Merge branch 'shadow-renderqueue'

This commit is contained in:
Faerbit 2015-06-02 17:39:08 +02:00
commit b55a5e1906
5 changed files with 165 additions and 42 deletions

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@ -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)

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@ -272,7 +272,7 @@ void main()
for(int i = 0; i<lightCount; i++) {
vec3 lightPos = vec3(0.0, 0.0, 0.0);
if (isFlame[i] == true) {
lightPos = vec3(lightSources[i].x + movement.y , lightSources[i].y, lightSources[i].z + movement.x);
lightPos = vec3(lightSources[i].x + 0.75*movement.y , lightSources[i].y, lightSources[i].z + 0.75*movement.x);
}
else {
lightPos = lightSources[i];

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@ -142,8 +142,6 @@ void Graphics::init(Level* level) {
framebuffer_directional.at(i)->validate();
}
// always generate and bind all cube maps, because otherwise the shader won't work
depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(maxShadowSampleCount);
for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {
@ -180,8 +178,6 @@ 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);
@ -197,6 +193,7 @@ void Graphics::init(Level* level) {
lightingShader->setUniform("fogColorRise", level->getFogColourRise());
lightingShader->setUniform("fogColorNight", level->getFogColourNight());
lightingShader->setUniform("ambientColor", level->getAmbientLight());
if(level->getDirectionalLight()) {
lightingShader->setUniform("directionalLightVector",
level->getDirectionalLight()->getPosition());
@ -210,10 +207,14 @@ 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(){
@ -338,6 +339,32 @@ void Graphics::render(double time)
// At first render shadows
std::vector<glm::mat4> depthViewProjectionMatrices = std::vector<glm::mat4>(framebuffer_directional.size());
if (renderShadows) {
// update priorities
for(unsigned int i = 0; i<shadowRenderQueue.size(); i++) {
shadowRenderQueue.at(i).currentPriority += shadowRenderQueue.at(i).priority;
}
// schedule lights with highest priority
// tuple : Light, currentPriority, slot
std::vector<std::tuple<std::shared_ptr<Light>, int, int>> renderQueue =
std::vector<std::tuple<std::shared_ptr<Light>, int, int>>(maxShadowRenderCount);
for(unsigned int i = 0; i<shadowRenderQueue.size(); i++) {
bool enqueued = false;
for(unsigned int j = 0; j<renderQueue.size(); j++){
if (shadowRenderQueue.at(i).currentPriority > std::get<1>(renderQueue.at(j))){
if (j<renderQueue.size() - 2) {
renderQueue.at(j+1) = renderQueue.at(j);
}
renderQueue.at(j) = std::make_tuple(shadowRenderQueue.at(i).light, shadowRenderQueue.at(i).currentPriority, i);
enqueued = true;
break;
}
}
if (enqueued) {
shadowRenderQueue.at(i).currentPriority = 0;
}
}
depthCubeShader->use();
// render depth textures for point lights
glViewport(0, 0, cube_size, cube_size);
depthCubeShader->use();
@ -349,22 +376,33 @@ void Graphics::render(double time)
framebuffer_cube->bind();
for (unsigned int i_pointlight = 0; i_pointlight<closestLights->size() && i_pointlight < maxShadowRenderCount; i_pointlight++) {
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()) {
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(i_pointlight)->getObjectName(), 0);
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(closestLights->at(i_pointlight)->getPosition(),
closestLights->at(i_pointlight)->getPosition() + looking_directions[i_face], upvectors[i_face]);
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>();
viewMatrixVector.push_back(viewMatrix);
level->render(depthCubeShader, false, closestLights->at(i_pointlight)->getPosition(), 1, &depthViewProjectionMatrix_face, &viewMatrixVector);
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");
}
}
}
}
glViewport(0, 0, windowSize.x, windowSize.y);
@ -594,40 +632,79 @@ 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", std::min((int) closestLights->size(), (int)maxShadowRenderCount));
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++) {
lightSources[i] = closestLights->at(i)->getPosition();
glm::vec3 lightSources[shadowRenderQueue.size()];
for(unsigned int i = 0; i<shadowRenderQueue.size(); i++) {
lightSources[i] = shadowRenderQueue.at(i).light->getPosition();
}
glUniform3fv(lightingShader->getUniformLocation("lightSources"),
sizeof(lightSources), (GLfloat*) lightSources);
// Build light colour array
glm::vec3 lightColours[closestLights->size()];
for(unsigned int i = 0; i<closestLights->size(); i++) {
lightColours[i] = closestLights->at(i)->getColour();
glm::vec3 lightColours[shadowRenderQueue.size()];
for(unsigned int i = 0; i<shadowRenderQueue.size(); i++) {
lightColours[i] = shadowRenderQueue.at(i).light->getColour();
}
glUniform3fv(lightingShader->getUniformLocation("lightColors"),
sizeof(lightColours), (GLfloat*) lightColours);
// Build light attenuation array
float lightIntensities[closestLights->size()];
for(unsigned int i = 0; i<closestLights->size(); i++) {
lightIntensities[i] = closestLights->at(i)->getIntensity();
float lightIntensities[shadowRenderQueue.size()];
for(unsigned int i = 0; i<shadowRenderQueue.size(); i++) {
lightIntensities[i] = shadowRenderQueue.at(i).light->getIntensity();
}
glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
sizeof(lightIntensities), (GLfloat*) lightIntensities);
}
// set directional Light
bool isFlame[closestLights->size()];
bool isFlame[shadowRenderQueue.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());
for(unsigned int i = 0; i<shadowRenderQueue.size(); i++) {
if (shadowRenderQueue.at(i).light->isFlame()) {
closestFlames.push_back(shadowRenderQueue.at(i).light->getFlame());
isFlame[i] = true;
}
else {
@ -635,6 +712,7 @@ void Graphics::updateLights() {
}
}
glUniform1iv(lightingShader->getUniformLocation("isFlame"), sizeof(isFlame), (GLint*) isFlame);
}
}
void Graphics::saveWindowSize(glm::uvec2 windowSize) {
@ -777,3 +855,38 @@ bool Graphics::getRenderWorld() {
void Graphics::enqueueObjects(std::vector<std::vector<Object*>>* queue){
renderQueue.push_back(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);
glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, 50.0f);
glm::vec3 looking_directions[6] = {glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
glm::vec3 upvectors[6] = {glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, 0.0f, -1.0f),
glm::vec3(0.0f, 0.0f, -1.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f)};
framebuffer_cube->bind();
for(unsigned int i = 0; i<shadowRenderQueue.size(); i++){
shadowRenderQueue.at(i).light = closestLights->at(i);
shadowRenderQueue.at(i).currentPriority = 0;
// render depth textures for point lights
depthCubeShader->use();
// render each side of the cube
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(i)->getObjectName(), 0);
glClear(GL_DEPTH_BUFFER_BIT);
glm::mat4 viewMatrix = glm::lookAt(shadowRenderQueue.at(i).light->getPosition(),
shadowRenderQueue.at(i).light->getPosition() + looking_directions[i_face], upvectors[i_face]);
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>();
viewMatrixVector.push_back(viewMatrix);
level->render(depthCubeShader, false, shadowRenderQueue.at(i).light->getPosition(), 1, &depthViewProjectionMatrix_face, &viewMatrixVector);
if (!framebuffer_cube->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
}
}
}

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@ -11,6 +11,12 @@
using namespace ACGL::OpenGL;
struct ShadowRenderQueueSlot{
shared_ptr<Light> light;
int priority;
int currentPriority;
};
class Graphics {
public:
Graphics(glm::uvec2 windowSize, float nearPlane, float farPlane, int cube_size,
@ -89,6 +95,8 @@ class Graphics {
SharedVertexArrayObject debug_vao;
SharedShaderProgram debugShader;
std::vector<std::vector<std::vector<Object*>>*> renderQueue;
std::vector<ShadowRenderQueueSlot> shadowRenderQueue;
void initShadowRenderQueue();
};
#endif

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@ -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;
}