Implemented updating of shadow render queue. Doesn't work satisfactory right now. (#10)

This commit is contained in:
Faerbit 2015-06-02 00:18:22 +02:00
parent ea194309ef
commit 819584ef15
3 changed files with 83 additions and 39 deletions

View File

@ -56,8 +56,8 @@ ADD_DEFINITIONS(-DNO_SPACE_NAVIGATOR_SUPPORT)
SET(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS} -DSAXUM_DEBUG -g")
SET(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS} -DSAXUM_DEBUG -g")
SET(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS} -O2")
SET(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS} -O2")
SET(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS} -O2 -DNDEBUG")
SET(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS} -O2 -DNDEBUG")
set(dir ${CMAKE_CURRENT_SOURCE_DIR}/binaries)
set(EXECUTABLE_OUTPUT_PATH ${dir} CACHE PATH "Build directory" FORCE)

View File

@ -180,8 +180,6 @@ void Graphics::init(Level* level) {
bindTextureUnits();
updateLights();
// set shader variables that stay the same across the runtime of the application
skydomeShader->use();
skydomeShader->setUniform("farPlane", farPlane);
@ -211,12 +209,14 @@ void Graphics::init(Level* level) {
depthCubeShader->setUniform("farPlane", farPlane);
level->sortObjects(Material::getAllTextures()->size());
#ifdef SAXUM_DEBUG
std::cout << "There were " << Material::getAllTextures()->size()
<< " materials used in this level." << std::endl;
#endif
initShadowRenderQueue();
updateLights();
}
void Graphics::bindTextureUnits(){
@ -334,7 +334,7 @@ void Graphics::render(double time)
double nextLightUpdate = lastLightUpdate + lightUpdateDelay;
if (time >= nextLightUpdate)
{
//updateLights();
updateLights();
lastLightUpdate = time;
}
@ -375,6 +375,8 @@ void Graphics::render(double time)
framebuffer_cube->bind();
for (unsigned int i_pointlight = 0; i_pointlight < renderQueue.size(); i_pointlight++) {
// check if queue points to a existing light
if (std::get<0>(renderQueue.at(i_pointlight))) {
// render each side of the cube
glm::vec3 position = glm::vec3(0.0f);
if (std::get<0>(renderQueue.at(i_pointlight))->isFlame()) {
@ -398,6 +400,7 @@ void Graphics::render(double time)
}
}
}
}
glViewport(0, 0, windowSize.x, windowSize.y);
@ -627,12 +630,52 @@ void Graphics::render(double time)
}
void Graphics::updateLights() {
std::vector<std::shared_ptr<Light>> oldClosestLights = std::vector<std::shared_ptr<Light>>(*closestLights);
closestLights = level->getClosestLights();
if (closestLights->size() > 0) {
lightingShader->use();
lightingShader->setUniform("lightCount", (int) closestLights->size());
lightingShader->setUniform("maxShadowRenderCount", min((int)closestLights->size(), maxShadowSampleCount));
// find new closest lights for the shadow render queue
unsigned int i = 0;
std::vector<std::shared_ptr<Light>> compareClosestLights = std::vector<std::shared_ptr<Light>>(*closestLights);
while(i<oldClosestLights.size()) {
bool found = false;
for(unsigned int j = 0; j<compareClosestLights.size(); j++) {
if (oldClosestLights.at(i) == compareClosestLights.at(j)){
found = true;
compareClosestLights.erase(compareClosestLights.begin() + j);
break;
}
}
if (found) {
oldClosestLights.erase(oldClosestLights.begin() + i);
}
else {
i++;
}
}
assert(oldClosestLights.size() == compareClosestLights.size());
// replace old lights with the new ones in the shadow render queue
for(unsigned int i = 0; i<oldClosestLights.size(); i++) {
for(unsigned int j = 0; j<shadowRenderQueue.size(); j++) {
if(oldClosestLights.at(i) == shadowRenderQueue.at(j).light) {
shadowRenderQueue.at(j).light = compareClosestLights.at(i);
// 15000 is larger priority than any light can get during one tick
shadowRenderQueue.at(j).currentPriority = 15000;
}
}
}
// update priority of the shadow render queue
for(unsigned int i = 0; i<shadowRenderQueue.size(); i++) {
float distance = glm::distance(level->getCameraCenter()->getPosition(), shadowRenderQueue.at(i).light->getPosition());
shadowRenderQueue.at(i).priority = (int) 100*std::exp(5.0f - 0.1f * distance);
}
// Build light position array
glm::vec3 lightSources[closestLights->size()];
for(unsigned int i = 0; i<closestLights->size(); i++) {
@ -654,8 +697,7 @@ void Graphics::updateLights() {
}
glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
sizeof(lightIntensities), (GLfloat*) lightIntensities);
}
// set directional Light
bool isFlame[closestLights->size()];
closestFlames = std::vector<Flame*>();
for (unsigned int i = 0; i<closestLights->size(); i++) {
@ -669,6 +711,7 @@ void Graphics::updateLights() {
}
glUniform1iv(lightingShader->getUniformLocation("isFlame"), sizeof(isFlame), (GLint*) isFlame);
}
}
void Graphics::saveWindowSize(glm::uvec2 windowSize) {
this->windowSize = windowSize;
@ -812,6 +855,7 @@ void Graphics::enqueueObjects(std::vector<std::vector<Object*>>* queue){
}
void Graphics::initShadowRenderQueue() {
closestLights = level->getClosestLights();
int maxLights = min((int)closestLights->size(), maxShadowSampleCount);
shadowRenderQueue = std::vector<ShadowRenderQueueSlot>(maxLights);
glViewport(0, 0, cube_size, cube_size);
@ -825,8 +869,6 @@ void Graphics::initShadowRenderQueue() {
for(unsigned int i = 0; i<shadowRenderQueue.size(); i++){
shadowRenderQueue.at(i).light = closestLights->at(i);
float distance = glm::distance(level->getCameraCenter()->getPosition(), closestLights->at(i)->getPosition());
shadowRenderQueue.at(i).priority = (int) 100*std::exp(5.0f - 0.1f * distance);
shadowRenderQueue.at(i).currentPriority = 0;
// render depth textures for point lights
depthCubeShader->use();

View File

@ -462,5 +462,7 @@ std::vector<shared_ptr<Light>>* Level::getClosestLights() {
closestLights = std::vector<shared_ptr<Light>>(&closestLights[0],
&closestLights[15]);
}
// sort pointers for faster comparisons
std::sort(closestLights.begin(), closestLights.end());
return &closestLights;
}