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https://github.com/Armored-Dragon/overte.git
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add plain forward model shaders
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commit
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4 changed files with 84 additions and 1 deletions
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@ -26,12 +26,15 @@
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#include <render/drawItemBounds_vert.h>
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#include <render/drawItemBounds_frag.h>
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#include "nop_frag.h"
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using namespace render;
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extern void initForwardPipelines(ShapePlumber& plumber);
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RenderForwardTask::RenderForwardTask(RenderFetchCullSortTask::Output items) {
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// Prepare the ShapePipelines
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ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
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initForwardPipelines(*shapePlumber);
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// Extract opaques / transparents / lights / overlays
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const auto opaques = items[0];
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@ -44,9 +47,10 @@ RenderForwardTask::RenderForwardTask(RenderFetchCullSortTask::Output items) {
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const auto framebuffer = addJob<PrepareFramebuffer>("PrepareFramebuffer");
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addJob<Draw>("DrawOpaques", opaques, shapePlumber);
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addJob<Stencil>("Stencil");
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addJob<DrawBackground>("DrawBackground", background);
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// bounds do not draw on stencil buffer, so they must come last
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// Bounds do not draw on stencil buffer, so they must come last
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addJob<DrawBounds>("DrawBounds", opaques);
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// Blit!
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@ -116,6 +120,42 @@ void Draw::run(const SceneContextPointer& sceneContext, const RenderContextPoint
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args->_batch = nullptr;
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}
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const gpu::PipelinePointer Stencil::getPipeline() {
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if (!_stencilPipeline) {
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auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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auto ps = gpu::Shader::createPixel(std::string(nop_frag));
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::makeProgram(*program);
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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const gpu::int8 STENCIL_OPAQUE = 1;
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS,
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gpu::State::STENCIL_OP_REPLACE,
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gpu::State::STENCIL_OP_REPLACE,
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gpu::State::STENCIL_OP_KEEP));
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_stencilPipeline = gpu::Pipeline::create(program, state);
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}
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return _stencilPipeline;
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}
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void Stencil::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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RenderArgs* args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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batch.enableStereo(false);
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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batch.setPipeline(getPipeline());
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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});
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args->_batch = nullptr;
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}
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void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,
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const Inputs& background) {
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RenderArgs* args = renderContext->args;
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@ -48,6 +48,17 @@ private:
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render::ShapePlumberPointer _shapePlumber;
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};
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class Stencil {
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public:
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using JobModel = render::Job::Model<Stencil>;
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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private:
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const gpu::PipelinePointer getPipeline();
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gpu::PipelinePointer _stencilPipeline;
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};
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class DrawBackground {
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public:
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using Inputs = render::ItemBounds;
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@ -53,6 +53,7 @@ using namespace std::placeholders;
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void initOverlay3DPipelines(ShapePlumber& plumber);
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void initDeferredPipelines(ShapePlumber& plumber);
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void initForwardPipelines(ShapePlumber& plumber);
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void addPlumberPipeline(ShapePlumber& plumber,
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const ShapeKey& key, const gpu::ShaderPointer& vertex, const gpu::ShaderPointer& pixel);
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@ -218,6 +219,21 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
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skinModelShadowVertex, modelShadowPixel);
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}
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void initForwardPipelines(render::ShapePlumber& plumber) {
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// Vertex shaders
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auto modelVertex = gpu::Shader::createVertex(std::string(model_vert));
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// Pixel shaders
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auto modelPixel = gpu::Shader::createPixel(std::string(model_frag));
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using Key = render::ShapeKey;
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auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3);
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// Opaques
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addPipeline(
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Key::Builder(),
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modelVertex, modelPixel);
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}
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void addPlumberPipeline(ShapePlumber& plumber,
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const ShapeKey& key, const gpu::ShaderPointer& vertex, const gpu::ShaderPointer& pixel) {
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// These key-values' pipelines are added by this functor in addition to the key passed
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16
libraries/render-utils/src/nop.slf
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16
libraries/render-utils/src/nop.slf
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@ -0,0 +1,16 @@
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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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// nop.frag
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// fragment shader
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//
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// Created by Zach Pomerantz on 1/3/2017.
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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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void main(void) {
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}
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