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@ -681,6 +681,8 @@ LightingRenderPass::LightingRenderPass(): |
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biasMatrix = glm::translate(Vector3(0.5f)) * glm::scale(Vector3(0.5f)); |
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maxBoneCount = 64; |
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maxDirectionalLightCount = 1; |
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maxSpotlightCount = 1; |
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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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@ -692,8 +694,17 @@ LightingRenderPass::LightingRenderPass(): |
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shadowMapParam = parameterSet.addParameter("shadowMap", ShaderParameter::Type::INT, 1); |
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cameraPositionParam = parameterSet.addParameter("cameraPosition", ShaderParameter::Type::VECTOR_3, 1); |
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directionalLightCountParam = parameterSet.addParameter("directionalLightCount", ShaderParameter::Type::INT, 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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directionalLightColorsParam = parameterSet.addParameter("directionalLightColors", ShaderParameter::Type::VECTOR_3, maxDirectionalLightCount); |
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directionalLightDirectionsParam = parameterSet.addParameter("directionalLightDirections", ShaderParameter::Type::VECTOR_3, maxDirectionalLightCount); |
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spotlightCountParam = parameterSet.addParameter("spotlightCount", ShaderParameter::Type::INT, 1); |
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spotlightColorsParam = parameterSet.addParameter("spotlightColors", ShaderParameter::Type::VECTOR_3, maxSpotlightCount); |
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spotlightPositionsParam = parameterSet.addParameter("spotlightPositions", ShaderParameter::Type::VECTOR_3, maxSpotlightCount); |
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spotlightAttenuationsParam = parameterSet.addParameter("spotlightAttenuations", ShaderParameter::Type::VECTOR_3, maxSpotlightCount); |
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spotlightDirectionsParam = parameterSet.addParameter("spotlightDirections", ShaderParameter::Type::VECTOR_3, maxSpotlightCount); |
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spotlightCutoffsParam = parameterSet.addParameter("spotlightCutoffs", ShaderParameter::Type::FLOAT, maxSpotlightCount); |
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spotlightExponentsParam = parameterSet.addParameter("spotlightExponents", ShaderParameter::Type::FLOAT, maxSpotlightCount); |
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albedoOpacityMapParam = parameterSet.addParameter("albedoOpacityMap", 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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@ -711,8 +722,11 @@ bool LightingRenderPass::load(const RenderContext* renderContext) |
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std::cerr << "Failed to load tree shadow" << std::endl; |
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} |
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// Load unskinned shader
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shaderLoader.undefine(); |
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shaderLoader.define("MAX_DIRECTIONAL_LIGHT_COUNT", maxDirectionalLightCount); |
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shaderLoader.define("MAX_SPOTLIGHT_COUNT", maxSpotlightCount); |
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// Load unskinned shader
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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_NORMAL", EMERGENT_VERTEX_NORMAL); |
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@ -1167,12 +1181,48 @@ void LightingRenderPass::render(RenderContext* renderContext) |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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int directionalLightCount = 1; |
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Vector3 directionalLightColors[3]; |
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Vector3 directionalLightDirections[3]; |
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Vector3 spotlightColors[3]; |
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Vector3 spotlightPositions[3]; |
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Vector3 spotlightAttenuations[3]; |
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Vector3 spotlightDirections[3]; |
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float spotlightCutoffs[3]; |
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float spotlightExponents[3]; |
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// Add directional light
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int directionalLightCount = 1; |
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directionalLightColors[0] = Vector3(1); |
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directionalLightDirections[0] = glm::normalize(Vector3(camera.getView() * -Vector4(0, -2, -1, 0))); |
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// Add spotlights
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int spotlightCount = 0; |
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const std::list<SceneObject*>* lights = renderContext->layer->getObjects(SceneObjectType::LIGHT); |
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if (lights != nullptr) |
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{ |
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for (auto object: *lights) |
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{ |
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const Light* light = static_cast<const Light*>(object); |
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LightType lightType = light->getLightType(); |
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if (lightType == LightType::SPOTLIGHT && light->isActive()) |
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{ |
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const Spotlight* spotlight = static_cast<const Spotlight*>(light); |
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spotlightColors[spotlightCount] = spotlight->getScaledColor(); |
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spotlightPositions[spotlightCount] = Vector3(camera.getView() * Vector4(spotlight->getTranslation(), 1.0f)); |
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spotlightAttenuations[spotlightCount] = spotlight->getAttenuation(); |
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spotlightDirections[spotlightCount] = glm::normalize(Vector3(camera.getView() * Vector4(-spotlight->getDirection(), 0.0f))); |
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spotlightCutoffs[spotlightCount] = spotlight->getCutoff(); |
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spotlightExponents[spotlightCount] = spotlight->getExponent(); |
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++spotlightCount; |
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} |
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} |
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} |
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// Calculate the (light-space) view-projection matrix
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Matrix4 lightViewProjectionMatrix = shadowMapPass->getTileMatrix(0) * biasMatrix * shadowMapPass->getCropMatrix(0) * shadowCamera->getViewProjection(); |
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//Matrix4 lightViewProjectionMatrix = biasMatrix * shadowCamera->getViewProjection();
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@ -1240,6 +1290,15 @@ void LightingRenderPass::render(RenderContext* renderContext) |
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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(spotlightCountParam, spotlightCount); |
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shader->setParameter(spotlightColorsParam, 0, &spotlightColors[0], spotlightCount); |
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shader->setParameter(spotlightPositionsParam, 0, &spotlightPositions[0], spotlightCount); |
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shader->setParameter(spotlightAttenuationsParam, 0, &spotlightAttenuations[0], spotlightCount); |
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shader->setParameter(spotlightDirectionsParam, 0, &spotlightDirections[0], spotlightCount); |
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shader->setParameter(spotlightCutoffsParam, 0, &spotlightCutoffs[0], spotlightCount); |
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shader->setParameter(spotlightExponentsParam, 0, &spotlightExponents[0], spotlightCount); |
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shader->setParameter(cameraPositionParam, camera.getTranslation()); |
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} |
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