mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-04-11 10:25:28 +02:00
improving the forward rendering pass, removing the specular variation and making it defautl
This commit is contained in:
parent
caacd3e5cf
commit
b66da1897d
18 changed files with 78 additions and 209 deletions
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@ -64,6 +64,7 @@ vec3 colorToLinearRGB(vec3 srgb) {
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void main(void) {
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outFragColor.a = 1.0;
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outFragColor.rgb = colorToLinearRGB(texture(colorMap, varTexCoord0).rgb);
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// outFragColor.rgb = texture(colorMap, varTexCoord0).rgb;
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}
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)SCRIBE";
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@ -139,8 +139,9 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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// color = computeHazeColorKeyLightAttenuation(color, lightDirection, position);
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// }
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return normal;
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// return color;
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// return normal;
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// return pow(color, vec3(1.0/2.2));
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return color;
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}
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<@endfunc@>
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@ -228,7 +229,7 @@ vec3 evalGlobalLightingAlphaBlendedWithHaze(
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color += directionalSpecular / opacity;
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// Haze
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if ((hazeParams.hazeMode & HAZE_MODE_IS_ACTIVE) == HAZE_MODE_IS_ACTIVE) {
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/* if ((hazeParams.hazeMode & HAZE_MODE_IS_ACTIVE) == HAZE_MODE_IS_ACTIVE) {
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vec4 colorV4 = computeHazeColor(
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vec4(color, 1.0), // fragment original color
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position, // fragment position in eye coordinates
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@ -238,7 +239,7 @@ vec3 evalGlobalLightingAlphaBlendedWithHaze(
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);
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color = colorV4.rgb;
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}
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}*/
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return color;
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}
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@ -311,4 +311,14 @@ void evalFragShadingGloss(out vec3 diffuse, out vec3 specular,
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specular = shading.xyz;
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}
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<@if not GETFRESNEL0@>
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<@def GETFRESNEL0@>
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vec3 getFresnelF0(float metallic, vec3 metalF0) {
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// Enable continuous metallness value by lerping between dielectric
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// and metal fresnel F0 value based on the "metallic" parameter
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return mix(vec3(0.03), metalF0, metallic);
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}
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<@endif@>
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<@endif@>
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@ -155,7 +155,7 @@ vec3 fetchLightmapMap(vec2 uv) {
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vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
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vec3 localNormal = <$fetchedNormal$>;
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<$normal$> = vec3(normalizedTangent * localNormal.x + normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z);
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<$normal$> = normalizedNormal;
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// <$normal$> = fetchedNormal;
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}
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<@endfunc@>
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@ -104,9 +104,9 @@ ShapeKey MeshPartPayload::getShapeKey() const {
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if (drawMaterialKey.isNormalMap()) {
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builder.withTangents();
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}
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if (drawMaterialKey.isMetallicMap()) {
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/* if (drawMaterialKey.isMetallicMap()) {
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builder.withSpecular();
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}
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}*/
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if (drawMaterialKey.isLightmapMap()) {
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builder.withLightmap();
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}
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@ -446,14 +446,13 @@ void ModelMeshPartPayload::setShapeKey(bool invalidateShapeKey, bool isWireframe
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bool isTranslucent = drawMaterialKey.isTranslucent();
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bool hasTangents = drawMaterialKey.isNormalMap() && _hasTangents;
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bool hasSpecular = drawMaterialKey.isMetallicMap();
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bool hasLightmap = drawMaterialKey.isLightmapMap();
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bool isUnlit = drawMaterialKey.isUnlit();
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bool isSkinned = _isSkinned;
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if (isWireframe) {
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isTranslucent = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
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isTranslucent = hasTangents = hasLightmap = isSkinned = false;
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}
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ShapeKey::Builder builder;
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@ -465,9 +464,6 @@ void ModelMeshPartPayload::setShapeKey(bool invalidateShapeKey, bool isWireframe
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if (hasTangents) {
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builder.withTangents();
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}
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if (hasSpecular) {
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builder.withSpecular();
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}
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if (hasLightmap) {
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builder.withLightmap();
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}
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@ -19,6 +19,8 @@
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#include <gpu/Texture.h>
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#include <gpu/StandardShaderLib.h>
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#include <render/ShapePipeline.h>
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#include "StencilMaskPass.h"
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#include "ZoneRenderer.h"
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#include "FadeEffect.h"
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@ -56,6 +58,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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fadeEffect->build(task, opaques);
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// Prepare objects shared by several jobs
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const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
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const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
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// Filter zones from the general metas bucket
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@ -87,6 +90,8 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
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task.addJob<DrawBounds>("DrawZones", zones);
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task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);
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}
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// Layered Overlays
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@ -136,34 +141,6 @@ void PrepareFramebuffer::run(const RenderContextPointer& renderContext, gpu::Fra
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framebuffer = _framebuffer;
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}
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enum ForwardShader_MapSlot {
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DEFERRED_BUFFER_COLOR_UNIT = 0,
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DEFERRED_BUFFER_NORMAL_UNIT = 1,
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DEFERRED_BUFFER_EMISSIVE_UNIT = 2,
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DEFERRED_BUFFER_DEPTH_UNIT = 3,
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DEFERRED_BUFFER_OBSCURANCE_UNIT = 4,
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SHADOW_MAP_UNIT = 5,
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SKYBOX_MAP_UNIT = SHADOW_MAP_UNIT + 4,
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DEFERRED_BUFFER_LINEAR_DEPTH_UNIT,
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DEFERRED_BUFFER_CURVATURE_UNIT,
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DEFERRED_BUFFER_DIFFUSED_CURVATURE_UNIT,
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SCATTERING_LUT_UNIT,
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SCATTERING_SPECULAR_UNIT,
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};
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enum ForwardShader_BufferSlot {
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DEFERRED_FRAME_TRANSFORM_BUFFER_SLOT = 0,
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CAMERA_CORRECTION_BUFFER_SLOT,
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SCATTERING_PARAMETERS_BUFFER_SLOT,
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LIGHTING_MODEL_BUFFER_SLOT = render::ShapePipeline::Slot::LIGHTING_MODEL,
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LIGHT_GPU_SLOT = render::ShapePipeline::Slot::LIGHT,
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LIGHT_AMBIENT_SLOT = render::ShapePipeline::Slot::LIGHT_AMBIENT_BUFFER,
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HAZE_MODEL_BUFFER_SLOT = render::ShapePipeline::Slot::HAZE_MODEL,
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LIGHT_INDEX_GPU_SLOT,
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LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT,
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LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT,
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LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
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};
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void PrepareForward::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
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RenderArgs* args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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@ -181,18 +158,14 @@ void PrepareForward::run(const RenderContextPointer& renderContext, const Inputs
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}
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if (keySunLight) {
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if (LIGHT_GPU_SLOT >= 0) {
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batch.setUniformBuffer(LIGHT_GPU_SLOT, keySunLight->getLightSchemaBuffer());
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}
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batch.setUniformBuffer(render::ShapePipeline::Slot::KEY_LIGHT, keySunLight->getLightSchemaBuffer());
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}
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if (keyAmbiLight) {
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if (LIGHT_AMBIENT_SLOT >= 0) {
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batch.setUniformBuffer(LIGHT_AMBIENT_SLOT, keyAmbiLight->getAmbientSchemaBuffer());
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}
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batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHT_AMBIENT_BUFFER, keyAmbiLight->getAmbientSchemaBuffer());
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if (keyAmbiLight->getAmbientMap() && (SKYBOX_MAP_UNIT >= 0)) {
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batch.setResourceTexture(SKYBOX_MAP_UNIT, keyAmbiLight->getAmbientMap());
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if (keyAmbiLight->getAmbientMap()) {
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batch.setResourceTexture(render::ShapePipeline::Slot::LIGHT_AMBIENT, keyAmbiLight->getAmbientMap());
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}
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}
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});
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@ -216,28 +216,20 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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auto simpleUnlitPixel = simple_textured_unlit_frag::getShader();
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auto simpleTranslucentPixel = simple_transparent_textured_frag::getShader();
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auto simpleTranslucentUnlitPixel = simple_transparent_textured_unlit_frag::getShader();
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auto modelPixel = model_frag::getShader();
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auto modelPixel = model_specular_map_frag::getShader(); //model_frag::getShader();
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auto modelUnlitPixel = model_unlit_frag::getShader();
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auto modelNormalMapPixel = model_normal_map_frag::getShader();
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auto modelSpecularMapPixel = model_specular_map_frag::getShader();
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auto modelNormalSpecularMapPixel = model_normal_specular_map_frag::getShader();
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auto modelNormalMapPixel = model_normal_specular_map_frag::getShader(); //model_normal_map_frag::getShader();
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auto modelTranslucentPixel = model_translucent_frag::getShader();
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auto modelTranslucentUnlitPixel = model_translucent_unlit_frag::getShader();
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auto modelShadowPixel = model_shadow_frag::getShader();
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auto modelLightmapPixel = model_lightmap_frag::getShader();
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auto modelLightmapNormalMapPixel = model_lightmap_normal_map_frag::getShader();
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auto modelLightmapSpecularMapPixel = model_lightmap_specular_map_frag::getShader();
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auto modelLightmapNormalSpecularMapPixel = model_lightmap_normal_specular_map_frag::getShader();
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auto modelLightmapFadePixel = model_lightmap_fade_frag::getShader();
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auto modelLightmapNormalMapFadePixel = model_lightmap_normal_map_fade_frag::getShader();
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auto modelLightmapSpecularMapFadePixel = model_lightmap_specular_map_fade_frag::getShader();
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auto modelLightmapNormalSpecularMapFadePixel = model_lightmap_normal_specular_map_fade_frag::getShader();
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auto modelLightmapPixel = model_lightmap_specular_map_frag::getShader(); // model_lightmap_frag::getShader();
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auto modelLightmapNormalMapPixel = model_lightmap_normal_specular_map_frag::getShader(); //model_lightmap_normal_map_frag::getShader();
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auto modelLightmapFadePixel = model_lightmap_specular_map_fade_frag::getShader(); //model_lightmap_fade_frag::getShader();
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auto modelLightmapNormalMapFadePixel = model_lightmap_normal_specular_map_fade_frag::getShader(); //model_lightmap_normal_map_fade_frag::getShader();
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auto modelFadePixel = model_fade_frag::getShader();
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auto modelFadePixel = model_specular_map_fade_frag::getShader(); //model_fade_frag::getShader();
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auto modelUnlitFadePixel = model_unlit_fade_frag::getShader();
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auto modelNormalMapFadePixel = model_normal_map_fade_frag::getShader();
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auto modelSpecularMapFadePixel = model_specular_map_fade_frag::getShader();
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auto modelNormalSpecularMapFadePixel = model_normal_specular_map_fade_frag::getShader();
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auto modelNormalMapFadePixel = model_normal_specular_map_fade_frag::getShader(); //model_normal_map_fade_frag::getShader();
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auto modelShadowFadePixel = model_shadow_fade_frag::getShader();
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auto modelTranslucentFadePixel = model_translucent_fade_frag::getShader();
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auto modelTranslucentUnlitFadePixel = model_translucent_unlit_fade_frag::getShader();
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@ -265,12 +257,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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addPipeline(
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Key::Builder().withMaterial().withTangents(),
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modelNormalMapVertex, modelNormalMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSpecular(),
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modelVertex, modelSpecularMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTangents().withSpecular(),
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modelNormalMapVertex, modelNormalSpecularMapPixel, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withFade(),
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@ -287,12 +274,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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addPipeline(
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Key::Builder().withMaterial().withTangents().withFade(),
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modelNormalMapFadeVertex, modelNormalMapFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSpecular().withFade(),
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modelFadeVertex, modelSpecularMapFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withTangents().withSpecular().withFade(),
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modelNormalMapFadeVertex, modelNormalSpecularMapFadePixel, batchSetter, itemSetter);
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// Translucents
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addPipeline(
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@ -310,12 +291,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents(),
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modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withSpecular(),
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modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents().withSpecular(),
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modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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// FIXME: Ignore lightmap for translucents meshpart
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Key::Builder().withMaterial().withTranslucent().withLightmap(),
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@ -336,12 +311,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents().withFade(),
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modelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withSpecular().withFade(),
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modelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents().withSpecular().withFade(),
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modelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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// FIXME: Ignore lightmap for translucents meshpart
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Key::Builder().withMaterial().withTranslucent().withLightmap().withFade(),
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@ -354,12 +323,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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addPipeline(
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Key::Builder().withMaterial().withLightmap().withTangents(),
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modelLightmapNormalMapVertex, modelLightmapNormalMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withLightmap().withSpecular(),
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modelLightmapVertex, modelLightmapSpecularMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withLightmap().withTangents().withSpecular(),
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modelLightmapNormalMapVertex, modelLightmapNormalSpecularMapPixel, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withLightmap().withFade(),
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@ -367,12 +330,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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addPipeline(
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Key::Builder().withMaterial().withLightmap().withTangents().withFade(),
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modelLightmapNormalMapFadeVertex, modelLightmapNormalMapFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withLightmap().withSpecular().withFade(),
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modelLightmapFadeVertex, modelLightmapSpecularMapFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withLightmap().withTangents().withSpecular().withFade(),
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modelLightmapNormalMapFadeVertex, modelLightmapNormalSpecularMapFadePixel, batchSetter, itemSetter);
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// Skinned
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addPipeline(
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@ -381,12 +338,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTangents(),
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skinModelNormalMapVertex, modelNormalMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withSpecular(),
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skinModelVertex, modelSpecularMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTangents().withSpecular(),
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skinModelNormalMapVertex, modelNormalSpecularMapPixel, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withFade(),
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@ -394,12 +345,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTangents().withFade(),
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skinModelNormalMapFadeVertex, modelNormalMapFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withSpecular().withFade(),
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skinModelFadeVertex, modelSpecularMapFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTangents().withSpecular().withFade(),
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skinModelNormalMapFadeVertex, modelNormalSpecularMapFadePixel, batchSetter, itemSetter);
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// Skinned and Translucent
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addPipeline(
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@ -408,12 +353,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(),
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skinModelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withSpecular(),
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skinModelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular(),
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skinModelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withFade(),
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@ -421,12 +360,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withFade(),
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skinModelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withSpecular().withFade(),
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skinModelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular().withFade(),
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skinModelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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// Depth-only
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addPipeline(
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@ -450,15 +383,11 @@ void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::Ba
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auto modelNormalMapVertex = model_normal_map_vert::getShader();
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auto skinModelVertex = skin_model_vert::getShader();
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auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
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auto skinModelNormalMapFadeVertex = skin_model_normal_map_fade_vert::getShader();
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// Pixel shaders
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auto modelPixel = forward_model_frag::getShader();
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auto modelPixel = forward_model_specular_map_frag::getShader(); //forward_model_frag::getShader();
|
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auto modelUnlitPixel = forward_model_unlit_frag::getShader();
|
||||
auto modelNormalMapPixel = forward_model_normal_map_frag::getShader();
|
||||
auto modelSpecularMapPixel = forward_model_specular_map_frag::getShader();
|
||||
auto modelNormalSpecularMapPixel = forward_model_normal_specular_map_frag::getShader();
|
||||
auto modelNormalMapFadePixel = model_normal_map_fade_frag::getShader();
|
||||
auto modelNormalMapPixel = forward_model_normal_specular_map_frag::getShader(); //forward_model_normal_map_frag::getShader();
|
||||
auto modelTranslucentPixel = forward_model_translucent_frag::getShader();
|
||||
|
||||
using Key = render::ShapeKey;
|
||||
|
@ -472,31 +401,24 @@ void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::Ba
|
|||
|
||||
// Forward pipelines need the lightBatchSetter for opaques and transparents
|
||||
forceLightBatchSetter = true;
|
||||
// forceLightBatchSetter = false;
|
||||
|
||||
// Opaques
|
||||
addPipeline(Key::Builder().withMaterial(), modelVertex, modelPixel);
|
||||
addPipeline(Key::Builder().withMaterial().withUnlit(), modelVertex, modelUnlitPixel);
|
||||
addPipeline(Key::Builder().withMaterial().withTangents(), modelNormalMapVertex, modelNormalMapPixel);
|
||||
addPipeline(Key::Builder().withMaterial().withSpecular(), modelVertex, modelSpecularMapPixel);
|
||||
addPipeline(Key::Builder().withMaterial().withTangents().withSpecular(), modelNormalMapVertex, modelNormalSpecularMapPixel);
|
||||
|
||||
|
||||
// Skinned Opaques
|
||||
addPipeline(Key::Builder().withMaterial().withSkinned(), skinModelVertex, modelPixel);
|
||||
addPipeline(Key::Builder().withMaterial().withSkinned().withTangents(), skinModelNormalMapVertex, modelNormalMapPixel);
|
||||
addPipeline(Key::Builder().withMaterial().withSkinned().withSpecular(), skinModelVertex, modelSpecularMapPixel);
|
||||
addPipeline(Key::Builder().withMaterial().withSkinned().withTangents().withSpecular(), skinModelNormalMapVertex, modelNormalSpecularMapPixel);
|
||||
|
||||
// Translucents
|
||||
addPipeline(Key::Builder().withMaterial().withTranslucent(), modelVertex, modelTranslucentPixel);
|
||||
addPipeline(Key::Builder().withMaterial().withTranslucent().withTangents(), modelNormalMapVertex, modelTranslucentPixel);
|
||||
addPipeline(Key::Builder().withMaterial().withTranslucent().withSpecular(), modelVertex, modelTranslucentPixel);
|
||||
addPipeline(Key::Builder().withMaterial().withTranslucent().withTangents().withSpecular(), modelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
// Skinned Translucents
|
||||
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent(), skinModelVertex, modelTranslucentPixel);
|
||||
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(), skinModelNormalMapVertex, modelTranslucentPixel);
|
||||
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withSpecular(), skinModelVertex, modelTranslucentPixel);
|
||||
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular(), skinModelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
forceLightBatchSetter = false;
|
||||
}
|
||||
|
|
|
@ -52,25 +52,25 @@ void ZoneRendererTask::build(JobModel& task, const Varying& input, Varying& oupu
|
|||
}
|
||||
|
||||
void SetupZones::run(const RenderContextPointer& context, const Inputs& inputs) {
|
||||
// Grab light, background and haze stages and clear them
|
||||
auto lightStage = context->_scene->getStage<LightStage>();
|
||||
assert(lightStage);
|
||||
lightStage->_currentFrame.clear();
|
||||
|
||||
auto backgroundStage = context->_scene->getStage<BackgroundStage>();
|
||||
assert(backgroundStage);
|
||||
backgroundStage->_currentFrame.clear();
|
||||
|
||||
// Haze
|
||||
auto hazeStage = context->_scene->getStage<HazeStage>();
|
||||
assert(hazeStage);
|
||||
hazeStage->_currentFrame.clear();
|
||||
|
||||
// call render in the correct order first...
|
||||
// call render over the zones to grab their components in the correct order first...
|
||||
render::renderItems(context, inputs);
|
||||
|
||||
// Finally add the default lights and background:
|
||||
auto lightStage = context->_scene->getStage<LightStage>();
|
||||
assert(lightStage);
|
||||
|
||||
lightStage->_currentFrame.pushSunLight(lightStage->getDefaultLight());
|
||||
lightStage->_currentFrame.pushAmbientLight(lightStage->getDefaultLight());
|
||||
|
||||
backgroundStage->_currentFrame.pushBackground(0);
|
||||
hazeStage->_currentFrame.pushHaze(0);
|
||||
}
|
||||
|
|
|
@ -47,13 +47,7 @@ void main(void) {
|
|||
albedo *= _color;
|
||||
|
||||
float metallic = getMaterialMetallic(mat);
|
||||
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
|
||||
if (metallic <= 0.5) {
|
||||
metallic = 0.0;
|
||||
} else {
|
||||
fresnel = albedo;
|
||||
metallic = 1.0;
|
||||
}
|
||||
vec3 fresnel = getFresnelF0(metallic, albedo);
|
||||
|
||||
float roughness = getMaterialRoughness(mat);
|
||||
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
|
||||
|
|
|
@ -49,13 +49,7 @@ void main(void) {
|
|||
albedo *= _color;
|
||||
|
||||
float metallic = getMaterialMetallic(mat);
|
||||
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
|
||||
if (metallic <= 0.5) {
|
||||
metallic = 0.0;
|
||||
} else {
|
||||
fresnel = albedo;
|
||||
metallic = 1.0;
|
||||
}
|
||||
vec3 fresnel = getFresnelF0(metallic, albedo);
|
||||
|
||||
float roughness = getMaterialRoughness(mat);
|
||||
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
|
||||
|
@ -63,20 +57,19 @@ void main(void) {
|
|||
vec3 emissive = getMaterialEmissive(mat);
|
||||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
||||
vec3 fragNormal;
|
||||
<$tangentToViewSpace(normalTex, _normal, _tangent, fragNormal)$>
|
||||
|
||||
float scattering = getMaterialScattering(mat);
|
||||
<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
vec3 fragNormal;
|
||||
<$tangentToViewSpace(normalTex, _normal, _tangent, fragNormal)$>
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
||||
vec4 color = vec4(evalSkyboxGlobalColor(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
1.0,
|
||||
occlusionTex,
|
||||
fragPosition,
|
||||
fragNormal,
|
||||
albedo,
|
||||
|
|
|
@ -12,9 +12,6 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
<!<@include ForwardBufferWrite.slh@> !>
|
||||
|
||||
<@include ForwardGlobalLight.slh@>
|
||||
<$declareEvalSkyboxGlobalColor()$>
|
||||
|
||||
|
@ -55,29 +52,22 @@ void main(void) {
|
|||
vec3 emissive = getMaterialEmissive(mat);
|
||||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
||||
vec3 viewNormal;
|
||||
<$tangentToViewSpace(normalTex, _normal, _tangent, viewNormal)$>
|
||||
|
||||
float metallic = getMaterialMetallic(mat);
|
||||
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
|
||||
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
|
||||
if (metallic <= 0.5) {
|
||||
metallic = 0.0;
|
||||
}
|
||||
else {
|
||||
fresnel = albedo;
|
||||
metallic = 1.0;
|
||||
}
|
||||
vec3 fresnel = getFresnelF0(metallic, albedo);
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
vec3 fragNormal;
|
||||
<$tangentToViewSpace(normalTex, _normal, _tangent, fragNormal)$>
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
||||
vec4 color = vec4(evalSkyboxGlobalColor(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
1.0,
|
||||
occlusionTex,
|
||||
fragPosition,
|
||||
viewNormal,
|
||||
fragNormal,
|
||||
albedo,
|
||||
fresnel,
|
||||
metallic,
|
||||
|
|
|
@ -38,7 +38,7 @@ void main(void) {
|
|||
Material mat = getMaterial();
|
||||
BITFIELD matKey = getMaterialKey(mat);
|
||||
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
|
||||
<! <$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$> !>
|
||||
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
|
||||
|
||||
float opacity = 1.0;
|
||||
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
|
||||
|
@ -56,19 +56,12 @@ void main(void) {
|
|||
|
||||
float metallic = getMaterialMetallic(mat);
|
||||
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
|
||||
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
|
||||
if (metallic <= 0.5) {
|
||||
metallic = 0.0;
|
||||
}
|
||||
else {
|
||||
fresnel = albedo;
|
||||
metallic = 1.0;
|
||||
}
|
||||
vec3 fresnel = getFresnelF0(metallic, albedo);
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
vec3 fragNormal = normalize(_normal);
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragNormal;
|
||||
fragNormal = normalize(_normal);
|
||||
|
||||
vec4 color = vec4(evalSkyboxGlobalColor(
|
||||
cam._viewInverse,
|
||||
|
|
|
@ -50,13 +50,7 @@ void main(void) {
|
|||
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
|
||||
|
||||
float metallic = getMaterialMetallic(mat);
|
||||
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
|
||||
if (metallic <= 0.5) {
|
||||
metallic = 0.0;
|
||||
} else {
|
||||
fresnel = albedo;
|
||||
metallic = 1.0;
|
||||
}
|
||||
vec3 fresnel = getFresnelF0(metallic, albedo);
|
||||
|
||||
vec3 emissive = getMaterialEmissive(mat);
|
||||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
<@include graphics/Material.slh@>
|
||||
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
|
||||
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION)$>
|
||||
|
||||
in vec4 _position;
|
||||
in vec3 _normal;
|
||||
|
@ -45,14 +45,18 @@ void main(void) {
|
|||
vec3 emissive = getMaterialEmissive(mat);
|
||||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
||||
float metallic = getMaterialMetallic(mat);
|
||||
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
|
||||
|
||||
float scattering = getMaterialScattering(mat);
|
||||
<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(_normal.xyz),
|
||||
opacity,
|
||||
albedo,
|
||||
roughness,
|
||||
getMaterialMetallic(mat),
|
||||
metallic,
|
||||
emissive,
|
||||
occlusionTex,
|
||||
scattering);
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
<@include graphics/Material.slh@>
|
||||
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, _SCRIBE_NULL, EMISSIVE, OCCLUSION, SCATTERING)$>
|
||||
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC, EMISSIVE, OCCLUSION, SCATTERING)$>
|
||||
|
||||
in vec4 _position;
|
||||
in vec2 _texCoord0;
|
||||
|
@ -29,7 +29,7 @@ in vec3 _color;
|
|||
void main(void) {
|
||||
Material mat = getMaterial();
|
||||
BITFIELD matKey = getMaterialKey(mat);
|
||||
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex, scatteringTex)$>
|
||||
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex, scatteringTex)$>
|
||||
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
|
||||
|
||||
float opacity = 1.0;
|
||||
|
@ -49,6 +49,9 @@ void main(void) {
|
|||
vec3 viewNormal;
|
||||
<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, viewNormal)$>
|
||||
|
||||
float metallic = getMaterialMetallic(mat);
|
||||
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
|
||||
|
||||
float scattering = getMaterialScattering(mat);
|
||||
<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
|
||||
|
||||
|
@ -57,7 +60,7 @@ void main(void) {
|
|||
opacity,
|
||||
albedo,
|
||||
roughness,
|
||||
getMaterialMetallic(mat),
|
||||
metallic,
|
||||
emissive,
|
||||
occlusionTex,
|
||||
scattering);
|
||||
|
|
|
@ -53,6 +53,7 @@ void main(void) {
|
|||
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
|
||||
|
||||
float scattering = getMaterialScattering(mat);
|
||||
<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(viewNormal.xyz),
|
||||
|
|
|
@ -50,6 +50,7 @@ void main(void) {
|
|||
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
|
||||
|
||||
float scattering = getMaterialScattering(mat);
|
||||
<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(_normal),
|
||||
|
|
|
@ -29,7 +29,6 @@ public:
|
|||
TRANSLUCENT,
|
||||
LIGHTMAP,
|
||||
TANGENTS,
|
||||
SPECULAR,
|
||||
UNLIT,
|
||||
SKINNED,
|
||||
DEPTH_ONLY,
|
||||
|
@ -77,7 +76,6 @@ public:
|
|||
Builder& withTranslucent() { _flags.set(TRANSLUCENT); return (*this); }
|
||||
Builder& withLightmap() { _flags.set(LIGHTMAP); return (*this); }
|
||||
Builder& withTangents() { _flags.set(TANGENTS); return (*this); }
|
||||
Builder& withSpecular() { _flags.set(SPECULAR); return (*this); }
|
||||
Builder& withUnlit() { _flags.set(UNLIT); return (*this); }
|
||||
Builder& withSkinned() { _flags.set(SKINNED); return (*this); }
|
||||
Builder& withDepthOnly() { _flags.set(DEPTH_ONLY); return (*this); }
|
||||
|
@ -124,9 +122,6 @@ public:
|
|||
Builder& withTangents() { _flags.set(TANGENTS); _mask.set(TANGENTS); return (*this); }
|
||||
Builder& withoutTangents() { _flags.reset(TANGENTS); _mask.set(TANGENTS); return (*this); }
|
||||
|
||||
Builder& withSpecular() { _flags.set(SPECULAR); _mask.set(SPECULAR); return (*this); }
|
||||
Builder& withoutSpecular() { _flags.reset(SPECULAR); _mask.set(SPECULAR); return (*this); }
|
||||
|
||||
Builder& withUnlit() { _flags.set(UNLIT); _mask.set(UNLIT); return (*this); }
|
||||
Builder& withoutUnlit() { _flags.reset(UNLIT); _mask.set(UNLIT); return (*this); }
|
||||
|
||||
|
@ -167,7 +162,6 @@ public:
|
|||
bool useMaterial() const { return _flags[MATERIAL]; }
|
||||
bool hasLightmap() const { return _flags[LIGHTMAP]; }
|
||||
bool hasTangents() const { return _flags[TANGENTS]; }
|
||||
bool hasSpecular() const { return _flags[SPECULAR]; }
|
||||
bool isUnlit() const { return _flags[UNLIT]; }
|
||||
bool isTranslucent() const { return _flags[TRANSLUCENT]; }
|
||||
bool isSkinned() const { return _flags[SKINNED]; }
|
||||
|
@ -207,7 +201,6 @@ inline QDebug operator<<(QDebug debug, const ShapeKey& key) {
|
|||
<< "useMaterial:" << key.useMaterial()
|
||||
<< "hasLightmap:" << key.hasLightmap()
|
||||
<< "hasTangents:" << key.hasTangents()
|
||||
<< "hasSpecular:" << key.hasSpecular()
|
||||
<< "isUnlit:" << key.isUnlit()
|
||||
<< "isTranslucent:" << key.isTranslucent()
|
||||
<< "isSkinned:" << key.isSkinned()
|
||||
|
|
Loading…
Reference in a new issue