NazaraEngine/src/Nazara/Graphics/DeferredPhongLightingPass.cpp

382 lines
14 KiB
C++

// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/DeferredPhongLightingPass.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/DeferredRenderQueue.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/ShaderProgramManager.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <memory>
#include <Nazara/Renderer/OpenGL.hpp> // Supprimer
#include <Nazara/Graphics/Debug.hpp>
namespace
{
NzShaderProgram* BuildDirectionalLightProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/DirectionalLight.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec2 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 0.0, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
program->SendInteger(program->GetUniformLocation("GBuffer0"), 0);
program->SendInteger(program->GetUniformLocation("GBuffer1"), 1);
program->SendInteger(program->GetUniformLocation("GBuffer2"), 2);
return program.release();
}
NzShaderProgram* BuildPointSpotLightProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/PointSpotLight.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"uniform mat4 WorldViewProjMatrix;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
program->SendInteger(program->GetUniformLocation("GBuffer0"), 0);
program->SendInteger(program->GetUniformLocation("GBuffer1"), 1);
program->SendInteger(program->GetUniformLocation("GBuffer2"), 2);
return program.release();
}
}
NzDeferredPhongLightingPass::NzDeferredPhongLightingPass() :
m_lightMeshesDrawing(false)
{
m_directionalLightProgram = BuildDirectionalLightProgram();
m_pointSpotLightProgram = BuildPointSpotLightProgram();
m_pointSpotLightProgramDiscardLocation = m_pointSpotLightProgram->GetUniformLocation("Discard");
m_pointSpotLightProgramSpotLightLocation = m_pointSpotLightProgram->GetUniformLocation("SpotLight");
m_pointSampler.SetAnisotropyLevel(1);
m_pointSampler.SetFilterMode(nzSamplerFilter_Nearest);
m_pointSampler.SetWrapMode(nzSamplerWrap_Clamp);
m_cone = new NzMesh;
m_cone->SetPersistent(false);
m_cone->CreateStatic();
m_coneMesh = static_cast<NzStaticMesh*>(m_cone->BuildSubMesh(NzPrimitive::Cone(1.f, 1.f, 16, NzMatrix4f::Rotate(NzEulerAnglesf(90.f, 0.f, 0.f)))));
m_sphere = new NzMesh;
m_sphere->SetPersistent(false);
m_sphere->CreateStatic();
m_sphereMesh = static_cast<NzStaticMesh*>(m_sphere->BuildSubMesh(NzPrimitive::IcoSphere(1.f, 1)));
}
NzDeferredPhongLightingPass::~NzDeferredPhongLightingPass() = default;
void NzDeferredPhongLightingPass::EnableLightMeshesDrawing(bool enable)
{
m_lightMeshesDrawing = enable;
}
bool NzDeferredPhongLightingPass::IsLightMeshesDrawingEnabled() const
{
return m_lightMeshesDrawing;
}
bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraUnused(secondWorkTexture);
m_workRTT->SetColorTarget(firstWorkTexture);
NzRenderer::SetTarget(m_workRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetTexture(0, m_GBuffer[0]);
NzRenderer::SetTextureSampler(0, m_pointSampler);
NzRenderer::SetTexture(1, m_GBuffer[1]);
NzRenderer::SetTextureSampler(1, m_pointSampler);
NzRenderer::SetTexture(2, m_GBuffer[2]);
NzRenderer::SetTextureSampler(2, m_pointSampler);
NzRenderer::SetClearColor(NzColor::Black);
NzRenderer::Clear(nzRendererBuffer_Color);
NzRenderStates lightStates;
lightStates.dstBlend = nzBlendFunc_One;
lightStates.srcBlend = nzBlendFunc_One;
lightStates.parameters[nzRendererParameter_Blend] = true;
lightStates.parameters[nzRendererParameter_DepthBuffer] = false;
lightStates.parameters[nzRendererParameter_DepthWrite] = false;
// Directional lights
if (!m_renderQueue->directionalLights.empty())
{
NzRenderer::SetRenderStates(lightStates);
NzRenderer::SetShaderProgram(m_directionalLightProgram);
m_directionalLightProgram->SendColor(m_directionalLightProgram->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
m_directionalLightProgram->SendVector(m_directionalLightProgram->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
for (const NzLight* light : m_renderQueue->directionalLights)
{
light->Enable(m_directionalLightProgram, 0);
NzRenderer::DrawFullscreenQuad();
}
}
// Point lights/Spot lights
if (!m_renderQueue->pointLights.empty() || !m_renderQueue->spotLights.empty())
{
// http://www.altdevblogaday.com/2011/08/08/stencil-buffer-optimisation-for-deferred-lights/
lightStates.parameters[nzRendererParameter_StencilTest] = true;
lightStates.faceCulling = nzFaceSide_Front;
lightStates.backFace.stencilMask = 0xFF;
lightStates.backFace.stencilReference = 0;
lightStates.backFace.stencilFail = nzStencilOperation_Keep;
lightStates.backFace.stencilPass = nzStencilOperation_Keep;
lightStates.backFace.stencilZFail = nzStencilOperation_Invert;
lightStates.frontFace.stencilMask = 0xFF;
lightStates.frontFace.stencilReference = 0;
lightStates.frontFace.stencilFail = nzStencilOperation_Keep;
lightStates.frontFace.stencilPass = nzStencilOperation_Keep;
lightStates.frontFace.stencilZFail = nzStencilOperation_Invert;
NzRenderer::SetRenderStates(lightStates);
NzRenderer::SetShaderProgram(m_pointSpotLightProgram);
m_pointSpotLightProgram->SendColor(m_pointSpotLightProgram->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
m_pointSpotLightProgram->SendVector(m_pointSpotLightProgram->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
NzMatrix4f lightMatrix;
lightMatrix.MakeIdentity();
if (!m_renderQueue->pointLights.empty())
{
m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramSpotLightLocation, false);
const NzIndexBuffer* indexBuffer = m_sphereMesh->GetIndexBuffer();
NzRenderer::SetIndexBuffer(indexBuffer);
NzRenderer::SetVertexBuffer(m_sphereMesh->GetVertexBuffer());
for (const NzLight* light : m_renderQueue->pointLights)
{
light->Enable(m_pointSpotLightProgram, 0);
lightMatrix.SetScale(NzVector3f(light->GetRadius()*1.1f)); // Pour corriger les imperfections liées à la sphère
lightMatrix.SetTranslation(light->GetPosition());
NzRenderer::SetMatrix(nzMatrixType_World, lightMatrix);
// Rendu de la sphère dans le stencil buffer
NzRenderer::Enable(nzRendererParameter_ColorWrite, false);
NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
NzRenderer::SetStencilCompareFunction(nzRendererComparison_Always);
m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramDiscardLocation, true);
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
// Rendu de la sphère comme zone d'effet
NzRenderer::Enable(nzRendererParameter_ColorWrite, true);
NzRenderer::Enable(nzRendererParameter_DepthBuffer, false);
NzRenderer::Enable(nzRendererParameter_FaceCulling, true);
NzRenderer::SetStencilCompareFunction(nzRendererComparison_NotEqual, nzFaceSide_Back);
NzRenderer::SetStencilPassOperation(nzStencilOperation_Zero, nzFaceSide_Back);
m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramDiscardLocation, false);
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
}
if (m_lightMeshesDrawing)
{
NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
NzRenderer::Enable(nzRendererParameter_StencilTest, false);
NzRenderer::SetFaceFilling(nzFaceFilling_Line);
NzShaderProgramManagerParams params;
params.flags = nzShaderFlags_None;
params.target = nzShaderTarget_Model;
params.model.alphaMapping = false;
params.model.alphaTest = false;
params.model.diffuseMapping = false;
params.model.emissiveMapping = false;
params.model.lighting = false;
params.model.normalMapping = false;
params.model.parallaxMapping = false;
params.model.specularMapping = false;
const NzShaderProgram* program = NzShaderProgramManager::Get(params);
NzRenderer::SetShaderProgram(program);
for (const NzLight* light : m_renderQueue->pointLights)
{
lightMatrix.SetScale(NzVector3f(light->GetRadius()*1.1f)); // Pour corriger les imperfections liées à la sphère
lightMatrix.SetTranslation(light->GetPosition());
NzRenderer::SetMatrix(nzMatrixType_World, lightMatrix);
program->SendColor(program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), light->GetColor());
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
}
NzRenderer::Enable(nzRendererParameter_DepthBuffer, false);
NzRenderer::Enable(nzRendererParameter_DepthWrite, false);
NzRenderer::Enable(nzRendererParameter_FaceCulling, true);
NzRenderer::Enable(nzRendererParameter_StencilTest, true);
NzRenderer::SetFaceFilling(nzFaceFilling_Fill);
}
}
if (!m_renderQueue->spotLights.empty())
{
m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramSpotLightLocation, true);
const NzIndexBuffer* indexBuffer = m_coneMesh->GetIndexBuffer();
NzRenderer::SetIndexBuffer(indexBuffer);
NzRenderer::SetVertexBuffer(m_coneMesh->GetVertexBuffer());
for (const NzLight* light : m_renderQueue->spotLights)
{
light->Enable(m_pointSpotLightProgram, 0);
float radius = light->GetRadius()*std::tan(NzDegreeToRadian(light->GetOuterAngle()))*1.1f;
lightMatrix.MakeTransform(light->GetPosition(), light->GetRotation(), NzVector3f(radius, radius, light->GetRadius()));
NzRenderer::SetMatrix(nzMatrixType_World, lightMatrix);
// Rendu de la sphère dans le stencil buffer
NzRenderer::Enable(nzRendererParameter_ColorWrite, false);
NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
NzRenderer::SetStencilCompareFunction(nzRendererComparison_Always);
m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramDiscardLocation, true);
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
// Rendu de la sphère comme zone d'effet
NzRenderer::Enable(nzRendererParameter_ColorWrite, true);
NzRenderer::Enable(nzRendererParameter_DepthBuffer, false);
NzRenderer::Enable(nzRendererParameter_FaceCulling, true);
NzRenderer::SetFaceCulling(nzFaceSide_Front);
NzRenderer::SetStencilCompareFunction(nzRendererComparison_NotEqual, nzFaceSide_Back);
NzRenderer::SetStencilPassOperation(nzStencilOperation_Zero, nzFaceSide_Back);
m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramDiscardLocation, false);
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
}
if (m_lightMeshesDrawing)
{
NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
NzRenderer::Enable(nzRendererParameter_StencilTest, false);
NzRenderer::SetFaceFilling(nzFaceFilling_Line);
NzShaderProgramManagerParams params;
params.flags = nzShaderFlags_None;
params.target = nzShaderTarget_Model;
params.model.alphaMapping = false;
params.model.alphaTest = false;
params.model.diffuseMapping = false;
params.model.emissiveMapping = false;
params.model.lighting = false;
params.model.normalMapping = false;
params.model.parallaxMapping = false;
params.model.specularMapping = false;
const NzShaderProgram* program = NzShaderProgramManager::Get(params);
NzRenderer::SetShaderProgram(program);
for (const NzLight* light : m_renderQueue->spotLights)
{
float baseRadius = light->GetRadius()*std::tan(NzDegreeToRadian(light->GetOuterAngle()))*1.1f;
lightMatrix.MakeTransform(light->GetPosition(), light->GetRotation(), NzVector3f(baseRadius, baseRadius, light->GetRadius()));
NzRenderer::SetMatrix(nzMatrixType_World, lightMatrix);
program->SendColor(program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), light->GetColor());
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
}
NzRenderer::Enable(nzRendererParameter_DepthBuffer, false);
NzRenderer::Enable(nzRendererParameter_DepthWrite, false);
NzRenderer::Enable(nzRendererParameter_FaceCulling, true);
NzRenderer::Enable(nzRendererParameter_StencilTest, true);
NzRenderer::SetFaceFilling(nzFaceFilling_Fill);
}
}
NzRenderer::Enable(nzRendererParameter_StencilTest, false);
}
return true;
}