mirror of
https://github.com/AleziaKurdis/overte.git
synced 2025-04-13 06:42:42 +02:00
Merge pull request #11157 from SamGondelman/tabletLayer
Render non-AA overlays correctly
This commit is contained in:
commit
2456126bcc
10 changed files with 38 additions and 110 deletions
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@ -37,9 +37,6 @@ namespace render {
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if (std::static_pointer_cast<Base3DOverlay>(overlay)->getDrawInFront()) {
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builder.withLayered();
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}
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if (!std::static_pointer_cast<Base3DOverlay>(overlay)->isAA()) {
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builder.withLayered();
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}
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if (overlay->getAlphaPulse() != 0.0f || overlay->getAlpha() != 1.0f) {
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builder.withTransparent();
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}
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@ -53,21 +50,17 @@ namespace render {
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}
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template <> int payloadGetLayer(const Overlay::Pointer& overlay) {
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// Magic number while we are defining the layering mechanism:
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const int LAYER_NO_AA = 3;
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const int LAYER_2D = 2;
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const int LAYER_3D_FRONT = 1;
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const int LAYER_3D = 0;
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if (overlay->is3D()) {
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auto overlay3D = std::dynamic_pointer_cast<Base3DOverlay>(overlay);
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if (overlay3D->isAA())
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if (overlay3D->getDrawInFront()) {
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return LAYER_3D_FRONT;
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} else {
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return LAYER_3D;
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}
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else
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return LAYER_NO_AA;
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if (overlay3D->getDrawInFront()) {
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return LAYER_3D_FRONT;
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} else {
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return LAYER_3D;
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}
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} else {
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return LAYER_2D;
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}
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@ -70,7 +70,7 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(RenderArgs* ar
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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PrepareStencil::testMask(*state);
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PrepareStencil::testMaskNoAA(*state);
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state->setDepthTest(false, false, gpu::LESS_EQUAL);
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@ -95,7 +95,7 @@ const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(false, false, gpu::LESS_EQUAL);
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PrepareStencil::testMask(*state);
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PrepareStencil::testMaskNoAA(*state);
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// Good to go add the brand new pipeline
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_blendPipeline = gpu::Pipeline::create(program, state);
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@ -159,7 +159,6 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const
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// Blend step
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getBlendPipeline();
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batch.setResourceTexture(0, _antialiasingTexture);
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batch.setFramebuffer(sourceBuffer);
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batch.setPipeline(getBlendPipeline());
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@ -42,9 +42,7 @@
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#include "simple_textured_fade_frag.h"
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#include "simple_textured_unlit_fade_frag.h"
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#include "simple_opaque_web_browser_frag.h"
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#include "simple_opaque_web_browser_overlay_frag.h"
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#include "simple_transparent_web_browser_frag.h"
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#include "simple_transparent_web_browser_overlay_frag.h"
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#include "glowLine_vert.h"
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#include "glowLine_frag.h"
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@ -1828,7 +1826,7 @@ void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
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auto stateNoBlend = std::make_shared<gpu::State>();
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PrepareStencil::testMaskDrawShape(*state);
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PrepareStencil::testMaskDrawShape(*stateNoBlend);
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auto noBlendPS = gpu::StandardShaderLib::getDrawTextureOpaquePS();
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auto programNoBlend = gpu::Shader::createProgram(vs, noBlendPS);
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@ -1925,7 +1923,7 @@ inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
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return a.getRaw() == b.getRaw();
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}
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static void buildWebShader(const std::string& vertShaderText, const std::string& fragShaderText, bool blendEnable,
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static void buildWebShader(const std::string& vertShaderText, const std::string& fragShaderText, bool blendEnable, bool isAA,
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gpu::ShaderPointer& shaderPointerOut, gpu::PipelinePointer& pipelinePointerOut) {
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auto VS = gpu::Shader::createVertex(vertShaderText);
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auto PS = gpu::Shader::createPixel(fragShaderText);
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@ -1940,10 +1938,11 @@ static void buildWebShader(const std::string& vertShaderText, const std::string&
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state->setBlendFunction(blendEnable,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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if (blendEnable) {
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PrepareStencil::testMask(*state);
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if (isAA) {
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blendEnable ? PrepareStencil::testMask(*state) : PrepareStencil::testMaskDrawShape(*state);
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} else {
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PrepareStencil::testMaskDrawShape(*state);
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PrepareStencil::testMaskDrawShapeNoAA(*state);
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}
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pipelinePointerOut = gpu::Pipeline::create(shaderPointerOut, state);
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@ -1957,11 +1956,11 @@ gpu::PipelinePointer GeometryCache::getOpaqueWebBrowserProgram(bool isAA) {
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static std::once_flag once;
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std::call_once(once, [&]() {
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const bool BLEND_ENABLE = false;
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buildWebShader(simple_vert, simple_opaque_web_browser_frag, BLEND_ENABLE, _simpleOpaqueWebBrowserShader, _simpleOpaqueWebBrowserPipeline);
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buildWebShader(simple_vert, simple_opaque_web_browser_overlay_frag, BLEND_ENABLE, _simpleOpaqueWebBrowserOverlayShader, _simpleOpaqueWebBrowserOverlayPipeline);
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buildWebShader(simple_vert, simple_opaque_web_browser_frag, BLEND_ENABLE, true, _simpleOpaqueWebBrowserShader, _simpleOpaqueWebBrowserPipeline);
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buildWebShader(simple_vert, simple_opaque_web_browser_frag, BLEND_ENABLE, false, _simpleOpaqueWebBrowserShader, _simpleOpaqueWebBrowserPipelineNoAA);
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});
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return isAA ? _simpleOpaqueWebBrowserPipeline : _simpleOpaqueWebBrowserOverlayPipeline;
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return isAA ? _simpleOpaqueWebBrowserPipeline : _simpleOpaqueWebBrowserPipelineNoAA;
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}
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void GeometryCache::bindTransparentWebBrowserProgram(gpu::Batch& batch, bool isAA) {
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@ -1971,13 +1970,12 @@ void GeometryCache::bindTransparentWebBrowserProgram(gpu::Batch& batch, bool isA
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gpu::PipelinePointer GeometryCache::getTransparentWebBrowserProgram(bool isAA) {
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static std::once_flag once;
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std::call_once(once, [&]() {
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const bool BLEND_ENABLE = true;
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buildWebShader(simple_vert, simple_transparent_web_browser_frag, BLEND_ENABLE, _simpleTransparentWebBrowserShader, _simpleTransparentWebBrowserPipeline);
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buildWebShader(simple_vert, simple_transparent_web_browser_overlay_frag, BLEND_ENABLE, _simpleTransparentWebBrowserOverlayShader, _simpleTransparentWebBrowserOverlayPipeline);
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buildWebShader(simple_vert, simple_transparent_web_browser_frag, BLEND_ENABLE, true, _simpleTransparentWebBrowserShader, _simpleTransparentWebBrowserPipeline);
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buildWebShader(simple_vert, simple_transparent_web_browser_frag, BLEND_ENABLE, false, _simpleTransparentWebBrowserShader, _simpleTransparentWebBrowserPipelineNoAA);
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});
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return isAA ? _simpleTransparentWebBrowserPipeline : _simpleTransparentWebBrowserOverlayPipeline;
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return isAA ? _simpleTransparentWebBrowserPipeline : _simpleTransparentWebBrowserPipelineNoAA;
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}
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void GeometryCache::bindSimpleProgram(gpu::Batch& batch, bool textured, bool transparent, bool culled, bool unlit, bool depthBiased) {
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@ -460,13 +460,10 @@ private:
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gpu::ShaderPointer _simpleOpaqueWebBrowserShader;
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gpu::PipelinePointer _simpleOpaqueWebBrowserPipeline;
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gpu::PipelinePointer _simpleOpaqueWebBrowserPipelineNoAA;
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gpu::ShaderPointer _simpleTransparentWebBrowserShader;
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gpu::PipelinePointer _simpleTransparentWebBrowserPipeline;
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gpu::ShaderPointer _simpleOpaqueWebBrowserOverlayShader;
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gpu::PipelinePointer _simpleOpaqueWebBrowserOverlayPipeline;
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gpu::ShaderPointer _simpleTransparentWebBrowserOverlayShader;
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gpu::PipelinePointer _simpleTransparentWebBrowserOverlayPipeline;
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gpu::PipelinePointer _simpleTransparentWebBrowserPipelineNoAA;
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static render::ShapePipelinePointer getShapePipeline(bool textured = false, bool transparent = false, bool culled = true,
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bool unlit = false, bool depthBias = false);
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@ -76,10 +76,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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fadeEffect->build(task, opaques);
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// Filter the non antialiaased overlays
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const int LAYER_NO_AA = 3;
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const auto nonAAOverlays = task.addJob<FilterLayeredItems>("Filter2DWebOverlays", overlayOpaques, LAYER_NO_AA);
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// Prepare deferred, generate the shared Deferred Frame Transform
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const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
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const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
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@ -166,7 +162,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
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task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
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{ // DEbug the bounds of the rendered items, still look at the zbuffer
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{ // Debug the bounds of the rendered items, still look at the zbuffer
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task.addJob<DrawBounds>("DrawMetaBounds", metas);
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task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
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task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
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@ -181,11 +177,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
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task.addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
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{ // DEbug the bounds of the rendered OVERLAY items, still look at the zbuffer
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{ // Debug the bounds of the rendered Overlay items, still look at the zbuffer
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task.addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);
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task.addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);
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}
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// Debugging stages
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{
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// Debugging Deferred buffer job
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@ -216,14 +212,9 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);
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}
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// AA job to be revisited
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task.addJob<Antialiasing>("Antialiasing", primaryFramebuffer);
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// Draw 2DWeb non AA
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const auto nonAAOverlaysInputs = DrawOverlay3D::Inputs(nonAAOverlays, lightingModel).asVarying();
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task.addJob<DrawOverlay3D>("Draw2DWebSurfaces", nonAAOverlaysInputs, false);
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task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
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// Blit!
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@ -152,7 +152,7 @@ public:
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protected:
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render::ShapePlumberPointer _shapePlumber;
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int _maxDrawn; // initialized by Config
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bool _opaquePass{ true };
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bool _opaquePass { true };
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};
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class Blit {
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@ -112,6 +112,10 @@ void PrepareStencil::testMask(gpu::State& state) {
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state.setStencilTest(true, 0x00, gpu::State::StencilTest(PrepareStencil::STENCIL_MASK, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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}
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void PrepareStencil::testMaskNoAA(gpu::State& state) {
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state.setStencilTest(true, 0x00, gpu::State::StencilTest(PrepareStencil::STENCIL_MASK | PrepareStencil::STENCIL_NO_AA, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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}
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void PrepareStencil::testBackground(gpu::State& state) {
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state.setStencilTest(true, 0x00, gpu::State::StencilTest(PrepareStencil::STENCIL_BACKGROUND, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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}
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@ -120,6 +124,10 @@ void PrepareStencil::testMaskDrawShape(gpu::State& state) {
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state.setStencilTest(true, 0xFF, gpu::State::StencilTest(PrepareStencil::STENCIL_MASK, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_ZERO));
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}
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void PrepareStencil::testMaskDrawShapeNoAA(gpu::State& state) {
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state.setStencilTest(true, 0xFF, gpu::State::StencilTest(PrepareStencil::STENCIL_MASK | PrepareStencil::STENCIL_NO_AA, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_REPLACE));
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}
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void PrepareStencil::testShape(gpu::State& state) {
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state.setStencilTest(true, 0x00, gpu::State::StencilTest(PrepareStencil::STENCIL_SHAPE, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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}
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@ -41,15 +41,18 @@ public:
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void run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& dstFramebuffer);
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static const gpu::int8 STENCIL_MASK = 2;
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static const gpu::int8 STENCIL_BACKGROUND = 1;
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static const gpu::int8 STENCIL_SHAPE = 0;
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static const gpu::int8 STENCIL_BACKGROUND = 1 << 0;
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static const gpu::int8 STENCIL_MASK = 1 << 1;
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static const gpu::int8 STENCIL_NO_AA = 1 << 2;
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static void drawMask(gpu::State& state);
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static void testMask(gpu::State& state);
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static void testMaskNoAA(gpu::State& state);
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static void testBackground(gpu::State& state);
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static void testMaskDrawShape(gpu::State& state);
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static void testMaskDrawShapeNoAA(gpu::State& state);
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static void testShape(gpu::State& state);
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@ -1,30 +0,0 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// simple_opaque_web_browser_overlay.slf
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// fragment shader
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//
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// Created by Anthony Thibault on 1/30/17.
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// Same as simple_opaque_web_browser.slf except frame buffer is sRGB, so colorToLinearRGBA is not necessary.
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<@include gpu/Color.slh@>
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<@include DeferredBufferWrite.slh@>
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// the albedo texture
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uniform sampler2D originalTexture;
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// the interpolated normal
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in vec3 _normal;
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in vec4 _color;
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in vec2 _texCoord0;
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void main(void) {
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vec4 texel = texture(originalTexture, _texCoord0.st);
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_fragColor0 = vec4(_color.rgb * texel.rgb, 1.0);
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}
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@ -1,31 +0,0 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// simple_transparent_web_browser_overlay.slf
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// fragment shader
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//
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// Created by Anthony Thibault on 1/30/17.
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// Same as simple_transparent_web_browser.slf except frame buffer is sRGB, So colorToLinearRGBA is not necessary.
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//
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<@include gpu/Color.slh@>
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<@include DeferredBufferWrite.slh@>
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// the albedo texture
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uniform sampler2D originalTexture;
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// the interpolated normal
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in vec3 _normal;
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in vec4 _color;
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in vec2 _texCoord0;
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void main(void) {
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vec4 texel = texture(originalTexture, _texCoord0.st);
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_fragColor0 = vec4(_color.rgb * texel.rgb, _color.a);
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}
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