void LightsourceSimplePass::find_lights(GraphicContext &gc, Scene_Impl *scene) { lights.clear(); Size viewport_size = viewport->get_size(); Mat4f eye_to_projection = Mat4f::perspective(field_of_view.get(), viewport_size.width/(float)viewport_size.height, 0.1f, 1.e10f, handed_left, gc.get_clip_z_range()); Mat4f eye_to_cull_projection = Mat4f::perspective(field_of_view.get(), viewport_size.width/(float)viewport_size.height, 0.1f, 150.0f, handed_left, clip_negative_positive_w); FrustumPlanes frustum(eye_to_cull_projection * world_to_eye.get()); scene->visit_lights(gc, world_to_eye.get(), eye_to_projection, frustum, this); }
void LightsourceSimplePass::upload(GraphicContext &gc, Scene_Impl *scene) { ScopeTimeFunction(); Size viewport_size = viewport->get_size(); Mat4f eye_to_projection = Mat4f::perspective(field_of_view.get(), viewport_size.width/(float)viewport_size.height, 0.1f, 1.e4f, handed_left, gc.get_clip_z_range()); float aspect = viewport->get_width()/(float)viewport->get_height(); float field_of_view_y_degrees = field_of_view.get(); float field_of_view_y_rad = (float)(field_of_view_y_degrees * PI / 180.0); float f = 1.0f / tan(field_of_view_y_rad * 0.5f); float rcp_f = 1.0f / f; float rcp_f_div_aspect = 1.0f / (f / aspect); Vec2f two_rcp_viewport_size(2.0f / viewport->get_width(), 2.0f / viewport->get_height()); Uniforms cpu_uniforms; cpu_uniforms.eye_to_projection = eye_to_projection; cpu_uniforms.object_to_eye = Quaternionf::inverse(scene->get_camera().get_orientation()).to_matrix(); cpu_uniforms.rcp_f = rcp_f; cpu_uniforms.rcp_f_div_aspect = rcp_f_div_aspect; cpu_uniforms.two_rcp_viewport_size = two_rcp_viewport_size; uniforms.upload_data(gc, &cpu_uniforms, 1); int num_lights = lights.size(); Mat4f normal_world_to_eye = Mat4f(Mat3f(world_to_eye.get())); // This assumes uniform scale Mat4f eye_to_world = Mat4f::inverse(world_to_eye.get()); PixelBufferLock4f lock(light_instance_transfer); Vec4f *instance_data = lock.get_row(0); for (int i = 0; i < num_lights; i++) { float radius = lights[i]->attenuation_end; if (lights[i]->rectangle_shape) radius *= 1.414213562373f; float attenuation_delta = lights[i]->attenuation_end - lights[i]->attenuation_start; if (attenuation_delta == 0.0f) attenuation_delta = 1e-6f; float sqr_radius = radius * radius; #ifdef USE_QUADRATIC_ATTENUATION float sqr_attenuation_start = lights[i]->attenuation_start * lights[i]->attenuation_start; float sqr_attenuation_delta = attenuation_delta * attenuation_delta; #else float attenuation_start = lights[i]->attenuation_start; #endif float sqr_falloff_begin = 0.0f; float light_type = 0.0f; if (lights[i]->type == SceneLight::type_spot) { light_type = lights[i]->rectangle_shape ? 2.0f : 1.0f; float falloff_begin = lights[i]->hotspot / lights[i]->falloff; sqr_falloff_begin = falloff_begin * falloff_begin; } Vec3f position_in_eye = Vec3f(world_to_eye.get() * Vec4f(lights[i]->position, 1.0f)); Mat4f eye_to_shadow_projection = lights[i]->vsm_data->world_to_shadow_projection * eye_to_world; int shadow_map_index = lights[i]->vsm_data->shadow_map.get_index(); instance_data[i * vectors_per_light + 0] = Vec4f(position_in_eye, (float)shadow_map_index); instance_data[i * vectors_per_light + 1] = Vec4f(lights[i]->color, lights[i]->ambient_illumination); #ifdef USE_QUADRATIC_ATTENUATION instance_data[i * vectors_per_light + 2] = Vec4f(sqr_radius, sqr_attenuation_start, 1.0f / sqr_attenuation_delta, sqr_falloff_begin); #else instance_data[i * vectors_per_light + 2] = Vec4f(sqr_radius, attenuation_start, 1.0f / attenuation_delta, sqr_falloff_begin); #endif instance_data[i * vectors_per_light + 3] = Vec4f(eye_to_shadow_projection[0], eye_to_shadow_projection[4], eye_to_shadow_projection[8], light_type); instance_data[i * vectors_per_light + 4] = Vec4f(eye_to_shadow_projection[1], eye_to_shadow_projection[5], eye_to_shadow_projection[9], 0.0f); instance_data[i * vectors_per_light + 5] = Vec4f(eye_to_shadow_projection[2], eye_to_shadow_projection[6], eye_to_shadow_projection[10], 0.0f); } instance_data[num_lights * vectors_per_light + 0] = Vec4f(0.0f); instance_data[num_lights * vectors_per_light + 1] = Vec4f(0.0f); instance_data[num_lights * vectors_per_light + 2] = Vec4f(0.0f); instance_data[num_lights * vectors_per_light + 3] = Vec4f(0.0f); instance_data[num_lights * vectors_per_light + 4] = Vec4f(0.0f); instance_data[num_lights * vectors_per_light + 5] = Vec4f(0.0f); lock.unlock(); light_instance_texture.set_image(gc, light_instance_transfer); }
void ParticleEmitterPass::run(GraphicContext &gc, Scene_Impl *scene) { setup(gc); Size viewport_size = viewport->get_size(); Mat4f eye_to_projection = Mat4f::perspective(field_of_view.get(), viewport_size.width/(float)viewport_size.height, 0.1f, 1.e10f, handed_left, gc.get_clip_z_range()); Mat4f eye_to_cull_projection = Mat4f::perspective(field_of_view.get(), viewport_size.width/(float)viewport_size.height, 0.1f, 150.0f, handed_left, clip_negative_positive_w); FrustumPlanes frustum(eye_to_cull_projection * world_to_eye.get()); for (size_t i = 0; i < active_emitters.size(); i++) active_emitters[i]->visible = false; scene->visit_emitters(gc, world_to_eye.get(), eye_to_projection, frustum, this); const int vectors_per_particle = 2; size_t total_particle_count = 0; for (size_t i = 0; i < active_emitters.size(); i++) { float depth_fade_distance = 1.0f; ParticleUniforms uniforms; uniforms.eye_to_projection = eye_to_projection; uniforms.object_to_eye = world_to_eye.get(); uniforms.rcp_depth_fade_distance = 1.0f / depth_fade_distance; uniforms.instance_vectors_offset = total_particle_count * vectors_per_particle; active_emitters[i]->gpu_uniforms.upload_data(gc, &uniforms, 1); total_particle_count += active_emitters[i]->cpu_particles.size(); } if (total_particle_count == 0) return; if (instance_texture.is_null() || instance_texture.get_width() < (int)total_particle_count) { instance_texture = Texture2D(gc, total_particle_count * vectors_per_particle, 1, tf_rgba32f); instance_transfer = TransferTexture(gc, total_particle_count * vectors_per_particle, 1, data_to_gpu, tf_rgba32f, 0, usage_stream_draw); } instance_transfer.lock(gc, access_write_discard); Vec4f *vectors = instance_transfer.get_data<Vec4f>(); size_t vector_offset = 0; for (size_t j = 0; j < active_emitters.size(); j++) { Vec3f eye_pos = scene->get_camera().get_position(); std::vector<ParticleOrderIndex> sorted_particles; sorted_particles.reserve(active_emitters[j]->cpu_particles.size()); for (size_t i = 0; i < active_emitters[j]->cpu_particles.size(); i++) { Vec3f delta = active_emitters[j]->cpu_particles[i].position - eye_pos; sorted_particles.push_back(ParticleOrderIndex(i, Vec3f::dot(delta, delta))); } std::sort(sorted_particles.begin(), sorted_particles.end()); for (size_t k = 0; k < sorted_particles.size(); k++) { int i = sorted_particles[k].index; float size = mix(active_emitters[j]->cpu_particles[i].start_size, active_emitters[j]->cpu_particles[i].end_size, active_emitters[j]->cpu_particles[i].life); vectors[vector_offset + k * vectors_per_particle + 0] = Vec4f(active_emitters[j]->cpu_particles[i].position, size); vectors[vector_offset + k * vectors_per_particle + 1] = Vec4f(active_emitters[j]->cpu_particles[i].life, 0.0f, 0.0f, 0.0f); } vector_offset += active_emitters[j]->cpu_particles.size() * vectors_per_particle; } instance_transfer.unlock(); instance_texture.set_image(gc, instance_transfer); gc.set_depth_range(0.0f, 0.9f); gc.set_frame_buffer(fb); gc.set_viewport(viewport_size); gc.set_depth_stencil_state(depth_stencil_state); gc.set_blend_state(blend_state); gc.set_rasterizer_state(rasterizer_state); gc.set_primitives_array(prim_array); gc.set_program_object(program); gc.set_texture(0, normal_z_gbuffer.get()); gc.set_texture(1, instance_texture); for (size_t i = 0; i < active_emitters.size(); i++) { gc.set_uniform_buffer(0, active_emitters[i]->gpu_uniforms); gc.set_texture(2, active_emitters[i]->particle_animation.get()); gc.set_texture(3, active_emitters[i]->life_color_gradient.get()); gc.draw_primitives_array_instanced(type_triangles, 0, 6, active_emitters[i]->cpu_particles.size()); } gc.reset_primitives_array(); gc.reset_rasterizer_state(); gc.reset_depth_stencil_state(); gc.reset_program_object(); gc.reset_primitives_elements(); gc.reset_texture(0); gc.reset_texture(1); gc.reset_texture(2); gc.reset_texture(3); gc.reset_uniform_buffer(0); gc.reset_frame_buffer(); gc.set_depth_range(0.0f, 1.0f); }