Fix alpha cut-outs and incorrect gamma on Web3DOverlays

This commit is contained in:
Anthony J. Thibault 2016-07-25 15:56:05 -07:00
parent cb848362ec
commit fb84f058d6
4 changed files with 85 additions and 1 deletions

View file

@ -101,7 +101,7 @@ void Web3DOverlay::render(RenderArgs* args) {
batch.setModelTransform(transform);
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->bindSimpleProgram(batch, true, false, true, false);
geometryCache->bindSimpleSRGBTexturedUnlitNoDstAlphaProgram(batch);
geometryCache->renderQuad(batch, halfSize * -1.0f, halfSize, vec2(0), vec2(1), color);
batch.setResourceTexture(0, args->_whiteTexture); // restore default white color after me
}

View file

@ -35,6 +35,7 @@
#include "simple_vert.h"
#include "simple_textured_frag.h"
#include "simple_textured_unlit_frag.h"
#include "simple_srgb_textured_unlit_no_dst_alpha_frag.h"
#include "glowLine_vert.h"
#include "glowLine_geom.h"
#include "glowLine_frag.h"
@ -1748,6 +1749,46 @@ inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
return a.getRaw() == b.getRaw();
}
void GeometryCache::bindSimpleSRGBTexturedUnlitNoDstAlphaProgram(gpu::Batch& batch) {
batch.setPipeline(getSimpleSRGBTexturedUnlitNoDstAlphaPipeline());
// Set a default normal map
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::NORMAL_FITTING,
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
}
gpu::PipelinePointer GeometryCache::getSimpleSRGBTexturedUnlitNoDstAlphaPipeline() {
// Compile the shaders, once
static std::once_flag once;
std::call_once(once, [&]() {
auto VS = gpu::Shader::createVertex(std::string(simple_vert));
auto PS = gpu::Shader::createPixel(std::string(simple_srgb_textured_unlit_no_dst_alpha_frag));
_simpleSRGBTexturedUnlitNoDstAlphaShader = gpu::Shader::createProgram(VS, PS);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), render::ShapePipeline::Slot::MAP::NORMAL_FITTING));
gpu::Shader::makeProgram(*_simpleSRGBTexturedUnlitNoDstAlphaShader, slotBindings);
});
if (_simpleSRGBTexturedUnlitNoDstAlphaPipeline) {
return _simpleSRGBTexturedUnlitNoDstAlphaPipeline;
}
// If the pipeline did not exist, make it
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_NONE);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
gpu::ShaderPointer program = _simpleSRGBTexturedUnlitNoDstAlphaShader;
gpu::PipelinePointer pipeline = gpu::Pipeline::create(program, state);
_simpleSRGBTexturedUnlitNoDstAlphaPipeline = pipeline;
return pipeline;
}
void GeometryCache::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled, bool unlit, bool depthBiased) {
batch.setPipeline(getSimplePipeline(textured, culled, unlit, depthBiased));

View file

@ -157,6 +157,11 @@ public:
// Get the pipeline to render static geometry
gpu::PipelinePointer getSimplePipeline(bool textured = false, bool culled = true,
bool unlit = false, bool depthBias = false);
void bindSimpleSRGBTexturedUnlitNoDstAlphaProgram(gpu::Batch& batch);
gpu::PipelinePointer GeometryCache::getSimpleSRGBTexturedUnlitNoDstAlphaPipeline();
render::ShapePipelinePointer getShapePipeline() { return GeometryCache::_simplePipeline; }
render::ShapePipelinePointer getWireShapePipeline() { return GeometryCache::_simpleWirePipeline; }
@ -416,6 +421,10 @@ private:
static render::ShapePipelinePointer _simpleWirePipeline;
gpu::PipelinePointer _glowLinePipeline;
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
gpu::ShaderPointer _simpleSRGBTexturedUnlitNoDstAlphaShader;
gpu::PipelinePointer _simpleSRGBTexturedUnlitNoDstAlphaPipeline;
};
#endif // hifi_GeometryCache_h

View file

@ -0,0 +1,34 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// simple.frag
// fragment shader
//
// Created by Anthony Thibault on 7/25/16.
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Color.slh@>
<@include DeferredBufferWrite.slh@>
// the albedo texture
uniform sampler2D originalTexture;
// the interpolated normal
in vec3 _normal;
in vec4 _color;
in vec2 _texCoord0;
void main(void) {
vec4 texel = texture(originalTexture, _texCoord0.st);
texel = colorToLinearRGBA(texel);
packDeferredFragmentUnlit(
normalize(_normal),
1.0,
_color.rgb * texel.rgb);
}