Implemented updating of shadow render queue. Doesn't work satisfactory right now. (#10)
This commit is contained in:
parent
ea194309ef
commit
819584ef15
@ -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)
|
||||
|
116
game/graphics.cc
116
game/graphics.cc
@ -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;
|
||||
}
|
||||
|
||||
@ -375,26 +375,29 @@ void Graphics::render(double time)
|
||||
|
||||
framebuffer_cube->bind();
|
||||
for (unsigned int i_pointlight = 0; i_pointlight < renderQueue.size(); i_pointlight++) {
|
||||
// render each side of the cube
|
||||
glm::vec3 position = glm::vec3(0.0f);
|
||||
if (std::get<0>(renderQueue.at(i_pointlight))->isFlame()) {
|
||||
position = std::get<0>(renderQueue.at(i_pointlight))->getPosition();
|
||||
position = glm::vec3(position.x + 0.75f*wind.x, position.y, position.z + 0.75f*wind.y);
|
||||
}
|
||||
else {
|
||||
position = std::get<0>(renderQueue.at(i_pointlight))->getPosition();
|
||||
}
|
||||
for (int i_face = 0; i_face<6; i_face++) {
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face,
|
||||
depth_cubeMaps.at(std::get<2>(renderQueue.at(i_pointlight)))->getObjectName(), 0);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glm::mat4 viewMatrix = glm::lookAt(position, position + looking_directions[i_face], upvectors[i_face]);
|
||||
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
|
||||
std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>(1);
|
||||
viewMatrixVector.at(0) = viewMatrix;
|
||||
level->render(depthCubeShader, false, std::get<0>(renderQueue.at(i_pointlight))->getPosition(), 1, &depthViewProjectionMatrix_face, &viewMatrixVector);
|
||||
if (!framebuffer_cube->isFrameBufferObjectComplete()) {
|
||||
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
|
||||
// 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()) {
|
||||
position = std::get<0>(renderQueue.at(i_pointlight))->getPosition();
|
||||
position = glm::vec3(position.x + 0.75f*wind.x, position.y, position.z + 0.75f*wind.y);
|
||||
}
|
||||
else {
|
||||
position = std::get<0>(renderQueue.at(i_pointlight))->getPosition();
|
||||
}
|
||||
for (int i_face = 0; i_face<6; i_face++) {
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face,
|
||||
depth_cubeMaps.at(std::get<2>(renderQueue.at(i_pointlight)))->getObjectName(), 0);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glm::mat4 viewMatrix = glm::lookAt(position, position + looking_directions[i_face], upvectors[i_face]);
|
||||
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
|
||||
std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>(1);
|
||||
viewMatrixVector.at(0) = viewMatrix;
|
||||
level->render(depthCubeShader, false, std::get<0>(renderQueue.at(i_pointlight))->getPosition(), 1, &depthViewProjectionMatrix_face, &viewMatrixVector);
|
||||
if (!framebuffer_cube->isFrameBufferObjectComplete()) {
|
||||
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -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++) {
|
||||
@ -654,20 +697,20 @@ 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++) {
|
||||
if (closestLights->at(i)->isFlame()) {
|
||||
closestFlames.push_back(closestLights->at(i)->getFlame());
|
||||
isFlame[i] = true;
|
||||
}
|
||||
else {
|
||||
isFlame[i] = false;
|
||||
|
||||
bool isFlame[closestLights->size()];
|
||||
closestFlames = std::vector<Flame*>();
|
||||
for (unsigned int i = 0; i<closestLights->size(); i++) {
|
||||
if (closestLights->at(i)->isFlame()) {
|
||||
closestFlames.push_back(closestLights->at(i)->getFlame());
|
||||
isFlame[i] = true;
|
||||
}
|
||||
else {
|
||||
isFlame[i] = false;
|
||||
}
|
||||
}
|
||||
glUniform1iv(lightingShader->getUniformLocation("isFlame"), sizeof(isFlame), (GLint*) isFlame);
|
||||
}
|
||||
glUniform1iv(lightingShader->getUniformLocation("isFlame"), sizeof(isFlame), (GLint*) isFlame);
|
||||
}
|
||||
|
||||
void Graphics::saveWindowSize(glm::uvec2 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();
|
||||
|
@ -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;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user