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@ -305,6 +305,9 @@ LightingRenderPass::LightingRenderPass(): |
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0.0f, 0.0f, 0.5f, 0.0f, |
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0.0f, 0.0f, 0.5f, 0.0f, |
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0.5f, 0.5f, 0.5f, 1.0f); |
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0.5f, 0.5f, 0.5f, 1.0f); |
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maxBoneCount = 64; |
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matrixPaletteParam = parameterSet.addParameter("matrixPalette", ShaderParameter::Type::MATRIX_4, maxBoneCount); |
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modelParam = parameterSet.addParameter("modelMatrix", ShaderParameter::Type::MATRIX_4, 1); |
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modelParam = parameterSet.addParameter("modelMatrix", ShaderParameter::Type::MATRIX_4, 1); |
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modelViewParam = parameterSet.addParameter("modelViewMatrix", ShaderParameter::Type::MATRIX_4, 1); |
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modelViewParam = parameterSet.addParameter("modelViewMatrix", ShaderParameter::Type::MATRIX_4, 1); |
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modelViewProjectionParam = parameterSet.addParameter("modelViewProjectionMatrix", ShaderParameter::Type::MATRIX_4, 1); |
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modelViewProjectionParam = parameterSet.addParameter("modelViewProjectionMatrix", ShaderParameter::Type::MATRIX_4, 1); |
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@ -315,7 +318,7 @@ LightingRenderPass::LightingRenderPass(): |
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directionalLightColorsParam = parameterSet.addParameter("directionalLightColors", ShaderParameter::Type::VECTOR_3, 1); |
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directionalLightColorsParam = parameterSet.addParameter("directionalLightColors", ShaderParameter::Type::VECTOR_3, 1); |
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directionalLightDirectionsParam = parameterSet.addParameter("directionalLightDirections", ShaderParameter::Type::VECTOR_3, 1); |
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directionalLightDirectionsParam = parameterSet.addParameter("directionalLightDirections", ShaderParameter::Type::VECTOR_3, 1); |
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albedoOpacityMapParam = parameterSet.addParameter("albedoOpacityMap", ShaderParameter::Type::INT, 1); |
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albedoOpacityMapParam = parameterSet.addParameter("albedoOpacityMap", ShaderParameter::Type::INT, 1); |
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metalnessRoughnessMapParam = parameterSet.addParameter("metalnessRoughness", ShaderParameter::Type::INT, 1); |
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metalnessRoughnessMapParam = parameterSet.addParameter("metalnessRoughnessMap", ShaderParameter::Type::INT, 1); |
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normalOcclusionMapParam = parameterSet.addParameter("normalOcclusionMap", ShaderParameter::Type::INT, 1); |
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normalOcclusionMapParam = parameterSet.addParameter("normalOcclusionMap", ShaderParameter::Type::INT, 1); |
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diffuseCubemapParam = parameterSet.addParameter("diffuseCubemap", ShaderParameter::Type::INT, 1); |
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diffuseCubemapParam = parameterSet.addParameter("diffuseCubemap", ShaderParameter::Type::INT, 1); |
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specularCubemapParam = parameterSet.addParameter("specularCubemap", ShaderParameter::Type::INT, 1); |
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specularCubemapParam = parameterSet.addParameter("specularCubemap", ShaderParameter::Type::INT, 1); |
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@ -348,15 +351,22 @@ bool LightingRenderPass::load(const RenderContext* renderContext) |
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std::cerr << "Failed to load cubemap" << std::endl; |
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std::cerr << "Failed to load cubemap" << std::endl; |
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} |
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} |
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// Load lighting shader
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// Load unskinned shader
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shaderLoader.undefine(); |
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shaderLoader.undefine(); |
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shaderLoader.define("TEXTURE_COUNT", 0); |
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shaderLoader.define("TEXTURE_COUNT", 0); |
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shaderLoader.define("VERTEX_POSITION", EMERGENT_VERTEX_POSITION); |
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shaderLoader.define("VERTEX_POSITION", EMERGENT_VERTEX_POSITION); |
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shaderLoader.define("VERTEX_NORMAL", EMERGENT_VERTEX_NORMAL); |
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shaderLoader.define("VERTEX_NORMAL", EMERGENT_VERTEX_NORMAL); |
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shaderLoader.define("VERTEX_TEXCOORD", EMERGENT_VERTEX_TEXCOORD); |
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shaderLoader.define("VERTEX_TEXCOORD", EMERGENT_VERTEX_TEXCOORD); |
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unskinnedShader = shaderLoader.load("data/shaders/lit-object.glsl", ¶meterSet); |
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// Load skinned shader
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shaderLoader.define("SKINNED"); |
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shaderLoader.define("MAX_BONE_COUNT", maxBoneCount); |
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shaderLoader.define("VERTEX_BONE_INDICES", EMERGENT_VERTEX_BONE_INDICES); |
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shaderLoader.define("VERTEX_BONE_WEIGHTS", EMERGENT_VERTEX_BONE_WEIGHTS); |
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skinnedShader = shaderLoader.load("data/shaders/lit-object.glsl", ¶meterSet); |
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lightingShader = shaderLoader.load("data/shaders/lit-object.glsl", ¶meterSet); |
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if (!lightingShader) |
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if (!unskinnedShader || !skinnedShader) |
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{ |
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{ |
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return false; |
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return false; |
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} |
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} |
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@ -368,8 +378,11 @@ bool LightingRenderPass::load(const RenderContext* renderContext) |
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void LightingRenderPass::unload() |
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void LightingRenderPass::unload() |
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{ |
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{ |
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delete lightingShader; |
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lightingShader = nullptr; |
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delete unskinnedShader; |
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delete skinnedShader; |
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unskinnedShader = nullptr; |
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skinnedShader = nullptr; |
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for (auto it = shaderCache.begin(); it != shaderCache.end(); ++it) |
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for (auto it = shaderCache.begin(); it != shaderCache.end(); ++it) |
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{ |
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{ |
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@ -789,34 +802,20 @@ void LightingRenderPass::render(const RenderContext* renderContext) |
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glEnable(GL_BLEND); |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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// Bind shader
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Shader* shader = lightingShader; |
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shader->bind(); |
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// Pass texture units to shader
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shader->setParameter(albedoOpacityMapParam, 0); |
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shader->setParameter(normalOcclusionMapParam, 2); |
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int directionalLightCount = 1; |
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int directionalLightCount = 1; |
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Vector3 directionalLightColors[3]; |
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Vector3 directionalLightColors[3]; |
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Vector3 directionalLightDirections[3]; |
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Vector3 directionalLightDirections[3]; |
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directionalLightColors[0] = Vector3(1); |
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directionalLightColors[0] = Vector3(1); |
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directionalLightDirections[0] = glm::normalize(Vector3(camera.getView() * -Vector4(0, 0, -1, 0))); |
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directionalLightDirections[0] = glm::normalize(Vector3(camera.getView() * -Vector4(0, 0, -1, 0))); |
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shader->setParameter(directionalLightCountParam, directionalLightCount); |
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shader->setParameter(directionalLightColorsParam, 0, &directionalLightColors[0], directionalLightCount); |
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shader->setParameter(directionalLightDirectionsParam, 0, &directionalLightDirections[0], directionalLightCount); |
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shader->setParameter(cameraPositionParam, camera.getTranslation()); |
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glActiveTexture(GL_TEXTURE3); |
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glActiveTexture(GL_TEXTURE3); |
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glBindTexture(GL_TEXTURE_CUBE_MAP, diffuseCubemap->getTextureID()); |
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glBindTexture(GL_TEXTURE_CUBE_MAP, diffuseCubemap->getTextureID()); |
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shader->setParameter(diffuseCubemapParam, 3); |
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glActiveTexture(GL_TEXTURE4); |
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glActiveTexture(GL_TEXTURE4); |
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glBindTexture(GL_TEXTURE_CUBE_MAP, specularCubemap->getTextureID()); |
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glBindTexture(GL_TEXTURE_CUBE_MAP, specularCubemap->getTextureID()); |
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shader->setParameter(specularCubemapParam, 4); |
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Shader* shader = nullptr; |
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Texture* albedoOpacityMap = nullptr; |
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Texture* albedoOpacityMap = nullptr; |
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Texture* metalnessRoughnessMap = nullptr; |
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Texture* metalnessRoughnessMap = nullptr; |
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Texture* normalOcclusionMap = nullptr; |
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Texture* normalOcclusionMap = nullptr; |
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@ -837,6 +836,43 @@ void LightingRenderPass::render(const RenderContext* renderContext) |
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// Skip render operations with unsupported vertex formats
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// Skip render operations with unsupported vertex formats
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// Select shader
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Shader* targetShader = nullptr; |
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if (operation.pose != nullptr) |
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{ |
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targetShader = skinnedShader; |
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} |
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else |
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{ |
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targetShader = unskinnedShader; |
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} |
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// Switch shader if necessary
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if (shader != targetShader) |
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{ |
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shader = targetShader; |
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// Bind shader
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shader->bind(); |
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// Pass static params
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shader->setParameter(albedoOpacityMapParam, 0); |
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shader->setParameter(metalnessRoughnessMapParam, 1); |
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shader->setParameter(normalOcclusionMapParam, 2); |
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shader->setParameter(diffuseCubemapParam, 3); |
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shader->setParameter(specularCubemapParam, 4); |
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shader->setParameter(directionalLightCountParam, directionalLightCount); |
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shader->setParameter(directionalLightColorsParam, 0, &directionalLightColors[0], directionalLightCount); |
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shader->setParameter(directionalLightDirectionsParam, 0, &directionalLightDirections[0], directionalLightCount); |
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shader->setParameter(cameraPositionParam, camera.getTranslation()); |
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} |
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// Pass matrix palette
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if (operation.pose != nullptr) |
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{ |
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shader->setParameter(matrixPaletteParam, 0, operation.pose->getMatrixPalette(), operation.pose->getSkeleton()->getBoneCount()); |
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} |
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// Bind albedo-opacity map
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// Bind albedo-opacity map
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if (material->albedoOpacityMap != albedoOpacityMap) |
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if (material->albedoOpacityMap != albedoOpacityMap) |
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{ |
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{ |
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