Added drawing of camera splits

simple_math_single_header
Martin Felis 2018-06-29 16:19:03 +02:00
parent 0950a04022
commit cf7a71111d
2 changed files with 120 additions and 12 deletions

View File

@ -69,6 +69,7 @@ VertexArrayMesh gCoordinateFrameMesh;
VertexArrayMesh gXZPlaneGrid;
VertexArrayMesh gXZPlaneMesh;
VertexArrayMesh gUnitCubeMesh;
VertexArrayMesh gUnitCubeLines;
VertexArrayMesh gScreenQuad;
AssetFile gAssetFile;
@ -100,6 +101,8 @@ static void module_serialize (
SerializeBool(*serializer, "protot.RenderModule.mUseDeferred", gRenderer->mUseDeferred);
SerializeBool(*serializer, "protot.RenderModule.mIsSSAOEnabled", gRenderer->mIsSSAOEnabled);
// Camera
SerializeBool(*serializer, "protot.RenderModule.Camera.mIsOrthographic", gRenderer->mCamera.mIsOrthographic);
SerializeFloat(*serializer, "protot.RenderModule.Camera.mFov", gRenderer->mCamera.mFov);
SerializeVec3(*serializer, "protot.RenderModule.Camera.mEye", gRenderer->mCamera.mEye);
@ -108,6 +111,17 @@ static void module_serialize (
SerializeFloat(*serializer, "protot.RenderModule.Camera.mNear", gRenderer->mCamera.mNear);
SerializeFloat(*serializer, "protot.RenderModule.Camera.mFar", gRenderer->mCamera.mFar);
// Debug Camera
SerializeBool(*serializer, "protot.RenderModule.DebugCamera.mIsOrthographic", gRenderer->mDebugCamera.mIsOrthographic);
SerializeFloat(*serializer, "protot.RenderModule.DebugCamera.mFov", gRenderer->mDebugCamera.mFov);
SerializeVec3(*serializer, "protot.RenderModule.DebugCamera.mEye", gRenderer->mDebugCamera.mEye);
SerializeVec3(*serializer, "protot.RenderModule.DebugCamera.mPoi", gRenderer->mDebugCamera.mPoi);
SerializeVec3(*serializer, "protot.RenderModule.DebugCamera.mUp", gRenderer->mDebugCamera.mUp);
SerializeFloat(*serializer, "protot.RenderModule.DebugCamera.mNear", gRenderer->mDebugCamera.mNear);
SerializeFloat(*serializer, "protot.RenderModule.DebugCamera.mFar", gRenderer->mDebugCamera.mFar);
SerializeVec3(*serializer, "protot.RenderModule.mLight.mPosition", gRenderer->mLight.mPosition);
SerializeVec3(*serializer, "protot.RenderModule.mLight.mDirection", gRenderer->mLight.mDirection);
SerializeFloat(*serializer, "protot.RenderModule.mLight.mBBoxSize", gRenderer->mLight.mBBoxSize);
@ -209,6 +223,7 @@ void Light::DrawGui() {
ImGui::SliderFloat("Near", &mNear, -10.0f, 50.0f);
ImGui::SliderFloat("Far", &mFar, -10.0f, 50.0f);
ImGui::SliderFloat("Shadow Bias", &mShadowBias, 0.0f, 0.01f, "%.5f", 1.0f);
ImGui::SliderFloat4("Shadow Splits", mShadowSplits.data(), 0.01f, 1.0f);
ImVec2 content_avail = ImGui::GetContentRegionAvail();
@ -346,6 +361,59 @@ void Renderer::Initialize(int width, int height) {
};
gUnitCubeMesh.SetIndexData(unit_cube_index_data, 36);
// Unit Cube (but only lines)
gUnitCubeLines.Initialize(gVertexArray, 4 * 6);
VertexArray::VertexData unit_cube_lines_data[] = {
// front: +x
{1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// back: -x
{-1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// side: +z
{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// back side: -z
{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// top: +y
{1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// bottom: -y
{1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
};
gUnitCubeLines.SetData(unit_cube_lines_data, 4 * 6);
// TODO:
GLuint unit_cube_lines_index_data[] = {
0, 1, 1, 2, 2, 3, 3, 0,
4, 5, 5, 6, 6, 7, 7, 4,
8, 9, 9, 10, 10, 11, 11, 8,
12, 13, 13, 14, 14, 15, 15, 12,
16, 17, 17, 18, 18, 19, 19, 16,
20, 21, 21, 22, 22, 23, 23, 20
};
gUnitCubeLines.SetIndexData(unit_cube_lines_index_data, 8 * 6);
// Screen Quad
gScreenQuad.Initialize(gVertexArray, 4);
VertexArray::VertexData screen_quad_data[] = {
@ -506,6 +574,8 @@ void Renderer::RenderGl() {
|| mCamera.mHeight != mSceneAreaHeight) {
mCamera.mWidth = mSceneAreaWidth;
mCamera.mHeight = mSceneAreaHeight;
mDebugCamera.mWidth = mSceneAreaWidth;
mDebugCamera.mHeight = mSceneAreaHeight;
}
// Shadow Map
@ -707,6 +777,41 @@ void Renderer::RenderGl() {
gVertexArray.Bind();
gScreenQuad.Draw(GL_TRIANGLES);
}
if (mDrawDebugCamera && mUseDeferred) {
GLenum buffers[] = { GL_COLOR_ATTACHMENT0};
glDrawBuffers (1, buffers);
mDeferredLightingTarget.Bind();
glUseProgram(mSimpleProgram.mProgramId);
// Enable wireframe
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDisable(GL_CULL_FACE);
gVertexArray.Bind();
float near = 0.5f;
float far = 10.0f;
float length = far - near;
float split_near = near;
for (int i = 0; i < mLight.mShadowSplits.size(); ++i) {
float split_far = mLight.mShadowSplits[i] * length;
model_view_projection =
Perspective (45.0, 1.0f, split_near, split_far).inverse()
* TranslateMat44(0.0f, 0.001f, 0.0f)
* mCamera.mViewMatrix
* mCamera.mProjectionMatrix;
mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
mSimpleProgram.SetVec4("uColor", Vector4f (1.0f, 0.0f, 1.0f, 1.0f));
gUnitCubeLines.Draw(GL_LINES);
split_near = split_far;
}
// Disable wireframe
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_CULL_FACE);
}
}
void Renderer::RenderScene(RenderProgram &program, const Camera& camera) {

View File

@ -25,6 +25,7 @@ struct Light {
float mShadowMapBias;
uint16_t mShadowMapSize;
Vector4f mShadowSplits = Vector4f (0.1f, 0.3f, 0.7f, 1.0f);
float mNear;
float mFar;
@ -58,6 +59,7 @@ struct Renderer {
bool mInitialized = false;
bool mIsSSAOEnabled = false;
bool mUseDeferred = false;
bool mDrawDebugCamera = true;
uint32_t mWidth = 1;
uint32_t mHeight = 1;
@ -66,6 +68,7 @@ struct Renderer {
Light mLight;
Camera mCamera;
Camera mDebugCamera;
Texture mDefaultTexture;