/
LightInteractions.cpp
153 lines (121 loc) · 4.96 KB
/
LightInteractions.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
#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 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)
{
std::vector<IGeometryStore::Slot> untransformedObjects;
untransformedObjects.reserve(10000);
for (const auto& [entity, objectsByShader] : _objectsByEntity)
{
for (const auto& [shader, objects] : objectsByShader)
{
if (!shader->getDepthFillPass()) continue;
// Skip translucent materials
if (shader->getMaterial() && shader->getMaterial()->getCoverage() == Material::MC_TRANSLUCENT)
{
continue;
}
// Apply our state to the current state object
shader->getDepthFillPass()->applyState(state, globalFlagsMask, view.getViewer(), renderTime, entity);
for (const auto& object : objects)
{
// We submit all objects with an identity matrix in a single multi draw call
if (!object.get().isOriented())
{
untransformedObjects.push_back(object.get().getStorageLocation());
continue;
}
ObjectRenderer::SubmitObject(object.get(), _store);
++_drawCalls;
}
if (!untransformedObjects.empty())
{
ObjectRenderer::SubmitGeometry(untransformedObjects, GL_TRIANGLES, _store);
++_drawCalls;
untransformedObjects.clear();
}
}
}
}
void LightInteractions::render(OpenGLState& state, RenderStateFlags globalFlagsMask, const IRenderView& view, std::size_t renderTime)
{
auto worldToLight = _light.getLightTextureTransformation();
std::vector<IGeometryStore::Slot> untransformedObjects;
untransformedObjects.reserve(10000);
for (const auto& [entity, objectsByShader] : _objectsByEntity)
{
for (const auto& [shader, objects] : objectsByShader)
{
const 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 (const auto& object : objects)
{
// We submit all objects with an identity matrix in a single multi draw call
if (!object.get().isOriented())
{
untransformedObjects.push_back(object.get().getStorageLocation());
continue;
}
OpenGLShaderPass::SetUpLightingCalculation(state, &_light, worldToLight,
view.getViewer(), object.get().getObjectTransform(), renderTime);
ObjectRenderer::SubmitObject(object.get(), _store);
++_drawCalls;
}
if (!untransformedObjects.empty())
{
OpenGLShaderPass::SetUpLightingCalculation(state, &_light, worldToLight,
view.getViewer(), Matrix4::getIdentity(), renderTime);
ObjectRenderer::SubmitGeometry(untransformedObjects, GL_TRIANGLES, _store);
++_drawCalls;
untransformedObjects.clear();
}
}
}
}
}
}