Implemented rendering of shadow render queue (#10).
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@ -341,7 +341,28 @@ void Graphics::render(double time)
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// At first render shadows
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std::vector<glm::mat4> depthViewProjectionMatrices = std::vector<glm::mat4>(framebuffer_directional.size());
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if (renderShadows) {
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/*depthCubeShader->use();
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// update priorities
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for(unsigned int i = 0; i<shadowRenderQueue.size(); i++) {
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shadowRenderQueue.at(i).currentPriority += shadowRenderQueue.at(i).priority;
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}
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// schedule lights with highest priority
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// tuple : Light, currentPriority, slot
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std::vector<std::tuple<std::shared_ptr<Light>, int, int>> renderQueue =
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std::vector<std::tuple<std::shared_ptr<Light>, int, int>>(maxShadowRenderCount);
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for(unsigned int i = 0; i<shadowRenderQueue.size(); i++) {
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bool enqueued = false;
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for(unsigned int j = 0; j<renderQueue.size(); j++){
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if (shadowRenderQueue.at(i).currentPriority > std::get<1>(renderQueue.at(j)) && ! enqueued){
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renderQueue.at(j) = std::make_tuple(shadowRenderQueue.at(i).light, shadowRenderQueue.at(i).currentPriority, i);
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enqueued = true;
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}
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}
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if (enqueued) {
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shadowRenderQueue.at(i).currentPriority = 0;
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}
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}
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depthCubeShader->use();
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// render depth textures for point lights
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glViewport(0, 0, cube_size, cube_size);
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glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, 50.0f);
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@ -352,22 +373,23 @@ void Graphics::render(double time)
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framebuffer_cube->bind();
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for (unsigned int i_pointlight = 0; i_pointlight<closestLights->size() && i_pointlight < maxShadowRenderCount; 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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for (int i_face = 0; i_face<6; i_face++) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face, depth_cubeMaps.at(i_pointlight)->getObjectName(), 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face,
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depth_cubeMaps.at(std::get<2>(renderQueue.at(i_pointlight)))->getObjectName(), 0);
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glClear(GL_DEPTH_BUFFER_BIT);
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glm::mat4 viewMatrix = glm::lookAt(closestLights->at(i_pointlight)->getPosition(),
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closestLights->at(i_pointlight)->getPosition() + looking_directions[i_face], upvectors[i_face]);
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glm::mat4 viewMatrix = glm::lookAt(std::get<0>(renderQueue.at(i_pointlight))->getPosition(),
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std::get<0>(renderQueue.at(i_pointlight))->getPosition() + looking_directions[i_face], upvectors[i_face]);
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glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
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std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>();
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viewMatrixVector.push_back(viewMatrix);
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level->render(depthCubeShader, false, closestLights->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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viewMatrixVector.at(0) = 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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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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glViewport(0, 0, windowSize.x, windowSize.y);
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@ -795,7 +817,8 @@ void Graphics::initShadowRenderQueue() {
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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).priority = farPlane - glm::distance(level->getCameraCenter()->getPosition(), closestLights->at(i)->getPosition());
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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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// render depth textures for point lights
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depthCubeShader->use();
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