void LightSource::calculateShadow() { occluderFBO->display(); //Get the size of the main buffers. const sf::Vector2f& size = this->size; mapShader->setParameter("resolution", size); mapShader->setParameter("offset", offset); renderShader->setParameter("offset", offset); //renderShader->setParameter("resolution", size); if (mask == nullptr) { renderShader->setParameter("useMask", 0.0f); } else { renderShader->setParameter("useMask", 1.0f); renderShader->setParameter("mask", *mask); } //Create a shape which will render the shadowmap sf::Vector2f size2 = (sf::Vector2f) shadowMapFBO->getSize(); //First pass, calculate the shadowmap. renderPass(mapShader, shadowMapFBO, occluderFBO->getTexture(), size2); //Second pass, draw the light. renderPass(renderShader, shadowRenderFBO, shadowMapFBO->getTexture(), size); }
void Game::render() { m_pPipe->render(); shadowMapPass(); renderPass(); glfwSwapBuffers(m_pWindow); glfwPollEvents(); }
int main() { DEBUGLOG->setAutoPrint(true); ////////////////////////////////////////////////////////////////////////////// /////////////////////// INIT ////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // create window and opengl context auto window = generateWindow(800,800); ////////////////////////////////////////////////////////////////////////////// /////////////////////////////// RENDERING /////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// ///////////////////// Scene / View Settings ////////////////////////// glm::mat4 model = glm::mat4(1.0f); glm::vec4 eye(0.0f, 0.0f, 3.0f, 1.0f); glm::vec4 center(0.0f,0.0f,0.0f,1.0f); glm::mat4 view = glm::lookAt(glm::vec3(eye), glm::vec3(center), glm::vec3(0,1,0)); // glm::mat4 perspective = glm::ortho(-2.0f, 2.0f, -2.0f, 2.0f, -1.0f, 6.0f); /// perspective projection is experimental; yields weird warping effects due to vertex interpolation of uv-coordinates glm::mat4 perspective = glm::perspective(glm::radians(65.f), getRatio(window), 0.1f, 10.f); // create object // Sphere grid; Grid grid(10,10,0.1f,0.1f,true); // Volume grid; // load grass texture s_texHandle = TextureTools::loadTexture(RESOURCES_PATH + std::string( "/grass.png")); glBindTexture(GL_TEXTURE_2D, s_texHandle); /////////////////////// Renderpass /////////////////////////// DEBUGLOG->log("Shader Compilation: volume uvw coords"); DEBUGLOG->indent(); ShaderProgram shaderProgram("/modelSpace/GBuffer.vert", "/modelSpace/GBuffer.frag"); DEBUGLOG->outdent(); shaderProgram.update("model", model); shaderProgram.update("view", view); shaderProgram.update("projection", perspective); shaderProgram.update("color", glm::vec4(1.0f,0.0f,0.0f,1.0f)); DEBUGLOG->log("FrameBufferObject Creation: volume uvw coords"); DEBUGLOG->indent(); FrameBufferObject fbo(getResolution(window).x, getResolution(window).y); FrameBufferObject::s_internalFormat = GL_RGBA32F; // to allow arbitrary values in G-Buffer fbo.addColorAttachments(4); DEBUGLOG->outdent(); // G-Buffer FrameBufferObject::s_internalFormat = GL_RGBA; // restore default RenderPass renderPass(&shaderProgram, &fbo); renderPass.addEnable(GL_DEPTH_TEST); renderPass.addClearBit(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); renderPass.addRenderable(&grid); ShaderProgram compShader("/screenSpace/fullscreen.vert", "/screenSpace/finalCompositing.frag"); // ShaderProgram compShader("/screenSpace/fullscreen.vert", "/screenSpace/simpleAlphaTexture.frag"); Quad quad; RenderPass compositing(&compShader, 0); compositing.addClearBit(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); compositing.addRenderable(&quad); // Geometry test shader ShaderProgram geomShader("/modelSpace/geometry.vert", "/modelSpace/simpleLighting.frag", "/geometry/simpleGeom.geom"); RenderPass geom(&geomShader, 0); geom.addClearBit(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); geom.addRenderable(&grid); geom.addEnable(GL_DEPTH_TEST); geom.addEnable(GL_ALPHA_TEST); geom.addEnable(GL_BLEND); glAlphaFunc(GL_GREATER, 0); geomShader.update("projection", perspective); ////////////////////////////////////////////////////////////////////////////// /////////////////////// GUI / USER INPUT //////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // Setup ImGui binding ImGui_ImplGlfwGL3_Init(window, true); Turntable turntable; double old_x; double old_y; glfwGetCursorPos(window, &old_x, &old_y); auto cursorPosCB = [&](double x, double y) { ImGuiIO& io = ImGui::GetIO(); if ( io.WantCaptureMouse ) { return; } // ImGUI is handling this double d_x = x - old_x; double d_y = y - old_y; if ( turntable.getDragActive() ) { turntable.dragBy(d_x, d_y, view); } old_x = x; old_y = y; }; auto mouseButtonCB = [&](int b, int a, int m) { if (b == GLFW_MOUSE_BUTTON_LEFT && a == GLFW_PRESS) { turntable.setDragActive(true); } if (b == GLFW_MOUSE_BUTTON_LEFT && a == GLFW_RELEASE) { turntable.setDragActive(false); } ImGui_ImplGlfwGL3_MouseButtonCallback(window, b, a, m); }; auto keyboardCB = [&](int k, int s, int a, int m) { if (a == GLFW_RELEASE) {return;} switch (k) { case GLFW_KEY_W: eye += glm::inverse(view) * glm::vec4(0.0f,0.0f,-0.1f,0.0f); center += glm::inverse(view) * glm::vec4(0.0f,0.0f,-0.1f,0.0f); break; case GLFW_KEY_A: eye += glm::inverse(view) * glm::vec4(-0.1f,0.0f,0.0f,0.0f); center += glm::inverse(view) * glm::vec4(-0.1f,0.0f,0.0f,0.0f); break; case GLFW_KEY_S: eye += glm::inverse(view) * glm::vec4(0.0f,0.0f,0.1f,0.0f); center += glm::inverse(view) * glm::vec4(0.0f,0.0f,0.1f,0.0f); break; case GLFW_KEY_D: eye += glm::inverse(view) * glm::vec4(0.1f,0.0f,0.0f,0.0f); center += glm::inverse(view) * glm::vec4(0.1f,0.0f,0.0f,0.0f); break; default: break; } ImGui_ImplGlfwGL3_KeyCallback(window,k,s,a,m); }; setCursorPosCallback(window, cursorPosCB); setMouseButtonCallback(window, mouseButtonCB); setKeyCallback(window, keyboardCB); ////////////////////////////////////////////////////////////////////////////// //////////////////////////////// RENDER LOOP ///////////////////////////////// ////////////////////////////////////////////////////////////////////////////// double elapsedTime = 0.0; render(window, [&](double dt) { elapsedTime += dt; std::string window_header = "Volume Renderer - " + std::to_string( 1.0 / dt ) + " FPS"; glfwSetWindowTitle(window, window_header.c_str() ); //////////////////////////////// GUI //////////////////////////////// ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfwGL3_NewFrame(); // tell ImGui a new frame is being rendered ImGui::PushItemWidth(-100); if (ImGui::CollapsingHeader("Geometry Shader Settings")) { ImGui::ColorEdit4( "color", glm::value_ptr( s_color)); // color mixed at max distance ImGui::SliderFloat("strength", &s_strength, 0.0f, 2.0f); // influence of color shift } ImGui::Checkbox("auto-rotate", &s_isRotating); // enable/disable rotating volume ImGui::PopItemWidth(); ////////////////////////////////////////////////////////////////////////////// ///////////////////////////// MATRIX UPDATING /////////////////////////////// if (s_isRotating) // update view matrix { model = glm::rotate(glm::mat4(1.0f), (float) dt, glm::vec3(0.0f, 1.0f, 0.0f) ) * model; } view = glm::lookAt(glm::vec3(eye), glm::vec3(center), glm::vec3(0.0f, 1.0f, 0.0f)); ////////////////////////////////////////////////////////////////////////////// //////////////////////// SHADER / UNIFORM UPDATING ////////////////////////// // update view related uniforms shaderProgram.update( "view", view); shaderProgram.update( "model", turntable.getRotationMatrix() * model); geomShader.update( "view", view); geomShader.update( "model", turntable.getRotationMatrix() * model); compShader.update( "vLightPos", view * turntable.getRotationMatrix() * s_lightPos); updateVectorTexture(elapsedTime); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, s_vectorTexture); // glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // this is altered by ImGui::Render(), so reset it every frame glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, s_texHandle); geomShader.update("tex", 1); geomShader.update("blendColor", 2.0); geomShader.update("color", s_color); geomShader.update("strength", s_strength); ////////////////////////////////////////////////////////////////////////////// //////////////////////////////// RENDERING //// ///////////////////////////// // glActiveTexture(GL_TEXTURE0); // glBindTexture(GL_TEXTURE_2D, fbo.getColorAttachmentTextureHandle(GL_COLOR_ATTACHMENT0)); // color // glActiveTexture(GL_TEXTURE1); // glBindTexture(GL_TEXTURE_2D, fbo.getColorAttachmeHntTextureHandle(GL_COLOR_ATTACHMENT1)); // normal // glActiveTexture(GL_TEXTURE2); // glBindTexture(GL_TEXTURE_2D, fbo.getColorAttachmentTextureHandle(GL_COLOR_ATTACHMENT2)); // position // glActiveTexture(GL_TEXTURE0); // compShader.update("colorMap", 0); // compShader.update("normalMap", 1); // compShader.update("positionMap", 2); // renderPass.render(); // compositing.render(); geom.render(); ImGui::Render(); glDisable(GL_BLEND); glBlendFunc(GL_ONE, GL_ZERO); // this is altered by ImGui::Render(), so reset it every frame ////////////////////////////////////////////////////////////////////////////// }); destroyWindow(window); return 0; }
static void CameraAndLightTest() { HdStRenderDelegate renderDelegate; std::unique_ptr<HdRenderIndex> index(HdRenderIndex::New(&renderDelegate)); TF_VERIFY(index); std::unique_ptr<Hdx_UnitTestDelegate> delegate( new Hdx_UnitTestDelegate(index.get())); HdChangeTracker& tracker = index->GetChangeTracker(); HdPerfLog& perfLog = HdPerfLog::GetInstance(); perfLog.Enable(); HdRprimCollection collection(HdTokens->geometry, HdTokens->hull); HdRenderPassStateSharedPtr renderPassState(new HdRenderPassState()); HdRenderPassSharedPtr renderPass( new HdSt_RenderPass(index.get(), collection)); HdEngine engine; HdTaskSharedPtr drawTask = boost::make_shared<Hd_TestTask>(renderPass, renderPassState); HdTaskSharedPtrVector tasks = { drawTask }; GfMatrix4d tx(1.0f); tx.SetRow(3, GfVec4f(5, 0, 5, 1.0)); SdfPath cube("geometry"); delegate->AddCube(cube, tx); SdfPath camera("camera"); SdfPath light("light"); delegate->AddCamera(camera); delegate->AddLight(light, GlfSimpleLight()); delegate->SetLight(light, HdStLightTokens->shadowCollection, VtValue(HdRprimCollection(HdTokens->geometry, HdTokens->hull))); engine.Execute(*index, tasks); VERIFY_PERF_COUNT(HdPerfTokens->rebuildBatches, 1); // Update camera matrix delegate->SetCamera(camera, GfMatrix4d(2), GfMatrix4d(2)); tracker.MarkSprimDirty(camera, HdStCamera::DirtyViewMatrix); tracker.MarkSprimDirty(camera, HdStCamera::DirtyProjMatrix); engine.Execute(*index, tasks); // batch should not be rebuilt VERIFY_PERF_COUNT(HdPerfTokens->rebuildBatches, 1); // Update shadow collection delegate->SetLight(light, HdStLightTokens->shadowCollection, VtValue(HdRprimCollection(HdTokens->geometry, HdTokens->refined))); tracker.MarkSprimDirty(light, HdStLight::DirtyCollection); engine.Execute(*index, tasks); // batch rebuilt VERIFY_PERF_COUNT(HdPerfTokens->rebuildBatches, 2); // Update shadow collection again with the same data delegate->SetLight(light, HdStLightTokens->shadowCollection, VtValue(HdRprimCollection(HdTokens->geometry, HdTokens->refined))); tracker.MarkSprimDirty(light, HdStLight::DirtyCollection); engine.Execute(*index, tasks); // batch should not be rebuilt VERIFY_PERF_COUNT(HdPerfTokens->rebuildBatches, 2); }