMesh::KRENGINE_ATTRIB_VERTEX), true, 1.0f);
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GLDEBUG(glDrawArrays(GL_TRIANGLES, 0, slice_count*6));
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}
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}
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if(renderPass == KRNode::RENDER_PASS_PARTICLE_OCCLUSION) {
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if(m_flareTexture.size() && m_flareSize > 0.0f) {
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Matrix4 occlusion_test_sphere_matrix = Matrix4();
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occlusion_test_sphere_matrix.scale(m_localScale * m_flareOcclusionSize);
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occlusion_test_sphere_matrix.translate(m_localTranslation);
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if(m_parentNode) {
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occlusion_test_sphere_matrix *= m_parentNode->getModelMatrix();
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}
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if(getContext().getPipelineManager()->selectPipeline("occlusion_test", *pCamera, point_lights, directional_lights, spot_lights, 0, viewport, occlusion_test_sphere_matrix, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass, Vector3::Zero(), 0.0f, Vector4::Zero())) {
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GLDEBUG(glGenQueriesEXT(1, &m_occlusionQuery));
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#if TARGET_OS_IPHONE || defined(ANDROID)
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GLDEBUG(glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, m_occlusionQuery));
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#else
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GLDEBUG(glBeginQuery(GL_SAMPLES_PASSED, m_occlusionQuery));
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#endif
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std::vector<KRMesh *> sphereModels = getContext().getMeshManager()->getModel("__sphere");
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if(sphereModels.size()) {
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for(int i=0; i < sphereModels[0]->getSubmeshCount(); i++) {
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sphereModels[0]->renderSubmesh(i, renderPass, getName(), "occlusion_test", 1.0f);
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}
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}
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#if TARGET_OS_IPHONE || defined(ANDROID)
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GLDEBUG(glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT));
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#else
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GLDEBUG(glEndQuery(GL_SAMPLES_PASSED));
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#endif
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}
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}
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}
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if(renderPass == KRNode::RENDER_PASS_ADDITIVE_PARTICLES) {
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if(m_flareTexture.size() && m_flareSize > 0.0f) {
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if(m_occlusionQuery) {
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GLuint params = 0;
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GLDEBUG(glGetQueryObjectuivEXT(m_occlusionQuery, GL_QUERY_RESULT_EXT, ¶ms));
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GLDEBUG(glDeleteQueriesEXT(1, &m_occlusionQuery));
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if(params) {
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if(!m_pFlareTexture && m_flareTexture.size()) {
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m_pFlareTexture = getContext().getTextureManager()->getTexture(m_flareTexture);
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}
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if(m_pFlareTexture) {
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// Disable z-buffer test
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GLDEBUG(glDisable(GL_DEPTH_TEST));
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GLDEBUG(glDepthRangef(0.0, 1.0));
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// Render light flare on transparency pass
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KRPipeline *pShader = getContext().getPipelineManager()->getPipeline("flare", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
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if(getContext().getPipelineManager()->selectPipeline(*pCamera, pShader, viewport, getModelMatrix(), point_lights, directional_lights, spot_lights, 0, renderPass, Vector3::Zero(), 0.0f, Vector4::Zero())) {
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pShader->setUniform(KRPipeline::KRENGINE_UNIFORM_MATERIAL_ALPHA, 1.0f);
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pShader->setUniform(KRPipeline::KRENGINE_UNIFORM_FLARE_SIZE, m_flareSize);
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m_pContext->getTextureManager()->selectTexture(0, m_pFlareTexture, 0.0f, KRTexture::TEXTURE_USAGE_LIGHT_FLARE);
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m_pContext->getMeshManager()->bindVBO(&getContext().getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES, 1.0f);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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}
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}
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}
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}
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}
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}
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}
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void KRLight::allocateShadowBuffers(int cBuffers) {
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// First deallocate buffers no longer needed
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for(int iShadow = cBuffers; iShadow < KRENGINE_MAX_SHADOW_BUFFERS; iShadow++) {
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if (shadowDepthTexture[iShadow]) {
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GLDEBUG(glDeleteTextures(1, shadowDepthTexture + iShadow));
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shadowDepthTexture[iShadow] = 0;
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}
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if (shadowFramebuffer[iShadow]) {
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GLDEBUG(glDeleteFramebuffers(1, shadowFramebuffer + iShadow));
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shadowFramebuffer[iShadow] = 0;
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}
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}
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// Allocate newly required buffers
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for(int iShadow = 0; iShadow < cBuffers; iShadow++) {
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Vector2 viewportSize = m_shadowViewports[iShadow].getSize();
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if(!shadowDepthTexture[iShadow]) {
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shadowValid[iShadow] = false;
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GLDEBUG(glGenFramebuffers(1, shadowFramebuffer + iShadow));
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GLDEBUG(glGenTextures(1, shadowDepthTexture + iShadow));
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// ===== Create offscreen shadow framebuffer object =====
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GLDEBUG(glBindFramebuffer(GL_FRAMEBUFFER, shadowFramebuffer[iShadow]));
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// ----- Create Depth Texture for shadowFramebuffer -----
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GLDEBUG( glBindTexture(GL_TEXTURE_2D, shadowDepthTexture[iShadow]));
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
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m_pContext->getTextureManager()->_setWrapModeS(shadowDepthTexture[iShadow], GL_CLAMP_TO_EDGE);
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m_pContext->getTextureManager()->_setWrapModeT(shadowDepthTexture[iShadow], GL_CLAMP_TO_EDGE);
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#if GL_EXT_shadow_samplers
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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
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_EXT, GL_LEQUAL)); // TODO - Detect GL_EXT_shadow_samplers and only activate if available
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#endif
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GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, (GLsizei)viewportSize.x, (GLsizei)viewportSize.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL));
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GLDEBUG(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowDepthTexture[iShadow], 0));
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}
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}
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m_cShadowBuffers = cBuffers;
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}
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void KRLight::deleteBuffers()
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{
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// Called when this light wasn't used in the last frame, so we can free the resources for use by other lights
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allocateShadowBuffers(0);
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}
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void KRLight::invalidateShadowBuffers()
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{
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for(int iShadow=0; iShadow < m_cShadowBuffers; iShadow++) {
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shadowValid[iShadow] = false;
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}
|
|
}
|
|
|
|
int KRLight::configureShadowBufferViewports(const KRViewport &viewport)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
void KRLight::renderShadowBuffers(KRCamera *pCamera)
|
|
{
|
|
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, (GLsizei)m_shadowViewports[iShadow].getSize().x, (GLsizei)m_shadowViewports[iShadow].getSize().y));
|
|
|
|
GLDEBUG(glClearDepthf(0.0f));
|
|
GLDEBUG(glClear(GL_DEPTH_BUFFER_BIT));
|
|
|
|
GLDEBUG(glViewport(1, 1, (GLsizei)m_shadowViewports[iShadow].getSize().x - 2, (GLsizei)m_shadowViewports[iShadow].getSize().y - 2));
|
|
|
|
GLDEBUG(glClearDepthf(1.0f));
|
|
|
|
GLDEBUG(glClear(GL_DEPTH_BUFFER_BIT));
|
|
|
|
GLDEBUG(glDisable(GL_DITHER));
|
|
|
|
//GLDEBUG(glCullFace(GL_BACK)); // Enable frontface culling, which eliminates some self-cast shadow artifacts
|
|
//GLDEBUG(glEnable(GL_CULL_FACE));
|
|
GLDEBUG(glDisable(GL_CULL_FACE));
|
|
|
|
// Enable z-buffer test
|
|
GLDEBUG(glEnable(GL_DEPTH_TEST));
|
|
GLDEBUG(glDepthFunc(GL_LESS));
|
|
GLDEBUG(glDepthRangef(0.0, 1.0));
|
|
|
|
// Disable alpha blending as we are using alpha channel for packed depth info
|
|
GLDEBUG(glDisable(GL_BLEND));
|
|
|
|
// Use shader program
|
|
KRPipeline *shadowShader = m_pContext->getPipelineManager()->getPipeline("ShadowShader", pCamera, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
|
|
|
|
getContext().getPipelineManager()->selectPipeline(*pCamera, shadowShader, m_shadowViewports[iShadow], Matrix4(), std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_SHADOWMAP, Vector3::Zero(), 0.0f, Vector4::Zero());
|
|
|
|
|
|
getScene().render(pCamera, m_shadowViewports[iShadow].getVisibleBounds(), m_shadowViewports[iShadow], KRNode::RENDER_PASS_SHADOWMAP, true);
|
|
|
|
GLDEBUG(glEnable(GL_CULL_FACE));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
int KRLight::getShadowBufferCount()
|
|
{
|
|
int cBuffers=0;
|
|
for(int iBuffer=0; iBuffer < m_cShadowBuffers; iBuffer++) {
|
|
if(shadowValid[iBuffer]) {
|
|
cBuffers++;
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
return cBuffers;
|
|
}
|
|
|
|
GLuint *KRLight::getShadowTextures()
|
|
{
|
|
return shadowDepthTexture;
|
|
}
|
|
|
|
KRViewport *KRLight::getShadowViewports()
|
|
{
|
|
return m_shadowViewports;
|
|
}
|