void ZMinMax::update_buffers(const GraphicContextPtr &gc) { Size texture_size = find_texture_size(normal_z); if (!texture0 || texture0->size() != texture_size) { std::string vertex_shader, fragment_shader0, fragment_shader1; if (gc->shader_language() == shader_glsl) get_shader_glsl(vertex_shader, fragment_shader0, fragment_shader1); else get_shader_hlsl(vertex_shader, fragment_shader0, fragment_shader1); program0 = compile_and_link(gc, vertex_shader, fragment_shader0); program1 = compile_and_link(gc, vertex_shader, fragment_shader1); Vec4f positions[6] = { Vec4f(-1.0f, -1.0f, 1.0f, 1.0f), Vec4f( 1.0f, -1.0f, 1.0f, 1.0f), Vec4f(-1.0f, 1.0f, 1.0f, 1.0f), Vec4f( 1.0f, -1.0f, 1.0f, 1.0f), Vec4f(-1.0f, 1.0f, 1.0f, 1.0f), Vec4f( 1.0f, 1.0f, 1.0f, 1.0f) }; vertices = VertexArrayVector<Vec4f>(gc, positions, 6); prim_array = PrimitivesArray::create(gc); prim_array->set_attributes(0, vertices); texture0 = Texture2D::create(gc, texture_size.width, texture_size.height, tf_rg32f); texture0->set_min_filter(filter_nearest); texture0->set_mag_filter(filter_nearest); texture0->set_wrap_mode(wrap_clamp_to_edge, wrap_clamp_to_edge); texture1 = Texture2D::create(gc, texture_size.width, texture_size.height, tf_rg32f); texture1->set_min_filter(filter_nearest); texture1->set_mag_filter(filter_nearest); texture1->set_wrap_mode(wrap_clamp_to_edge, wrap_clamp_to_edge); fb0 = FrameBuffer::create(gc); fb0->attach_color(0, texture0); fb1 = FrameBuffer::create(gc); fb1->attach_color(0, texture1); BlendStateDescription blend_desc; blend_desc.enable_blending(false); blend_state = gc->create_blend_state(blend_desc); } result = (iterations % 2 == 0) ? texture1 : texture0; }
void LightsourceSimplePass::setup(const GraphicContextPtr &gc) { Size viewport_size = inout.viewport.size(); if (!blend_state) { BlendStateDescription blend_desc; blend_desc.enable_blending(true); blend_desc.set_blend_function(blend_one, blend_one, blend_one, blend_one); blend_state = gc->create_blend_state(blend_desc); DepthStencilStateDescription icosahedron_depth_stencil_desc; icosahedron_depth_stencil_desc.enable_depth_write(false); icosahedron_depth_stencil_desc.enable_depth_test(true); icosahedron_depth_stencil_desc.set_depth_compare_function(compare_lequal); icosahedron_depth_stencil_state = gc->create_depth_stencil_state(icosahedron_depth_stencil_desc); RasterizerStateDescription icosahedron_rasterizer_desc; icosahedron_rasterizer_desc.set_culled(true); icosahedron_rasterizer_state = gc->create_rasterizer_state(icosahedron_rasterizer_desc); DepthStencilStateDescription rect_depth_stencil_desc; rect_depth_stencil_desc.enable_depth_write(false); rect_depth_stencil_desc.enable_depth_test(false); rect_depth_stencil_state = gc->create_depth_stencil_state(rect_depth_stencil_desc); RasterizerStateDescription rect_rasterizer_desc; rect_rasterizer_desc.set_culled(false); rect_rasterizer_state = gc->create_rasterizer_state(rect_rasterizer_desc); uniforms = UniformVector<Uniforms>(gc, 1); icosahedron_prim_array = PrimitivesArray::create(gc); icosahedron_prim_array->set_attributes(0, icosahedron->vertices); Vec4f positions[6] = { Vec4f(-1.0f, -1.0f, 1.0f, 1.0f), Vec4f( 1.0f, -1.0f, 1.0f, 1.0f), Vec4f(-1.0f, 1.0f, 1.0f, 1.0f), Vec4f( 1.0f, -1.0f, 1.0f, 1.0f), Vec4f(-1.0f, 1.0f, 1.0f, 1.0f), Vec4f( 1.0f, 1.0f, 1.0f, 1.0f) }; rect_positions = VertexArrayVector<Vec4f>(gc, positions, 6); rect_prim_array = PrimitivesArray::create(gc); rect_prim_array->set_attributes(0, rect_positions); } }
void ScreenViewController::render_scene(const CanvasPtr &canvas, const ScenePtr &scene) { using namespace uicore; canvas->end(); GraphicContextPtr gc = canvas->gc(); Pointf viewport_pos = Vec2f(canvas->transform() * Vec4f(0.0f, 0.0f, 0.0f, 1.0f)); Sizef viewport_size = gc->size(); Size viewport_size_i = Size(viewport_size); scene->set_viewport(viewport_size_i); scene->render(gc); canvas->begin(); }
void D3DUniformBuffer::upload_data(const GraphicContextPtr &gc, const void *data, int data_size) { if (data_size != size) throw Exception("Upload data size does not match vertex array buffer"); auto d3d_window = static_cast<D3DGraphicContext*>(gc.get())->get_window(); const auto &device = d3d_window->get_device(); const auto &device_context = d3d_window->get_device_context(); device_context->UpdateSubresource(get_handles(device).buffer, 0, 0, data, 0, 0); }
void InstancesBuffer::render_pass(const GraphicContextPtr &gc, SceneImpl *scene, const Mat4f &world_to_eye, const Mat4f &eye_to_projection, FrustumPlanes frustum, const std::function<void(ModelLOD*, int)> &pass_callback) { ScopeTimeFunction(); scene->engine()->render.scene_visits++; std::vector<Model *> models; scene->foreach_object(frustum, [&](SceneObjectImpl *object) { if (object->instance.get_renderer()) { Vec3f light_probe_color; if (object->light_probe_receiver()) { SceneLightProbeImpl *probe = find_nearest_probe(scene, object->position()); if (probe) light_probe_color = probe->color(); } scene->engine()->render.instances_drawn++; bool first_instance = object->instance.get_renderer()->add_instance(frame, object->instance, object->get_object_to_world(), light_probe_color); if (first_instance) { models.push_back(object->instance.get_renderer().get()); scene->engine()->render.models_drawn++; } } }); frame++; clear(); for (size_t i = 0; i < models.size(); i++) add(models[i]->get_instance_vectors_count()); lock(gc); for (size_t i = 0; i < models.size(); i++) models[i]->upload(*this, world_to_eye, eye_to_projection); unlock(gc); gc->set_texture(0, get_indexes()); gc->set_texture(1, get_vectors()); for (Model *model : models) { pass_callback(model->levels[0].get(), model->instances.size()); } // We cannot reset those because GBufferPass::run contains a hack relying on them being bound //gc->set_texture(0, nullptr); //gc->set_texture(1, nullptr); }
FinalPass::FinalPass(const GraphicContextPtr &gc, SceneRender &inout) : inout(inout) { if (gc->shader_language() == shader_glsl) { present_shader = ShaderSetup::compile(gc, "present", vertex_present_glsl(), fragment_present_glsl(), ""); present_shader->bind_frag_data_location(0, "FragColor"); } else { present_shader = ShaderSetup::compile(gc, "present", vertex_present_hlsl(), fragment_present_hlsl(), ""); } if (!present_shader->try_link()) throw Exception("Shader linking failed!"); present_shader->bind_attribute_location(0, "PositionInProjection"); present_shader->set_uniform1i("FinalColors", 0); present_shader->set_uniform1i("FinalColorsSampler", 0); present_shader->set_uniform1i("LogAverageLight", 1); present_shader->set_uniform1i("BloomColors", 2); present_shader->set_uniform1i("BloomColorsSampler", 2); present_shader->set_uniform1i("AmbientOcclusion", 3); present_shader->set_uniform1i("AmbientOcclusionSampler", 3); Vec4f positions[6] = { Vec4f(-1.0f, -1.0f, 1.0f, 1.0f), Vec4f( 1.0f, -1.0f, 1.0f, 1.0f), Vec4f(-1.0f, 1.0f, 1.0f, 1.0f), Vec4f( 1.0f, -1.0f, 1.0f, 1.0f), Vec4f(-1.0f, 1.0f, 1.0f, 1.0f), Vec4f( 1.0f, 1.0f, 1.0f, 1.0f) }; rect_positions = VertexArrayVector<Vec4f>(gc, positions, 6); rect_primarray = PrimitivesArray::create(gc); rect_primarray->set_attributes(0, rect_positions); RasterizerStateDescription rasterizer_desc; rasterizer_desc.set_culled(false); rasterizer_state = gc->create_rasterizer_state(rasterizer_desc); }
void LightsourcePass::update_buffers(const GraphicContextPtr &gc) { int needed_num_tiles_x = (inout.viewport.width() + tile_size - 1) / tile_size; int needed_num_tiles_y = (inout.viewport.height() + tile_size - 1) / tile_size; if (!compute_visible_lights.buffer() || num_tiles_x != needed_num_tiles_x || num_tiles_y != needed_num_tiles_y) { compute_visible_lights = StorageVector<unsigned int>(); gc->flush(); num_tiles_x = needed_num_tiles_x; num_tiles_y = needed_num_tiles_y; compute_visible_lights = StorageVector<unsigned int>(gc, num_tiles_x * num_tiles_y * light_slots_per_tile); } }
LightsourcePass::LightsourcePass(const GraphicContextPtr &gc, SceneRender &inout) : inout(inout) { if (gc->shader_language() == shader_glsl) { cull_tiles_program = compile_and_link(gc, "cull tiles", cull_tiles_glsl()); render_tiles_program = compile_and_link(gc, "render tiles", render_tiles_glsl()); } else { cull_tiles_program = compile_and_link(gc, "cull tiles", cull_tiles_hlsl()); render_tiles_program = compile_and_link(gc, "render tiles", render_tiles_hlsl()); } compute_uniforms = UniformVector<Uniforms>(gc, 1); compute_lights = StorageVector<GPULight>(gc, max_lights); transfer_lights = StagingVector<GPULight>(gc, max_lights); }
LightsourceSimplePass::LightsourceSimplePass(const GraphicContextPtr &gc, SceneRender &inout) : inout(inout) { if (gc->shader_language() == shader_glsl) { //icosahedron_light_program = compile_and_link(gc, vertex_icosahedron_glsl(), fragment_light_glsl()); //rect_light_program = compile_and_link(gc, vertex_rect_glsl(), fragment_light_glsl(), "RECT_PASS"); } else { icosahedron_light_program = compile_and_link(gc, vertex_icosahedron_hlsl(), fragment_light_hlsl()); rect_light_program = compile_and_link(gc, vertex_rect_hlsl(), fragment_light_hlsl(), "RECT_PASS"); } light_instance_texture = Texture1D::create(gc, max_lights * vectors_per_light, tf_rgba32f); light_instance_transfer = PixelBuffer::create(max_lights * vectors_per_light, 1, tf_rgba32f); icosahedron.reset(new Icosahedron(gc, true)); }
DiffuseGIPassCS::DiffuseGIPassCS(const GraphicContextPtr &gc, SceneRender &inout) : inout(inout) { if (gc->shader_language() == shader_glsl) { //init_lpv_program = compile_and_link(gc, "init lpv", init_lpv_glsl()); //init_gv_program = compile_and_link(gc, "init gv", init_gv_glsl()); //propagate_lpv_program = compile_and_link(gc, "propagate lpv", propagate_lpv_glsl()); //accumulate_lpv_program = compile_and_link(gc, "accumulate lpv", accumulate_lpv_glsl()); //render_result_program = compile_and_link(gc, "render result", render_result_glsl()); } else { init_lpv_program = compile_and_link(gc, "init lpv", init_lpv_hlsl()); init_gv_program = compile_and_link(gc, "init gv", init_gv_hlsl()); propagate_lpv_program = compile_and_link(gc, "propagate lpv", propagate_lpv_hlsl()); accumulate_lpv_program = compile_and_link(gc, "accumulate lpv", accumulate_lpv_hlsl()); render_result_program = compile_and_link(gc, "render result", render_result_hlsl()); } }
void D3DUniformBuffer::copy_to(const GraphicContextPtr &gc, const StagingBufferPtr &buffer, int dest_pos, int src_pos, int copy_size) { auto d3d_window = static_cast<D3DGraphicContext*>(gc.get())->get_window(); const auto &device = d3d_window->get_device(); const auto &device_context = d3d_window->get_device_context(); ComPtr<ID3D11Buffer> &staging_buffer = static_cast<D3DStagingBuffer*>(buffer.get())->get_buffer(device); int staging_buffer_size = static_cast<D3DStagingBuffer*>(buffer.get())->get_size(); if (copy_size == -1) copy_size = staging_buffer_size; if (dest_pos < 0 || copy_size < 0 || dest_pos + copy_size > staging_buffer_size || src_pos < 0 || src_pos + copy_size > size) throw Exception("Out of bounds!"); D3D11_BOX box; box.left = dest_pos; box.right = dest_pos + copy_size; box.top = 0; box.bottom = 1; box.front = 0; box.back = 1; device_context->CopySubresourceRegion(staging_buffer, 0, src_pos, 0, 0, get_handles(device).buffer, 0, &box); }
LogAverageLight::LogAverageLight(const GraphicContextPtr &gc, SceneRender &inout, int iterations) : inout(inout), iterations(iterations), current_index(0) { Size texture_size(1 << iterations, 1 << iterations); std::string vertex_program = "#version 330\r\n" "in vec4 PositionInProjection;\r\n" "void main()\r\n" "{\r\n" " gl_Position = PositionInProjection;\r\n" "}\r\n"; std::string fragment_program0 = string_format( "#version 330\r\n" "out vec4 FragAverage;\r\n" "uniform sampler2D Texture;\r\n" "void main()\r\n" "{\r\n" " vec3 rgb = texture(Texture, gl_FragCoord.xy / %1).rgb;\r\n" " float light = max(max(rgb.r, rgb.g), rgb.b);\r\n" " FragAverage = vec4(log(0.0001 + light), 0, 0, 0);\r\n" "}\r\n", texture_size.width); std::string fragment_program1 = "#version 330\r\n" "out vec4 FragAverage;\r\n" "uniform sampler2D Texture;\r\n" "void main()\r\n" "{\r\n" " ivec2 pos = ivec2(gl_FragCoord.xy) * 2;\r\n" " float light0 = texelFetch(Texture, pos, 0).x; \r\n" " float light1 = texelFetch(Texture, pos + ivec2(1,0), 0).x; \r\n" " float light2 = texelFetch(Texture, pos + ivec2(0,1), 0).x; \r\n" " float light3 = texelFetch(Texture, pos + ivec2(1,1), 0).x; \r\n" " FragAverage = vec4((light0 + light1 + light2 + light3) * 0.25, 0, 0, 0);\r\n" "}\r\n"; std::string fragment_program2 = "#version 330\r\n" "out vec4 FragAverage;\r\n" "uniform sampler2D TexturePrev;\r\n" "uniform sampler2D TextureCurrent;\r\n" "void main()\r\n" "{\r\n" " float lightPrev = texelFetch(TexturePrev, ivec2(0,0), 0).x; \r\n" " float lightCurrent = exp(texelFetch(TextureCurrent, ivec2(0,0), 0).x); \r\n" " float c = 0.04;\r\n" " FragAverage = vec4(lightPrev + c * (lightCurrent - lightPrev), 0, 0, 0);\r\n" "}\r\n"; program0 = compile_and_link(gc, vertex_program, fragment_program0); program1 = compile_and_link(gc, vertex_program, fragment_program1); program2 = compile_and_link(gc, vertex_program, fragment_program2); Vec4f positions[6] = { Vec4f(-1.0f, -1.0f, 1.0f, 1.0f), Vec4f( 1.0f, -1.0f, 1.0f, 1.0f), Vec4f(-1.0f, 1.0f, 1.0f, 1.0f), Vec4f( 1.0f, -1.0f, 1.0f, 1.0f), Vec4f(-1.0f, 1.0f, 1.0f, 1.0f), Vec4f( 1.0f, 1.0f, 1.0f, 1.0f) }; vertices = VertexArrayVector<Vec4f>(gc, positions, 6); prim_array = PrimitivesArray::create(gc); prim_array->set_attributes(0, vertices); texture0 = Texture2D::create(gc, texture_size.width, texture_size.height, tf_r32f); texture0->set_min_filter(filter_nearest); texture0->set_mag_filter(filter_nearest); texture0->set_wrap_mode(wrap_clamp_to_edge, wrap_clamp_to_edge); texture1 = Texture2D::create(gc, texture_size.width, texture_size.height, tf_r32f); texture1->set_min_filter(filter_nearest); texture1->set_mag_filter(filter_nearest); texture1->set_wrap_mode(wrap_clamp_to_edge, wrap_clamp_to_edge); auto black = PixelBuffer::create(1, 1, tf_r32f); black->data<float>()[0] = 0.0f; result_texture0 = Texture2D::create(gc, 1, 1, tf_r32f); result_texture0->set_min_filter(filter_nearest); result_texture0->set_mag_filter(filter_nearest); result_texture0->set_wrap_mode(wrap_clamp_to_edge, wrap_clamp_to_edge); result_texture0->set_subimage(gc, 0, 0, black, black->size()); result_texture1 = Texture2D::create(gc, 1, 1, tf_r32f); result_texture1->set_min_filter(filter_nearest); result_texture1->set_mag_filter(filter_nearest); result_texture1->set_wrap_mode(wrap_clamp_to_edge, wrap_clamp_to_edge); result_texture1->set_subimage(gc, 0, 0, black, black->size()); fb0 = FrameBuffer::create(gc); fb0->attach_color(0, texture0); fb1 = FrameBuffer::create(gc); fb1->attach_color(0, texture1); fb2 = FrameBuffer::create(gc); fb2->attach_color(0, result_texture0); fb3 = FrameBuffer::create(gc); fb3->attach_color(0, result_texture1); BlendStateDescription blend_desc; blend_desc.enable_blending(false); blend_state = gc->create_blend_state(blend_desc); }
void GaussianBlur::setup(const GraphicContextPtr &gc, float blur_amount, int sample_count) { for (blur_setup_index = 0; blur_setup_index < blur_setups.size(); blur_setup_index++) { if (blur_setups[blur_setup_index].blur_amount == blur_amount && blur_setups[blur_setup_index].sample_count == sample_count) return; } std::string vertex_shader, vertical_fragment_shader, horizontal_fragment_shader; if (gc->shader_language() == shader_glsl) { vertex_shader = vertex_shader_glsl(); horizontal_fragment_shader = fragment_shader_glsl(blur_amount, sample_count, false); vertical_fragment_shader = fragment_shader_glsl(blur_amount, sample_count, true); } else { vertex_shader = vertex_shader_hlsl(); horizontal_fragment_shader = fragment_shader_hlsl(blur_amount, sample_count, false); vertical_fragment_shader = fragment_shader_hlsl(blur_amount, sample_count, true); } auto vertex = ShaderObject::create(gc, ShaderType::vertex, vertex_shader); auto vertical_fragment = ShaderObject::create(gc, ShaderType::fragment, vertical_fragment_shader); auto horizontal_fragment = ShaderObject::create(gc, ShaderType::fragment, horizontal_fragment_shader); if (!vertex->try_compile()) throw Exception(string_format("Could not compile Gaussian blur vertex shader: %1", vertex->info_log())); if (!vertical_fragment->try_compile()) throw Exception(string_format("Could not compile vertical Gaussian blur fragment shader: %1", vertical_fragment->info_log())); if (!horizontal_fragment->try_compile()) throw Exception(string_format("Could not compile horizontal Gaussian blur fragment shader: %1", horizontal_fragment->info_log())); BlurSetup blur_setup(blur_amount, sample_count); blur_setup.vertical_blur_program = ProgramObject::create(gc); blur_setup.vertical_blur_program->attach(vertex); blur_setup.vertical_blur_program->attach(vertical_fragment); blur_setup.vertical_blur_program->bind_frag_data_location(0, "FragColor"); blur_setup.vertical_blur_program->bind_attribute_location(0, "PositionInProjection"); if (!blur_setup.vertical_blur_program->try_link()) throw Exception("Could not link vertical Gaussian blur program"); blur_setup.vertical_blur_program->set_uniform1i("SourceTexture", 0); blur_setup.vertical_blur_program->set_uniform1i("SourceSampler", 0); blur_setup.horizontal_blur_program = ProgramObject::create(gc); blur_setup.horizontal_blur_program->attach(vertex); blur_setup.horizontal_blur_program->attach(horizontal_fragment); blur_setup.horizontal_blur_program->bind_frag_data_location(0, "FragColor"); blur_setup.horizontal_blur_program->bind_attribute_location(0, "PositionInProjection"); if (!blur_setup.horizontal_blur_program->try_link()) throw Exception("Could not link horizontal Gaussian blur program"); blur_setup.horizontal_blur_program->set_uniform1i("SourceTexture", 0); blur_setup.horizontal_blur_program->set_uniform1i("SourceSampler", 0); blur_setups.push_back(blur_setup); if (!gpu_positions.buffer()) { Vec4f positions[6] = { Vec4f(-1.0f, -1.0f, 1.0f, 1.0f), Vec4f( 1.0f, -1.0f, 1.0f, 1.0f), Vec4f(-1.0f, 1.0f, 1.0f, 1.0f), Vec4f( 1.0f, -1.0f, 1.0f, 1.0f), Vec4f(-1.0f, 1.0f, 1.0f, 1.0f), Vec4f( 1.0f, 1.0f, 1.0f, 1.0f) }; gpu_positions = VertexArrayVector<Vec4f>(gc, positions, 6); prim_array = PrimitivesArray::create(gc); prim_array->set_attributes(0, gpu_positions); BlendStateDescription blend_desc; blend_desc.enable_blending(false); blend_state = gc->create_blend_state(blend_desc); } }
void LightsourcePass::find_lights(const GraphicContextPtr &gc, SceneImpl *scene) { lights.clear(); Size viewport_size = inout.viewport.size(); Mat4f eye_to_projection = Mat4f::perspective(inout.field_of_view, viewport_size.width/(float)viewport_size.height, 0.1f, 1.e10f, handed_left, gc->clip_z_range()); Mat4f eye_to_cull_projection = Mat4f::perspective(inout.field_of_view, viewport_size.width/(float)viewport_size.height, 0.1f, 150.0f, handed_left, clip_negative_positive_w); FrustumPlanes frustum(eye_to_cull_projection * inout.world_to_eye); scene->foreach_light(frustum, [&](SceneLightImpl *light) { if ((light->type() == SceneLight::type_omni || light->type() == SceneLight::type_spot) && light->light_caster() && lights.size() < max_lights - 1) { #ifdef TEST_LIGHT_DISTANCE float dist = (world_to_eye * Vec4f(light->position, 1.0f)).length3() - light->attenuation_end; if (dist < 30.0f) lights.push_back(light); #else lights.push_back(light); #endif } }); }
void LightsourceSimplePass::render(const GraphicContextPtr &gc, GPUTimer &timer) { ScopeTimeFunction(); //timer.begin_time(gc, "light(simple)"); gc->set_frame_buffer(inout.fb_final_color); gc->set_viewport(inout.viewport.size(), gc->texture_image_y_axis()); gc->set_depth_range(0.0f, 0.9f); gc->set_uniform_buffer(0, uniforms); gc->set_texture(0, light_instance_texture); gc->set_texture(1, inout.normal_z_gbuffer); gc->set_texture(2, inout.diffuse_color_gbuffer); gc->set_texture(3, inout.specular_color_gbuffer); gc->set_texture(4, inout.specular_level_gbuffer); gc->set_texture(5, inout.shadow_maps); gc->set_texture(6, inout.self_illumination_gbuffer); gc->set_blend_state(blend_state); gc->clear(); // To do: use icosahedron for smaller lights and when the camera is not inside the light influence sphere // To do: combine multiple lights into the same rect pass to reduce overdraw penalty gc->set_depth_stencil_state(rect_depth_stencil_state); gc->set_rasterizer_state(rect_rasterizer_state); gc->set_program_object(rect_light_program); gc->set_primitives_array(rect_prim_array); gc->draw_primitives_array_instanced(type_triangles, 0, 6, std::max(lights.size(), (size_t)1)); gc->reset_primitives_array(); /* gc->set_depth_stencil_state(icosahedron_depth_stencil_state); gc->set_rasterizer_state(icosahedron_rasterizer_state); gc->set_program_object(icosahedron_light_program); gc->set_primitives_array(icosahedron_prim_array); gc->draw_primitives_elements_instanced(type_triangles, icosahedron->num_elements, icosahedron->elements, 0, lights.size()); gc->reset_primitives_array(); */ gc->set_depth_stencil_state(icosahedron_depth_stencil_state); gc->set_rasterizer_state(icosahedron_rasterizer_state); gc->set_program_object(icosahedron_light_program); gc->set_primitives_array(icosahedron_prim_array); gc->draw_primitives_elements_instanced(type_triangles, icosahedron->num_elements, icosahedron->elements, type_unsigned_int, 0, lights.size()); gc->reset_primitives_array(); //timer.end_time(gc); //timer.begin_time(gc, "light(simple)"); gc->reset_texture(6); gc->reset_texture(5); gc->reset_texture(4); gc->reset_texture(3); gc->reset_texture(2); gc->reset_texture(1); gc->reset_texture(0); gc->reset_uniform_buffer(0); //timer.end_time(gc); }
void FinalPass::run(const GraphicContextPtr &gc, SceneImpl *scene) { ScopeTimeFunction(); //Texture2DPtr &log_average_light_texture = log_average_light.find_log_average_light(gc, lightsource_pass.final_color); inout.bloom_contribution->set_min_filter(filter_linear); inout.bloom_contribution->set_mag_filter(filter_linear); inout.ambient_occlusion->set_min_filter(filter_linear); inout.ambient_occlusion->set_mag_filter(filter_linear); inout.final_color->set_min_filter(filter_nearest); inout.final_color->set_mag_filter(filter_nearest); if (inout.fb_viewport) gc->set_frame_buffer(inout.fb_viewport); gc->set_viewport(inout.viewport, gc->texture_image_y_axis()); gc->set_texture(0, inout.final_color); gc->set_texture(2, inout.bloom_contribution); gc->set_texture(3, inout.ambient_occlusion); gc->set_program_object(present_shader); gc->set_rasterizer_state(rasterizer_state); gc->draw_primitives(type_triangles, 6, rect_primarray); gc->reset_program_object(); gc->reset_texture(0); gc->reset_texture(2); gc->reset_texture(3); gc->reset_frame_buffer(); }
void LightsourceSimplePass::upload(const GraphicContextPtr &gc, SceneImpl *scene) { ScopeTimeFunction(); Size viewport_size = inout.viewport.size(); Mat4f eye_to_projection = Mat4f::perspective(inout.field_of_view, viewport_size.width/(float)viewport_size.height, 0.1f, 1.e4f, handed_left, gc->clip_z_range()); float aspect = inout.viewport.width()/(float)inout.viewport.height(); float field_of_view_y_degrees = inout.field_of_view; 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 / inout.viewport.width(), 2.0f / inout.viewport.height()); Uniforms cpu_uniforms; cpu_uniforms.eye_to_projection = eye_to_projection; cpu_uniforms.object_to_eye = Quaternionf::inverse(scene->camera()->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(inout.world_to_eye)); // This assumes uniform scale Mat4f eye_to_world = Mat4f::inverse(inout.world_to_eye); Vec4f *instance_data = light_instance_transfer->data<Vec4f>(); 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(inout.world_to_eye * 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); light_instance_texture->set_image(gc, light_instance_transfer); }
void LightsourceSimplePass::find_lights(const GraphicContextPtr &gc, SceneImpl *scene) { lights.clear(); Size viewport_size = inout.viewport.size(); Mat4f eye_to_projection = Mat4f::perspective(inout.field_of_view, viewport_size.width/(float)viewport_size.height, 0.1f, 1.e10f, handed_left, gc->clip_z_range()); Mat4f eye_to_cull_projection = Mat4f::perspective(inout.field_of_view, viewport_size.width/(float)viewport_size.height, 0.1f, 150.0f, handed_left, clip_negative_positive_w); FrustumPlanes frustum(eye_to_cull_projection * inout.world_to_eye); scene->foreach_light(frustum, [&](SceneLightImpl *light) { if ((light->type() == SceneLight::type_omni || light->type() == SceneLight::type_spot) && light->light_caster() && lights.size() < max_lights - 1) { lights.push_back(light); } }); }
std::shared_ptr<FrameBuffer> FrameBuffer::create(const GraphicContextPtr &gc) { return static_cast<GraphicContextImpl*>(gc.get())->create_frame_buffer(); }
std::shared_ptr<StagingBuffer> StagingBuffer::create(const GraphicContextPtr &gc, const void *data, int size, BufferUsage usage) { return static_cast<GraphicContextImpl*>(gc.get())->create_staging_buffer(data, size, usage); }
void LightsourcePass::render(const GraphicContextPtr &gc, GPUTimer &timer) { ScopeTimeFunction(); zminmax.viewport = inout.viewport; zminmax.normal_z = inout.normal_z_gbuffer; zminmax.minmax(gc); update_buffers(gc); //timer.begin_time(gc, "light(cull)"); gc->set_uniform_buffer(0, compute_uniforms); gc->set_storage_buffer(0, compute_lights); gc->set_storage_buffer(1, compute_visible_lights); gc->set_texture(0, zminmax.result); gc->set_texture(1, inout.normal_z_gbuffer); gc->set_texture(2, inout.diffuse_color_gbuffer); gc->set_texture(3, inout.specular_color_gbuffer); gc->set_texture(4, inout.specular_level_gbuffer); gc->set_texture(5, inout.shadow_maps); gc->set_texture(6, inout.self_illumination_gbuffer); gc->set_image_texture(0, inout.final_color); gc->set_program_object(cull_tiles_program); gc->dispatch((num_tiles_x + tile_size - 1) / tile_size, (num_tiles_y + tile_size - 1) / tile_size); //timer.end_time(gc); //timer.begin_time(gc, "light(render)"); gc->set_program_object(render_tiles_program); gc->dispatch(num_tiles_x, num_tiles_y); gc->reset_image_texture(0); gc->reset_texture(6); gc->reset_texture(5); gc->reset_texture(4); gc->reset_texture(3); gc->reset_texture(2); gc->reset_texture(1); gc->reset_texture(0); gc->reset_uniform_buffer(2); gc->reset_uniform_buffer(1); gc->reset_uniform_buffer(0); //timer.end_time(gc); }
void ZMinMax::minmax(const GraphicContextPtr &gc) { update_buffers(gc); normal_z->set_min_filter(filter_nearest); normal_z->set_mag_filter(filter_nearest); normal_z->set_wrap_mode(wrap_clamp_to_edge, wrap_clamp_to_edge); gc->set_primitives_array(prim_array); gc->set_program_object(program0); gc->set_blend_state(blend_state); Size texture_size = find_texture_size(normal_z); for (int i = 0; i < iterations; i++) { if (i == 1) gc->set_program_object(program1); int iteration_width = texture_size.width >> i; int iteration_height = texture_size.height >> i; gc->set_frame_buffer((i % 2 == 0) ? fb0 : fb1); gc->set_viewport(Size(iteration_width, iteration_height), gc->texture_image_y_axis()); if (i == 0) gc->set_texture(0, normal_z); else gc->set_texture(0, (i % 2 == 0) ? texture1 : texture0); gc->draw_primitives_array(type_triangles, 6); } gc->reset_texture(0); gc->reset_program_object(); gc->reset_primitives_array(); gc->reset_frame_buffer(); gc->set_viewport(viewport.size(), gc->texture_image_y_axis()); }
void RenderBatchTriangle::flush(const GraphicContextPtr &gc) { if (position > 0) { gc->set_program_object(program_sprite); int gpu_index; VertexArrayVector<SpriteVertex> gpu_vertices(batch_buffer->get_vertex_buffer(gc, gpu_index)); if (!prim_array[gpu_index]) { prim_array[gpu_index] = PrimitivesArray::create(gc); prim_array[gpu_index]->set_attributes(0, gpu_vertices, cl_offsetof(SpriteVertex, position)); prim_array[gpu_index]->set_attributes(1, gpu_vertices, cl_offsetof(SpriteVertex, color)); prim_array[gpu_index]->set_attributes(2, gpu_vertices, cl_offsetof(SpriteVertex, texcoord)); prim_array[gpu_index]->set_attributes(3, gpu_vertices, cl_offsetof(SpriteVertex, texindex)); if (!glyph_blend) { BlendStateDescription blend_desc; blend_desc.set_blend_function(blend_constant_color, blend_one_minus_src_color, blend_zero, blend_one); glyph_blend = gc->create_blend_state(blend_desc); } } gpu_vertices.upload_data(gc, 0, vertices, position); for (int i = 0; i < num_current_textures; i++) gc->set_texture(i, current_textures[i]); #ifdef _DEBUG // Suppress a warning when the D3D debug layer is active (to do: add a boolean on gc that can report if a debug layer is present) if (num_current_textures > 0) { for (int i = num_current_textures; i < max_textures; i++) gc->set_texture(i, current_textures[0]); } #endif if (use_glyph_program) { gc->set_blend_state(glyph_blend, constant_color); gc->draw_primitives(type_triangles, position, prim_array[gpu_index]); gc->reset_blend_state(); } else { gc->draw_primitives(type_triangles, position, prim_array[gpu_index]); } for (int i = 0; i < num_current_textures; i++) gc->reset_texture(i); #ifdef _DEBUG // Suppress a warning when the D3D debug layer is active (to do: add a boolean on gc that can report if a debug layer is present) if (num_current_textures > 0) { for (int i = num_current_textures; i < max_textures; i++) gc->reset_texture(i); } #endif gc->reset_program_object(); position = 0; for (int i = 0; i < num_current_textures; i++) current_textures[i] = Texture2DPtr(); num_current_textures = 0; } }
std::shared_ptr<Texture2D> Texture2D::create(const GraphicContextPtr &context, int width, int height, TextureFormat format, int levels) { return static_cast<GraphicContextImpl*>(context.get())->create_texture_2d(width, height, format, levels); }
std::shared_ptr<Texture2DArray> Texture2DArray::create(const GraphicContextPtr &context, int width, int height, int array_size, TextureFormat texture_format, int levels) { return static_cast<GraphicContextImpl*>(context.get())->create_texture_2d_array(width, height, array_size, texture_format, levels); }
std::shared_ptr<ElementArrayBuffer> ElementArrayBuffer::create(const GraphicContextPtr &gc, const void *data, int size, BufferUsage usage) { return static_cast<GraphicContextImpl*>(gc.get())->create_element_array_buffer(data, size, usage); }