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try to fix amd deferred bug
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3daa40087e
commit
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3 changed files with 43 additions and 26 deletions
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@ -21,35 +21,46 @@ 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::map<std::tuple<bool, bool>, gpu::PipelinePointer> _pipelines;
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static std::map<std::tuple<bool, bool, bool>, gpu::PipelinePointer> _pipelines;
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static ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, const ShapeKey& key, RenderArgs* args) {
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// FIXME: custom pipelines like this don't handle shadows or renderLayers correctly
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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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using namespace shader::entities_renderer::program;
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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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// forward, translucent
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static const std::vector<std::tuple<bool, bool, uint32_t>> keys = {
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std::make_tuple(false, false, textured_particle),
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std::make_tuple(true, false, textured_particle_forward),
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std::make_tuple(false, true, textured_particle_translucent),
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std::make_tuple(true, true, textured_particle_forward)
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};
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if (wireframe) {
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state->setFillMode(gpu::State::FILL_LINE);
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for (auto& key : keys) {
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for (int i = 0; i < 2; ++i) {
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bool transparent = std::get<1>(key);
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bool wireframe = i == 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(std::get<2>(key));
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_pipelines[std::make_tuple(std::get<0>(key), transparent, wireframe)] = gpu::Pipeline::create(program, state);
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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>(_pipelines[std::make_tuple(key.isTranslucent(), key.isWireframe())], nullptr, nullptr, nullptr);
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return std::make_shared<render::ShapePipeline>(_pipelines[std::make_tuple(args->_renderMethod == Args::RenderMethod::FORWARD, key.isTranslucent(), key.isWireframe())], nullptr, nullptr, nullptr);
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}
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struct GpuParticle {
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@ -1 +1 @@
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DEFINES translucent:f
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DEFINES translucent:f/forward:f
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@ -15,17 +15,23 @@ LAYOUT(binding=0) uniform sampler2D colorMap;
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layout(location=0) in vec4 varColor;
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layout(location=1) in vec2 varTexcoord;
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layout(location=0) out vec4 outFragColor;
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<@if not HIFI_USE_FORWARD@>
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<@include DeferredBufferWrite.slh@>
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<@else@>
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layout(location=0) out vec4 _fragColor0;
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<@endif@>
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void main(void) {
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vec4 albedo = texture(colorMap, varTexcoord.xy) * varColor;
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<@if not HIFI_USE_FORWARD@>
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vec3 NORMAL = vec3(1.0, 0.0, 0.0);
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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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packDeferredFragmentUnlit(NORMAL, albedo.a, albedo.rgb);
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<@else@>
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packDeferredFragmentTranslucent(NORMAL, albedo.a, albedo.rgb, DEFAULT_ROUGHNESS);
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<@endif@>
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outFragColor = albedo;
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<@else@>
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_fragColor0 = albedo;
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<@endif@>
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}
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