Esempio n. 1
0
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::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);
}