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LightInteractions.cpp
136 lines (105 loc) · 3.95 KB
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LightInteractions.cpp
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#include "LightInteractions.h"
#include "OpenGLShader.h"
#include "ObjectRenderer.h"
namespace render
{
void LightInteractions::addObject(IRenderableObject& object, IRenderEntity& entity, OpenGLShader* shader)
{
auto& objectsByMaterial = _objectsByEntity.emplace(
&entity, ObjectsByMaterial{}).first->second;
auto& surfaces = objectsByMaterial.emplace(
shader, ObjectList{}).first->second;
surfaces.emplace_back(std::ref(object));
++_objectCount;
}
bool LightInteractions::isInView(const IRenderView& view)
{
return view.TestAABB(_lightBounds) != VOLUME_OUTSIDE;
}
void LightInteractions::collectSurfaces(const std::set<IRenderEntityPtr>& entities)
{
// Now check all the entities intersecting with this light
for (const auto& entity : entities)
{
entity->foreachRenderableTouchingBounds(_lightBounds,
[&](const render::IRenderableObject::Ptr& object, Shader* shader)
{
// Skip empty objects
if (!object->isVisible()) return;
// Don't collect invisible shaders
if (!shader->isVisible()) return;
auto glShader = static_cast<OpenGLShader*>(shader);
// We only consider materials designated for camera rendering
if (!glShader->isApplicableTo(RenderViewType::Camera))
{
return;
}
if (!glShader->getInteractionPass())
{
return; // This material doesn't interact with lighting
}
addObject(*object, *entity, glShader);
});
}
}
void LightInteractions::fillDepthBuffer(OpenGLState& state, RenderStateFlags globalFlagsMask,
const IRenderView& view, std::size_t renderTime)
{
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
for (auto& pair : _objectsByEntity)
{
auto entity = pair.first;
for (auto& pair : pair.second)
{
auto shader = pair.first;
auto& objectList = pair.second;
// Skip translucent materials
if (shader->getMaterial() && shader->getMaterial()->getCoverage() == Material::MC_TRANSLUCENT)
{
continue;
}
if (!shader->getDepthFillPass()) continue;
// Apply our state to the current state object
shader->getDepthFillPass()->applyState(state, globalFlagsMask, view.getViewer(), renderTime, entity);
for (auto object : objectList)
{
ObjectRenderer::SubmitObject(object.get(), _store);
++_drawCalls;
}
}
}
glDisableClientState(GL_VERTEX_ARRAY);
}
void LightInteractions::render(OpenGLState& state, RenderStateFlags globalFlagsMask, const IRenderView& view, std::size_t renderTime)
{
auto worldToLight = _light.getLightTextureTransformation();
for (auto& pair : _objectsByEntity)
{
auto entity = pair.first;
for (auto& pair : pair.second)
{
auto shader = pair.first;
if (!shader->isVisible()) continue;
auto pass = shader->getInteractionPass();
if (pass && pass->stateIsActive())
{
// Apply our state to the current state object
pass->applyState(state, globalFlagsMask, view.getViewer(), renderTime, entity);
for (auto object : pair.second)
{
if (state.glProgram)
{
OpenGLShaderPass::setUpLightingCalculation(state, &_light, worldToLight,
view.getViewer(), object.get().getObjectTransform(), renderTime, state.isColourInverted());
}
ObjectRenderer::SubmitObject(object.get(), _store);
++_drawCalls;
}
}
}
}
}
}