diff --git a/interface/src/Stars.cpp b/interface/src/Stars.cpp deleted file mode 100644 index 9510710eb3..0000000000 --- a/interface/src/Stars.cpp +++ /dev/null @@ -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 - -#include -#include -#include -#include -#include -#include -#include - -#include -#include - -#include -#include - -//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 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(); - auto textureCache = DependencyManager::get(); - auto geometryCache = DependencyManager::get(); - - - 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); -} diff --git a/interface/src/Stars.h b/interface/src/Stars.h deleted file mode 100644 index f07caff770..0000000000 --- a/interface/src/Stars.h +++ /dev/null @@ -1,49 +0,0 @@ -// -// 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 - -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 diff --git a/libraries/render-utils/src/stars.slf b/libraries/render-utils/src/stars.slf deleted file mode 100644 index 14191f2a6a..0000000000 --- a/libraries/render-utils/src/stars.slf +++ /dev/null @@ -1,34 +0,0 @@ -<@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); - } -} diff --git a/libraries/render-utils/src/stars.slv b/libraries/render-utils/src/stars.slv deleted file mode 100644 index d00bb8b7dd..0000000000 --- a/libraries/render-utils/src/stars.slv +++ /dev/null @@ -1,36 +0,0 @@ -<@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; -} \ No newline at end of file diff --git a/libraries/render-utils/src/starsGrid.slf b/libraries/render-utils/src/starsGrid.slf deleted file mode 100644 index ad9a45a4f5..0000000000 --- a/libraries/render-utils/src/starsGrid.slf +++ /dev/null @@ -1,63 +0,0 @@ -<@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)); -} - diff --git a/tests/shaders/src/main.cpp b/tests/shaders/src/main.cpp index 2ef7bbdd02..9c4a835966 100644 --- a/tests/shaders/src/main.cpp +++ b/tests/shaders/src/main.cpp @@ -75,10 +75,6 @@ #include #include -#include -#include -#include - #include #include #include @@ -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);