Esempio n. 1
0
/**
 * Generates a shadow map into the specified framebuffer.
 * @param rstate        RenderState with rendering parameters
 * @param camera        camera with light viewpoint
 * @param framebufferId ID of framebuffer to render shadow map into
 * @param scene_objects temporary storage for culling
 * @see Light::makeShadowMap Renderer::makeShadowMaps
 */
void GLRenderer::renderShadowMap(RenderState& rstate, Camera* camera, GLuint framebufferId, std::vector<SceneObject*>& scene_objects) {

	cullFromCamera(rstate.scene, camera, rstate.shader_manager, scene_objects);

    GLint drawFbo = 0, readFbo = 0;
    glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &drawFbo);
    glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &readFbo);
    const GLenum attachments[] = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};

	GL(glBindFramebuffer(GL_FRAMEBUFFER, framebufferId));
    GL(glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments));
    GL(glViewport(rstate.viewportX, rstate.viewportY, rstate.viewportWidth, rstate.viewportHeight));
    glClearColor(0,0,0,1);
    GL(glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT));
    rstate.shadow_map = true;
    for (auto it = render_data_vector.begin();
         it != render_data_vector.end(); ++it) {
        RenderData* rdata = *it;
        if (rdata->cast_shadows()) {
            GL(renderRenderData(rstate, rdata));
        }
    }
    rstate.shadow_map = false;
    GL(glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, &attachments[1]));
    glBindFramebuffer(GL_READ_FRAMEBUFFER, readFbo);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFbo);
}
Esempio n. 2
0
/**
 * Generates a shadow map into the specified framebuffer.
 * @param rstate        RenderState with rendering parameters
 * @param camera        camera with light viewpoint
 * @param framebufferId ID of framebuffer to render shadow map into
 * @param scene_objects temporary storage for culling
 * @see Light::makeShadowMap Renderer::makeShadowMaps
 */
void Renderer::renderShadowMap(RenderState& rstate, Camera* camera, GLuint framebufferId, std::vector<SceneObject*>& scene_objects) {

	cullFromCamera(rstate.scene, camera, rstate.shader_manager, scene_objects);

	GL(glBindFramebuffer(GL_FRAMEBUFFER, framebufferId));
    GL(glViewport(rstate.viewportX, rstate.viewportY, rstate.viewportWidth, rstate.viewportHeight));
    glClearColor(0,0,0,1);
    GL(glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT));

    for (auto it = render_data_vector.begin();
            it != render_data_vector.end(); ++it) {
        GL(renderRenderData(rstate, *it));
    }
}
Esempio n. 3
0
void Renderer::cull(Scene *scene, Camera *camera,
        ShaderManager* shader_manager) {

    if (camera->owner_object() == 0
            || camera->owner_object()->transform() == nullptr) {
        return;
    }
    cullFromCamera(scene, camera, shader_manager);

    // Note: this needs to be scaled to sort on N states
    state_sort();

    if(do_batching && !gRenderer->isVulkanInstace()){
        batch_manager->batchSetup(render_data_vector);
    }
}
Esempio n. 4
0
void Renderer::cull(Scene *scene, Camera *camera,
        ShaderManager* shader_manager) {

    if (camera->owner_object() == 0
            || camera->owner_object()->transform() == nullptr) {
        return;
    }
    std::vector<SceneObject*> scene_objects;
    scene_objects.reserve(1024);

//    makeShadowMaps(scene, shader_manager);
    cullFromCamera(scene, camera, shader_manager, scene_objects);

    // Note: this needs to be scaled to sort on N states
    state_sort();

}