Ejemplo n.º 1
0
static void b3CreateOrtho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar, GLfloat result[4][4])
{
	b3CreateDiagonalMatrix(1.f,result);

	result[0][0] = 2.f / (right - left);
	result[1][1] = 2.f / (top - bottom);
	result[2][2] = - 2.f / (zFar - zNear);
	result[3][0] = - (right + left) / (right - left);
	result[3][1] = - (top + bottom) / (top - bottom);
	result[3][2] = - (zFar + zNear) / (zFar - zNear);
}
void GLInstancingRenderer::renderSceneInternal(int renderMode)
{
	
//	glEnable(GL_DEPTH_TEST);

	GLint dims[4];
        glGetIntegerv(GL_VIEWPORT, dims);
	//we need to get the viewport dims, because on Apple Retina the viewport dimension is different from screenWidth
	//printf("dims=%d,%d,%d,%d\n",dims[0],dims[1],dims[2],dims[3]);
	// Accept fragment if it closer to the camera than the former one
	//glDepthFunc(GL_LESS); 

	// Cull triangles which normal is not towards the camera
	//glEnable(GL_CULL_FACE);



	 B3_PROFILE("GLInstancingRenderer::RenderScene");

	 {
		B3_PROFILE("init");
		init();
	 }

    GLint err = glGetError();
    b3Assert(err==GL_NO_ERROR);


	float depthProjectionMatrix[4][4];
	GLfloat depthModelViewMatrix[4][4];
	//GLfloat depthModelViewMatrix2[4][4];

	// Compute the MVP matrix from the light's point of view
	if (renderMode==B3_CREATE_SHADOWMAP_RENDERMODE)
	{
		if (!m_data->m_shadowMap)
		{
			glActiveTexture(GL_TEXTURE0);

			glGenTextures(1,&m_data->m_shadowTexture);
			glBindTexture(GL_TEXTURE_2D,m_data->m_shadowTexture);
			//glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT16,m_screenWidth,m_screenHeight,0,GL_DEPTH_COMPONENT,GL_FLOAT,0);
			//glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT32,m_screenWidth,m_screenHeight,0,GL_DEPTH_COMPONENT,GL_FLOAT,0);
			glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT16, shadowMapWidth, shadowMapHeight, 0,GL_DEPTH_COMPONENT, GL_FLOAT, 0);
			
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

			float l_ClampColor[] = {1.0, 1.0, 1.0, 1.0};
			glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, l_ClampColor);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
//			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);

			m_data->m_shadowMap=new GLRenderToTexture();
			m_data->m_shadowMap->init(shadowMapWidth, shadowMapHeight,m_data->m_shadowTexture,RENDERTEXTURE_DEPTH);
		}
		m_data->m_shadowMap->enable();
		glViewport(0,0,shadowMapWidth,shadowMapHeight);
		//glClearColor(1,1,1,1);
		glClear(GL_DEPTH_BUFFER_BIT);
		//glClearColor(0.3,0.3,0.3,1);

//		m_data->m_shadowMap->disable();
	//	return;
	//	glEnable(GL_CULL_FACE);
//		glCullFace(GL_BACK); // Cull back-facing triangles -> draw only front-facing triangles

		GLint err = glGetError();
		b3Assert(err==GL_NO_ERROR);
	} 
	static b3Vector3 lightPos = b3MakeVector3(-5.f,200,-40);//20,15,10);//-13,6,2);// = b3Vector3(0.5f,2,2);
//	lightPos.y+=0.1f;
	b3CreateOrtho(-shadowMapWorldSize,shadowMapWorldSize,-shadowMapWorldSize,shadowMapWorldSize,1,300,depthProjectionMatrix);//-14,14,-14,14,1,200, depthProjectionMatrix);
	float depthViewMatrix[4][4];
	b3Vector3 center = b3MakeVector3(0,0,0);
	b3Vector3 up =b3MakeVector3(0,1,0);
	b3CreateLookAt(lightPos,center,up,&depthViewMatrix[0][0]);
	//b3CreateLookAt(lightPos,m_data->m_cameraTargetPosition,b3Vector3(0,1,0),(float*)depthModelViewMatrix2);

	GLfloat depthModelMatrix[4][4];
	b3CreateDiagonalMatrix(1.f,depthModelMatrix);

	b3Matrix4x4Mul(depthViewMatrix, depthModelMatrix, depthModelViewMatrix);
		
	GLfloat depthMVP[4][4];
	b3Matrix4x4Mul(depthProjectionMatrix,depthModelViewMatrix,depthMVP);
	
	GLfloat biasMatrix[4][4]={
			0.5, 0.0, 0.0, 0.0, 
			0.0, 0.5, 0.0, 0.0,
			0.0, 0.0, 0.5, 0.0,
			0.5, 0.5, 0.5, 1.0
	};

	GLfloat depthBiasMVP[4][4];
	b3Matrix4x4Mul(biasMatrix,depthMVP,depthBiasMVP);

	
	//float m_frustumZNear=0.1;
    //float m_frustumZFar=100.f;

	

	//b3CreateFrustum(-m_frustumZNear, m_frustumZNear, -m_frustumZNear, m_frustumZNear, m_frustumZNear, m_frustumZFar,(float*)depthProjectionMatrix);
    

    //b3CreateLookAt(lightPos,m_data->m_cameraTargetPosition,b3Vector3(0,0,1),(float*)depthModelViewMatrix);

	{
		B3_PROFILE("updateCamera");
		updateCamera();
	}

    err = glGetError();
    b3Assert(err==GL_NO_ERROR);
    


	//	glBindBuffer(GL_ARRAY_BUFFER, 0);
	{
		B3_PROFILE("glFlush2");

		glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vbo);
		glFlush();
	}
    err = glGetError();
    b3Assert(err==GL_NO_ERROR);
    

	int totalNumInstances = 0;

	for (int i=0;i<m_graphicsInstances.size();i++)
	{
		totalNumInstances+=m_graphicsInstances[i]->m_numGraphicsInstances;
	}

	int curOffset = 0;
	GLuint lastBindTexture = 0;


	for (int i=0;i<m_graphicsInstances.size();i++)
	{
		
		b3GraphicsInstance* gfxObj = m_graphicsInstances[i];
		if (gfxObj->m_numGraphicsInstances)
		{
			glActiveTexture(GL_TEXTURE0);
			GLuint curBindTexture = 0;
			if (gfxObj->m_texturehandle)
				curBindTexture = gfxObj->m_texturehandle;
			else
				curBindTexture = m_data->m_defaultTexturehandle;

			//if (lastBindTexture != curBindTexture)
			{
				glBindTexture(GL_TEXTURE_2D,curBindTexture);
			}
			lastBindTexture = curBindTexture;

			err = glGetError();
			b3Assert(err==GL_NO_ERROR);
	//	int myOffset = gfxObj->m_instanceOffset*4*sizeof(float);

		int POSITION_BUFFER_SIZE = (totalNumInstances*sizeof(float)*4);
		int ORIENTATION_BUFFER_SIZE = (totalNumInstances*sizeof(float)*4);
		int COLOR_BUFFER_SIZE = (totalNumInstances*sizeof(float)*4);
//		int SCALE_BUFFER_SIZE = (totalNumInstances*sizeof(float)*3);

		glBindVertexArray(gfxObj->m_cube_vao);

		
		int vertexStride = 9*sizeof(float);
		int vertexBase = gfxObj->m_vertexArrayOffset*vertexStride;

		glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 9*sizeof(float), (GLvoid*)vertexBase);
		glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (GLvoid *)(curOffset*4*sizeof(float)+m_maxShapeCapacityInBytes));
		glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, (GLvoid *)(curOffset*4*sizeof(float)+m_maxShapeCapacityInBytes+POSITION_BUFFER_SIZE));
		int uvoffset = 7*sizeof(float)+vertexBase;
		int normaloffset = 4*sizeof(float)+vertexBase;

		glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 9*sizeof(float), (GLvoid *)uvoffset);
		glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 9*sizeof(float), (GLvoid *)normaloffset);
		glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 0, (GLvoid *)(curOffset*4*sizeof(float)+m_maxShapeCapacityInBytes+POSITION_BUFFER_SIZE+ORIENTATION_BUFFER_SIZE));
		glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)(curOffset*3*sizeof(float)+m_maxShapeCapacityInBytes+POSITION_BUFFER_SIZE+ORIENTATION_BUFFER_SIZE+COLOR_BUFFER_SIZE));

		glEnableVertexAttribArray(0);
		glEnableVertexAttribArray(1);
		glEnableVertexAttribArray(2);
		glEnableVertexAttribArray(3);
		glEnableVertexAttribArray(4);
		glEnableVertexAttribArray(5);
		glEnableVertexAttribArray(6);
		glVertexAttribDivisorARB(0, 0);
		glVertexAttribDivisorARB(1, 1);
		glVertexAttribDivisorARB(2, 1);
		glVertexAttribDivisorARB(3, 0);
		glVertexAttribDivisorARB(4, 0);
		glVertexAttribDivisorARB(5, 1);
		glVertexAttribDivisorARB(6, 1);
        
		
		

		
		
			int indexCount = gfxObj->m_numIndices;
			int indexOffset = 0;

			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gfxObj->m_index_vbo);
			{
				B3_PROFILE("glDrawElementsInstanced");
				
				if (gfxObj->m_primitiveType==B3_GL_POINTS)
				{
					glUseProgram(instancingShaderPointSprite);
					glUniformMatrix4fv(ProjectionMatrixPointSprite, 1, false, &projectionMatrix[0]);
					glUniformMatrix4fv(ModelViewMatrixPointSprite, 1, false, &modelviewMatrix[0]);
					glUniform1f(screenWidthPointSprite,m_screenWidth);
					
					//glUniform1i(uniform_texture_diffusePointSprite, 0);
					  err = glGetError();
    b3Assert(err==GL_NO_ERROR);
					glPointSize(20);

#ifndef __APPLE__
					glEnable(GL_POINT_SPRITE_ARB);
//					glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
#endif

					glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
					glDrawElementsInstanced(GL_POINTS, indexCount, GL_UNSIGNED_INT, (void*)indexOffset, gfxObj->m_numGraphicsInstances);
				} else
				{
					switch (renderMode)
					{

					case B3_DEFAULT_RENDERMODE:
						{
							glUseProgram(instancingShader);
							glUniformMatrix4fv(ProjectionMatrix, 1, false, &projectionMatrix[0]);
							glUniformMatrix4fv(ModelViewMatrix, 1, false, &modelviewMatrix[0]);
							glUniform1i(uniform_texture_diffuse, 0);
							glDrawElementsInstanced(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, (void*)indexOffset, gfxObj->m_numGraphicsInstances);
							break;
						}
						case B3_CREATE_SHADOWMAP_RENDERMODE:
						{
							glUseProgram(createShadowMapInstancingShader);
							glUniformMatrix4fv(createShadow_depthMVP, 1, false, &depthMVP[0][0]);
							glDrawElementsInstanced(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, (void*)indexOffset, gfxObj->m_numGraphicsInstances);
							break;
						}

					case B3_USE_SHADOWMAP_RENDERMODE:
						{
							glUseProgram(useShadowMapInstancingShader);
							glUniformMatrix4fv(useShadow_ProjectionMatrix, 1, false, &projectionMatrix[0]);
							glUniformMatrix4fv(useShadow_ModelViewMatrix, 1, false, &modelviewMatrix[0]);
							float MVP[16];
							b3Matrix4x4Mul16(projectionMatrix,modelviewMatrix,MVP);
							glUniformMatrix4fv(useShadow_MVP, 1, false, &MVP[0]);
							glUniformMatrix4fv(useShadow_DepthBiasModelViewMatrix, 1, false, &depthBiasMVP[0][0]);
							glActiveTexture(GL_TEXTURE1);
							glBindTexture(GL_TEXTURE_2D, m_data->m_shadowTexture);
							glUniform1i(useShadow_shadowMap,1);
							glDrawElementsInstanced(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, (void*)indexOffset, gfxObj->m_numGraphicsInstances);
							break;
						}
					default:
						{
						//	b3Assert(0);
						}
					};
				}

				
				//glDrawElementsInstanced(GL_LINE_LOOP, indexCount, GL_UNSIGNED_INT, (void*)indexOffset, gfxObj->m_numGraphicsInstances);
			}
		}
		curOffset+= gfxObj->m_numGraphicsInstances;
	}

	{
			B3_PROFILE("glFlush");
			glFlush();
		}
	if (renderMode==B3_CREATE_SHADOWMAP_RENDERMODE)
	{
	//	writeTextureToPng(shadowMapWidth,shadowMapHeight,"shadowmap.png",4);
		m_data->m_shadowMap->disable();
		glViewport(dims[0],dims[1],dims[2],dims[3]);

	}

    err = glGetError();
    b3Assert(err==GL_NO_ERROR);
	{
		B3_PROFILE("glUseProgram(0);");
		glUseProgram(0);
		glBindBuffer(GL_ARRAY_BUFFER,0);
		glBindVertexArray(0);
	}
	

	

	err = glGetError();
	b3Assert(err==GL_NO_ERROR);
	
}