Implemented updating of shadow render queue. Doesn't work satisfactory right now. (#10)
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ea194309ef
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819584ef15
@ -56,8 +56,8 @@ ADD_DEFINITIONS(-DNO_SPACE_NAVIGATOR_SUPPORT)
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SET(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS} -DSAXUM_DEBUG -g")
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SET(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS} -DSAXUM_DEBUG -g")
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SET(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS} -DSAXUM_DEBUG -g")
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SET(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS} -DSAXUM_DEBUG -g")
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SET(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS} -O2")
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SET(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS} -O2 -DNDEBUG")
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SET(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS} -O2")
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SET(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS} -O2 -DNDEBUG")
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set(dir ${CMAKE_CURRENT_SOURCE_DIR}/binaries)
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set(dir ${CMAKE_CURRENT_SOURCE_DIR}/binaries)
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set(EXECUTABLE_OUTPUT_PATH ${dir} CACHE PATH "Build directory" FORCE)
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set(EXECUTABLE_OUTPUT_PATH ${dir} CACHE PATH "Build directory" FORCE)
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116
game/graphics.cc
116
game/graphics.cc
@ -180,8 +180,6 @@ void Graphics::init(Level* level) {
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bindTextureUnits();
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bindTextureUnits();
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updateLights();
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// set shader variables that stay the same across the runtime of the application
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// set shader variables that stay the same across the runtime of the application
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skydomeShader->use();
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skydomeShader->use();
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skydomeShader->setUniform("farPlane", farPlane);
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skydomeShader->setUniform("farPlane", farPlane);
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@ -211,12 +209,14 @@ void Graphics::init(Level* level) {
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depthCubeShader->setUniform("farPlane", farPlane);
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depthCubeShader->setUniform("farPlane", farPlane);
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level->sortObjects(Material::getAllTextures()->size());
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level->sortObjects(Material::getAllTextures()->size());
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#ifdef SAXUM_DEBUG
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#ifdef SAXUM_DEBUG
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std::cout << "There were " << Material::getAllTextures()->size()
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std::cout << "There were " << Material::getAllTextures()->size()
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<< " materials used in this level." << std::endl;
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<< " materials used in this level." << std::endl;
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#endif
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#endif
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initShadowRenderQueue();
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initShadowRenderQueue();
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updateLights();
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}
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}
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void Graphics::bindTextureUnits(){
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void Graphics::bindTextureUnits(){
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@ -334,7 +334,7 @@ void Graphics::render(double time)
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double nextLightUpdate = lastLightUpdate + lightUpdateDelay;
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double nextLightUpdate = lastLightUpdate + lightUpdateDelay;
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if (time >= nextLightUpdate)
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if (time >= nextLightUpdate)
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{
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{
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//updateLights();
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updateLights();
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lastLightUpdate = time;
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lastLightUpdate = time;
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}
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}
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@ -375,26 +375,29 @@ void Graphics::render(double time)
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framebuffer_cube->bind();
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framebuffer_cube->bind();
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for (unsigned int i_pointlight = 0; i_pointlight < renderQueue.size(); i_pointlight++) {
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for (unsigned int i_pointlight = 0; i_pointlight < renderQueue.size(); i_pointlight++) {
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// render each side of the cube
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// check if queue points to a existing light
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glm::vec3 position = glm::vec3(0.0f);
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if (std::get<0>(renderQueue.at(i_pointlight))) {
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if (std::get<0>(renderQueue.at(i_pointlight))->isFlame()) {
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// render each side of the cube
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position = std::get<0>(renderQueue.at(i_pointlight))->getPosition();
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glm::vec3 position = glm::vec3(0.0f);
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position = glm::vec3(position.x + 0.75f*wind.x, position.y, position.z + 0.75f*wind.y);
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if (std::get<0>(renderQueue.at(i_pointlight))->isFlame()) {
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}
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position = std::get<0>(renderQueue.at(i_pointlight))->getPosition();
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else {
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position = glm::vec3(position.x + 0.75f*wind.x, position.y, position.z + 0.75f*wind.y);
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position = std::get<0>(renderQueue.at(i_pointlight))->getPosition();
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}
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}
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else {
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for (int i_face = 0; i_face<6; i_face++) {
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position = std::get<0>(renderQueue.at(i_pointlight))->getPosition();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face,
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}
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depth_cubeMaps.at(std::get<2>(renderQueue.at(i_pointlight)))->getObjectName(), 0);
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for (int i_face = 0; i_face<6; i_face++) {
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glClear(GL_DEPTH_BUFFER_BIT);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face,
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glm::mat4 viewMatrix = glm::lookAt(position, position + looking_directions[i_face], upvectors[i_face]);
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depth_cubeMaps.at(std::get<2>(renderQueue.at(i_pointlight)))->getObjectName(), 0);
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glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
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glClear(GL_DEPTH_BUFFER_BIT);
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std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>(1);
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glm::mat4 viewMatrix = glm::lookAt(position, position + looking_directions[i_face], upvectors[i_face]);
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viewMatrixVector.at(0) = viewMatrix;
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glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
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level->render(depthCubeShader, false, std::get<0>(renderQueue.at(i_pointlight))->getPosition(), 1, &depthViewProjectionMatrix_face, &viewMatrixVector);
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std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>(1);
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if (!framebuffer_cube->isFrameBufferObjectComplete()) {
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viewMatrixVector.at(0) = viewMatrix;
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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level->render(depthCubeShader, false, std::get<0>(renderQueue.at(i_pointlight))->getPosition(), 1, &depthViewProjectionMatrix_face, &viewMatrixVector);
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if (!framebuffer_cube->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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}
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}
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}
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}
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}
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}
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@ -627,12 +630,52 @@ void Graphics::render(double time)
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}
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}
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void Graphics::updateLights() {
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void Graphics::updateLights() {
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std::vector<std::shared_ptr<Light>> oldClosestLights = std::vector<std::shared_ptr<Light>>(*closestLights);
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closestLights = level->getClosestLights();
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closestLights = level->getClosestLights();
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if (closestLights->size() > 0) {
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if (closestLights->size() > 0) {
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lightingShader->use();
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lightingShader->use();
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lightingShader->setUniform("lightCount", (int) closestLights->size());
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lightingShader->setUniform("lightCount", (int) closestLights->size());
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lightingShader->setUniform("maxShadowRenderCount", min((int)closestLights->size(), maxShadowSampleCount));
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lightingShader->setUniform("maxShadowRenderCount", min((int)closestLights->size(), maxShadowSampleCount));
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// find new closest lights for the shadow render queue
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unsigned int i = 0;
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std::vector<std::shared_ptr<Light>> compareClosestLights = std::vector<std::shared_ptr<Light>>(*closestLights);
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while(i<oldClosestLights.size()) {
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bool found = false;
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for(unsigned int j = 0; j<compareClosestLights.size(); j++) {
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if (oldClosestLights.at(i) == compareClosestLights.at(j)){
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found = true;
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compareClosestLights.erase(compareClosestLights.begin() + j);
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break;
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}
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}
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if (found) {
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oldClosestLights.erase(oldClosestLights.begin() + i);
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}
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else {
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i++;
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}
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}
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assert(oldClosestLights.size() == compareClosestLights.size());
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// replace old lights with the new ones in the shadow render queue
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for(unsigned int i = 0; i<oldClosestLights.size(); i++) {
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for(unsigned int j = 0; j<shadowRenderQueue.size(); j++) {
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if(oldClosestLights.at(i) == shadowRenderQueue.at(j).light) {
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shadowRenderQueue.at(j).light = compareClosestLights.at(i);
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// 15000 is larger priority than any light can get during one tick
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shadowRenderQueue.at(j).currentPriority = 15000;
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}
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}
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}
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// update priority of the shadow render queue
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for(unsigned int i = 0; i<shadowRenderQueue.size(); i++) {
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float distance = glm::distance(level->getCameraCenter()->getPosition(), shadowRenderQueue.at(i).light->getPosition());
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shadowRenderQueue.at(i).priority = (int) 100*std::exp(5.0f - 0.1f * distance);
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}
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// Build light position array
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// Build light position array
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glm::vec3 lightSources[closestLights->size()];
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glm::vec3 lightSources[closestLights->size()];
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for(unsigned int i = 0; i<closestLights->size(); i++) {
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for(unsigned int i = 0; i<closestLights->size(); i++) {
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@ -654,20 +697,20 @@ void Graphics::updateLights() {
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}
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}
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glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
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glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
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sizeof(lightIntensities), (GLfloat*) lightIntensities);
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sizeof(lightIntensities), (GLfloat*) lightIntensities);
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}
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// set directional Light
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bool isFlame[closestLights->size()];
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bool isFlame[closestLights->size()];
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closestFlames = std::vector<Flame*>();
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closestFlames = std::vector<Flame*>();
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for (unsigned int i = 0; i<closestLights->size(); i++) {
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for (unsigned int i = 0; i<closestLights->size(); i++) {
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if (closestLights->at(i)->isFlame()) {
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if (closestLights->at(i)->isFlame()) {
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closestFlames.push_back(closestLights->at(i)->getFlame());
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closestFlames.push_back(closestLights->at(i)->getFlame());
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isFlame[i] = true;
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isFlame[i] = true;
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}
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}
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else {
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else {
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isFlame[i] = false;
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isFlame[i] = false;
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}
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}
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}
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glUniform1iv(lightingShader->getUniformLocation("isFlame"), sizeof(isFlame), (GLint*) isFlame);
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}
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}
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glUniform1iv(lightingShader->getUniformLocation("isFlame"), sizeof(isFlame), (GLint*) isFlame);
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}
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}
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void Graphics::saveWindowSize(glm::uvec2 windowSize) {
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void Graphics::saveWindowSize(glm::uvec2 windowSize) {
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@ -812,6 +855,7 @@ void Graphics::enqueueObjects(std::vector<std::vector<Object*>>* queue){
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}
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}
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void Graphics::initShadowRenderQueue() {
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void Graphics::initShadowRenderQueue() {
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closestLights = level->getClosestLights();
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int maxLights = min((int)closestLights->size(), maxShadowSampleCount);
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int maxLights = min((int)closestLights->size(), maxShadowSampleCount);
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shadowRenderQueue = std::vector<ShadowRenderQueueSlot>(maxLights);
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shadowRenderQueue = std::vector<ShadowRenderQueueSlot>(maxLights);
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glViewport(0, 0, cube_size, cube_size);
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glViewport(0, 0, cube_size, cube_size);
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@ -825,8 +869,6 @@ void Graphics::initShadowRenderQueue() {
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for(unsigned int i = 0; i<shadowRenderQueue.size(); i++){
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for(unsigned int i = 0; i<shadowRenderQueue.size(); i++){
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shadowRenderQueue.at(i).light = closestLights->at(i);
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shadowRenderQueue.at(i).light = closestLights->at(i);
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float distance = glm::distance(level->getCameraCenter()->getPosition(), closestLights->at(i)->getPosition());
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shadowRenderQueue.at(i).priority = (int) 100*std::exp(5.0f - 0.1f * distance);
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shadowRenderQueue.at(i).currentPriority = 0;
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shadowRenderQueue.at(i).currentPriority = 0;
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// render depth textures for point lights
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// render depth textures for point lights
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depthCubeShader->use();
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depthCubeShader->use();
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@ -462,5 +462,7 @@ std::vector<shared_ptr<Light>>* Level::getClosestLights() {
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closestLights = std::vector<shared_ptr<Light>>(&closestLights[0],
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closestLights = std::vector<shared_ptr<Light>>(&closestLights[0],
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&closestLights[15]);
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&closestLights[15]);
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}
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}
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// sort pointers for faster comparisons
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std::sort(closestLights.begin(), closestLights.end());
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return &closestLights;
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return &closestLights;
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}
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}
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