void LightsourceSimplePass::render(GraphicContext &gc, GPUTimer &timer) { ScopeTimeFunction(); //timer.begin_time(gc, "light(simple)"); gc.set_frame_buffer(fb); gc.set_viewport(viewport->get_size()); 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, normal_z_gbuffer.get()); gc.set_texture(2, diffuse_color_gbuffer.get()); gc.set_texture(3, specular_color_gbuffer.get()); gc.set_texture(4, specular_level_gbuffer.get()); gc.set_texture(5, shadow_maps.get()); gc.set_texture(6, self_illumination_gbuffer.get()); 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, 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 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); }