Ejemplo n.º 1
0
void DeferredLightingEffect::copyBack(RenderArgs* args) {
    auto textureCache = DependencyManager::get<TextureCache>();
    QSize framebufferSize = textureCache->getFrameBufferSize();

    auto freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebuffer();

    //freeFBO->release();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    
    glDisable(GL_CULL_FACE);
    
    // now transfer the lit region to the primary fbo
    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
    glColorMask(true, true, true, false);
    
    auto primaryFBO = gpu::GLBackend::getFramebufferID(textureCache->getPrimaryFramebuffer());
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, primaryFBO);

    //primaryFBO->bind();
    
    glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(freeFBO->getRenderBuffer(0)));
    glEnable(GL_TEXTURE_2D);
    
    glPushMatrix();
    glLoadIdentity();
    
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    
    int viewport[4];
    glGetIntegerv(GL_VIEWPORT, viewport);
    const int VIEWPORT_X_INDEX = 0;
    const int VIEWPORT_Y_INDEX = 1;
    const int VIEWPORT_WIDTH_INDEX = 2;
    const int VIEWPORT_HEIGHT_INDEX = 3;

    float sMin = viewport[VIEWPORT_X_INDEX] / (float)framebufferSize.width();
    float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)framebufferSize.width();
    float tMin = viewport[VIEWPORT_Y_INDEX] / (float)framebufferSize.height();
    float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)framebufferSize.height();

    renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
    
    glBindTexture(GL_TEXTURE_2D, 0);
    glDisable(GL_TEXTURE_2D);
    
    glColorMask(true, true, true, true);
    glEnable(GL_LIGHTING);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_DEPTH_TEST);
    glDepthMask(true);
    
    glPopMatrix();
    
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
}
Ejemplo n.º 2
0
void AmbientOcclusionEffect::render() {
    glDisable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glDepthMask(GL_FALSE);
    
    glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID());
    
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, _rotationTextureID);
    
    // render with the occlusion shader to the secondary/tertiary buffer
    QOpenGLFramebufferObject* freeFBO = Application::getInstance()->getGlowEffect()->getFreeFramebufferObject();
    freeFBO->bind();
    
    float left, right, bottom, top, nearVal, farVal;
    glm::vec4 nearClipPlane, farClipPlane;
    Application::getInstance()->getViewFrustum()->computeOffAxisFrustum(
        left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
    
    _occlusionProgram->bind();
    _occlusionProgram->setUniformValue(_nearLocation, nearVal);
    _occlusionProgram->setUniformValue(_farLocation, farVal);
    _occlusionProgram->setUniformValue(_leftBottomLocation, left, bottom);
    _occlusionProgram->setUniformValue(_rightTopLocation, right, top);
    QSize widgetSize = Application::getInstance()->getGLWidget()->size();
    _occlusionProgram->setUniformValue(_noiseScaleLocation, widgetSize.width() / (float)ROTATION_WIDTH,
        widgetSize.height() / (float)ROTATION_HEIGHT);
    
    int viewport[4];
    glGetIntegerv(GL_VIEWPORT, viewport);
    const int VIEWPORT_X_INDEX = 0;
    const int VIEWPORT_WIDTH_INDEX = 2;
    float sMin = viewport[VIEWPORT_X_INDEX] / (float)widgetSize.width();
    float sMax = (viewport[VIEWPORT_X_INDEX] + viewport[VIEWPORT_WIDTH_INDEX]) / (float)widgetSize.width(); 
    renderFullscreenQuad(sMin, sMax);
    
    _occlusionProgram->release();
    
    freeFBO->release();
    
    glBindTexture(GL_TEXTURE_2D, 0);
    glActiveTexture(GL_TEXTURE0);
    
    // now render secondary to primary with 4x4 blur
    Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->bind();
    
    glEnable(GL_BLEND);
    glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
    
    glBindTexture(GL_TEXTURE_2D, freeFBO->texture());
    
    _blurProgram->bind();
    _blurProgram->setUniformValue(_blurScaleLocation, 1.0f / widgetSize.width(), 1.0f / widgetSize.height());
    
    renderFullscreenQuad(sMin, sMax);
    
    _blurProgram->release();
    
    glBindTexture(GL_TEXTURE_2D, 0);
    
    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);
}
Ejemplo n.º 3
0
QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
    QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject();
    primaryFBO->release();
    glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());

    glPushMatrix();
    glLoadIdentity();
    
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    
    glDisable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glDepthMask(GL_FALSE);
    
    QOpenGLFramebufferObject* destFBO = toTexture ?
        Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject() : NULL;
    if (_isEmpty && _renderMode != DIFFUSE_ADD_MODE) {
        // copy the primary to the screen
        if (QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) {
            QOpenGLFramebufferObject::blitFramebuffer(destFBO, primaryFBO);
                
        } else {
            maybeBind(destFBO);
            glEnable(GL_TEXTURE_2D);
            glDisable(GL_LIGHTING);
            glColor3f(1.0f, 1.0f, 1.0f);
            renderFullscreenQuad();    
            glDisable(GL_TEXTURE_2D);
            glEnable(GL_LIGHTING);
            maybeRelease(destFBO);
        }
    } else if (_renderMode == ADD_MODE) {
        maybeBind(destFBO);
        _addProgram->bind();
        renderFullscreenQuad();
        _addProgram->release();
        maybeRelease(destFBO);
    
    } else if (_renderMode == DIFFUSE_ADD_MODE) {
        // diffuse into the secondary/tertiary (alternating between frames)
        QOpenGLFramebufferObject* oldDiffusedFBO =
            Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject();
        QOpenGLFramebufferObject* newDiffusedFBO =
            Application::getInstance()->getTextureCache()->getTertiaryFramebufferObject();
        if (_isOddFrame) {
            qSwap(oldDiffusedFBO, newDiffusedFBO);
        }
        newDiffusedFBO->bind();
        
        if (_isFirstFrame) {
            glClear(GL_COLOR_BUFFER_BIT);    
            
        } else {
            glActiveTexture(GL_TEXTURE1);
            glBindTexture(GL_TEXTURE_2D, oldDiffusedFBO->texture());
            
            _diffuseProgram->bind();
            QSize size = Application::getInstance()->getGLWidget()->size();
            _diffuseProgram->setUniformValue(_diffusionScaleLocation, 1.0f / size.width(), 1.0f / size.height());
        
            renderFullscreenQuad();
        
            _diffuseProgram->release();
        }
        
        newDiffusedFBO->release();
        
        // add diffused texture to the primary
        glBindTexture(GL_TEXTURE_2D, newDiffusedFBO->texture());
        
        if (toTexture) {
            destFBO = oldDiffusedFBO;
        }
        maybeBind(destFBO);
        _addSeparateProgram->bind();      
        renderFullscreenQuad();
        _addSeparateProgram->release();
        maybeRelease(destFBO);
        
        glBindTexture(GL_TEXTURE_2D, 0);
        glActiveTexture(GL_TEXTURE0);
        
    } else { // _renderMode == BLUR_ADD_MODE || _renderMode == BLUR_PERSIST_ADD_MODE
        // render the primary to the secondary with the horizontal blur
        QOpenGLFramebufferObject* secondaryFBO =
            Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject();
        secondaryFBO->bind();
     
        _horizontalBlurProgram->bind();
        renderFullscreenQuad();
        _horizontalBlurProgram->release();
     
        secondaryFBO->release();
        
        if (_renderMode == BLUR_ADD_MODE) {
            // render the secondary to the screen with the vertical blur
            glActiveTexture(GL_TEXTURE1);
            glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
            
            if (toTexture) {
                destFBO = Application::getInstance()->getTextureCache()->getTertiaryFramebufferObject();
            }
            maybeBind(destFBO);
            _verticalBlurAddProgram->bind();      
            renderFullscreenQuad();
            _verticalBlurAddProgram->release();
            maybeRelease(destFBO);
            
        } else { // _renderMode == BLUR_PERSIST_ADD_MODE
            // render the secondary to the tertiary with vertical blur and persistence
            QOpenGLFramebufferObject* tertiaryFBO =
                Application::getInstance()->getTextureCache()->getTertiaryFramebufferObject();
            tertiaryFBO->bind();
            
            glEnable(GL_BLEND);
            glBlendFunc(GL_ONE_MINUS_CONSTANT_ALPHA, GL_CONSTANT_ALPHA);
            const float PERSISTENCE_SMOOTHING = 0.9f;
            glBlendColor(0.0f, 0.0f, 0.0f, _isFirstFrame ? 0.0f : PERSISTENCE_SMOOTHING);
            
            glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
            
            _verticalBlurProgram->bind();      
            renderFullscreenQuad();
            _verticalBlurProgram->release();
        
            glBlendColor(0.0f, 0.0f, 0.0f, 0.0f);
            glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
            glDisable(GL_BLEND);
        
            // now add the tertiary to the primary buffer
            tertiaryFBO->release();
            
            glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
            
            glActiveTexture(GL_TEXTURE1);
            glBindTexture(GL_TEXTURE_2D, tertiaryFBO->texture());
            
            maybeBind(destFBO);
            _addSeparateProgram->bind();      
            renderFullscreenQuad();
            _addSeparateProgram->release();
            maybeRelease(destFBO);
        }
        
        glBindTexture(GL_TEXTURE_2D, 0);
        glActiveTexture(GL_TEXTURE0);
    }
    
    glPopMatrix();
    
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
       
    glEnable(GL_BLEND);
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);
    glBindTexture(GL_TEXTURE_2D, 0);
    
    _isFirstFrame = false;
    
    return destFBO;
}
Ejemplo n.º 4
0
void DeferredLightingEffect::render(RenderArgs* args) {
    // perform deferred lighting, rendering to free fbo
    glDisable(GL_BLEND);
    glDisable(GL_LIGHTING);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_COLOR_MATERIAL);
    glDepthMask(false);

    auto textureCache = DependencyManager::get<TextureCache>();
    
    glBindFramebuffer(GL_FRAMEBUFFER, 0 );

    QSize framebufferSize = textureCache->getFrameBufferSize();
    
    // binding the first framebuffer
    auto freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebuffer();
    glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(freeFBO));
 
    glClear(GL_COLOR_BUFFER_BIT);
   // glEnable(GL_FRAMEBUFFER_SRGB);

   // glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
    glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryColorTextureID());
    
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryNormalTextureID());
    
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, textureCache->getPrimarySpecularTextureID());
    
    glActiveTexture(GL_TEXTURE3);
    glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryDepthTextureID());
        
    // get the viewport side (left, right, both)
    int viewport[4];
    glGetIntegerv(GL_VIEWPORT, viewport);
    const int VIEWPORT_X_INDEX = 0;
    const int VIEWPORT_Y_INDEX = 1;
    const int VIEWPORT_WIDTH_INDEX = 2;
    const int VIEWPORT_HEIGHT_INDEX = 3;

    float sMin = viewport[VIEWPORT_X_INDEX] / (float)framebufferSize.width();
    float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)framebufferSize.width();
    float tMin = viewport[VIEWPORT_Y_INDEX] / (float)framebufferSize.height();
    float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)framebufferSize.height();

    bool useSkyboxCubemap = (_skybox) && (_skybox->getCubemap());

    // Fetch the ViewMatrix;
    glm::mat4 invViewMat;
    _viewState->getViewTransform().getMatrix(invViewMat);

    ProgramObject* program = &_directionalLight;
    const LightLocations* locations = &_directionalLightLocations;
    bool shadowsEnabled = _viewState->getShadowsEnabled();
    if (shadowsEnabled) {
        glActiveTexture(GL_TEXTURE4);
        glBindTexture(GL_TEXTURE_2D, textureCache->getShadowDepthTextureID());
        
        program = &_directionalLightShadowMap;
        locations = &_directionalLightShadowMapLocations;
        if (_viewState->getCascadeShadowsEnabled()) {
            program = &_directionalLightCascadedShadowMap;
            locations = &_directionalLightCascadedShadowMapLocations;
            if (useSkyboxCubemap) {
                program = &_directionalSkyboxLightCascadedShadowMap;
                locations = &_directionalSkyboxLightCascadedShadowMapLocations;
            } else if (_ambientLightMode > -1) {
                program = &_directionalAmbientSphereLightCascadedShadowMap;
                locations = &_directionalAmbientSphereLightCascadedShadowMapLocations;
            }
            program->bind();
            program->setUniform(locations->shadowDistances, _viewState->getShadowDistances());
        
        } else {
            if (useSkyboxCubemap) {
                program = &_directionalSkyboxLightShadowMap;
                locations = &_directionalSkyboxLightShadowMapLocations;
            } else if (_ambientLightMode > -1) {
                program = &_directionalAmbientSphereLightShadowMap;
                locations = &_directionalAmbientSphereLightShadowMapLocations;
            }
            program->bind();
        }
        program->setUniformValue(locations->shadowScale,
            1.0f / textureCache->getShadowFramebuffer()->getWidth());
        
    } else {
        if (useSkyboxCubemap) {
                program = &_directionalSkyboxLight;
                locations = &_directionalSkyboxLightLocations;
        } else if (_ambientLightMode > -1) {
            program = &_directionalAmbientSphereLight;
            locations = &_directionalAmbientSphereLightLocations;
        }
        program->bind();
    }

    {
        auto globalLight = _allocatedLights[_globalLights.front()];
    
        if (locations->ambientSphere >= 0) {
            gpu::SphericalHarmonics sh = globalLight->getAmbientSphere();
            if (useSkyboxCubemap && _skybox->getCubemap()->getIrradiance()) {
                sh = (*_skybox->getCubemap()->getIrradiance());
            }
            for (int i =0; i <gpu::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
                program->setUniformValue(locations->ambientSphere + i, *(((QVector4D*) &sh) + i)); 
            }
        }
    
        if (useSkyboxCubemap) {
            glActiveTexture(GL_TEXTURE5);
            glBindTexture(GL_TEXTURE_CUBE_MAP, gpu::GLBackend::getTextureID(_skybox->getCubemap()));
        }

        if (locations->lightBufferUnit >= 0) {
            gpu::Batch batch;
            batch.setUniformBuffer(locations->lightBufferUnit, globalLight->getSchemaBuffer());
            gpu::GLBackend::renderBatch(batch);
        }
        
        if (_atmosphere && (locations->atmosphereBufferUnit >= 0)) {
            gpu::Batch batch;
            batch.setUniformBuffer(locations->atmosphereBufferUnit, _atmosphere->getDataBuffer());
            gpu::GLBackend::renderBatch(batch);
        }
        glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
    }

    float left, right, bottom, top, nearVal, farVal;
    glm::vec4 nearClipPlane, farClipPlane;
    _viewState->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
    program->setUniformValue(locations->nearLocation, nearVal);
    float depthScale = (farVal - nearVal) / farVal;
    program->setUniformValue(locations->depthScale, depthScale);
    float nearScale = -1.0f / nearVal;
    float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
    float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
    float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
    float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
    program->setUniformValue(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
    program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
    
    renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
    
    program->release();

    if (useSkyboxCubemap) {
        glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
        if (!shadowsEnabled) {
            glActiveTexture(GL_TEXTURE3);
        }
    }

    if (shadowsEnabled) {
        glBindTexture(GL_TEXTURE_2D, 0);        
        glActiveTexture(GL_TEXTURE3);
    }
    
    // additive blending
    glEnable(GL_BLEND);
    glBlendFunc(GL_ONE, GL_ONE);
    
    glEnable(GL_CULL_FACE);
    
    glm::vec4 sCoefficients(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
    glm::vec4 tCoefficients(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f);
    glTexGenfv(GL_S, GL_OBJECT_PLANE, (const GLfloat*)&sCoefficients);
    glTexGenfv(GL_T, GL_OBJECT_PLANE, (const GLfloat*)&tCoefficients);
    
    // enlarge the scales slightly to account for tesselation
    const float SCALE_EXPANSION = 0.05f;
    
    const glm::vec3& eyePoint = _viewState->getCurrentViewFrustum()->getPosition();
    float nearRadius = glm::distance(eyePoint, _viewState->getCurrentViewFrustum()->getNearTopLeft());

    auto geometryCache = DependencyManager::get<GeometryCache>();
    
    if (!_pointLights.empty()) {
        _pointLight.bind();
        _pointLight.setUniformValue(_pointLightLocations.nearLocation, nearVal);
        _pointLight.setUniformValue(_pointLightLocations.depthScale, depthScale);
        _pointLight.setUniformValue(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
        _pointLight.setUniformValue(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);

        for (auto lightID : _pointLights) {
            auto light = _allocatedLights[lightID];

            if (_pointLightLocations.lightBufferUnit >= 0) {
                gpu::Batch batch;
                batch.setUniformBuffer(_pointLightLocations.lightBufferUnit, light->getSchemaBuffer());
                gpu::GLBackend::renderBatch(batch);
            }
            glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));

            glPushMatrix();
            
            float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
            if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) {
                glLoadIdentity();
                glTranslatef(0.0f, 0.0f, -1.0f);
                
                glMatrixMode(GL_PROJECTION);
                glPushMatrix();
                glLoadIdentity();
                
                renderFullscreenQuad();
            
                glPopMatrix();
                glMatrixMode(GL_MODELVIEW);
                
            } else {
                glTranslatef(light->getPosition().x, light->getPosition().y, light->getPosition().z);   
                geometryCache->renderSphere(expandedRadius, 32, 32, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
            }
            
            glPopMatrix();
        }
        _pointLights.clear();
        
        _pointLight.release();
    }
    
    if (!_spotLights.empty()) {
        _spotLight.bind();
        _spotLight.setUniformValue(_spotLightLocations.nearLocation, nearVal);
        _spotLight.setUniformValue(_spotLightLocations.depthScale, depthScale);
        _spotLight.setUniformValue(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
        _spotLight.setUniformValue(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
        
        for (auto lightID : _spotLights) {
            auto light = _allocatedLights[lightID];

            if (_spotLightLocations.lightBufferUnit >= 0) {
                gpu::Batch batch;
                batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer());
                gpu::GLBackend::renderBatch(batch);
            }
            glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));

            glPushMatrix();
            
            float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
            float edgeRadius = expandedRadius / glm::cos(light->getSpotAngle());
            if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < edgeRadius + nearRadius) {
                glLoadIdentity();
                glTranslatef(0.0f, 0.0f, -1.0f);
                
                glMatrixMode(GL_PROJECTION);
                glPushMatrix();
                glLoadIdentity();
                
                renderFullscreenQuad();
                
                glPopMatrix();
                glMatrixMode(GL_MODELVIEW);
                
            } else {
                glTranslatef(light->getPosition().x, light->getPosition().y, light->getPosition().z);
                glm::quat spotRotation = rotationBetween(glm::vec3(0.0f, 0.0f, -1.0f), light->getDirection());
                glm::vec3 axis = glm::axis(spotRotation);
                glRotatef(glm::degrees(glm::angle(spotRotation)), axis.x, axis.y, axis.z);   
                glTranslatef(0.0f, 0.0f, -light->getMaximumRadius() * (1.0f + SCALE_EXPANSION * 0.5f));  
                geometryCache->renderCone(expandedRadius * glm::tan(light->getSpotAngle()),
                    expandedRadius, 32, 1);
            }
            
            glPopMatrix();
        }
        _spotLights.clear();
        
        _spotLight.release();
    }
    
    glBindTexture(GL_TEXTURE_2D, 0);
        
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, 0);
    
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, 0);
    
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, 0);
  //  glDisable(GL_FRAMEBUFFER_SRGB);
    
    // End of the Lighting pass
}
Ejemplo n.º 5
0
QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
    PerformanceTimer perfTimer("glowEffect");

    TextureCache* textureCache = DependencyManager::get<TextureCache>();
    QOpenGLFramebufferObject* primaryFBO = textureCache->getPrimaryFramebufferObject();
    primaryFBO->release();
    glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());

    glPushMatrix();
    glLoadIdentity();
    
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    
    glDisable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glDepthMask(GL_FALSE);

    QOpenGLFramebufferObject* destFBO = toTexture ?
        textureCache->getSecondaryFramebufferObject() : NULL;
    if (!Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect) || _isEmpty) {
        // copy the primary to the screen
        if (destFBO && QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) {
            QOpenGLFramebufferObject::blitFramebuffer(destFBO, primaryFBO);          
        } else {
            maybeBind(destFBO);
            if (!destFBO) {
                glViewport(0, 0, Application::getInstance()->getGLWidget()->getDeviceWidth(),
                    Application::getInstance()->getGLWidget()->getDeviceHeight());
            }
            glEnable(GL_TEXTURE_2D);
            glDisable(GL_LIGHTING);
            glColor3f(1.0f, 1.0f, 1.0f);
            renderFullscreenQuad();
            glDisable(GL_TEXTURE_2D);
            glEnable(GL_LIGHTING);
            maybeRelease(destFBO);
        }
    } else {
        // diffuse into the secondary/tertiary (alternating between frames)
        QOpenGLFramebufferObject* oldDiffusedFBO =
            textureCache->getSecondaryFramebufferObject();
        QOpenGLFramebufferObject* newDiffusedFBO =
            textureCache->getTertiaryFramebufferObject();
        if (_isOddFrame) {
            qSwap(oldDiffusedFBO, newDiffusedFBO);
        }
        newDiffusedFBO->bind();
        
        if (_isFirstFrame) {
            glClear(GL_COLOR_BUFFER_BIT);    
            
        } else {
            glActiveTexture(GL_TEXTURE1);
            glBindTexture(GL_TEXTURE_2D, oldDiffusedFBO->texture());
            
            _diffuseProgram->bind();
            QSize size = primaryFBO->size();
            _diffuseProgram->setUniformValue(_diffusionScaleLocation, 1.0f / size.width(), 1.0f / size.height());
        
            renderFullscreenQuad();
        
            _diffuseProgram->release();
        }
        
        newDiffusedFBO->release();
        
        // add diffused texture to the primary
        glBindTexture(GL_TEXTURE_2D, newDiffusedFBO->texture());
        
        if (toTexture) {
            destFBO = oldDiffusedFBO;
        }
        maybeBind(destFBO);
        if (!destFBO) {
            glViewport(0, 0,
                Application::getInstance()->getGLWidget()->getDeviceWidth(),
                Application::getInstance()->getGLWidget()->getDeviceHeight());
        }
        _addSeparateProgram->bind();      
        renderFullscreenQuad();
        _addSeparateProgram->release();
        maybeRelease(destFBO);
        
        glBindTexture(GL_TEXTURE_2D, 0);
        glActiveTexture(GL_TEXTURE0);
        
    }
    
    glPopMatrix();
    
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
       
    glEnable(GL_BLEND);
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);
    glBindTexture(GL_TEXTURE_2D, 0);
    
    _isFirstFrame = false;
    
    return destFBO;
}
Ejemplo n.º 6
0
void DeferredLightingEffect::render() {
    // perform deferred lighting, rendering to free fbo
    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);    
    
    glDisable(GL_BLEND);
    glDisable(GL_LIGHTING);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_COLOR_MATERIAL);
    glDepthMask(false);
    
    QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject();
    primaryFBO->release();
    
    QOpenGLFramebufferObject* freeFBO = Application::getInstance()->getGlowEffect()->getFreeFramebufferObject();
    freeFBO->bind();
    glClear(GL_COLOR_BUFFER_BIT);
    
    glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
    
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryNormalTextureID());
    
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimarySpecularTextureID());
    
    glActiveTexture(GL_TEXTURE3);
    glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID());
        
    // get the viewport side (left, right, both)
    int viewport[4];
    glGetIntegerv(GL_VIEWPORT, viewport);
    const int VIEWPORT_X_INDEX = 0;
    const int VIEWPORT_Y_INDEX = 1;
    const int VIEWPORT_WIDTH_INDEX = 2;
    const int VIEWPORT_HEIGHT_INDEX = 3;
    float sMin = viewport[VIEWPORT_X_INDEX] / (float)primaryFBO->width();
    float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)primaryFBO->width();
    float tMin = viewport[VIEWPORT_Y_INDEX] / (float)primaryFBO->height();
    float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)primaryFBO->height();
   
    ProgramObject* program = &_directionalLight;
    const LightLocations* locations = &_directionalLightLocations;
    bool shadowsEnabled = Menu::getInstance()->getShadowsEnabled();
    if (shadowsEnabled) {    
        glActiveTexture(GL_TEXTURE4);
        glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID());
        
        program = &_directionalLightShadowMap;
        locations = &_directionalLightShadowMapLocations;
        if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
            program = &_directionalLightCascadedShadowMap;
            locations = &_directionalLightCascadedShadowMapLocations;
            _directionalLightCascadedShadowMap.bind();
            _directionalLightCascadedShadowMap.setUniform(locations->shadowDistances,
                Application::getInstance()->getShadowDistances());
        
        } else {
            program->bind();
        }
        program->setUniformValue(locations->shadowScale,
            1.0f / Application::getInstance()->getTextureCache()->getShadowFramebufferObject()->width());
        
    } else {
        program->bind();
    }
    
    float left, right, bottom, top, nearVal, farVal;
    glm::vec4 nearClipPlane, farClipPlane;
    Application::getInstance()->computeOffAxisFrustum(
        left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
    program->setUniformValue(locations->nearLocation, nearVal);
    float depthScale = (farVal - nearVal) / farVal;
    program->setUniformValue(locations->depthScale, depthScale);
    float nearScale = -1.0f / nearVal;
    float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
    float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
    float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
    float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
    program->setUniformValue(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
    program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
    
    renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
    
    program->release();
    
    if (shadowsEnabled) {
        glBindTexture(GL_TEXTURE_2D, 0);        
        glActiveTexture(GL_TEXTURE3);
    }
    
    // additive blending
    glEnable(GL_BLEND);
    glBlendFunc(GL_ONE, GL_ONE);
    
    glEnable(GL_CULL_FACE);
    
    glm::vec4 sCoefficients(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
    glm::vec4 tCoefficients(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f);
    glTexGenfv(GL_S, GL_OBJECT_PLANE, (const GLfloat*)&sCoefficients);
    glTexGenfv(GL_T, GL_OBJECT_PLANE, (const GLfloat*)&tCoefficients);
    
    // enlarge the scales slightly to account for tesselation
    const float SCALE_EXPANSION = 0.05f;
    
    const glm::vec3& eyePoint = Application::getInstance()->getDisplayViewFrustum()->getPosition();
    float nearRadius = glm::distance(eyePoint, Application::getInstance()->getDisplayViewFrustum()->getNearTopLeft());
    
    if (!_pointLights.isEmpty()) {
        _pointLight.bind();
        _pointLight.setUniformValue(_pointLightLocations.nearLocation, nearVal);
        _pointLight.setUniformValue(_pointLightLocations.depthScale, depthScale);
        _pointLight.setUniformValue(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
        _pointLight.setUniformValue(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
        
        foreach (const PointLight& light, _pointLights) {
            _pointLight.setUniformValue(_pointLightLocations.radius, light.radius);
            glLightfv(GL_LIGHT1, GL_AMBIENT, (const GLfloat*)&light.ambient);
            glLightfv(GL_LIGHT1, GL_DIFFUSE, (const GLfloat*)&light.diffuse);
            glLightfv(GL_LIGHT1, GL_SPECULAR, (const GLfloat*)&light.specular);
            glLightfv(GL_LIGHT1, GL_POSITION, (const GLfloat*)&light.position);
            glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, (light.constantAttenuation > 0.0f ? light.constantAttenuation : 0.0f));
            glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, (light.linearAttenuation > 0.0f ? light.linearAttenuation : 0.0f));
            glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, (light.quadraticAttenuation > 0.0f ? light.quadraticAttenuation : 0.0f));
         
            glPushMatrix();
            
            float expandedRadius = light.radius * (1.0f + SCALE_EXPANSION);
            if (glm::distance(eyePoint, glm::vec3(light.position)) < expandedRadius + nearRadius) {
                glLoadIdentity();
                glTranslatef(0.0f, 0.0f, -1.0f);
                
                glMatrixMode(GL_PROJECTION);
                glPushMatrix();
                glLoadIdentity();
                
                renderFullscreenQuad();
            
                glPopMatrix();
                glMatrixMode(GL_MODELVIEW);
                
            } else {
                glTranslatef(light.position.x, light.position.y, light.position.z);   
                Application::getInstance()->getGeometryCache()->renderSphere(expandedRadius, 32, 32);
            }
            
            glPopMatrix();
        }