75 lines
6.8 KiB
Plaintext
75 lines
6.8 KiB
Plaintext
[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Converting Depth Peel Data to Lighting Data" vod_platform=youtube id=7zSz85fsok0 annotator=Miblo]
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[0:08][Recap and set the stage for the day]
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[2:05][Consider how to resolve the issue that we're only computing the lighting on the topmost of four depth peels]
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[5:41][Mention that multigrid lighting may not work out]
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[9:29][Run the game to see the current state of the lighting system]
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[12:31][handmade_opengl.cpp: Fix "Minor copy-paste error in handmade_opengl.cpp" issue[ref
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site="GitHub"
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page="HandmadeHero/cpp Issues"
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url="https://github.com/HandmadeHero/cpp/issues"]]
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[14:13][handmade_opengl.cpp: Prevent ComputeLightTransport() from pulling the emit colour from the DepthPeelResolveBuffer]
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[15:03][Run the game to see the existing fake lighting]
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[15:22][handmade_opengl.cpp: Enable ComputeLightTransport() to bind lighting textures that come from the depth peel]
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[20:00][handmade_opengl.cpp: Introduce CompileDepthPeelToLighting() based on CompilePeelComposite()]
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[29:16][handmade_opengl.cpp: Make CompilePeelComposite() compute the FrontEmit, BackEmit, SurfaceColor and NP]
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[32:50][handmade_opengl.cpp: Change CompilePeelComposite() to use the layout(location) syntax and take an opengl_program_common]
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[37:55][Run the game and see bright white]
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[38:12][Research the OpenGL Layout qualifier[ref
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site="Khronos"
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page="The OpenGL Shading Language 3.30"
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url="https://khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.3.30.pdf"][ref
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site=OpenGL
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page="Layout Qualifier (GLSL)"
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url=https://www.khronos.org/opengl/wiki/Layout_Qualifier_(GLSL)]]
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[42:35][handmade_opengl.cpp: Revert CompilePeelComposite() to not use the layout(location) syntax, and make all the programs explicit]
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[45:20][handmade_opengl.cpp: Make OpenGLCreateProgram() reset the SamplerCount, and introduce OpenGLLinkSamplers()]
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[50:15][Run the game to see what we had running before]
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[50:31][handmade_opengl.cpp: Make all the shader programs use OpenGLLinkSamplers(), as a partial way towards layout(location)]
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[56:00][handmade_opengl.cpp: Make UseProgramBegin() set up all of the samplers for the program]
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[56:59][Run the game to see that we're back to normal, view the beautiful depth buffer and investigate why we are seeing it]
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[1:01:07][handmade_opengl.cpp: Hard set CompileZBiasProgram() to write red into BlendUnitColor\[0\]]
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[1:01:43][Run the game to see that it isn't all red, and determine that some other phase must be wrong]
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[1:03:13][handmade_opengl.cpp: Make CompileResolveMultisample() pass the samplers to OpenGLLinkSamplers() in the correct order, and run the game to see that we're back to normal]
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[1:03:35][handmade_opengl.h and handmade_opengl.cpp: Remove peel_composite_program, final_stretch_program and multigrid_light_up_program, and their corresponding OpenGLProgramBegin() functions]
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[1:06:09][Run the game to see that we're still fine]
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[1:06:15][handmade_opengl.cpp: Try and force CompileResolveMultisample() to use layout(location = 8)]
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[1:10:45][handmade_opengl.cpp: Toggle back on the depth peel importing in ComputeLightTransport()]
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[1:11:17][Run the game to see that this does appear to have imported the lighting values]
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[1:13:52][Determine to bounce the light around]
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[1:17:30][Blackboard: Multigrid light transport]
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[1:20:42][Blackboard: The multigrid dream]
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[1:27:54][handmade_opengl.cpp: Consider what we can do in CompileMultiLightDown()]
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[1:29:26][Blackboard: Bouncing light]
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[1:30:21][Blackboard: Figuring out how aligned light sources are]
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[1:31:02][handmade_opengl.cpp: Make CompileMultiLightDown() compute the facing term, the distance between lights and the falloff[ref
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site="OpenGL Registry"
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page="The OpenGL Shading Language 1.50 Quick Reference Card"
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url="https://www.khronos.org/files/opengl-quick-reference-card.pdf"]]
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[1:34:45][Note that we're not reconstructing the light positions]
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[1:35:19]["That's gonna be a whole bailiwick in and of itself"][quote 586]
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[1:36:08][handmade_opengl.cpp: Make ReconstructPosition() in CompileMultiLightDown() use UV]
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[1:36:52][Run the game, crash in ExecuteBrain() and investigate why]
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[1:39:02][win32_handmade.cpp: Reduce the resolution in WinMain() and run the game to see that that looks better]
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[1:41:06][handmade_opengl.cpp: Make CompileZBiasProgram() create a white light and run the game to see what's happening]
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[1:42:49][handmade_opengl.cpp: Investigate why we are not seeing any colour contribution from textures]
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[1:44:52][handmade_opengl.cpp: Fix TransferLight() in CompileZBiasProgram() to use the Falloff, and run the game to see colour contributon]
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[1:45:13][handmade_opengl.cpp: Make TransferLight() in CompileZBiasProgram() transfer based on the facing direction and run the game to see that that is not working]
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[1:47:43][handmade_opengl.cpp: Investigate why the facing direction isn't producing the expected transfer]
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[1:52:44][handmade_opengl.cpp: Make CompileMultiGridDown() write the reconstructed normal into our second channel, and run the game to inspect that channel]
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[1:55:27][handmade_opengl.cpp: Make ReconstructNormal() in CompileMultiGridDown() overwrite the Z with 0 and run the game to see that upward facing components still contain green]
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[1:57:02][handmade_opengl.cpp: Make CompileDepthPeelToLighting() correctly compute the Nx and Ny and run the game to see better values]
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[1:57:48][handmade_opengl.cpp: Make ReconstructNormal() in CompileMultiGridDown() use the computed Z and run the game with more confidence that the normals are plausible]
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[1:58:28][handmade_opengl.cpp: Continue investigating why we're not getting any light transference]
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[2:00:36][handmade_opengl.cpp: Make CompileZBiasProgram() output the negative inner product of the surface normals]
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[2:01:20][Run the game to see that negative product]
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[2:01:39][handmade_opengl.cpp: Make CompileZBiasProgram() output the non-negative inner product of the surface normals]
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[2:01:47][Run the game to see this non-negative product]
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[2:04:06][Q&A][:speech]
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[2:04:50][@Miblo][Could some of our lighting code end up being used by the audio system to figure out where and how obstructed / reflected sound sources are?]
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[2:06:01][@lorto6][Try 1 - clamp()!]
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[2:06:27][Blackboard: Clamping normals]
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[2:08:03][@asafgartner][Should you add a fake ceiling for lighting (or a non-fake ceiling based on the floor above the current one)?]
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[2:08:48][@xyane][Not entirely related to today's stream, but will you perhaps use something like a pipeline state object for binding resources? I personally find that I get a few annoying debug messages telling me about resource hazards and I'd like a better way than randomly throwing in null binds in the middle of my code and would like a better way to bind resources to minimize API calls, and would love to see a good PSO implementation]
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[2:11:34][We are done for today][:speech]
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[/video]
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