コード例 #1
0
void OpenGLShaderPointLight::copyLight(PointLight &light)
{
    setParamValue("position", light.getPosition());
    setParamValue("ambient", light.getAmbient());
    setParamValue("diffuse", light.getDiffuse());
    setParamValue("specular", light.getSpecular());
    setParamValue("attenuation", light.getAttenuation());
    setParamValue("cutoff", light.getCutoff());
    bind();
}
コード例 #2
0
/*! Sets the \a lightChunk fields based on light.
    
    \dev
    DeferredShadingStage can not use the light's own chunk, because
    it computes the light position based on DrawEnv::getCameraViewing(),
    which is just the ortho camera for rendering the full screen quads, not
    the perspective camera used during the gbuffer pass.
    \enddev
 */
void DeferredShadingStage::updateLightChunk(
    DSLightChunk *lightChunk, Light *light)
{
    lightChunk->setBeacon  (light->getBeacon  ());
    lightChunk->setAmbient (light->getAmbient ());
    lightChunk->setDiffuse (light->getDiffuse ());
    lightChunk->setSpecular(light->getSpecular());

    if(light->getType() == DirectionalLight::getClassType())
    {
        DirectionalLight *dirL = static_cast<DirectionalLight *>(light);

        Vec4f dir(dirL->getDirection());
        dir[3] = 0.f;

        lightChunk->setPosition(dir);
    }
    else if(light->getType() == PointLight::getClassType())
    {
        PointLight *pointL = static_cast<PointLight *>(light);

        Vec4f pos(pointL->getPosition());
        pos[3] = 1.f;

        lightChunk->setPosition            (pos                              );
        lightChunk->setConstantAttenuation (pointL->getConstantAttenuation ());
        lightChunk->setLinearAttenuation   (pointL->getLinearAttenuation   ());
        lightChunk->setQuadraticAttenuation(pointL->getQuadraticAttenuation());
        lightChunk->setCutoff              (180.f                            );
    }
    else if(light->getType() == SpotLight::getClassType())
    {
        SpotLight *spotL = static_cast<SpotLight *>(light);

        Vec4f pos(spotL->getPosition());
        pos[3] = 1.f;

        lightChunk->setPosition            (pos                             );
        lightChunk->setConstantAttenuation (spotL->getConstantAttenuation ());
        lightChunk->setLinearAttenuation   (spotL->getLinearAttenuation   ());
        lightChunk->setQuadraticAttenuation(spotL->getQuadraticAttenuation());
        lightChunk->setDirection           (spotL->getDirection           ());
        lightChunk->setExponent            (spotL->getSpotExponent        ());
        lightChunk->setCutoff              (
            osgRad2Degree(spotL->getSpotCutOff()));
    }
    else
    {
        SWARNING << "DeferredShadingStage::updateLightChunk: "
                 << "Unknown light type." << endLog;
    }
}
コード例 #3
0
void VarianceShadowMapHandler::createShadowMapsFBO(RenderAction *a,
                                                   DrawEnv      *pEnv)
{
    UInt32  mSize = _pStage->getMapSize();

    if(mSize > 2048)
        mSize = 2048;

    //------Setting up Window to fit size of ShadowMap----------------


    // disable all lights more speed
    std::vector<bool> vLocalLightStates;

    const ShadowStageData::LightStore  &vLights      = 
        _pStageData->getLights();

    const ShadowStageData::LStateStore &vLightStates = 
        _pStageData->getLightStates();

    const ShadowStageData::CamStore    &vLCams       =
        _pStageData->getLightCameras();

    const ShadowStageData::StatusStore &vExclActive  =
        _pStageData->getExcludeNodeActive();

    for(UInt32 i = 0;i < vLights.size();++i)
    {
        // store old states.
        vLocalLightStates.push_back(vLights[i].second->getOn());
        vLights[i].second->setOn(false);
    }

    // activate exclude nodes:
    for(UInt32 i = 0;i < _pStage->getMFExcludeNodes()->size();++i)
    {
        Node *exnode = _pStage->getExcludeNodes(i);

        if(exnode != NULL)
        {
            if(vExclActive[i])
            {
                exnode->setTravMask(0);
            }
        }
    }

    UInt32 uiActiveLightCount = 0;

    ShadowStageData::ShadowMapStore &vShadowMaps = _pStageData->getShadowMaps();

    for(UInt32 i = 0;i < vLights.size();++i)
    {
        if(vLightStates[i] != 0)
        {
            if(_pStage->getGlobalShadowIntensity()    != 0.0 ||
                vLights[i].second->getShadowIntensity() != 0.0)
            {

                GLenum  *buffers = NULL;
                buffers = new GLenum[1];
                buffers[0] = GL_COLOR_ATTACHMENT0_EXT;

                Pnt3f   lPos;
                bool    isDirLight;
                Real32  sceneDiagLength;

                if(vLights[i].second->getType() == PointLight::getClassType())
                {
                    PointLight *tmpPoint;
                    tmpPoint = 
                        dynamic_cast<PointLight *>(vLights[i].second.get());

                    lPos = tmpPoint->getPosition();

                    if(tmpPoint->getBeacon() != NULL)
                    {
                        Matrix  m = tmpPoint->getBeacon()->getToWorld();
                        m.mult(lPos, lPos);
                    }
                    isDirLight = false;

                    Pnt3f           center;
                    _pStageData->getLightRoot(i)->getVolume().getCenter(center);

                    Vec3f           dir = lPos - center;
                    Real32          dirLength = dir.length();

                    Vec3f           diff =
                        (_pStageData->getLightRoot(i)->getVolume().getMax() -
                         center);
                    Real32          diffLength = diff.length();

                    sceneDiagLength = dirLength + diffLength;
                }

                else if(vLights[i].second->getType() == 
                                                     SpotLight::getClassType())
                {
                    SpotLight *tmpSpot;
                    tmpSpot = 
                        dynamic_cast<SpotLight *>(vLights[i].second.get());

                    lPos = tmpSpot->getPosition();
                    if(tmpSpot->getBeacon() != NULL)
                    {
                        Matrix  m = tmpSpot->getBeacon()->getToWorld();
                        m.mult(lPos, lPos);
                    }
                    isDirLight = false;
                    Pnt3f           center;
                    _pStageData->getLightRoot(i)->getVolume().getCenter(center);

                    Vec3f           dir = lPos - center;
                    Real32          dirLength = dir.length();

                    Vec3f           diff =
                        (_pStageData->getLightRoot(i)->getVolume().getMax() -
                         center);
                    Real32          diffLength = diff.length();

                    sceneDiagLength = dirLength + diffLength;
                }

                else
                {
                    isDirLight = true;
                    sceneDiagLength = 1.0;
                }

                if(_vDepthCmat.size() == uiActiveLightCount)
                {
                    _vDepthCmat.push_back(ChunkMaterial::createLocal());
                }
        
                OSG_ASSERT(uiActiveLightCount < _vDepthCmat.size());

                if(_vDepthSHLVar.size() == uiActiveLightCount)
                {
                    _vDepthSHLVar.push_back(
                        SimpleSHLVariableChunk::createLocal());
                    
#ifndef OSG_NEW_SHADER
                    _vDepthSHLVar[uiActiveLightCount]->setSHLChunk(_depthSHL);
#endif
                }

                OSG_ASSERT(uiActiveLightCount < _vDepthSHLVar.size());

                _vDepthSHLVar[uiActiveLightCount]->addUniformVariable(
                    "sceneDiagLength",
                    Real32(sceneDiagLength));

                _vDepthSHLVar[uiActiveLightCount]->addUniformVariable(
                    "isDirLight", bool(isDirLight));

                
                _vDepthCmat[uiActiveLightCount]->clearChunks();
                _vDepthCmat[uiActiveLightCount]->addChunk(_depthSHL);
                _vDepthCmat[uiActiveLightCount]->addChunk(
                    _vDepthSHLVar[uiActiveLightCount]);

                commitChanges();

                _pStage->pushPartition(a);
                {
                    RenderPartition   *pPart    = a->getActivePartition();

                    pPart->addPreRenderCallback(
                        &ShadowTreeHandler::setupAmbientModel);
                    pPart->addPostRenderCallback(
                        &ShadowTreeHandler::endAmbientModel);
                    
                    pPart->setRenderTarget(vShadowMaps[i].pFBO);

                    pPart->setDrawBuffer  (*buffers                      );

                    pPart->setWindow  (a->getWindow());

                    pPart->calcViewportDimension(0.f,
                                                 0.f,
                                                 mSize - 1,
                                                 mSize - 1,
                                                 
                                                 mSize,
                                                 mSize);


                    RenderFunctor f = 
                        boost::bind(&VarianceShadowMapHandler::genMipMapCB,
                                    this,
                                    _1,
                                    i);

                    pPart->addPreRenderCallback(f);

                    Matrix m, t;
                    
                    // set the projection
                    vLCams[i]->getProjection(
                        m, 
                        pPart->getViewportWidth (), 
                        pPart->getViewportHeight());
                    
                    vLCams[i]->getProjectionTranslation(
                        t, 
                        pPart->getViewportWidth (), 
                        pPart->getViewportHeight());
                    
                    pPart->setupProjection(m, t);
                    
                    vLCams[i]->getViewing(
                        m, 
                        pPart->getViewportWidth (),
                        pPart->getViewportHeight());
                    
                    
                    pPart->setupViewing(m);
                    
                    pPart->setNear     (vLCams[i]->getNear());
                    pPart->setFar      (vLCams[i]->getFar ());
                    
                    pPart->calcFrustum();
                    
                    pPart->setBackground(_pClearSMapBack);
                    
                    Node *light  = vLights[i].first;
                    Node *parent = light->getParent();
                    
                    if(parent != NULL)
                    {
                        a->pushMatrix(parent->getToWorld());
                    }
                    
                    
                    a->overrideMaterial(_vDepthCmat[uiActiveLightCount], 
                                         a->getActNode());
                    _pStage->recurse(a, light);
                    a->overrideMaterial( NULL,       
                                         a->getActNode());
                    
                    if(parent != NULL)
                    {
                        a->popMatrix();
                    }
                }
                _pStage->popPartition(a);

                ++uiActiveLightCount;
            }
        }
    }

    //-------Restoring old states of Window and Viewport----------

    // enable all lights.
    for(UInt32 i = 0;i < vLights.size();++i)
    {
        // restore old states.
        vLights[i].second->setOn(vLocalLightStates[i]);
    }

    // activate exclude nodes:
    for(UInt32 i = 0;i < _pStage->getMFExcludeNodes()->size();++i)
    {
        Node *exnode = _pStage->getExcludeNodes(i);

        if(exnode != NULL)
        {
            if(vExclActive[i])
            {
                exnode->setTravMask(TypeTraits<UInt32>::BitsSet);
            }
        }
    }
}
コード例 #4
0
void VarianceShadowMapHandler::createShadowFactorMapFBO(
    RenderAction *a,
    DrawEnv      *pEnv,
    UInt32        num,
    UInt32        uiActiveLightCount)
{
    glClearColor(0.0, 0.0, 0.0, 1.0);

    //Finde alle aktiven Lichtquellen
    Real32  activeLights = 0;

    const ShadowStageData::LightStore  &vLights      = 
        _pStageData->getLights();

    const ShadowStageData::LStateStore &vLightStates = 
        _pStageData->getLightStates();

    const ShadowStageData::CamStore    &vLCams       =
        _pStageData->getLightCameras();


    if(_pStage->getGlobalShadowIntensity() != 0.0)
    {
        for(UInt32 i = 0;i < vLights.size();i++)
        {
            if(vLightStates[i] != 0)
                activeLights++;
        }
    }
    else
    {
        for(UInt32 i = 0;i < vLights.size();i++)
        {
            if(vLightStates[i]                              != 0 &&
               vLights     [i].second->getShadowIntensity() != 0.0)
            {
                activeLights++;
            }
        }
    }

    Real32  shadowIntensity;

    if(_pStage->getGlobalShadowIntensity() != 0.0)
    {
        shadowIntensity = (_pStage->getGlobalShadowIntensity() /
                           activeLights);
    }
    else
    {
        shadowIntensity = 
            (vLights[num].second->getShadowIntensity() /
             activeLights);
    }

    if(vLights[num].second->getShadowIntensity() != 0.0 ||
       _pStage->getGlobalShadowIntensity() != 0.0)
    {

        Matrix  LVM, LPM, CVM;
        vLCams[num]->getViewing(LVM,
                                pEnv->getPixelWidth(),
                                pEnv->getPixelHeight());

        vLCams[num]->getProjection(LPM,
                                   pEnv->getPixelWidth(),
                                   pEnv->getPixelHeight());

        CVM = pEnv->getCameraViewing();

        Matrix  iCVM = CVM;
        iCVM.invert();

        Real32  texFactor;
        if(vLights[num].second->getType() == SpotLight ::getClassType() ||
           vLights[num].second->getType() == PointLight::getClassType())
        {
            texFactor = Real32(_width) / Real32(_height);
        }
        else
        {
            texFactor = 1.0;
        }

        Matrix  shadowMatrix = LPM;
        shadowMatrix.mult(LVM);
        shadowMatrix.mult(iCVM);

        Matrix  shadowMatrix2 = LVM;
        shadowMatrix2.mult(iCVM);


        Real32  xFactor = 1.0;
        Real32  yFactor = 1.0;

        Pnt3f   lPos;
        bool    isDirLight;
        Real32  sceneDiagLength;

        if(vLights[num].second->getType() == PointLight::getClassType())
        {
            PointLight *tmpPoint;

            tmpPoint = dynamic_cast<PointLight *>(
                vLights[num].second.get());

            lPos = tmpPoint->getPosition();

            if(tmpPoint->getBeacon() != NULL)
            {
                Matrix  m = tmpPoint->getBeacon()->getToWorld();
                m.mult(lPos, lPos);
            }

            isDirLight = false;
            Pnt3f           center;

            _pStageData->getLightRoot(num)->getVolume().getCenter(center);

            Vec3f           dir = lPos - center;
            Real32          dirLength = dir.length();

            Vec3f           diff = (_pStageData->getLightRoot(num)->getVolume
                                    ().getMax() - center);
            Real32          diffLength = diff.length();

            sceneDiagLength = dirLength + diffLength;
        }

        else if(vLights[num].second->getType() == SpotLight::getClassType())
        {
            SpotLight *tmpSpot;
            tmpSpot = dynamic_cast<SpotLight *>(
                vLights[num].second.get());

            lPos = tmpSpot->getPosition();

            if(tmpSpot->getBeacon() != NULL)
            {
                Matrix  m = tmpSpot->getBeacon()->getToWorld();
                m.mult(lPos, lPos);
            }

            isDirLight = false;
            Pnt3f           center;
            _pStageData->getLightRoot(num)->getVolume().getCenter(center);

            Vec3f           dir = lPos - center;
            Real32          dirLength = dir.length();

            Vec3f           diff = (_pStageData->getLightRoot(num)->getVolume
                                    ().getMax() - center);
            Real32          diffLength = diff.length();

            sceneDiagLength = dirLength + diffLength;
        }

        else
        {
            isDirLight = true;
            sceneDiagLength = 1.0;
        }


        Real32  lod;

        if(_pStage->getShadowSmoothness() <= 0.1999)
            lod = 0.5;
        else if(_pStage->getShadowSmoothness() <= 0.3999)
            lod = 1.5;
        else if(_pStage->getShadowSmoothness() <= 0.5999)
            lod = 2.5;
        else if(_pStage->getShadowSmoothness() <= 0.7999)
            lod = 3.5;
        else
            lod = 4.5;

        if(_vShadowCmat.size() == uiActiveLightCount)
        {
            _vShadowCmat.push_back(ChunkMaterial::createLocal());
        }
        
        OSG_ASSERT( uiActiveLightCount < _vShadowCmat.size());

        if(_vShadowSHLVar.size() == uiActiveLightCount)
        {
            _vShadowSHLVar.push_back(SimpleSHLVariableChunk::createLocal());

#ifndef OSG_NEW_SHADER
            _vShadowSHLVar[uiActiveLightCount]->setSHLChunk(_shadowSHL);
#endif
        }
        
        OSG_ASSERT(uiActiveLightCount < _vShadowSHLVar.size());

        _shadowSHL->addUniformVariable("shadowMap",    0);
        _shadowSHL->addUniformVariable("oldFactorMap", 1);

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "firstRun",
            (uiActiveLightCount == 0) ? Int32(1) : Int32(0));

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "intensity", shadowIntensity);

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "texFactor", texFactor);
        //_shadowSHL->addUniformVariable("shadowBias", 0.0075f);

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "lightPM", shadowMatrix);

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "lightPM2", shadowMatrix2);

        //_shadowSHL->addUniformVariable("shadowRange", Real32(shadowRange));
        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "xFactor", Real32(xFactor));

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "yFactor", Real32(yFactor));

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "sceneDiagLength", Real32(sceneDiagLength));

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "Lod", Real32(lod));
        
        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "isDirLight", bool(isDirLight));


        ShadowStageData::ShadowMapStore &vShadowMaps = 
            _pStageData->getShadowMaps();

        _vShadowCmat[uiActiveLightCount]->clearChunks();

        _vShadowCmat[uiActiveLightCount]->addChunk(
            _shadowSHL);

        _vShadowCmat[uiActiveLightCount]->addChunk(
            _vShadowSHLVar[uiActiveLightCount]);

        _vShadowCmat[uiActiveLightCount]->addChunk(
            vShadowMaps[num].pTexO);

        _vShadowCmat[uiActiveLightCount]->addChunk(
            vShadowMaps[num].pTexE);

        _vShadowCmat[uiActiveLightCount]->addChunk(
            _shadowFactorMapO);

        _pStage->pushPartition(a,
                               (RenderPartition::CopyWindow      |
                                RenderPartition::CopyViewing     |
                                RenderPartition::CopyProjection  |
                                RenderPartition::CopyFrustum     |
                                RenderPartition::CopyNearFar     |
                                RenderPartition::CopyViewportSize),
                               RenderPartition::StateSorting);
        {
            RenderPartition *pPart = a->getActivePartition();

            pPart->addPreRenderCallback (&ShadowTreeHandler::setupAmbientModel);
            pPart->addPostRenderCallback(&ShadowTreeHandler::endAmbientModel  );

            pPart->setRenderTarget(_pSceneFBO);
            pPart->setDrawBuffer  (GL_COLOR_ATTACHMENT1_EXT);
            
            Node *light  = vLights[num].first;
            Node *parent = light->getParent();
            
            if(parent != NULL)
            {
                a->pushMatrix(parent->getToWorld());
            }

            if(uiActiveLightCount == 0)
            {
                pPart->setBackground(_pClearBackground);
            }
                             
            commitChanges();

            a->overrideMaterial(_vShadowCmat[uiActiveLightCount], 
                                 a->getActNode());
            _pStage->recurse(a, light);
            a->overrideMaterial( NULL,       
                                 a->getActNode());
            
            if(parent != NULL)
            {
                a->popMatrix();
            }
        }
        _pStage->popPartition(a);

        _firstRun = 0;
    }
}
コード例 #5
0
void VRShadowEngine::setupLightChunk(Light         *pLight,
                                            LightTypeE     eType,
                                            RenderAction  *pAction,
                                            EngineDataPtr  pEngineData)
{
    if(eType == Directional)
    {
        DirectionalLight *pDLight =
            dynamic_cast<DirectionalLight *>(pLight);

        LightChunkUnrecPtr  pChunk  = pEngineData->getLightChunk();

        if(pChunk == NULL)
        {
            pChunk = LightChunk::createLocal();

            pEngineData->setLightChunk(pChunk);
        }

        Color4f tmpVal(0.0, 0.0, 0.0, 1.0);

        pChunk->setSpecular(tmpVal);

        tmpVal.setValuesRGBA(0.2f, 0.2f, 0.2f, 1.0f);

        pChunk->setDiffuse (tmpVal);

        tmpVal.setValuesRGBA(0.0, 0.0, 0.0, 1.0);

        pChunk->setAmbient (tmpVal);

        Vec4f dir(pDLight->getDirection());

        dir[3] = 0;

        pChunk->setPosition(dir);

        pChunk->setBeacon(pLight->getBeacon());
    }
    else if(eType == Point)
    {
        PointLight         *pPLight = dynamic_cast<PointLight *>(pLight);

        LightChunkUnrecPtr  pChunk  = pEngineData->getLightChunk();

        if(pChunk == NULL)
        {
            pChunk = LightChunk::createLocal();

            pEngineData->setLightChunk(pChunk);
        }

        Color4f tmpVal(0.0, 0.0, 0.0, 1.0);

        pChunk->setSpecular(tmpVal);

        tmpVal.setValuesRGBA(this->getShadowColor()[0],
                             this->getShadowColor()[1],
                             this->getShadowColor()[2],
                             this->getShadowColor()[3]);

        pChunk->setDiffuse (tmpVal);

        tmpVal.setValuesRGBA(0.0, 0.0, 0.0, 1.0);

        pChunk->setAmbient (tmpVal);

        Vec4f pos(pPLight->getPosition());

        pos[3] = 1;

        pChunk->setPosition(pos);

        pChunk->setBeacon(pLight->getBeacon());
    }
}
コード例 #6
0
void VRShadowEngine::setupCamera(Light         *pLight,
                                        LightTypeE     eType,
                                        RenderAction  *pAction,
                                        EngineDataPtr  pEngineData)
{
    if(eType == Directional)
    {
        DirectionalLight *pDLight =
            dynamic_cast<DirectionalLight *>(pLight);

        MatrixCameraUnrecPtr pCam =
            dynamic_cast<MatrixCamera *>(pEngineData->getCamera());

        if(pCam == NULL)
        {
            pCam = MatrixCamera::createLocal();

            pEngineData->setCamera(pCam);
        }


        Vec3f   diff;
        Pnt3f   center;
        Matrix  transMatrix;
        Node   *pNode = pAction->getActNode();

//        tmpDir = DirectionalLightPtr::dcast(_lights[i]);

        diff = (pNode->getVolume().getMax() -
                pNode->getVolume().getMin());

        Real32 sceneWidth = diff.length() * 0.5f;
        // Not final values. May get tweaked in the future

        Real32 sceneHeight = diff.length() * 0.5f;

        pNode->getVolume().getCenter(center);

        Vec3f lightdir = pDLight->getDirection();

        if(pLight->getBeacon() != NULL)
        {
            Matrix m = pLight->getBeacon()->getToWorld();

            m.mult(lightdir, lightdir);
        }

        MatrixLookAt(transMatrix,
                     center + lightdir,
                     center,
                     Vec3f(0,1,0));

        transMatrix.invert();

        Matrix proMatrix;

        proMatrix.setIdentity();

        MatrixOrthogonal( proMatrix,
                         -sceneWidth,   sceneWidth, -sceneHeight,
                          sceneHeight, -sceneWidth,  sceneWidth);


        pCam->setProjectionMatrix(proMatrix  );
        pCam->setModelviewMatrix (transMatrix);
    }
    else if(eType == Point)
    {
        PointLight *pPLight = dynamic_cast<PointLight *>(pLight);

        MatrixCameraUnrecPtr pCam =
            dynamic_cast<MatrixCamera *>(pEngineData->getCamera());

        if(pCam == NULL)
        {
            pCam = MatrixCamera::createLocal();

            pEngineData->setCamera(pCam);
        }

        Real32  angle;
        Vec3f   dist;
        Pnt3f   center;
        Vec3f   diff;

        Matrix  transMatrix;

        Node   *pNode = pAction->getActNode();


        pNode->getVolume().getCenter(center);

        Pnt3f lightpos = pPLight->getPosition();

        if(pLight->getBeacon() != NULL)
        {
            Matrix m = pLight->getBeacon()->getToWorld();

            m.mult(lightpos, lightpos);
        }


        MatrixLookAt(transMatrix,
                     lightpos,
                     center,
                     Vec3f(0,1,0));

        transMatrix.invert();


        diff = (pNode->getVolume().getMax() -
                pNode->getVolume().getMin());

        dist  = lightpos - center;

        angle = atan((diff.length() * 0.5) / dist.length());

        Matrix proMatrix;

        proMatrix.setIdentity();

        MatrixPerspective( proMatrix,
                           2.f * angle,
                           1,
                           pAction->getActivePartition()->getNear(),
                           pAction->getActivePartition()->getFar ());


        pCam->setProjectionMatrix(proMatrix  );
        pCam->setModelviewMatrix (transMatrix);
    }
}
コード例 #7
0
PVScene::PVScene(Scene *scene) {
    glGenVertexArrays(1, &vertexArray);
    glBindVertexArray(vertexArray);

    GLCHECK();

    glGenBuffers(1, &vertexBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);

    GLCHECK();

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    glEnableVertexAttribArray(2);
    glEnableVertexAttribArray(3);

    glVertexAttribPointer(0, 3, GL_FLOAT, false, 64, (void *)0);
    glVertexAttribPointer(1, 3, GL_FLOAT, false, 64, (void *)16);
    glVertexAttribPointer(2, 3, GL_FLOAT, false, 64, (void *)32);
    glVertexAttribPointer(3, 2, GL_FLOAT, false, 64, (void *)48);

    GLCHECK();

    std::vector<Vertex> vertices;

    int vertexCount = 0;
    int vertexOffset = 0;
    int curr_material = scene->getTriangles()[0].material_id;

    for (Triangle & tri : scene->getTriangles()) {
        if (curr_material != tri.material_id) {
            addMesh(scene, curr_material, vertexOffset, vertexCount);

            vertexOffset += vertexCount;
            vertexCount = 0;
            curr_material = tri.material_id;
        }

        vertices.push_back(tri.v[0]);
        vertices.push_back(tri.v[1]);
        vertices.push_back(tri.v[2]);

        vertexCount += 3;
    }

    addMesh(scene, curr_material, vertexOffset, vertexCount);

    Camera *camera = scene->getCamera();
    viewMatrix = lookAtLH(camera->getPosition(), camera->getTarget(), camera->getUp());
    projectionMatrix = perspectiveLH(camera->getFOV(), camera->getAspectRatio(), 0.1f, 100.0f);

    GLCHECK();

    glBufferData(GL_ARRAY_BUFFER,
        vertices.size() * sizeof(Vertex),
        &vertices[0],
        GL_DYNAMIC_DRAW);

    GLCHECK();

    glBindVertexArray(0);

    GLCHECK();

    for (int i = 0; i < scene->getNumLights(); i++) {
        PointLight *light = (PointLight *)scene->getLight(i);

        lights.push_back(new PVLight(light->getPosition(), light->getRadiance()));
    }

    shader = new PVShader(vs3d_source, fs3d_source);

    GLCHECK();
}