deferred-shading.cpp
22.6 KB
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/*
* Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include "dali/dali.h"
#include "dali/public-api/actors/actor.h"
#include "dali/public-api/rendering/renderer.h"
#include <random>
#include <iostream>
#include <cstring>
using namespace Dali;
namespace
{
//=============================================================================
// Demonstrates deferred shading with multiple render targets (for color,
// position, and normal), a Phong lighting model and 32 point lights.
//
// Invoked with the --show-lights it will render a mesh at each light position.
//=============================================================================
#define QUOTE(x) DALI_COMPOSE_SHADER(x)
#define MAX_LIGHTS 32
#define DEFINE_MAX_LIGHTS "const int kMaxLights = " QUOTE(MAX_LIGHTS) ";"
#define DEFINE(x) "#define " DALI_COMPOSE_SHADER(x) DALI_COMPOSE_SHADER(\n)
//=============================================================================
// PRE-PASS
//=============================================================================
const char* const PREPASS_VSH = DALI_COMPOSE_SHADER(#version 300 es\n
precision mediump float;)
DALI_COMPOSE_SHADER(
// DALI uniforms
uniform mat4 uMvpMatrix;
uniform mat3 uNormalMatrix;
uniform vec3 uSize;
uniform vec3 uDepth_InvDepth_Near;\n)
DEFINE(DEPTH uDepth_InvDepth_Near.x)
DEFINE(INV_DEPTH uDepth_InvDepth_Near.y)
DEFINE(NEAR uDepth_InvDepth_Near.z)
DALI_COMPOSE_SHADER(
in vec3 aPosition;
in vec3 aNormal;
out vec4 vPosition;
out vec3 vNormal;
vec4 Map(vec4 v) // projection space -> texture
{
return vec4(v.xyz / (2.f * v.w) + vec3(.5f), (v.w - NEAR) * INV_DEPTH);
}
void main()
{
vec4 position = uMvpMatrix * vec4(aPosition * uSize, 1.f);
vPosition = Map(position);
gl_Position = position;
vNormal = normalize(uNormalMatrix * aNormal);
});
//=============================================================================
const char* const PREPASS_FSH = DALI_COMPOSE_SHADER(#version 300 es\n
precision mediump float;
// DALI uniform
uniform vec4 uColor;
in vec4 vPosition;
in vec3 vNormal;
// These are our outputs.
layout(location = 0) out vec3 oNormal;
layout(location = 1) out vec4 oPosition;
layout(location = 2) out vec3 oColor;
void main()
{
oColor = uColor.rgb;
oPosition = vPosition;
oNormal = normalize(vNormal) * .5f + .5f;
});
//=============================================================================
// MAIN (LIGHTING) PASS
//=============================================================================
const char* const MAINPASS_VSH = DALI_COMPOSE_SHADER(#version 300 es\n
precision mediump float;
// DALI uniforms
uniform mat4 uMvpMatrix;
uniform vec3 uSize;
in vec3 aPosition;
in vec2 aTexCoord;
out vec2 vUv;
void main()
{
vec4 position = uMvpMatrix * vec4(aPosition * uSize, 1.f);
vUv = aTexCoord;
gl_Position = position;
});
//=============================================================================
const char* const MAINPASS_FSH = DALI_COMPOSE_SHADER(#version 300 es\n
precision mediump float;\n)
DEFINE_MAX_LIGHTS
DALI_COMPOSE_SHADER(
const float kAttenuationConst = .05f;
const float kAttenuationLinear = .1f;
const float kAttenuationQuadratic = .15f;
// G-buffer
uniform sampler2D uTextureNormal;
uniform sampler2D uTexturePosition;
uniform sampler2D uTextureColor;
uniform mat4 uInvProjection;
uniform vec3 uDepth_InvDepth_Near;\n)
DEFINE(DEPTH uDepth_InvDepth_Near.x)
DEFINE(INV_DEPTH uDepth_InvDepth_Near.y)
DEFINE(NEAR uDepth_InvDepth_Near.z)
DALI_COMPOSE_SHADER(
// Light source uniforms
struct Light
{
vec3 position; // view space
float radius;
vec3 color;
};
uniform Light uLights[kMaxLights];
in vec2 vUv;
out vec4 oColor;
vec4 Unmap(vec4 m) // texture -> projection
{
m.w = m.w * DEPTH + NEAR;
m.xyz = (m.xyz - vec3(.5)) * (2.f * m.w);
return m;
}
vec3 CalculateLighting(vec3 pos, vec3 normal)
{
vec3 viewDir = normalize(pos);
vec3 viewDirRefl = -reflect(viewDir, normal);
vec3 light = vec3(0.04f); // fake ambient term
for (int i = 0; i < kMaxLights; ++i)
{
vec3 rel = pos - uLights[i].position;
float distance = length(rel);
rel /= distance;
float a = uLights[i].radius / (kAttenuationConst + kAttenuationLinear * distance +
kAttenuationQuadratic * distance * distance); // attenuation
float l = max(0.f, dot(normal, rel)); // lambertian
float s = pow(max(0.f, dot(viewDirRefl, rel)), 256.f); // specular
light += (uLights[i].color * (l + s)) * a;
}
return light;
}
void main()
{
vec3 normSample = texture(uTextureNormal, vUv).xyz;
if (dot(normSample, normSample) == 0.f)
{
discard; // if we didn't write this texel, don't bother lighting it.
}
vec3 normal = normalize(normSample - .5f);
vec4 posSample = texture(uTexturePosition, vUv);
vec3 pos = (uInvProjection * Unmap(posSample)).xyz;
vec3 color = texture(uTextureColor, vUv).rgb;
vec3 finalColor = color * CalculateLighting(pos, normal);
oColor = vec4(finalColor, 1.f);
});
//=============================================================================
// PRNG for floats.
struct FloatRand
{
std::random_device mDevice;
std::mt19937 mMersenneTwister;
std::uniform_real_distribution<float> mDistribution;
FloatRand()
: mMersenneTwister(mDevice()),
mDistribution(0., 1.)
{}
float operator()()
{
return mDistribution(mMersenneTwister);
}
};
//=============================================================================
float FastFloor(float x)
{
return static_cast<int>(x) - static_cast<int>(x < 0);
}
//=============================================================================
Vector3 FromHueSaturationLightness(Vector3 hsl)
{
Vector3 rgb;
if (hsl.y * hsl.y > 0.f)
{
if(hsl.x >= 360.f)
{
hsl.x -= 360.f;
}
hsl.x /= 60.f;
int i = FastFloor(hsl.x);
float ff = hsl.x - i;
float p = hsl.z * (1.0 - hsl.y);
float q = hsl.z * (1.0 - (hsl.y * ff));
float t = hsl.z * (1.0 - (hsl.y * (1.f - ff)));
switch (i)
{
case 0:
rgb.r = hsl.z;
rgb.g = t;
rgb.b = p;
break;
case 1:
rgb.r = q;
rgb.g = hsl.z;
rgb.b = p;
break;
case 2:
rgb.r = p;
rgb.g = hsl.z;
rgb.b = t;
break;
case 3:
rgb.r = p;
rgb.g = q;
rgb.b = hsl.z;
break;
case 4:
rgb.r = t;
rgb.g = p;
rgb.b = hsl.z;
break;
case 5:
default:
rgb.r = hsl.z;
rgb.g = p;
rgb.b = q;
break;
}
}
else
{
rgb = Vector3::ONE * hsl.z;
}
return rgb;
}
//=============================================================================
Geometry CreateTexturedQuadGeometry(bool flipV)
{
// Create geometry -- unit square with whole of the texture mapped to it.
struct Vertex
{
Vector3 aPosition;
Vector2 aTexCoord;
};
Vertex vertexData[] = {
{ Vector3(-.5f, .5f, .0f), Vector2(.0f, 1.0f) },
{ Vector3(.5f, .5f, .0f), Vector2(1.0f, 1.0f) },
{ Vector3(-.5f, -.5f, .0f), Vector2(.0f, .0f) },
{ Vector3(.5f, -.5f, .0f), Vector2(1.0f, .0f) },
};
if (flipV)
{
std::swap(vertexData[0].aTexCoord, vertexData[2].aTexCoord);
std::swap(vertexData[1].aTexCoord, vertexData[3].aTexCoord);
}
PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
.Add( "aPosition", Property::VECTOR3 )
.Add( "aTexCoord", Property::VECTOR2 ) );
vertexBuffer.SetData( vertexData, std::extent<decltype(vertexData)>::value );
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer( vertexBuffer );
geometry.SetType( Geometry::TRIANGLE_STRIP );
return geometry;
}
//=============================================================================
Geometry CreateOctahedron(bool invertNormals)
{
Vector3 positions[] = {
Vector3{ -1.f, 0.f, 0.f },
Vector3{ 1.f, 0.f, 0.f },
Vector3{ 0.f, -1.f, 0.f },
Vector3{ 0.f, 1.f, 0.f },
Vector3{ 0.f, 0.f, -1.f },
Vector3{ 0.f, 0.f, 1.f },
};
struct Vertex
{
Vector3 position;
Vector3 normal;
};
Vertex vertexData[] = {
{ positions[0] },
{ positions[3] },
{ positions[5] },
{ positions[5] },
{ positions[3] },
{ positions[1] },
{ positions[1] },
{ positions[3] },
{ positions[4] },
{ positions[4] },
{ positions[3] },
{ positions[0] },
{ positions[0] },
{ positions[5] },
{ positions[2] },
{ positions[5] },
{ positions[1] },
{ positions[2] },
{ positions[1] },
{ positions[4] },
{ positions[2] },
{ positions[4] },
{ positions[0] },
{ positions[2] },
};
// Calculate normals
for (uint32_t i = 0; i < std::extent<decltype(vertexData)>::value / 3; ++i)
{
uint32_t idx = i * 3;
Vector3 normal = (vertexData[idx + 2].position - vertexData[idx].position).
Cross(vertexData[idx + 1].position - vertexData[idx].position);
normal.Normalize();
normal *= invertNormals * 2.f - 1.f;
vertexData[idx++].normal = normal;
vertexData[idx++].normal = normal;
vertexData[idx].normal = normal;
}
// Configure property buffers and create geometry.
PropertyBuffer vertexBuffer = PropertyBuffer::New(Property::Map()
.Add("aPosition", Property::VECTOR3)
.Add("aNormal", Property::VECTOR3));
vertexBuffer.SetData(vertexData, std::extent<decltype(vertexData)>::value);
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer( vertexBuffer );
geometry.SetType( Geometry::TRIANGLES );
return geometry;
}
//=============================================================================
enum RendererOptions
{
OPTION_NONE = 0x0,
OPTION_BLEND = 0x01,
OPTION_DEPTH_TEST = 0x02,
OPTION_DEPTH_WRITE = 0x04
};
Renderer CreateRenderer(TextureSet textures, Geometry geometry, Shader shader, uint32_t options = OPTION_NONE)
{
Renderer renderer = Renderer::New(geometry, shader);
renderer.SetProperty(Renderer::Property::BLEND_MODE,
(options & OPTION_BLEND) ? BlendMode::ON : BlendMode::OFF);
renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE,
(options & OPTION_DEPTH_TEST) ? DepthTestMode::ON : DepthTestMode::OFF);
renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE,
(options & OPTION_DEPTH_WRITE) ? DepthWriteMode::ON : DepthWriteMode::OFF);
renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
if (!textures)
{
textures = TextureSet::New();
}
renderer.SetTextures(textures);
return renderer;
}
//=============================================================================
void CenterActor(Actor actor)
{
actor.SetAnchorPoint( AnchorPoint::CENTER );
actor.SetParentOrigin( ParentOrigin::CENTER );
}
//=============================================================================
void RegisterDepthProperties(float depth, float near, Handle& h)
{
h.RegisterProperty("uDepth_InvDepth_Near", Vector3(depth, 1.f / depth, near));
}
}
//=============================================================================
class DeferredShadingExample : public ConnectionTracker
{
public:
struct Options
{
enum
{
NONE = 0x0,
SHOW_LIGHTS = 0x1,
};
};
DeferredShadingExample(Application& app, uint32_t options = Options::NONE)
: mApp(app),
mOptions(options)
{
app.InitSignal().Connect( this, &DeferredShadingExample::Create );
app.TerminateSignal().Connect( this, &DeferredShadingExample::Destroy );
}
private:
void Create(Application& app)
{
// Grab stage, configure layer
Stage stage = Stage::GetCurrent();
auto rootLayer = stage.GetRootLayer();
rootLayer.SetBehavior(Layer::LAYER_3D);
auto stageSize = stage.GetSize();
auto stageHalfSize = stageSize * .5f;
auto invStageHalfSize = Vector2::ONE / stageHalfSize;
float unit = stageSize.y / 24.f;
// Get camera - we'll be re-using the same old camera in the two passes.
RenderTaskList tasks = stage.GetRenderTaskList();
CameraActor camera = tasks.GetTask(0).GetCameraActor();
auto zCameraPos = camera.GetProperty(Actor::Property::POSITION_Z).Get<float>();
camera.SetFarClippingPlane(zCameraPos + stageSize.y * .5f);
camera.SetNearClippingPlane(zCameraPos - stageSize.y * .5f);
const float zNear = camera.GetNearClippingPlane();
const float zFar = camera.GetFarClippingPlane();
const float depth = zFar - zNear;
// Create root of scene that shall be rendered off-screen.
auto sceneRoot = Actor::New();
CenterActor(sceneRoot);
mSceneRoot = sceneRoot;
stage.Add(sceneRoot);
// Create an axis to spin our actors around.
auto axis = Actor::New();
CenterActor(axis);
sceneRoot.Add(axis);
mAxis = axis;
// Create an octahedral mesh for our main actors and to visualise the light sources.
Geometry mesh = CreateOctahedron(false);
// Create main actors
Shader preShader = Shader::New(PREPASS_VSH, PREPASS_FSH);
TextureSet noTexturesThanks = TextureSet::New();
Renderer meshRenderer = CreateRenderer(noTexturesThanks, mesh, preShader,
OPTION_DEPTH_TEST | OPTION_DEPTH_WRITE);
meshRenderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
meshRenderer.RegisterProperty("uInvStageHalfSize", invStageHalfSize);
RegisterDepthProperties(depth, zNear, meshRenderer);
float c = 1.f;
for (auto v: {
Vector3{ -c, -c, -c },
Vector3{ c, -c, -c },
Vector3{ -c, c, -c },
Vector3{ c, c, -c },
Vector3{ -c, -c, c },
Vector3{ c, -c, c },
Vector3{ -c, c, c },
Vector3{ c, c, c },
Vector3{ 0.f, -c, -c },
Vector3{ 0.f, c, -c },
Vector3{ 0.f, -c, c },
Vector3{ 0.f, c, c },
Vector3{ -c, 0.f, -c },
Vector3{ c, 0.f, -c },
Vector3{ -c, 0.f, c },
Vector3{ c, 0.f, c },
Vector3{ -c, -c, 0.f },
Vector3{ c, -c, 0.f },
Vector3{ -c, c, 0.f },
Vector3{ c, c, 0.f },
})
{
Actor a = Actor::New();
CenterActor(a);
Vector3 position{ v * unit * 5.f };
a.SetPosition(position);
float scale = (c + ((v.x + v.y + v.z) + c * 3.f) * .5f) / (c * 4.f);
Vector3 size{ Vector3::ONE * scale * unit * 2.f };
a.SetSize(size);
a.SetColor(Color::WHITE * .25f +
(Color::RED * (v.x + c) / (c * 2.f) +
Color::GREEN * (v.y + c) / (c * 2.f) +
Color::BLUE * (v.z + c) / (c * 2.f)) * .015625f);
a.AddRenderer(meshRenderer);
axis.Add(a);
}
// Create off-screen textures, fbo and render task.
uint32_t width = static_cast<uint32_t>(stageSize.x);
uint32_t height = static_cast<uint32_t>(stageSize.y);
Texture rttNormal = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGB888,
width, height);
Texture rttPosition = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888,
width, height);
Texture rttColor = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGB888,
width, height);
FrameBuffer fbo = FrameBuffer::New(width, height, FrameBuffer::Attachment::DEPTH);
fbo.AttachColorTexture(rttNormal);
fbo.AttachColorTexture(rttPosition);
fbo.AttachColorTexture(rttColor);
RenderTask sceneRender = tasks.CreateTask();
sceneRender.SetViewportSize(stageSize);
sceneRender.SetFrameBuffer(fbo);
sceneRender.SetCameraActor(camera);
sceneRender.SetSourceActor(sceneRoot);
sceneRender.SetInputEnabled(false);
sceneRender.SetCullMode(false);
sceneRender.SetClearEnabled(true);
sceneRender.SetClearColor(Color::BLACK);
sceneRender.SetExclusive(true);
mSceneRender = sceneRender;
// Create final image for deferred shading
auto finalImage = Actor::New();
CenterActor(finalImage);
finalImage.SetSize(stageSize);
TextureSet finalImageTextures = TextureSet::New();
finalImageTextures.SetTexture(0, rttNormal);
finalImageTextures.SetTexture(1, rttPosition);
finalImageTextures.SetTexture(2, rttColor);
Sampler sampler = Sampler::New();
sampler.SetFilterMode(FilterMode::NEAREST, FilterMode::NEAREST);
finalImageTextures.SetSampler(0, sampler);
finalImageTextures.SetSampler(1, sampler);
finalImageTextures.SetSampler(2, sampler);
Shader shdMain = Shader::New(MAINPASS_VSH, MAINPASS_FSH);
Geometry finalImageGeom = CreateTexturedQuadGeometry(true);
Renderer finalImageRenderer = CreateRenderer(finalImageTextures, finalImageGeom, shdMain);
finalImageRenderer.RegisterProperty("uStageHalfSize", stageHalfSize);
RegisterDepthProperties(depth, zNear, finalImageRenderer);
auto propInvProjection = finalImageRenderer.RegisterProperty("uInvProjection", Matrix::IDENTITY);
Constraint cnstrInvProjection = Constraint::New<Matrix>(finalImageRenderer, propInvProjection,
[zCameraPos, zNear, depth](Matrix& output, const PropertyInputContainer& input) {
output = input[0]->GetMatrix();
DALI_ASSERT_ALWAYS(output.Invert() && "Failed to invert projection matrix.");
});
cnstrInvProjection.AddSource(Source(camera, CameraActor::Property::PROJECTION_MATRIX));
cnstrInvProjection.AddSource(Source(camera, CameraActor::Property::VIEW_MATRIX));
cnstrInvProjection.Apply();
finalImage.AddRenderer(finalImageRenderer);
mFinalImage = finalImage;
stage.Add(finalImage);
// Create a node for our lights
auto lights = Actor::New();
CenterActor(lights);
sceneRoot.Add(lights);
// Create Lights
const bool showLights = mOptions & Options::SHOW_LIGHTS;
Renderer lightRenderer;
if (showLights)
{
Geometry lightMesh = CreateOctahedron(true);
lightRenderer = CreateRenderer(noTexturesThanks, lightMesh, preShader,
OPTION_DEPTH_TEST | OPTION_DEPTH_WRITE);
lightRenderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::FRONT);
}
Vector3 lightPos{ unit * 12.f, 0.f, 0.f };
float theta = M_PI * 2.f / MAX_LIGHTS;
float cosTheta = std::cos(theta);
float sinTheta = std::sin(theta);
for (int i = 0; i < MAX_LIGHTS; ++i)
{
Vector3 color = FromHueSaturationLightness(Vector3((360.f * i) / MAX_LIGHTS, .5f, 1.f));
Actor light = CreateLight(lightPos * (1 + (i % 8)) / 8.f, unit * 16.f, color, camera, finalImageRenderer);
float z = (((i & 1) << 1) - 1) * unit * 8.f;
lightPos = Vector3(cosTheta * lightPos.x - sinTheta * lightPos.y, sinTheta * lightPos.x + cosTheta * lightPos.y, z);
if (showLights)
{
light.SetProperty(Actor::Property::SIZE, Vector3::ONE * unit / 8.f);
light.AddRenderer(lightRenderer);
}
lights.Add(light);
}
// Take them for a spin.
Animation animLights = Animation::New(40.f);
animLights.SetLooping(true);
animLights.AnimateBy(Property(lights, Actor::Property::ORIENTATION), Quaternion(Radian(M_PI * 2.f), Vector3::YAXIS));
animLights.Play();
// Event handling
stage.KeyEventSignal().Connect(this, &DeferredShadingExample::OnKeyEvent);
mPanDetector = PanGestureDetector::New();
mPanDetector.DetectedSignal().Connect(this, &DeferredShadingExample::OnPan);
mPanDetector.Attach(stage.GetRootLayer());
}
void Destroy(Application& app)
{
Stage::GetCurrent().GetRenderTaskList().RemoveTask(mSceneRender);
mSceneRender.Reset();
UnparentAndReset(mSceneRoot);
UnparentAndReset(mFinalImage);
}
Actor CreateLight(Vector3 position, float radius, Vector3 color, CameraActor camera, Renderer renderer)
{
Actor light = Actor::New();
CenterActor(light);
light.SetProperty(Actor::Property::COLOR, Color::WHITE);
light.SetProperty(Actor::Property::POSITION, position);
auto iPropRadius = light.RegisterProperty("radius", radius);
auto iPropLightColor = light.RegisterProperty("lightcolor", color);
// Create light source uniforms on lighting shader.
char buffer[128];
char* writep = buffer + sprintf(buffer, "uLights[%d].", mNumLights);
++mNumLights;
strcpy(writep, "position");
auto oPropLightPos = renderer.RegisterProperty(buffer, position);
strcpy(writep, "radius");
auto oPropLightRadius = renderer.RegisterProperty(buffer, radius);
strcpy(writep, "color");
auto oPropLightColor = renderer.RegisterProperty(buffer, color);
// Constrain the light position, radius and color to lighting shader uniforms.
// Convert light position to view space;
Constraint cLightPos = Constraint::New<Vector3>(renderer, oPropLightPos, [](Vector3& output, const PropertyInputContainer& input)
{
Vector4 worldPos(input[0]->GetVector3());
worldPos.w = 1.f;
worldPos = input[1]->GetMatrix() * worldPos;
output = Vector3(worldPos);
});
cLightPos.AddSource(Source(light, Actor::Property::WORLD_POSITION));
cLightPos.AddSource(Source(camera, CameraActor::Property::VIEW_MATRIX));
cLightPos.Apply();
Constraint cLightRadius = Constraint::New<float>(renderer, oPropLightRadius,
EqualToConstraint());
cLightRadius.AddSource(Source(light, iPropRadius));
cLightRadius.Apply();
Constraint cLightColor = Constraint::New<Vector3>(renderer, oPropLightColor,
EqualToConstraint());
cLightColor.AddSource(Source(light, iPropLightColor));
cLightColor.Apply();
return light;
}
void OnPan(Actor, PanGesture const& gesture)
{
Quaternion q = mAxis.GetProperty(Actor::Property::ORIENTATION).Get<Quaternion>();
Quaternion qx(Radian(Degree(gesture.screenDisplacement.y) * -.5f), Vector3::XAXIS);
Quaternion qy(Radian(Degree(gesture.screenDisplacement.x) * .5f), Vector3::YAXIS);
mAxis.SetProperty(Actor::Property::ORIENTATION, qy * qx * q);
}
void OnKeyEvent(const KeyEvent& event)
{
if(event.state == KeyEvent::Down)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{
mApp.Quit();
}
}
}
Application& mApp;
uint32_t mOptions;
Actor mSceneRoot;
Actor mAxis;
RenderTask mSceneRender;
Actor mFinalImage;
int mNumLights = 0;
PanGestureDetector mPanDetector;
};
int main(int argc, char** argv)
{
const bool showLights = [](int argc, char** argv)
{
auto endArgs = argv + argc;
return std::find_if(argv, endArgs, [](const char* arg)
{
return strcmp(arg, "--show-lights") == 0;
}) != endArgs;
}(argc, argv);
Application app = Application::New(&argc, &argv);
DeferredShadingExample example(app, (showLights ? DeferredShadingExample::Options::SHOW_LIGHTS : 0));
app.MainLoop();
return 0;
}