finished light and forward refactoring

This commit is contained in:
Anselme 2016-04-25 17:36:26 +02:00
parent 0273b76bdf
commit 72466f7ef7
12 changed files with 177 additions and 204 deletions

View File

@ -16,4 +16,6 @@ endif()
file(GLOB RESOURCES_FILES src/*.h shaders/*.glsl)
include(../cmaketemplate/template.cmake)
set(CMAKE_TEMPLATE_PATH "../cmaketemplate")
include(${CMAKE_TEMPLATE_PATH}/template.cmake)

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@ -4,7 +4,7 @@
#include <cstdio>
template <typename T>
GLenum Buffer<T>::getGLEnum(BufferType type)
GLenum TBuffer<T>::getGLEnum(BufferType type)
{
GLenum typeEnum;
@ -25,7 +25,7 @@ GLenum Buffer<T>::getGLEnum(BufferType type)
}
template <typename T>
Buffer<T>::BufferEditor::BufferEditor(Buffer *b)
TBuffer<T>::BufferEditor::BufferEditor(TBuffer *b)
{
if(b->isDynamic())
{
@ -41,14 +41,14 @@ Buffer<T>::BufferEditor::BufferEditor(Buffer *b)
}
template <typename T>
Buffer<T>::BufferEditor::~BufferEditor()
TBuffer<T>::BufferEditor::~BufferEditor()
{
glUnmapBuffer(m_typeEnum);
glBindBuffer(m_typeEnum, 0);
}
template <typename T>
Buffer<T>::Buffer(const std::vector<T> &data, BufferType type, bool isDynamic) :
TBuffer<T>::TBuffer(const std::vector<T> &data, BufferType type, bool isDynamic) :
m_type(type),
m_isDynamic(isDynamic)
{
@ -62,7 +62,7 @@ Buffer<T>::Buffer(const std::vector<T> &data, BufferType type, bool isDynamic) :
}
template <typename T>
void Buffer<T>::setVertexAttrib(int location, int nbComponents, int offset, int instanceDivisor)
void TBuffer<T>::setVertexAttrib(int location, int nbComponents, int offset, int instanceDivisor)
{
if(m_type == VBO && SparrowRenderer::isModernOpenGLAvailable())
{
@ -76,19 +76,19 @@ void Buffer<T>::setVertexAttrib(int location, int nbComponents, int offset, int
}
template <typename T>
void Buffer<T>::bind()
void TBuffer<T>::bind()
{
glBindBuffer(getGLEnum(m_type), m_id);
}
template <typename T>
void Buffer<T>::unbind()
void TBuffer<T>::unbind()
{
glBindBuffer(getGLEnum(m_type), 0);
}
template <typename T>
Buffer<T>::~Buffer()
TBuffer<T>::~TBuffer()
{
glDeleteBuffers(1, m_id);
}

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@ -6,9 +6,17 @@
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
template <typename T>
class Buffer
{
public:
virtual ~Buffer();
virtual void bind() = 0;
virtual void unbind() = 0;
};
template <typename T>
class TBuffer : public Buffer
{
public:
enum BufferType
{
@ -23,19 +31,19 @@ public:
T *ptr;
public:
BufferEditor(Buffer *b);
BufferEditor(TBuffer *b);
~BufferEditor();
T* getPointer();
};
Buffer(const std::vector<T> &data, BufferType type, bool isDynamic = false);
~Buffer();
TBuffer(const std::vector<T> &data, BufferType type, bool isDynamic = false);
~TBuffer();
void setVertexAttrib(int location, int nbComponents, int offset = 0, int instanceDivisor = 0);
virtual void setVertexAttrib(int location, int nbComponents, int offset = 0, int instanceDivisor = 0);
void bind();
void unbind();
virtual void bind();
virtual void unbind();
GLuint getId() {return m_id;}
BufferType getType() {return m_type;}

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@ -3,7 +3,7 @@
#include "mesh.h"
#include "shader.h"
#include "light.h"
#include "phongmaterial.h"
#include "texture.h"
#include <glm/ext.hpp>
@ -14,91 +14,60 @@ void ForwardModule::renderGL(Camera* myCamera, Scene* scene)
if(clearBeforeDrawing)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, width, height);
// render ambient lighting
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDisable(GL_BLEND);
lightPass(myCamera, scene, NULL);
// render directionnal lighting and point lighting
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDepthMask(GL_FALSE);
for(SceneIterator<Light*>* lightIt = scene->getLights(); lightIt->isValid(); lightIt->next())
lightPass(myCamera, scene, lightIt->getItem());
glDisable(GL_BLEND);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
}
void ForwardModule::lightPass(Camera* myCamera, Scene* scene, Light* light)
{
if(isWireframe){
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}else{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// loop over all types of geometry
for(std::size_t i=0; i<geometryFlagList.size(); ++i)
for(const Pass &p : passes)
{
std::size_t j;
for(j=0; j<lightFlagList.size(); ++j)
if(lightFlagList[j] == light->getFlags())
break;
if(j == lightFlagList.size())
for(Light *light : p.lights)
{
fprintf(stderr, "WARNING : missing shader for the light");
continue;
}
Shader* shader = shaders[i*lightFlagList.size() + j];
shader->bind();
// bind light attributes
switch(light->getType())
{
case Light::AMBIENT:
shader->bindVec3(shader->getLocation("lightColor"), light->getColor()); // add attribute, and setter for ambient lighting
break;
case Light::DIRECTIONNAL:
shader->bindVec3(shader->getLocation("dirLight"), -light->getDir());
shader->bindVec3(shader->getLocation("lightColor"), light->getColor());
if(light->isShadowCaster())
if(light->getFlags() & Light::AMBIENT_FLAG)
{
light->getShadowMap()->bind(PhongMaterial::NB_PHONG_SLOTS); // NB_PHONG_SLOTS has the value of the first available slot after the phong material texture slots
shader->bindInteger(shader->getLocation("shadowMap"), PhongMaterial::NB_PHONG_SLOTS);
// render ambient lighting (opaque)
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDisable(GL_BLEND);
}
break;
case Light::POINT:
shader->bindVec3(shader->getLocation("pointLight"), light->getPos());
shader->bindVec3(shader->getLocation("lightColor"), light->getColor());
shader->bindFloat(shader->getLocation("attenuation"), light->getAttenuation());
break;
case Light::SPOT:
shader->bindVec3(shader->getLocation("lightColor"), light->getColor());
// TODO add cutoff and attenuation
break;
}
unsigned int id = 2;
for(SceneIterator<GeometryNode*>* geometryIt = scene->getGeometry();
geometryIt->isValid(); geometryIt->next())
{
GeometryNode* node = geometryIt->getItem();
shader->bindUnsignedInteger(shader->getLocation("object_identifier"), id);
if(node->mesh->hasInstances())
id += node->mesh->instances_offsets.size();
else
++id;
Material* mat = node->mesh->material;
unsigned int flags = mat->getFlags();
if(node->mesh->hasInstances())
flags |= INSTANCING_FLAG;
if(flags == geometryFlagList[i]) // if flag matches material
{
// render directionnal lighting and point lighting (additive light)
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDepthMask(GL_FALSE);
}
Shader *shader = p.shader;
shader->bind();
switch(light->getType())
{
case Light::AMBIENT:
shader->bindVec3(shader->getLocation("lightColor"), light->getColor()); // add attribute, and setter for ambient lighting
break;
case Light::DIRECTIONNAL:
shader->bindVec3(shader->getLocation("dirLight"), -light->getDir());
shader->bindVec3(shader->getLocation("lightColor"), light->getColor());
if(light->isShadowCaster())
{
light->getShadowMap()->bind(PhongMaterial::NB_PHONG_SLOTS); // NB_PHONG_SLOTS has the value of the first available slot after the phong material texture slots
shader->bindInteger(shader->getLocation("shadowMap"), PhongMaterial::NB_PHONG_SLOTS);
}
break;
case Light::POINT:
shader->bindVec3(shader->getLocation("pointLight"), light->getPos());
shader->bindVec3(shader->getLocation("lightColor"), light->getColor());
shader->bindFloat(shader->getLocation("attenuation"), light->getAttenuation());
break;
case Light::SPOT:
shader->bindVec3(shader->getLocation("lightColor"), light->getColor());
// TODO add cutoff and attenuation
break;
}
unsigned int id = 2;
for(GeometryNode *node : p.geometry)
{
shader->bindUnsignedInteger(shader->getLocation("object_identifier"), id);
if(node->mesh->instances_offsets.empty())
++id;
else
id += node->mesh->instances_offsets.size();
// compute matrix attributes
glm::mat4 modelViewMatrix = myCamera->getViewMatrix() * node->modelMatrix;
glm::mat4 mvp = myCamera->getProjectionMatrix() * modelViewMatrix;
@ -116,10 +85,12 @@ void ForwardModule::lightPass(Camera* myCamera, Scene* scene, Light* light)
}
}
}
glDisable(GL_BLEND);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
}
// modern opengl methods
void ForwardModule::setShaderSource(ShaderSource* source)
{
if(shaderSources != NULL)
@ -129,72 +100,44 @@ void ForwardModule::setShaderSource(ShaderSource* source)
void ForwardModule::compileShaders(Scene* scene)
{
geometryFlagList.clear();
lightFlagList.clear();
for(Shader* s : shaders)
delete(s);
shaders.clear();
// get material flags
const int nb_geometry_flags = 1 << NB_FLAGS;
bool geometryFlags[nb_geometry_flags];
for(int i=0; i<nb_geometry_flags; ++i)
geometryFlags[i] = false;
for(Pass &p : passes)
delete(p.shader);
passes.clear();
// list all geometry types
geometry.clear();
for(SceneIterator<GeometryNode*>* geometryIt = scene->getGeometry();
geometryIt->isValid(); geometryIt->next())
{
Mesh* m = geometryIt->getItem()->mesh;
unsigned int flags = m->material->getFlags();
if(m->hasInstances())
flags |= INSTANCING_FLAG;
geometryFlags[flags] = true;
GeometryNode* n = geometryIt->getItem();
geometry[n->mesh->getFlags()].push_back(n);
}
for(int i=0; i<nb_geometry_flags; ++i)
{
if(geometryFlags[i])
geometryFlagList.push_back(i);
}
// get light flags
const int nb_light_flags = 1 << Light::NB_LIGHT_FLAGS;
bool lightFlags[nb_light_flags];
for(int i=0; i<nb_light_flags; ++i)
lightFlags[i] = false;
// ambient light
lightFlags[Light::getFlags(NULL)] = true;
// scene lights
// list all light types
lights.clear();
lights[ambientLight.getFlags()].push_back(&ambientLight);
for(SceneIterator<Light*>* lightIt = scene->getLights();
lightIt->isValid(); lightIt->next())
{
Light* l = lightIt->getItem();
lightFlags[Light::getFlags(l)] = true;
lights[l->getFlags()].push_back(l);
}
for(int i=0; i<nb_light_flags; ++i)
// compile shaders and add the pass for the ambient light first
unsigned int ambientFlags = ambientLight.getFlags();
for(const auto &geomIt : geometry)
{
if(lightFlags[i])
lightFlagList.push_back(i);
unsigned int geomFlags = geomIt.first;
passes.push_back(Pass(shaderSources->compile(geomFlags, ambientFlags), geomIt.second, lights[ambientFlags]));
}
// shader compilation
for(int i : geometryFlagList)
// compile a shader for each combination of a geometry flag and a light flag
for(const auto &lightIt : lights)
{
std::vector<const char*> defines;
std::size_t boundary = defines.size();
for(int j : lightFlagList)
unsigned int lightFlags = lightIt.first;
if(lightFlags != ambientFlags) // ambient shaders are already ready
{
while(defines.size() > boundary)
defines.pop_back();
// set light defines
for(int k=0; k<Light::NB_LIGHT_FLAGS; ++k)
for(const auto &geomIt : geometry)
{
if(j & (1 << k))
defines.push_back(Light::flagStr[k]);
unsigned int geomFlags = geomIt.first;
passes.push_back(Pass(shaderSources->compile(geomFlags, lightFlags), geomIt.second, lightIt.second));
}
// compilation
shaders.push_back(shaderSources->compile(defines.size(), defines.data()));
}
}
}

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@ -9,8 +9,10 @@
#include "shadersource.h"
#include "material.h"
#include "framebuffer.h"
#include "light.h"
#include <unordered_map>
class Light;
class GeometryNode;
class Scene;
class PhongEntity;
@ -20,9 +22,10 @@ public:
ForwardModule() :
shaderSources(NULL),
renderTarget(FrameBuffer::screen),
isWireframe(false),
clearBeforeDrawing(false)
{}
{
ambientLight.initAmbientLight();
}
virtual void renderGL(Camera* myCamera, Scene* scene);
virtual bool requiresModernOpenGL() {return true;}
@ -34,23 +37,36 @@ public:
void compileShaders(Scene* scene);
void setRenderTarget(const FrameBuffer* target);
void setWireframe(bool wireframe) {isWireframe = wireframe;}
void setClearBeforeDrawing(bool clear) {clearBeforeDrawing = clear;}
private:
struct Pass
{
Shader* shader;
const std::vector<GeometryNode*> &geometry;
const std::vector<Light*> &lights;
Pass(Shader *myShader,
const std::vector<GeometryNode*> &geomIt,
const std::vector<Light*> &lightIt) :
shader(myShader),
geometry(geomIt),
lights(lightIt)
{}
};
std::unordered_map<unsigned int, std::vector<GeometryNode*>> geometry;
std::unordered_map<unsigned int, std::vector<Light*>> lights;
Light ambientLight;
std::vector<Pass> passes;
ShaderSource* shaderSources;
std::set<Shader*> shaders;
std::vector<unsigned int> geometryFlagList;
std::vector<unsigned int> lightFlagList;
const FrameBuffer* renderTarget;
int width;
int height;
bool isWireframe;
bool clearBeforeDrawing;
void lightPass(Camera* myCamera, Scene* scene, Light* light);
};
#endif // FORWARDMODULE_H

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@ -28,7 +28,7 @@ Light::Light()
initPointLight();
}
void Light::initAmbientLight(glm::vec3 lightColor = glm::vec3(0.1f))
void Light::initAmbientLight(glm::vec3 lightColor)
{
type = AMBIENT;
position = glm::vec3(0);
@ -99,10 +99,8 @@ void Light::initShadowMap(int resWidth, int resHeight, glm::vec3 dim)
ShaderSource source;
source.setSource(shadowVertSource, ShaderSource::VERTEX);
source.setSource(shadowFragSource, ShaderSource::FRAGMENT);
std::vector<const char*> defines;
shaders[0] = source.compile(defines.size(), defines.data());
defines.push_back("ALPHA_MASK");
shaders[1] = source.compile(defines.size(), defines.data());
shaders[0] = source.compile(Mesh::MESH_3D, getFlags());
shaders[1] = source.compile(Mesh::MESH_3D & Mesh::MATERIAL_ALPHA_MASK, getFlags());
}
void Light::generateShadowMap(Scene* scene)
@ -119,26 +117,14 @@ void Light::generateShadowMap(Scene* scene)
geometryIt->isValid(); geometryIt->next())
{
GeometryNode* node = geometryIt->getItem();
Material* mat = node->mesh->material;
if(((PhongMaterial*)mat)->castShadow)
if(node->mesh->getFlags() & Mesh::MESH_SHADOWED)
{
// compute matrix attributes
glm::mat4 lightMVP = getProjectionMatrix() * (getViewMatrix() * node->modelMatrix);
if(mat->getFlags() & ALPHA_MASK_FLAG)
{
PhongMaterial* pmat = (PhongMaterial*)mat;
shaders[1]->bind();
pmat->alpha_mask->bind(ALPHA_MASK);
shaders[1]->bindMat4(shaders[1]->getLocation("MVP"), lightMVP);
shaders[1]->bindInteger(shaders[1]->getLocation("alphaMask"), ALPHA_MASK);
node->mesh->draw(shaders[1], false, true, false);
}
else
{
shaders[0]->bind();
shaders[0]->bindMat4(shaders[1]->getLocation("MVP"), lightMVP);
node->mesh->draw(shaders[0], false, false, false);
}
int hasAlpha = (node->mesh->getFlags() & Mesh::MATERIAL_ALPHA_MASK) > 0;
shaders[hasAlpha]->bind();
shaders[hasAlpha]->bindMat4(shaders[hasAlpha]->getLocation("MVP"), lightMVP);
node->mesh->draw(shaders[hasAlpha], false, hasAlpha, false);
}
}
glCullFace(GL_BACK);
@ -158,7 +144,7 @@ void Light::setPosition(glm::vec3 new_pos)
unsigned int Light::getFlags()
{
unsigned int flags = 0;
switch(l->getType())
switch(type)
{
case AMBIENT :
flags = 1 << AMBIENT_FLAG;
@ -173,7 +159,7 @@ unsigned int Light::getFlags()
flags = 1 << SPOT_FLAG;
break;
}
if(l->isShadowCaster())
if(shadowCaster)
flags |= 1 << SHADOWMAP_FLAG;
return flags;
}

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@ -27,7 +27,7 @@ public:
POINT_FLAG,
SPOT_FLAG,
SHADOWMAP_FLAG,
NB_LIGHT_FLAGS
NB_FLAGS
};
static const char* flagStr[];
static const glm::mat4 biasMatrix;

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@ -17,6 +17,7 @@ const char* const Mesh::flagStr[Mesh::NB_FLAGS] =
"TANGENT_SPACE",
"BILLBOARD",
"SHADOWED"
"COLOR_TEXTURE",
"ALPHA_MASK",
@ -34,6 +35,7 @@ Mesh::Mesh() :
material(NULL),
isDoubleSided(false),
isBillboard(false),
isShadowCaster(true),
depth(0),
vao(0),
primitive_type(GL_TRIANGLES)
@ -74,21 +76,21 @@ void Mesh::initGL()
// init positions VBO
if(!positions3D.empty())
{
b = new Buffer(positions3D, Buffer::VBO);
b = new TBuffer(positions3D, TBuffer::VBO);
b->setVertexAttrib(0, 3);
addBuffer(b, POSITION_BUFFER);
// init normals vbo
if(!normals.empty())
{
b = new Buffer(normals, Buffer::VBO);
b = new TBuffer(normals, TBuffer::VBO);
b->setVertexAttrib(1, 3);
addBuffer(b, NORMAL_BUFFER);
}
// init tangents vbo
if(!tangents.empty())
{
b = new Buffer(tangents, Buffer::VBO);
b = new TBuffer(tangents, TBuffer::VBO);
b->setVertexAttrib(3, 3);
b->setVertexAttrib(4, 3);
addBuffer(b, TANGENT_BUFFER);
@ -96,7 +98,7 @@ void Mesh::initGL()
}
else if(!positions2D.empty())
{
b = new Buffer(positions2D, Buffer::VBO);
b = new TBuffer(positions2D, TBuffer::VBO);
b->setVertexAttrib(0, 2);
addBuffer(b, POSITION_BUFFER);
}
@ -108,7 +110,7 @@ void Mesh::initGL()
// init texCoords vbo
if(!texCoords.empty())
{
b = new Buffer(texCoords, Buffer::VBO);
b = new TBuffer(texCoords, TBuffer::VBO);
b->setVertexAttrib(2, 2);
addBuffer(b, TEXCOORD_BUFFER);
}
@ -116,7 +118,7 @@ void Mesh::initGL()
// init instances vbo
if(!instances_offsets.empty())
{
b = new Buffer(instances_offsets, Buffer::VBO);
b = new TBuffer(instances_offsets, TBuffer::VBO);
b->setVertexAttrib(5, 3, 0, 1);
addBuffer(b, INSTANCE_BUFFER);
}
@ -124,7 +126,7 @@ void Mesh::initGL()
// init EBO
if(!indices.empty())
{
b = new Buffer(indices, Buffer::EBO);
b = new TBuffer(indices, TBuffer::EBO);
addBuffer(b, INDICES_BUFFER);
}

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@ -32,6 +32,7 @@ public:
// 3D Geometric properties
MESH_TANGENT_SPACE,
MESH_BILLBOARD,
MESH_SHADOWED,
// simple material (no lighting)
MATERIAL_COLOR_TEXTURE,
@ -145,6 +146,12 @@ public:
* a billboard mesh will always follow the camera orientation
*/
void setIsBillboard(bool val) {isBillboard = val;}
/**
* @brief setIsShadowCaster allows to enable or disable,
* rendering of this mesh in the shadowmaps
*/
void setIsShadowCaster(bool val) {isShadowCaster = val;}
/*************************************************************/
/* 3D MESH TOOLS */
@ -196,6 +203,7 @@ protected:
Material* material;
bool isDoubleSided;
bool isBillboard;
bool isShadowCaster;
float depth;
GLenum primitive_type;

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@ -9,16 +9,6 @@ class Texture;
class PhongMaterial : public Material
{
private:
enum TextureSlots
{
DIFFUSE_SLOT,
AMBIENT_SLOT,
NORMALS_SLOT,
SPECULAR_SLOT,
ALPHA_SLOT,
NB_PHONG_SLOTS
};
glm::vec3 ambient;
glm::vec3 diffuse;
glm::vec3 specular;
@ -31,6 +21,15 @@ private:
Texture* alpha_mask;
public:
enum TextureSlots
{
DIFFUSE_SLOT,
AMBIENT_SLOT,
NORMALS_SLOT,
SPECULAR_SLOT,
ALPHA_SLOT,
NB_PHONG_SLOTS
};
PhongMaterial() :
ambient(0),

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@ -4,6 +4,7 @@
#include <sstream>
#include "shader.h"
#include "mesh.h"
#include "light.h"
ShaderSource::ShaderSource()
{
@ -31,11 +32,19 @@ void ShaderSource::setSource(const char *source, SourceType type)
Shader* ShaderSource::compile(unsigned int geomFlags, unsigned int lightFlags)
{
std::string header = "#version 330 core";
for(int i=0; i<NB_FLAGS; ++i)
for(int i=0; i<Mesh::NB_FLAGS; ++i)
{
if((geomFlags >> i) & 0x00000001)
header += "\n#define "+std::string(flagStr[i]);
header += "\n#define "+std::string(Mesh::flagStr[i]);
}
for(int i=0; i<Light::NB_FLAGS; ++i)
{
if((lightFlags >> i) & 0x00000001)
header += "\n#define "+std::string(Light::flagStr[i]);
}
header += "\n#line 1\n";
if(sources[VERTEX] == NULL || sources[FRAGMENT] == NULL)

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@ -21,7 +21,7 @@ public:
void setSource(const char *source, SourceType type);
Shader* compile(int nbDefines = 0, const char** defines = NULL);
Shader* compile(unsigned int geomFlags, unsigned int lightFlags);
private:
std::string* sources[NB_TYPES];