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LightBuffer.cpp
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#include "LightBuffer.h"
#include "DrawFunc.h"
#include <assert.h>
#include "Logger.h"
#include "Profiler.h"
#include "GameState.h"
#include "ShaderManager.h"
LightBuffer::LightBuffer(int nWidth, int nHeight)
{
this->m_nWidth=nWidth;
this->m_nHeight=nHeight;
glEnable(GL_TEXTURE_2D);
glGenFramebuffersEXT(1,&m_nFrameBuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_nFrameBuffer);
glGenTextures(1, &m_nLightTex);
glBindTexture(GL_TEXTURE_2D, m_nLightTex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_nWidth, m_nHeight, 0, GL_RGBA, GL_FLOAT, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_nLightTex, 0);
glGenTextures(1, &m_nGlowTex);
glBindTexture(GL_TEXTURE_2D, m_nGlowTex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_nWidth, m_nHeight, 0, GL_RGBA, GL_FLOAT, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, m_nGlowTex, 0);
// check FbO status
GLenum FBOstatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if(FBOstatus != GL_FRAMEBUFFER_COMPLETE_EXT)
{
Logging::GRAPHICS->error("GL_FRAMEBUFFER_COMPLETE failed, CANNOT use FBO. " + FBOstatus);
}
else
{
Logging::GRAPHICS->info("Light Buffer Done");
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
light = new DirectLight();
shadowMap = new CascadedShadowMap(1024);
}
LightBuffer::~LightBuffer()
{
glDeleteFramebuffers(1,&m_nFrameBuffer);
}
void LightBuffer::drawToBuffer(GLuint nNormalTex, GLuint nDepthTex, GLuint nGlowTex, View *view, Camera *camera)
{
shadowMap->buildShadowMaps(camera, view, light);
Profiler::getInstance()->startProfile("Draw Light");
GLSLProgram *glslProgram = ShaderManager::getInstance()->getShader("DirectLight");
glslProgram->use();
bind();
GLenum mrt[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
glDrawBuffers(2, mrt);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushAttrib( GL_VIEWPORT_BIT );
glViewport( 0, 0, getWidth(), getHeight());
MatrixManager::getInstance()->putMatrix4(MODELVIEW, glm::mat4(1.0f));
MatrixManager::getInstance()->putMatrix4(PROJECTION, glm::mat4(1.0f));
camera->transform();
view->use3D(true);
glm::mat4 m4InvMVP = MatrixManager::getInstance()->getMatrix4(PROJECTION) * MatrixManager::getInstance()->getMatrix4(MODELVIEW);
m4InvMVP = glm::inverse(m4InvMVP);
MatrixManager::getInstance()->putMatrix4(MODELVIEW, glm::mat4(1.0f));
MatrixManager::getInstance()->putMatrix4(PROJECTION, glm::mat4(1.0f));
view->use3D(false);
glBindFragDataLocation(glslProgram->getHandle(), 0, "lightBuffer");
glBindFragDataLocation(glslProgram->getHandle(), 1, "glowBuffer");
glBindAttribLocation(glslProgram->getHandle(), 0, "v_vertex");
glBindAttribLocation(glslProgram->getHandle(), 1, "v_texture");
light->sendToShader("DirectLight");
glslProgram->sendUniform("projectionMatrix", &MatrixManager::getInstance()->getMatrix4(PROJECTION)[0][0]);
glslProgram->sendUniform("inverseMVPMatrix", &m4InvMVP[0][0]);
glslProgram->sendUniform("near", (float)view->getNear());
glslProgram->sendUniform("far", (float)view->getFar());
glslProgram->sendUniform("cameraPos",camera->getEyeX(),camera->getEyeY(),camera->getEyeZ());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, nNormalTex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, nDepthTex);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, nGlowTex);
glslProgram->sendUniform("normalTex",0);
glslProgram->sendUniform("depthTex",1);
glslProgram->sendUniform("glowTex",2);
shadowMap->sendToShader("DirectLight");
drawScreenShader(0,0,1.0f,1.0f);
glFinish();
glslProgram->disable();
unbind();
Profiler::getInstance()->endProfile();
}
void LightBuffer::bind()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_nFrameBuffer);
}
void LightBuffer::unbind()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
void LightBuffer::bindLightTex()
{
glBindTexture(GL_TEXTURE_2D, m_nLightTex);
}
void LightBuffer::bindGlowTex()
{
glBindTexture(GL_TEXTURE_2D, m_nGlowTex);
}
GLuint LightBuffer::getLightTex()
{
return m_nLightTex;
}
GLuint LightBuffer::getGlowTex()
{
return m_nGlowTex;
}
int LightBuffer::getWidth()
{
return m_nWidth;
}
int LightBuffer::getHeight()
{
return m_nHeight;
}
DirectLight *LightBuffer::getLight()
{
return light;
}