void LightsourcePass::render(const GraphicContextPtr &gc, GPUTimer &timer) { ScopeTimeFunction(); zminmax.viewport = inout.viewport; zminmax.normal_z = inout.normal_z_gbuffer; zminmax.minmax(gc); update_buffers(gc); //timer.begin_time(gc, "light(cull)"); gc->set_uniform_buffer(0, compute_uniforms); gc->set_storage_buffer(0, compute_lights); gc->set_storage_buffer(1, compute_visible_lights); gc->set_texture(0, zminmax.result); 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_image_texture(0, inout.final_color); gc->set_program_object(cull_tiles_program); gc->dispatch((num_tiles_x + tile_size - 1) / tile_size, (num_tiles_y + tile_size - 1) / tile_size); //timer.end_time(gc); //timer.begin_time(gc, "light(render)"); gc->set_program_object(render_tiles_program); gc->dispatch(num_tiles_x, num_tiles_y); gc->reset_image_texture(0); 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(2); gc->reset_uniform_buffer(1); gc->reset_uniform_buffer(0); //timer.end_time(gc); }
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); }