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MultipleLights.cpp
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#include "MultipleLights.h"
#include <sstream>
#include "GBuffer.h"
#include "PBR.h"
#include "HDR.h"
#include "PostProcessing.h"
#include "GeometryMesh.h"
#include "DepthBounding.h"
#include "LightCulling.h"
#include "AO.h"
#include "ClusteredLightCulling.h"
#include "ShadowMap.h"
#include "SkyBox.h"
#include "ImageProcessing.h"
#include <random>
#define SLICE(x,y) ALIGN(x, y) / y
#define SLICE16(x) SLICE(x,16)
void MultipleLights::initPipeline()
{
auto cam = mScene->createOrGetCamera("main");
mPipeline->setCamera(cam);
auto vp = cam->getViewport();
auto w = vp.Width;
auto h = vp.Height;
//initDRPipeline();
//initTBDRPipeline();
initCDRPipeline();
}
void MultipleLights::initScene()
{
#ifdef _DEBUG
int numpoints = 100;
#else
int numpoints = 1000;
#endif
int numspots = 0;
int numdirs = 1;
set("numpoints", { {"value", numpoints}, {"min", 1}, {"max", numpoints}, {"interval", 1}, {"type","set"} });
set("numspots", { {"value", numspots}, {"min", 1}, {"max", numspots}, {"interval", 1}, {"type","set"} });
set("numdirs", { {"value", numdirs}, {"min", 0}, {"max", numdirs}, {"interval", 1}, {"type","set"} });
set("pointradiance", { {"type","set"}, {"value",1},{"min",0.1},{"max",100},{"interval", "0.1"} });
set("spotradiance", { {"type","set"}, {"value",1},{"min",1},{"max",1000},{"interval", "1"} });
set("dirradiance", { {"type","set"}, {"value",1},{"min",0.1},{"max",100},{"interval", "0.1"} });
set("lightRange", { {"value", 100}, {"min", 1}, {"max", 1000}, {"interval", 1}, {"type","set"} });
set("fovy", { {"value", 0.785398185f}, {"min", 0.1}, {"max", 2}, {"interval", "0.01"}, {"type","set"} });
auto root = mScene->getRoot();
//{
// Parameters params;
// params["geom"] = "room";
// params["size"] = "100";
// auto model = mScene->createModel(params["geom"], params, [this](const Parameters& p)
// {
// return Mesh::Ptr(new GeometryMesh(p, mRenderer));
// });
// model->setCastShadow(false);
// model->attach(root);
// model->getNode()->setPosition(0.0f, 0.f, 0.0f);
// Material::Ptr mat = Material::create();
// mat->metallic = 1.0f;
// mat->roughness = 1.0f;
//
// model->setMaterial(mat);
//}
//
//
//{
// Parameters params;
// params["geom"] = "sphere";
// params["radius"] = "10";
// params["resolution"] = "20";
// params["size"] = "1";
// std::stringstream ss;
// ss << "sphere";
// auto model = mScene->createModel(ss.str(), params, [this](const Parameters& p)
// {
// return Mesh::Ptr(new GeometryMesh(p, mRenderer));
// });
// model->setCastShadow(false);
// model->attach(root);
// model->getNode()->setPosition(0,0,0);
// Material::Ptr mat = Material::create();
// //mat->metallic = 1;
// //mat->roughness = 0;
// mat->setTexture(0, mRenderer->createTexture("media/streaked/streaked-metal1-albedo.png"));
// mat->setTexture(1, mRenderer->createTexture("media/streaked/streaked-metal1-normal-dx.png"));
// mat->setTexture(2, mRenderer->createTexture("media/streaked/streaked-metal1-rough.png"));
// mat->setTexture(3, mRenderer->createTexture("media/streaked/streaked-metal1-metalness.png"));
// mat->setTexture(4, mRenderer->createTexture("media/streaked/streaked-metal1-ao.png"));
// model->setMaterial(mat);
//}
{
Parameters params;
//params["file"] = "Cerberus/Cerberus.fbx";
params["file"] = "media/sponza/sponza.obj";
auto model = mScene->createModel("test", params, [this](const Parameters& p) {
return Mesh::Ptr(new Mesh(p, mRenderer));
});
model->attach(mScene->getRoot());
model->getNode()->setPosition(0.0f, 0.f, 0.0f);
auto m = model->getMesh()->getMesh(0).material;
//for (int i = 0; i < model->getMesh()->getNumMesh(); ++i)
//{
// auto m = model->getMesh()->getMesh(i).material;
// m->setTexture(0, {});
//}
}
//{
// Parameters params;
// params["file"] = "Cerberus/Cerberus.fbx";
// auto model = mScene->createModel("test", params, [this](const Parameters& p) {
// return Mesh::Ptr(new Mesh(p, mRenderer));
// });
// model->attach(mScene->getRoot());
// model->getNode()->setPosition(0.0f, 0.f, 0.0f);
// model->getNode()->setOrientation(Quaternion::CreateFromYawPitchRoll(0, 3.1415926 * 0.5f, 0));
// auto m = model->getMesh()->getMesh(0).material;
// m->setTexture(1, mRenderer->createTexture("Cerberus/Textures/Cerberus_N.tga"));
// m->setTexture(2, mRenderer->createTexture("Cerberus/Textures/Cerberus_R.tga"));
// m->setTexture(3, mRenderer->createTexture("Cerberus/Textures/Cerberus_M.tga"));
// m->setTexture(4, mRenderer->createTexture("Cerberus/Textures/Raw/Cerberus_AO.tga"));
//}
auto cam = mScene->createOrGetCamera("main");
cam->setViewport(0, 0, mRenderer->getWidth(), mRenderer->getHeight());
cam->setFOVy(0.785398185f);
auto aabb = root->getWorldAABB();
auto len = aabb.second - aabb.first;
cam->setNearFar(1.0f, (len).Length());
//cam->setProjectType(Scene::Camera::PT_ORTHOGRAPHIC);
cam->lookat({ 0.0f, 10.0f, 0.0f }, { 1000.0f, 10.0f, 0.0f });
//cam->getNode()->setPosition((aabb.second + aabb.first) * 0.5f);
//cam->getNode()->setPosition(0.0f, 100.0f, 0.0f);
//cam->setDirection({ 0,0,1 });
//cam->lookat(aabb.second, aabb.first);
std::uniform_real_distribution<float> rand(0.0f, 1.0f);
std::uniform_real_distribution<float> rand2(-1.0f, 1.0f);
std::default_random_engine gen;
struct State
{
Scene::Light::Ptr light;
Vector3 vel;
};
std::shared_ptr<std::vector<State>> pointlights = std::shared_ptr<std::vector<State>>(new std::vector<State>());
std::shared_ptr<std::vector<State>> spotlights = std::shared_ptr<std::vector<State>>(new std::vector<State>());
std::shared_ptr<std::vector<State>> dirlights = std::shared_ptr<std::vector<State>>(new std::vector<State>());
{
auto mainlight = mScene->createOrGetLight("main");
//mainlight->setColor({ 0.9f, 0.7f, 0.4f });
mainlight->setDirection({ 0,-1,0.1f });
mainlight->setType(Scene::Light::LT_DIR);
mainlight->setCastingShadow(true);
dirlights->push_back({ mainlight ,{0.0f,0.f,0.f} });
}
for (int i = 0; i < numpoints; ++i)
{
std::stringstream ss;
ss << "point_";
ss << i;
auto light = mScene->createOrGetLight(ss.str());
Vector3 color = { rand(gen),rand(gen),rand(gen) };
//color *= 1;
light->setColor(color);
light->setType(Scene::Light::LT_POINT);
light->attach(mScene->getRoot());
float step = 3.14159265358f * 2.0f / (float)numpoints;
float t = i * step;
float z = sin(t) * 30;
float x = cos(t) * 30;
light->getNode()->setPosition(rand2(gen) *len.x * 0.5f, rand2(gen) * len.y * 0.5f, rand2(gen) * len.z * 0.5f);
//light->getNode()->setPosition( 0.0f, len.y * 0.5f - 0.1f,0.0f );
//light->getNode()->setPosition(x, 49.0f, z);
//light->getNode()->setPosition(0.0f, 49.0f, ((i % 2) * 2.0f - 1) * 30.0f);
//light->getNode()->setPosition((float)i * (len.x / (float)numpoints) - len.x * 0.5f, 0.0f, 120.0f);
light->attach(root);
Vector3 vel = { rand2(gen),rand2(gen),rand2(gen) };
vel.Normalize();
vel *= 1.0f;
pointlights->push_back({ light,vel });
}
for (int i = 0; i < numspots; ++i)
{
std::stringstream ss;
ss << "spot_";
ss << i;
auto light = mScene->createOrGetLight(ss.str());
//Vector3 color = { rand(gen),rand(gen),rand(gen) };
Vector3 color = { 1,0,0 };
color.Normalize();
//color *= 1;
light->setColor(color);
light->setType(Scene::Light::LT_SPOT);
light->setSpotAngle(0.3);
light->setDirection({ 0.0f, -1.0f, 0.0f });
light->attach(mScene->getRoot());
light->getNode()->setPosition((aabb.first + aabb.second) * 0.5f);
//light->attach(cam->getNode());
light->attach(root);
spotlights->push_back({ light,{0.0f,0.0f,0.0f} });
}
std::map<Scene::Light::Ptr, int> lightCastingShadow;
int numCastingShadow = 1;
mScene->visitLights([&numCastingShadow, &lightCastingShadow](auto light)
{
if (light->isCastingShadow())
lightCastingShadow[light] = numCastingShadow++;
});
set("time", { {"value", 3.14f}, {"min", 1.57}, {"max", 4.71}, {"interval", "0.001"}, {"type","set"} });
mUpdater = [=]() {
//for(auto&i: *pointlights)
//{
// auto node = i.light->getNode();
// auto pos = node->getPosition() + i.vel;
// if (pos.x > len.x || pos.x < -len.x)
// i.vel.x = -i.vel.x;
// if (pos.y > len.y || pos.y < -len.y)
// i.vel.y = -i.vel.y;
// if (pos.z > len.z || pos.z < -len.z)
// i.vel.z = -i.vel.z;
// node->setPosition(pos);
//}
auto mainlight = mScene->createOrGetLight("main");
float rad = getValue<float>("time");
float sin = std::sin(rad);
float cos = std::cos(rad);
mainlight->setDirection({ 0.0f,cos, sin });
};
}
void MultipleLights::update()
{
showFPS();
//Framework::update();
mInput->update();
if (mUpdater)
mUpdater();
mPipeline->render();
renderOverlay();
mRenderer->present();
}
void MultipleLights::initDRPipeline()
{
Quad::Ptr quad = std::make_shared<Quad>(mRenderer);
auto cam = mScene->createOrGetCamera("main");
auto vp = cam->getViewport();
auto w = vp.Width;
auto h = vp.Height;
auto frame = mRenderer->createRenderTarget(w, h, DXGI_FORMAT_R32G32B32A32_FLOAT);
mPipeline->setFrameBuffer(frame);
auto bb = mRenderer->getBackbuffer();
mPipeline->pushStage("clear rt",[bb,this](Renderer::Texture2D::Ptr rt)
{
mRenderer->clearRenderTarget(rt, { 0,0,0,0 });
});
mPipeline->pushStage<GBuffer>(true);
mPipeline->pushStage<PBR>();
mPipeline->pushStage<HDR>();
mPipeline->pushStage<SkyBox>("media/Ditch-River_2k.hdr", false);
mPipeline->pushStage<PostProcessing>("hlsl/gamma_correction.hlsl");
mPipeline->pushStage("draw to backbuffer",[bb, quad](Renderer::Texture2D::Ptr rt)
{
quad->setRenderTarget(bb);
quad->drawTexture(rt, false);
});
}
void MultipleLights::initTBDRPipeline()
{
Quad::Ptr quad = std::make_shared<Quad>(mRenderer);
auto cam = mScene->createOrGetCamera("main");
auto vp = cam->getViewport();
int w = vp.Width;
int h = vp.Height;
auto frame = mRenderer->createRenderTarget(w, h, DXGI_FORMAT_R32G32B32A32_FLOAT);
int bw = SLICE16(w);
int bh = SLICE16(h);
D3D11_TEXTURE2D_DESC desc = { 0 };
desc.Width = bw;
desc.Height = bh;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R32G32_FLOAT;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
auto depthBounds = mRenderer->createTexture(desc);
mPipeline->addUnorderedAccess("depthbounds", depthBounds);
mPipeline->addShaderResource("depthbounds", depthBounds);
constexpr auto maxlightspercluster = 1024;
auto lightindices = mRenderer->createRWBuffer(maxlightspercluster * bw * bh * sizeof(UINT), sizeof(UINT), DXGI_FORMAT_R32_UINT, D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE);
mPipeline->addShaderResource("lightindices", lightindices);
mPipeline->addUnorderedAccess("lightindices", lightindices);
D3D11_TEXTURE2D_DESC texdesc = {0};
texdesc.Width = bw;
texdesc.Height = bh;
texdesc.MipLevels = 1;
texdesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
texdesc.Usage = D3D11_USAGE_DEFAULT;
texdesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
texdesc.CPUAccessFlags = 0;
texdesc.MiscFlags = 0;
texdesc.ArraySize = 1;
texdesc.SampleDesc.Quality = 0;
texdesc.SampleDesc.Count = 1;
auto lighttable = mRenderer->createTexture(texdesc);
mPipeline->addShaderResource("lighttable", lighttable);
mPipeline->addUnorderedAccess("lighttable", lighttable);
mPipeline->setFrameBuffer(frame);
auto bb = mRenderer->getBackbuffer();
mPipeline->pushStage("clear rt",[bb,this](Renderer::Texture2D::Ptr rt)
{
});
mPipeline->pushStage<GBuffer>(true);
mPipeline->pushStage<DepthBounding>(bw, bh);
mPipeline->pushStage<LightCulling>(bw, bh);
mPipeline->pushStage<PBR>();
//mPipeline->pushStage<AO>(normal,depth, 10);
mPipeline->pushStage<HDR>();
mPipeline->pushStage<PostProcessing>("hlsl/gamma_correction.hlsl");
mPipeline->pushStage("draw to backbuffer",[bb, quad](Renderer::Texture2D::Ptr rt)
{
quad->setRenderTarget(bb);
quad->drawTexture(rt, false);
});
}
void MultipleLights::initCDRPipeline()
{
auto cam = mScene->createOrGetCamera("main");
auto vp = cam->getViewport();
int w = vp.Width;
int h = vp.Height;
//std::array<std::string,6> files = {
// "media/Ditch-River_2k.hdr",
//};
std::array<std::string,6> files = {
"media/skybox/right.jpg",
"media/skybox/left.jpg",
"media/skybox/top.jpg",
"media/skybox/bottom.jpg",
"media/skybox/front.jpg",
"media/skybox/back.jpg",
};
//std::array<std::string, 6> files = {
// "media/skybox/emeraldfog_ft.png",
// "media/skybox/emeraldfog_bk.png",
// "media/skybox/emeraldfog_up.png",
// "media/skybox/emeraldfog_dn.png",
// "media/skybox/emeraldfog_rt.png",
// "media/skybox/emeraldfog_lf.png",
//};
auto frame = mRenderer->createRenderTarget(w, h, DXGI_FORMAT_R32G32B32A32_FLOAT);
constexpr auto MAX_SHADOWMAPS = 8;
std::vector<Renderer::Texture2D::Ptr> shadowmaps;
for (int i = 0; i < MAX_SHADOWMAPS; ++i)
shadowmaps.push_back(mRenderer->createRenderTarget(w, h, DXGI_FORMAT_R32_FLOAT));
constexpr auto SLICED_Z = 16;
constexpr auto SLICED_LEN = 16;
int bw = SLICE(w, SLICED_LEN);
int bh = SLICE(h, SLICED_LEN);
constexpr auto maxlightspercluster = 1024;
auto lightindices = mRenderer->createRWBuffer(maxlightspercluster * SLICED_LEN * SLICED_LEN * SLICED_Z * sizeof(UINT), sizeof(UINT), DXGI_FORMAT_R32_UINT, D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE);
mPipeline->addShaderResource("lightindices", lightindices);
mPipeline->addUnorderedAccess("lightindices", lightindices);
D3D11_TEXTURE3D_DESC texdesc;
texdesc.Width = SLICED_LEN;
texdesc.Height = SLICED_LEN;
texdesc.Depth = SLICED_Z;
texdesc.MipLevels = 1;
texdesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
texdesc.Usage = D3D11_USAGE_DEFAULT;
texdesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
texdesc.CPUAccessFlags = 0;
texdesc.MiscFlags = 0;
auto lighttable = mRenderer->createTexture3D(texdesc);
mPipeline->addShaderResource("lighttable", lighttable);
mPipeline->addUnorderedAccess("lighttable", lighttable);
auto envmap = mRenderer->createTextureCube(files);
std::string hdrenvfile = "media/Ditch-River_2k.hdr";
auto equirect = mRenderer->createTexture(hdrenvfile, 1);
constexpr auto equirectTex = false;
mPipeline->setFrameBuffer(frame);
auto bb = mRenderer->getBackbuffer();
mPipeline->pushStage("clear rt", [bb,this](Renderer::Texture2D::Ptr rt)
{
mRenderer->clearRenderTarget(rt, { 0,0,0,0 });
});
mPipeline->pushStage<GBuffer>(true);
mPipeline->pushStage<ShadowMap>(2048, 3, shadowmaps);
mPipeline->pushStage<ClusteredLightCulling>(Vector3(SLICED_LEN, SLICED_LEN, SLICED_Z), Vector3(bw, bh,0));
mPipeline->pushStage<PBR>(Vector3(bw, bh,0), shadowmaps);
//mPipeline->pushStage<AO>(20.0f);
//std::vector<std::string> files = { "media/uffizi_cross.dds" };
mPipeline->pushStage<SkyBox>(hdrenvfile, false);
mPipeline->pushStage<HDR>();
mPipeline->pushStage<PostProcessing>("hlsl/gamma_correction.hlsl");
Quad::Ptr quad = std::make_shared<Quad>(mRenderer);
mPipeline->pushStage("draw to backbuffer", [bb, quad](Renderer::Texture2D::Ptr rt)
{
quad->setRenderTarget(bb);
quad->drawTexture(rt, false);
});
}
void MultipleLights::onChanged(const std::string& key, const nlohmann::json::value_type& value)
{
if (key == "fovy")
{
auto cam = mScene->createOrGetCamera("main");
cam->setFOVy(value["value"]);
}
}