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DeferredLightCP.cpp
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118 lines (100 loc) · 4.1 KB
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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2009 Torus Knot Software Ltd
Also see acknowledgements in Readme.html
You may use this sample code for anything you like, it is not covered by the
same license as the rest of the engine.
-----------------------------------------------------------------------------
*/
#include "DeferredLightCP.h"
#include "Ogre.h"
using namespace Ogre;
#include "LightMaterialGenerator.h"
//-----------------------------------------------------------------------
DeferredLightRenderOperation::DeferredLightRenderOperation(
CompositorInstance *instance, const CompositionPass *pass) {
mViewport = instance->getChain()->getViewport();
// Get the names of the GBuffer textures
const CompositionPass::InputTex &input0 = pass->getInput(0);
mTexName0 = instance->getTextureInstanceName(input0.name, input0.mrtIndex);
const CompositionPass::InputTex &input1 = pass->getInput(1);
mTexName1 = instance->getTextureInstanceName(input1.name, input1.mrtIndex);
// Create lights material generator
mLightMaterialGenerator = new LightMaterialGenerator();
// Create the ambient light
mAmbientLight = new AmbientLight();
const MaterialPtr &mat = mAmbientLight->getMaterial();
mat->load();
}
//-----------------------------------------------------------------------
DLight *DeferredLightRenderOperation::createDLight(Ogre::Light *light) {
DLight *rv = new DLight(mLightMaterialGenerator, light);
mLights[light] = rv;
return rv;
}
//-----------------------------------------------------------------------
void injectTechnique(SceneManager *sm, Technique *tech, Renderable *rend,
const Ogre::LightList *lightList) {
for (unsigned short i = 0; i < tech->getNumPasses(); ++i) {
Ogre::Pass *pass = tech->getPass(i);
if (lightList != 0) {
sm->_injectRenderWithPass(pass, rend, false, false, lightList);
} else {
sm->_injectRenderWithPass(pass, rend, false);
}
}
}
//-----------------------------------------------------------------------
void DeferredLightRenderOperation::execute(SceneManager *sm, RenderSystem *rs) {
Ogre::Camera *cam = mViewport->getCamera();
mAmbientLight->updateFromCamera(cam);
Technique *tech = mAmbientLight->getMaterial()->getBestTechnique();
injectTechnique(sm, tech, mAmbientLight, 0);
const LightList &lightList = sm->_getLightsAffectingFrustum();
for (LightList::const_iterator it = lightList.begin(); it != lightList.end();
it++) {
Light *light = *it;
Ogre::LightList ll;
ll.push_back(light);
// if (++i != 2) continue;
// if (light->getType() != Light::LT_DIRECTIONAL) continue;
// if (light->getDiffuseColour() != ColourValue::Red) continue;
LightsMap::iterator dLightIt = mLights.find(light);
DLight *dLight = 0;
if (dLightIt == mLights.end()) {
dLight = createDLight(light);
} else {
dLight = dLightIt->second;
dLight->updateFromParent();
}
dLight->updateFromCamera(cam);
tech = dLight->getMaterial()->getBestTechnique();
// Update shadow texture
if (dLight->getCastChadows()) {
SceneManager::RenderContext *context = sm->_pauseRendering();
sm->prepareShadowTextures(cam, mViewport, &ll);
sm->_resumeRendering(context);
Pass *pass = tech->getPass(0);
TextureUnitState *tus = pass->getTextureUnitState("ShadowMap");
assert(tus);
const TexturePtr &shadowTex = sm->getShadowTexture(0);
if (tus->_getTexturePtr() != shadowTex) {
tus->_setTexturePtr(shadowTex);
}
}
injectTechnique(sm, tech, dLight, &ll);
}
}
//-----------------------------------------------------------------------
DeferredLightRenderOperation::~DeferredLightRenderOperation() {
for (LightsMap::iterator it = mLights.begin(); it != mLights.end(); ++it) {
delete it->second;
}
mLights.clear();
delete mAmbientLight;
delete mLightMaterialGenerator;
}
//-----------------------------------------------------------------------