コード例 #1
0
void RenderableParticleEffectEntityItem::createPipelines() {
    if (!_untexturedPipeline) {
        auto state = std::make_shared<gpu::State>();
        state->setCullMode(gpu::State::CULL_BACK);
        state->setDepthTest(true, true, gpu::LESS_EQUAL);
        state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
                                gpu::State::ONE, gpu::State::FACTOR_ALPHA,
                                gpu::State::BLEND_OP_ADD, gpu::State::ONE);
        auto vertShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(untextured_particle_vert)));
        auto fragShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(untextured_particle_frag)));
        auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vertShader, fragShader));
        _untexturedPipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
    }
    if (!_texturedPipeline) {
        auto state = std::make_shared<gpu::State>();
        state->setCullMode(gpu::State::CULL_BACK);
        state->setDepthTest(true, true, gpu::LESS_EQUAL);
        state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
                                gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA,
                                gpu::State::BLEND_OP_ADD, gpu::State::ONE);
        auto vertShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(textured_particle_vert)));
        auto fragShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(textured_particle_frag)));
        auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vertShader, fragShader));
        _texturedPipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
    }
}
コード例 #2
0
ファイル: ParabolaPointer.cpp プロジェクト: Nex-Pro/hifi
const gpu::PipelinePointer ParabolaPointer::RenderState::ParabolaRenderItem::getParabolaPipeline() {
    if (!_parabolaPipeline || !_transparentParabolaPipeline) {
        {
            gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::parabola);
            auto state = std::make_shared<gpu::State>();
            state->setDepthTest(true, true, gpu::LESS_EQUAL);
            state->setBlendFunction(false,
                gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
                gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
            PrepareStencil::testMaskDrawShape(*state);
            state->setCullMode(gpu::State::CULL_NONE);
            _parabolaPipeline = gpu::Pipeline::create(program, state);
        }

        {
            gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::parabola_translucent);
            auto state = std::make_shared<gpu::State>();
            state->setDepthTest(true, true, gpu::LESS_EQUAL);
            state->setBlendFunction(true,
                gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
                gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
            PrepareStencil::testMask(*state);
            state->setCullMode(gpu::State::CULL_NONE);
            _transparentParabolaPipeline = gpu::Pipeline::create(program, state);
        }
    }
    return (_parabolaData.color.a < 1.0f ? _transparentParabolaPipeline : _parabolaPipeline);
}
コード例 #3
0
ファイル: LightClusters.cpp プロジェクト: kitely/hifiki
const gpu::PipelinePointer DebugLightClusters::getDrawClusterContentPipeline() {
    if (!_drawClusterContent) {
      //  auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawClusterContent_vert));
        auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
        auto ps = gpu::Shader::createPixel(std::string(lightClusters_drawClusterContent_frag));
        gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);

        gpu::Shader::BindingSet slotBindings;
        slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT));

        slotBindings.insert(gpu::Shader::Binding(std::string("frustumGridBuffer"), LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT));
        slotBindings.insert(gpu::Shader::Binding(std::string("clusterGridBuffer"), LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT));
        slotBindings.insert(gpu::Shader::Binding(std::string("clusterContentBuffer"), LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT));
        slotBindings.insert(gpu::Shader::Binding(std::string("linearZeyeMap"), DEFERRED_BUFFER_LINEAR_DEPTH_UNIT));

        slotBindings.insert(gpu::Shader::Binding(std::string("cameraCorrectionBuffer"), CAMERA_CORRECTION_BUFFER_SLOT));
        slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), DEFERRED_FRAME_TRANSFORM_BUFFER_SLOT));

        gpu::Shader::makeProgram(*program, slotBindings);


        auto state = std::make_shared<gpu::State>();
        
        // Blend on transparent
        state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);

        // Good to go add the brand new pipeline
        _drawClusterContent = gpu::Pipeline::create(program, state);
    }
    return _drawClusterContent;
}
コード例 #4
0
ファイル: LightClusters.cpp プロジェクト: kitely/hifiki
const gpu::PipelinePointer DebugLightClusters::getDrawClusterGridPipeline() {
    if (!_drawClusterGrid) {
        auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawGrid_vert));
        auto ps = gpu::Shader::createPixel(std::string(lightClusters_drawGrid_frag));
        gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);

        gpu::Shader::BindingSet slotBindings;
        slotBindings.insert(gpu::Shader::Binding(std::string("frustumGridBuffer"), LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT));
        slotBindings.insert(gpu::Shader::Binding(std::string("clusterGridBuffer"), LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT));
        slotBindings.insert(gpu::Shader::Binding(std::string("clusterContentBuffer"), LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT));


        gpu::Shader::makeProgram(*program, slotBindings);


        auto state = std::make_shared<gpu::State>();

        state->setDepthTest(true, false, gpu::LESS_EQUAL);

        // Blend on transparent
        state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);

        // Good to go add the brand new pipeline
        _drawClusterGrid = gpu::Pipeline::create(program, state);
    }
    return _drawClusterGrid;
}
コード例 #5
0
gpu::PipelinePointer DeferredLightingEffect::getPipeline(SimpleProgramKey config) {
    auto it = _simplePrograms.find(config);
    if (it != _simplePrograms.end()) {
        return it.value();
    }
    
    auto state = std::make_shared<gpu::State>();
    if (config.isCulled()) {
        state->setCullMode(gpu::State::CULL_BACK);
    } else {
        state->setCullMode(gpu::State::CULL_NONE);
    }
    state->setDepthTest(true, true, gpu::LESS_EQUAL);
    if (config.hasDepthBias()) {
        state->setDepthBias(1.0f);
        state->setDepthBiasSlopeScale(1.0f);
    }
    state->setBlendFunction(false,
                            gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
                            gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
    
    gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
    gpu::PipelinePointer pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
    _simplePrograms.insert(config, pipeline);
    return pipeline;
}
コード例 #6
0
ファイル: ModelRender.cpp プロジェクト: Giugiogia/hifi
void ModelRender::RenderPipelineLib::addRenderPipeline(ModelRender::RenderKey key,
    gpu::ShaderPointer& vertexShader,
    gpu::ShaderPointer& pixelShader) {

    gpu::Shader::BindingSet slotBindings;
    slotBindings.insert(gpu::Shader::Binding(std::string("skinClusterBuffer"), ModelRender::SKINNING_GPU_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), ModelRender::MATERIAL_GPU_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("diffuseMap"), ModelRender::DIFFUSE_MAP_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), ModelRender::NORMAL_MAP_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), ModelRender::SPECULAR_MAP_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("emissiveMap"), ModelRender::LIGHTMAP_MAP_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), ModelRender::LIGHT_BUFFER_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));

    gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader));
    gpu::Shader::makeProgram(*program, slotBindings);


    auto locations = std::make_shared<Locations>();
    initLocations(program, *locations);


    auto state = std::make_shared<gpu::State>();

    // Backface on shadow
    if (key.isShadow()) {
        state->setCullMode(gpu::State::CULL_FRONT);
        state->setDepthBias(1.0f);
        state->setDepthBiasSlopeScale(4.0f);
    } else {
        state->setCullMode(gpu::State::CULL_BACK);
    }

    // Z test depends if transparent or not
    state->setDepthTest(true, !key.isTranslucent(), gpu::LESS_EQUAL);

    // Blend on transparent
    state->setBlendFunction(key.isTranslucent(),
        gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, // For transparent only, this keep the highlight intensity
        gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);

    // Good to go add the brand new pipeline
    auto pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
    insert(value_type(key.getRaw(), RenderPipeline(pipeline, locations)));


    if (!key.isWireFrame()) {

        RenderKey wireframeKey(key.getRaw() | RenderKey::IS_WIREFRAME);
        auto wireframeState = std::make_shared<gpu::State>(state->getValues());

        wireframeState->setFillMode(gpu::State::FILL_LINE);

        // create a new RenderPipeline with the same shader side and the wireframe state
        auto wireframePipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, wireframeState));
        insert(value_type(wireframeKey.getRaw(), RenderPipeline(wireframePipeline, locations)));
    }
}
コード例 #7
0
ファイル: AnimDebugDraw.cpp プロジェクト: disigma/hifi
AnimDebugDraw::AnimDebugDraw() :
    _itemID(0) {

    auto state = std::make_shared<gpu::State>();
    state->setCullMode(gpu::State::CULL_BACK);
    state->setDepthTest(true, true, gpu::LESS_EQUAL);
    state->setBlendFunction(false, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
                            gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA,
                            gpu::State::BLEND_OP_ADD, gpu::State::ONE);
    auto vertShader = gpu::Shader::createVertex(std::string(animdebugdraw_vert));
    auto fragShader = gpu::Shader::createPixel(std::string(animdebugdraw_frag));
    auto program = gpu::Shader::createProgram(vertShader, fragShader);
    _pipeline = gpu::Pipeline::create(program, state);

    _animDebugDrawData = std::make_shared<AnimDebugDrawData>();
    _animDebugDrawPayload = std::make_shared<AnimDebugDrawPayload>(_animDebugDrawData);

    _animDebugDrawData->_pipeline = _pipeline;

    render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
    if (scene) {
        _itemID = scene->allocateID();
        render::PendingChanges pendingChanges;
        pendingChanges.resetItem(_itemID, _animDebugDrawPayload);
        scene->enqueuePendingChanges(pendingChanges);
    }

    // HACK: add red, green and blue axis at (1,1,1)
    _animDebugDrawData->_vertexBuffer->resize(sizeof(Vertex) * 6);
    Vertex* data = (Vertex*)_animDebugDrawData->_vertexBuffer->editData();

    data[0].pos = glm::vec3(1.0, 1.0f, 1.0f);
    data[0].rgba = toRGBA(255, 0, 0, 255);
    data[1].pos = glm::vec3(2.0, 1.0f, 1.0f);
    data[1].rgba = toRGBA(255, 0, 0, 255);

    data[2].pos = glm::vec3(1.0, 1.0f, 1.0f);
    data[2].rgba = toRGBA(0, 255, 0, 255);
    data[3].pos = glm::vec3(1.0, 2.0f, 1.0f);
    data[3].rgba = toRGBA(0, 255, 0, 255);

    data[4].pos = glm::vec3(1.0, 1.0f, 1.0f);
    data[4].rgba = toRGBA(0, 0, 255, 255);
    data[5].pos = glm::vec3(1.0, 1.0f, 2.0f);
    data[5].rgba = toRGBA(0, 0, 255, 255);

    _animDebugDrawData->_indexBuffer->resize(sizeof(uint16_t) * 6);
    uint16_t* indices = (uint16_t*)_animDebugDrawData->_indexBuffer->editData();
    for (int i = 0; i < 6; i++) {
        indices[i] = i;
    }

}
コード例 #8
0
void RenderableProceduralItem::ProceduralInfo::prepare(gpu::Batch& batch) {
    if (_shaderUrl.isLocalFile()) {
        auto lastModified = QFileInfo(_shaderPath).lastModified().toMSecsSinceEpoch();
        if (lastModified > _shaderModified) {
            QFile file(_shaderPath);
            file.open(QIODevice::ReadOnly);
            _shaderSource = QTextStream(&file).readAll();
            _pipelineDirty = true;
            _shaderModified = lastModified;
        }
    } else if (_networkShader && _networkShader->isLoaded()) {
        _shaderSource = _networkShader->_source;
    }

    if (!_pipeline || _pipelineDirty) {
        _pipelineDirty = false;
        if (!_vertexShader) {
            _vertexShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
        }
        QString framentShaderSource = SHADER_TEMPLATE.arg(_shaderSource);
        _fragmentShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(framentShaderSource.toLocal8Bit().data())));
        _shader = gpu::ShaderPointer(gpu::Shader::createProgram(_vertexShader, _fragmentShader));
        gpu::Shader::BindingSet slotBindings;
        slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));
        gpu::Shader::makeProgram(*_shader, slotBindings);
        auto state = std::make_shared<gpu::State>();
        state->setCullMode(gpu::State::CULL_NONE);
        state->setDepthTest(true, true, gpu::LESS_EQUAL);
        state->setBlendFunction(false,
            gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
            gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
        _pipeline = gpu::PipelinePointer(gpu::Pipeline::create(_shader, state));
        _timeSlot = _shader->getUniforms().findLocation(UNIFORM_TIME_NAME);
        _scaleSlot = _shader->getUniforms().findLocation(UNIFORM_SCALE_NAME);
        _start = usecTimestampNow();
    }

    batch.setPipeline(_pipeline);
    float time = (float)((usecTimestampNow() - _start) / USECS_PER_MSEC) / MSECS_PER_SECOND;
    batch._glUniform1f(_timeSlot, time);
    auto scale = _entity->getDimensions();
    batch._glUniform3f(_scaleSlot, scale.x, scale.y, scale.z);
    batch.setResourceTexture(DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT, DependencyManager::get<TextureCache>()->getNormalFittingTexture());
}
コード例 #9
0
ファイル: AnimDebugDraw.cpp プロジェクト: howard-stearns/hifi
AnimDebugDraw::AnimDebugDraw() :
    _itemID(0) {

    auto state = std::make_shared<gpu::State>();
    state->setCullMode(gpu::State::CULL_BACK);
    state->setDepthTest(true, true, gpu::LESS_EQUAL);
    state->setBlendFunction(false, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
                            gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA,
                            gpu::State::BLEND_OP_ADD, gpu::State::ONE);
    auto vertShader = animdebugdraw_vert::getShader();
    auto fragShader = animdebugdraw_frag::getShader();
    auto program = gpu::Shader::createProgram(vertShader, fragShader);
    _pipeline = gpu::Pipeline::create(program, state);

    _animDebugDrawData = std::make_shared<AnimDebugDrawData>();
    _animDebugDrawPayload = std::make_shared<AnimDebugDrawPayload>(_animDebugDrawData);

    _animDebugDrawData->_pipeline = _pipeline;

    render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
    if (scene) {
        _itemID = scene->allocateID();
        render::Transaction transaction;
        transaction.resetItem(_itemID, _animDebugDrawPayload);
        scene->enqueueTransaction(transaction);
    }

    // HACK: add red, green and blue axis at (1,1,1)
    _animDebugDrawData->_vertexBuffer->resize(sizeof(AnimDebugDrawData::Vertex) * 6);

    static std::vector<AnimDebugDrawData::Vertex> vertices({
        AnimDebugDrawData::Vertex { glm::vec3(1.0, 1.0f, 1.0f), toRGBA(255, 0, 0, 255) },
        AnimDebugDrawData::Vertex { glm::vec3(2.0, 1.0f, 1.0f), toRGBA(255, 0, 0, 255) },
        AnimDebugDrawData::Vertex { glm::vec3(1.0, 1.0f, 1.0f), toRGBA(0, 255, 0, 255) },
        AnimDebugDrawData::Vertex { glm::vec3(1.0, 2.0f, 1.0f), toRGBA(0, 255, 0, 255) },
        AnimDebugDrawData::Vertex { glm::vec3(1.0, 1.0f, 1.0f), toRGBA(0, 0, 255, 255) },
        AnimDebugDrawData::Vertex { glm::vec3(1.0, 1.0f, 2.0f), toRGBA(0, 0, 255, 255) },
    });
    static std::vector<uint16_t> indices({ 0, 1, 2, 3, 4, 5 });
    _animDebugDrawData->_vertexBuffer->setSubData<AnimDebugDrawData::Vertex>(0, vertices);
    _animDebugDrawData->_indexBuffer->setSubData<uint16_t>(0, indices);
}
コード例 #10
0
void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
    auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
    auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_frag)));
    auto PSEmissive = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_emisive_frag)));
    
    _simpleShader = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
    _emissiveShader = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PSEmissive));
    
    gpu::Shader::BindingSet slotBindings;
    slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));
    gpu::Shader::makeProgram(*_simpleShader, slotBindings);
    gpu::Shader::makeProgram(*_emissiveShader, slotBindings);

    _viewState = viewState;
    _directionalLightLocations = std::make_shared<LightLocations>();
    _directionalLightShadowMapLocations = std::make_shared<LightLocations>();
    _directionalLightCascadedShadowMapLocations = std::make_shared<LightLocations>();
    _directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
    _directionalAmbientSphereLightShadowMapLocations = std::make_shared<LightLocations>();
    _directionalAmbientSphereLightCascadedShadowMapLocations = std::make_shared<LightLocations>();
    _directionalSkyboxLightLocations = std::make_shared<LightLocations>();
    _directionalSkyboxLightShadowMapLocations = std::make_shared<LightLocations>();
    _directionalSkyboxLightCascadedShadowMapLocations = std::make_shared<LightLocations>();
    _pointLightLocations = std::make_shared<LightLocations>();
    _spotLightLocations = std::make_shared<LightLocations>();

    loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations);
    loadLightProgram(deferred_light_vert, directional_light_shadow_map_frag, false, _directionalLightShadowMap,
        _directionalLightShadowMapLocations);
    loadLightProgram(deferred_light_vert, directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap,
        _directionalLightCascadedShadowMapLocations);

    loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
    loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap,
        _directionalAmbientSphereLightShadowMapLocations);
    loadLightProgram(deferred_light_vert, directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap,
        _directionalAmbientSphereLightCascadedShadowMapLocations);

    loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
    loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap,
        _directionalSkyboxLightShadowMapLocations);
    loadLightProgram(deferred_light_vert, directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap,
        _directionalSkyboxLightCascadedShadowMapLocations);


    loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations);
    loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations);

    {
        //auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
        //auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS();
        auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
        gpu::Shader::makeProgram(*blitProgram);
        auto blitState = std::make_shared<gpu::State>();
        blitState->setBlendFunction(true,
                                gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
                                gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
        blitState->setColorWriteMask(true, true, true, false);
        _blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState));
    }

    // Allocate a global light representing the Global Directional light casting shadow (the sun) and the ambient light
    _globalLights.push_back(0);
    _allocatedLights.push_back(std::make_shared<model::Light>());

    model::LightPointer lp = _allocatedLights[0];

    lp->setDirection(-glm::vec3(1.0f, 1.0f, 1.0f));
    lp->setColor(glm::vec3(1.0f));
    lp->setIntensity(1.0f);
    lp->setType(model::Light::SUN);
    lp->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset(_ambientLightMode % gpu::SphericalHarmonics::NUM_PRESET));
}