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https://github.com/Armored-Dragon/overte.git
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support opaque (and black) particles
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parent
22faf211bf
commit
3daa40087e
4 changed files with 49 additions and 28 deletions
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@ -21,23 +21,35 @@ using namespace render::entities;
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static uint8_t CUSTOM_PIPELINE_NUMBER = 0;
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static gpu::Stream::FormatPointer _vertexFormat;
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static std::weak_ptr<gpu::Pipeline> _texturedPipeline;
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static std::map<std::tuple<bool, bool>, gpu::PipelinePointer> _pipelines;
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static ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, const ShapeKey& key, RenderArgs* args) {
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auto texturedPipeline = _texturedPipeline.lock();
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if (!texturedPipeline) {
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auto state = std::make_shared<gpu::State>();
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state->setCullMode(gpu::State::CULL_BACK);
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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PrepareStencil::testMask(*state);
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// FIXME: custom pipelines like this don't handle shadows or renderLayers correctly
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auto program = gpu::Shader::createProgram(shader::entities_renderer::program::textured_particle);
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_texturedPipeline = texturedPipeline = gpu::Pipeline::create(program, state);
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if (_pipelines.empty()) {
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for (size_t i = 0; i < 4; i++) {
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bool transparent = (i % 2 == 0);
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bool wireframe = (i / 2) == 0;
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auto state = std::make_shared<gpu::State>();
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state->setCullMode(gpu::State::CULL_BACK);
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if (wireframe) {
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state->setFillMode(gpu::State::FILL_LINE);
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}
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state->setDepthTest(true, !transparent, gpu::LESS_EQUAL);
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state->setBlendFunction(transparent, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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transparent ? PrepareStencil::testMask(*state) : PrepareStencil::testMaskDrawShape(*state);
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auto program = gpu::Shader::createProgram(transparent ? shader::entities_renderer::program::textured_particle_translucent :
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shader::entities_renderer::program::textured_particle);
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_pipelines[std::make_tuple(transparent, wireframe)] = gpu::Pipeline::create(program, state);
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}
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}
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return std::make_shared<render::ShapePipeline>(texturedPipeline, nullptr, nullptr, nullptr);
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return std::make_shared<render::ShapePipeline>(_pipelines[std::make_tuple(key.isTranslucent(), key.isWireframe())], nullptr, nullptr, nullptr);
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}
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struct GpuParticle {
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@ -138,26 +150,25 @@ void ParticleEffectEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEn
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_uniformBuffer.edit<ParticleUniforms>() = particleUniforms;
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}
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ItemKey ParticleEffectEntityRenderer::getKey() {
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// FIXME: implement isTransparent() for particles and an opaque pipeline
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auto builder = ItemKey::Builder::transparentShape().withTagBits(getTagMask()).withLayer(getHifiRenderLayer());
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if (!_visible) {
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builder.withInvisible();
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}
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if (_cullWithParent) {
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builder.withSubMetaCulled();
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}
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return builder.build();
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bool ParticleEffectEntityRenderer::isTransparent() const {
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bool particleTransparent = _particleProperties.getColorStart().a < 1.0f || _particleProperties.getColorMiddle().a < 1.0f ||
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_particleProperties.getColorFinish().a < 1.0f || _particleProperties.getColorSpread().a > 0.0f ||
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_pulseProperties.getAlphaMode() != PulseMode::NONE || (_textureLoaded && _networkTexture && _networkTexture->getGPUTexture() &&
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_networkTexture->getGPUTexture()->getUsage().isAlpha() && !_networkTexture->getGPUTexture()->getUsage().isAlphaMask());
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return particleTransparent || Parent::isTransparent();
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}
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ShapeKey ParticleEffectEntityRenderer::getShapeKey() {
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auto builder = ShapeKey::Builder().withCustom(CUSTOM_PIPELINE_NUMBER).withTranslucent();
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auto builder = ShapeKey::Builder().withCustom(CUSTOM_PIPELINE_NUMBER);
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if (isTransparent()) {
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builder.withTranslucent();
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}
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if (_primitiveMode == PrimitiveMode::LINES) {
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builder.withWireframe();
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}
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return builder.build();
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}
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@ -28,7 +28,7 @@ protected:
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virtual void doRenderUpdateSynchronousTyped(const ScenePointer& scene, Transaction& transaction, const TypedEntityPointer& entity) override;
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virtual void doRenderUpdateAsynchronousTyped(const TypedEntityPointer& entity) override;
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virtual ItemKey getKey() override;
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bool isTransparent() const override;
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virtual ShapeKey getShapeKey() override;
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virtual Item::Bound getBound(RenderArgs* args) override;
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virtual void doRender(RenderArgs* args) override;
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@ -0,0 +1 @@
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DEFINES translucent:f
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@ -18,5 +18,14 @@ layout(location=1) in vec2 varTexcoord;
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layout(location=0) out vec4 outFragColor;
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void main(void) {
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outFragColor = texture(colorMap, varTexcoord.xy) * varColor;
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vec4 albedo = texture(colorMap, varTexcoord.xy) * varColor;
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<@if not HIFI_USE_TRANSLUCENT@>
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// to reduce texel flickering for floating point error we discard when alpha is "almost one"
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if (albedo.a < 0.999999) {
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discard;
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}
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<@endif@>
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outFragColor = albedo;
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}
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