/
LightInteractions.cpp
195 lines (145 loc) · 5.9 KB
/
LightInteractions.cpp
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#include "LightInteractions.h"
#include "OpenGLShader.h"
namespace render
{
namespace detail
{
inline void submitObject(IRenderableObject& object, IGeometryStore& store)
{
if (object.getObjectTransform().getHandedness() == Matrix4::RIGHTHANDED)
{
glFrontFace(GL_CW);
}
else
{
glFrontFace(GL_CCW);
}
glMatrixMode(GL_MODELVIEW);
auto renderParams = store.getRenderParameters(object.getStorageLocation());
glPushMatrix();
glMultMatrixd(object.getObjectTransform());
glVertexPointer(3, GL_DOUBLE, sizeof(ArbitraryMeshVertex), &renderParams.bufferStart->vertex);
glVertexAttribPointer(ATTR_NORMAL, 3, GL_DOUBLE, 0, sizeof(ArbitraryMeshVertex), &renderParams.bufferStart->normal);
glVertexAttribPointer(ATTR_TEXCOORD, 2, GL_DOUBLE, 0, sizeof(ArbitraryMeshVertex), &renderParams.bufferStart->texcoord);
glVertexAttribPointer(ATTR_TANGENT, 3, GL_DOUBLE, 0, sizeof(ArbitraryMeshVertex), &renderParams.bufferStart->tangent);
glVertexAttribPointer(ATTR_BITANGENT, 3, GL_DOUBLE, 0, sizeof(ArbitraryMeshVertex), &renderParams.bufferStart->bitangent);
glDrawElementsBaseVertex(GL_TRIANGLES, static_cast<GLsizei>(renderParams.indexCount),
GL_UNSIGNED_INT, renderParams.firstIndex, static_cast<GLint>(renderParams.firstVertex));
glPopMatrix();
}
}
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, const ShaderPtr& shader)
{
// Skip empty objects
if (!object->isVisible()) return;
// Don't collect invisible shaders
if (!shader->isVisible()) return;
auto glShader = static_cast<OpenGLShader*>(shader.get());
// We only consider materials designated for camera rendering
if (!glShader->isApplicableTo(RenderViewType::Camera))
{
return;
}
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;
// Reset the texture matrix
glMatrixMode(GL_TEXTURE);
glLoadMatrixd(Matrix4::getIdentity());
glMatrixMode(GL_MODELVIEW);
// Apply our state to the current state object
shader->getDepthFillPass()->applyState(state, globalFlagsMask, view.getViewer(), renderTime, entity);
RenderInfo info(state.getRenderFlags(), view.getViewer(), state.cubeMapMode);
for (auto object : objectList)
{
detail::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();
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;
if (!shader->isVisible()) continue;
shader->foreachPassWithoutDepthPass([&](OpenGLShaderPass& pass)
{
if (!pass.stateIsActive())
{
return;
}
// Reset the texture matrix
glMatrixMode(GL_TEXTURE);
glLoadMatrixd(Matrix4::getIdentity());
glMatrixMode(GL_MODELVIEW);
// Apply our state to the current state object
pass.applyState(state, globalFlagsMask, view.getViewer(), renderTime, entity);
RenderInfo info(state.getRenderFlags(), view.getViewer(), state.cubeMapMode);
for (auto object : objectList)
{
if (state.glProgram)
{
OpenGLShaderPass::setUpLightingCalculation(state, &_light, worldToLight,
view.getViewer(), object.get().getObjectTransform(), renderTime, state.isColourInverted());
}
detail::submitObject(object.get(), _store);
++_drawCalls;
}
});
}
}
glDisableClientState(GL_VERTEX_ARRAY);
}
}