Remove stars shaders and renderable

This commit is contained in:
Ryan Huffman 2016-08-08 09:02:23 -07:00
parent eaa77edc25
commit 6854f9fda4
6 changed files with 0 additions and 405 deletions

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@ -1,216 +0,0 @@
//
// Stars.cpp
// interface/src
//
// Created by Tobias Schwinger on 3/22/13.
// Copyright 2013 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 "Stars.h"
#include <mutex>
#include <QElapsedTimer>
#include <NumericalConstants.h>
#include <DependencyManager.h>
#include <GeometryCache.h>
#include <TextureCache.h>
#include <RenderArgs.h>
#include <ViewFrustum.h>
#include <render-utils/stars_vert.h>
#include <render-utils/stars_frag.h>
#include <render-utils/standardTransformPNTC_vert.h>
#include <render-utils/starsGrid_frag.h>
//static const float TILT = 0.23f;
static const float TILT = 0.0f;
static const unsigned int STARFIELD_NUM_STARS = 50000;
static const unsigned int STARFIELD_SEED = 1;
static const float STAR_COLORIZATION = 0.1f;
static const float TAU = 6.28318530717958f;
//static const float HALF_TAU = TAU / 2.0f;
//static const float QUARTER_TAU = TAU / 4.0f;
//static const float MILKY_WAY_WIDTH = TAU / 30.0f; // width in radians of one half of the Milky Way
//static const float MILKY_WAY_INCLINATION = 0.0f; // angle of Milky Way from horizontal in degrees
//static const float MILKY_WAY_RATIO = 0.4f;
static const char* UNIFORM_TIME_NAME = "iGlobalTime";
// Produce a random float value between 0 and 1
static float frand() {
return (float)rand() / (float)RAND_MAX;
}
// http://mathworld.wolfram.com/SpherePointPicking.html
static vec2 randPolar() {
vec2 result(frand(), frand());
result.x *= TAU;
result.y = powf(result.y, 2.0) / 2.0f;
if (frand() > 0.5f) {
result.y = 0.5f - result.y;
} else {
result.y += 0.5f;
}
result.y = acos((2.0f * result.y) - 1.0f);
return result;
}
static vec3 fromPolar(const vec2& polar) {
float sinTheta = sin(polar.x);
float cosTheta = cos(polar.x);
float sinPhi = sin(polar.y);
float cosPhi = cos(polar.y);
return vec3(
cosTheta * sinPhi,
cosPhi,
sinTheta * sinPhi);
}
// computeStarColor
// - Generate a star color.
//
// colorization can be a value between 0 and 1 specifying how colorful the resulting star color is.
//
// 0 = completely black & white
// 1 = very colorful
unsigned computeStarColor(float colorization) {
unsigned char red, green, blue;
if (randFloat() < 0.3f) {
// A few stars are colorful
red = 2 + (rand() % 254);
green = 2 + round((red * (1 - colorization)) + ((rand() % 254) * colorization));
blue = 2 + round((red * (1 - colorization)) + ((rand() % 254) * colorization));
} else {
// Most stars are dimmer and white
red = green = blue = 2 + (rand() % 128);
}
return red | (green << 8) | (blue << 16);
}
struct StarVertex {
vec4 position;
vec4 colorAndSize;
};
static const int STARS_VERTICES_SLOT{ 0 };
static const int STARS_COLOR_SLOT{ 1 };
gpu::PipelinePointer Stars::_gridPipeline{};
gpu::PipelinePointer Stars::_starsPipeline{};
int32_t Stars::_timeSlot{ -1 };
void Stars::init() {
if (!_gridPipeline) {
auto vs = gpu::Shader::createVertex(std::string(standardTransformPNTC_vert));
auto ps = gpu::Shader::createPixel(std::string(starsGrid_frag));
auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram((*program));
_timeSlot = program->getBuffers().findLocation(UNIFORM_TIME_NAME);
if (_timeSlot == gpu::Shader::INVALID_LOCATION) {
_timeSlot = program->getUniforms().findLocation(UNIFORM_TIME_NAME);
}
auto state = gpu::StatePointer(new gpu::State());
// enable decal blend
state->setDepthTest(gpu::State::DepthTest(false));
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
_gridPipeline = gpu::Pipeline::create(program, state);
}
if (!_starsPipeline) {
auto vs = gpu::Shader::createVertex(std::string(stars_vert));
auto ps = gpu::Shader::createPixel(std::string(stars_frag));
auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram((*program));
auto state = gpu::StatePointer(new gpu::State());
// enable decal blend
state->setDepthTest(gpu::State::DepthTest(false));
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
state->setAntialiasedLineEnable(true); // line smoothing also smooth points
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
_starsPipeline = gpu::Pipeline::create(program, state);
}
unsigned limit = STARFIELD_NUM_STARS;
std::vector<StarVertex> points;
points.resize(limit);
{ // generate stars
QElapsedTimer startTime;
startTime.start();
vertexBuffer.reset(new gpu::Buffer);
srand(STARFIELD_SEED);
for (size_t star = 0; star < limit; ++star) {
points[star].position = vec4(fromPolar(randPolar()), 1);
float size = frand() * 2.5f + 0.5f;
if (frand() < STAR_COLORIZATION) {
vec3 color(frand() / 2.0f + 0.5f, frand() / 2.0f + 0.5f, frand() / 2.0f + 0.5f);
points[star].colorAndSize = vec4(color, size);
} else {
vec3 color(frand() / 2.0f + 0.5f);
points[star].colorAndSize = vec4(color, size);
}
}
double timeDiff = (double)startTime.nsecsElapsed() / 1000000.0; // ns to ms
qDebug() << "Total time to generate stars: " << timeDiff << " msec";
}
gpu::Element positionElement, colorElement;
const size_t VERTEX_STRIDE = sizeof(StarVertex);
vertexBuffer->append(VERTEX_STRIDE * limit, (const gpu::Byte*)&points[0]);
streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, STARS_VERTICES_SLOT, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::XYZW), 0);
streamFormat->setAttribute(gpu::Stream::COLOR, STARS_COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::RGBA));
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
size_t offset = offsetof(StarVertex, position);
positionView = gpu::BufferView(vertexBuffer, offset, vertexBuffer->getSize(), VERTEX_STRIDE, positionElement);
offset = offsetof(StarVertex, colorAndSize);
colorView = gpu::BufferView(vertexBuffer, offset, vertexBuffer->getSize(), VERTEX_STRIDE, colorElement);
}
// FIXME star colors
void Stars::render(RenderArgs* renderArgs, float alpha) {
std::call_once(once, [&]{ init(); });
auto modelCache = DependencyManager::get<ModelCache>();
auto textureCache = DependencyManager::get<TextureCache>();
auto geometryCache = DependencyManager::get<GeometryCache>();
gpu::Batch& batch = *renderArgs->_batch;
batch.setViewTransform(Transform());
batch.setProjectionTransform(renderArgs->getViewFrustum().getProjection());
batch.setModelTransform(Transform().setRotation(glm::inverse(renderArgs->getViewFrustum().getOrientation()) *
quat(vec3(TILT, 0, 0))));
batch.setResourceTexture(0, textureCache->getWhiteTexture());
// Render the world lines
batch.setPipeline(_gridPipeline);
static auto start = usecTimestampNow();
float msecs = (float)(usecTimestampNow() - start) / (float)USECS_PER_MSEC;
float secs = msecs / (float)MSECS_PER_SECOND;
batch._glUniform1f(_timeSlot, secs);
geometryCache->renderCube(batch);
// Render the stars
batch.setPipeline(_starsPipeline);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(STARS_VERTICES_SLOT, positionView);
batch.setInputBuffer(STARS_COLOR_SLOT, colorView);
batch.draw(gpu::Primitive::POINTS, STARFIELD_NUM_STARS);
}

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//
// Stars.h
// interface/src
//
// Created by Tobias Schwinger on 3/22/13.
// Copyright 2013 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
//
#ifndef hifi_Stars_h
#define hifi_Stars_h
#include <gpu/Context.h>
class RenderArgs;
// Starfield rendering component.
class Stars {
public:
Stars() = default;
~Stars() = default;
Stars(Stars const&) = delete;
Stars& operator=(Stars const&) = delete;
// Renders the starfield from a local viewer's perspective.
// The parameters specifiy the field of view.
void render(RenderArgs* args, float alpha);
private:
// Pipelines
static gpu::PipelinePointer _gridPipeline;
static gpu::PipelinePointer _starsPipeline;
static int32_t _timeSlot;
// Buffers
gpu::BufferPointer vertexBuffer;
gpu::Stream::FormatPointer streamFormat;
gpu::BufferView positionView;
gpu::BufferView colorView;
std::once_flag once;
void init();
};
#endif // hifi_Stars_h

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// fragment shader
//
// Created by Bradley Austin Davis on 6/10/15.
// Copyright 2015 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
//
in vec4 varColor;
in float varSize;
out vec4 outFragColor;
const float EDGE_SIZE = 0.25;
const float ALPHA_BOUNDARY = 1.0 - EDGE_SIZE;
void main(void) {
vec2 coord = gl_PointCoord * vec2(2.0) - vec2(1.0);
coord = coord * coord;
float l = coord.x + coord.y;
if (l > 1.0) {
discard;
}
outFragColor = varColor;
if (l >= ALPHA_BOUNDARY) {
outFragColor.a = smoothstep(1.0, ALPHA_BOUNDARY, l);
}
}

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// standardTransformPNTC.slv
// vertex shader
//
// Created by Sam Gateau on 6/10/2015.
// Copyright 2015 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/Inputs.slh@>
<@include gpu/Color.slh@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
// TODO we need to get the viewport resolution and FOV passed to us so we can modify the point size
// and effectively producing a points that take up a constant angular size regardless of the display resolution
// or projection matrix
out vec4 varColor;
out float varSize;
void main(void) {
varColor = colorToLinearRGBA(inColor);
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
varSize = inColor.a;
gl_PointSize = varSize;
}

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// stars.frag
// fragment shader
//
// Created by Bradley Austin Davis on 2015/06/19
in vec2 varTexcoord;
in vec3 varNomral;
in vec3 varPosition;
uniform float iGlobalTime;
const float PI = 3.14159;
const float TAU = 3.14159 * 2.0;
const int latitudeCount = 5;
const float latitudeDist = PI / 2.0 / float(latitudeCount);
const int meridianCount = 4;
const float merdianDist = PI / float(meridianCount);
out vec4 outFragColor;
float clampLine(float val, float target) {
return clamp((1.0 - abs((val - target)) - 0.998) * 500.0, 0.0, 1.0);
}
float latitude(vec2 pos, float angle) {
float result = clampLine(pos.y, angle);
if (angle != 0.0) {
result += clampLine(pos.y, -angle);
}
return result;
}
float meridian(vec2 pos, float angle) {
return clampLine(pos.x, angle) + clampLine(pos.x + PI, angle);
}
vec2 toPolar(in vec3 dir) {
vec2 polar = vec2(atan(dir.z, dir.x), asin(dir.y));
return polar;
}
void mainVR( out vec4 fragColor, in vec2 fragCoord, in vec3 fragRayOri, in vec3 fragRayDir )
{
vec2 polar = toPolar(fragRayDir);
//polar.x += mod(iGlobalTime / 12.0, PI / 4.0) - PI / 4.0;
float c = 0.0;
for (int i = 0; i < latitudeCount - 1; ++i) {
c += latitude(polar, float(i) * latitudeDist);
}
for (int i = 0; i < meridianCount; ++i) {
c += meridian(polar, float(i) * merdianDist);
}
const vec3 col_lines = vec3(102.0 / 255.0, 136.0 / 255.0, 221.0 / 255.0);
fragColor = vec4(c * col_lines, 0.2);
}
void main(void) {
mainVR(outFragColor, gl_FragCoord.xy, vec3(0.0), normalize(varPosition));
}

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@ -75,10 +75,6 @@
#include <model/skybox_vert.h>
#include <model/skybox_frag.h>
#include <render-utils/stars_vert.h>
#include <render-utils/stars_frag.h>
#include <render-utils/starsGrid_frag.h>
#include <gpu/DrawTransformUnitQuad_vert.h>
#include <gpu/DrawTexcoordRectTransformUnitQuad_vert.h>
#include <gpu/DrawViewportQuadTransformTexcoord_vert.h>
@ -168,9 +164,6 @@ void QTestWindow::draw() {
testShaderBuild(deferred_light_limited_vert, spot_light_frag);
testShaderBuild(standardTransformPNTC_vert, standardDrawTexture_frag);
testShaderBuild(standardTransformPNTC_vert, DrawTextureOpaque_frag);
testShaderBuild(standardTransformPNTC_vert, starsGrid_frag);
testShaderBuild(stars_vert, stars_frag);
testShaderBuild(model_vert, model_frag);
testShaderBuild(model_normal_map_vert, model_normal_map_frag);