Refining the stencil configuration and triggering only in hmd mode

This commit is contained in:
Sam Cake 2017-06-02 00:22:38 -07:00
parent 4a419f2d07
commit f9aa400b95
10 changed files with 25 additions and 30 deletions

View file

@ -2185,6 +2185,9 @@ void Application::paintGL() {
});
renderArgs._context->setStereoProjections(eyeProjections);
renderArgs._context->setStereoViews(eyeOffsets);
// Configure the type of display / stereo
renderArgs._displayMode = (isHMDMode() ? RenderArgs::STEREO_HMD : RenderArgs::STEREO_MONITOR);
}
renderArgs._blitFramebuffer = finalFramebuffer;
displaySide(&renderArgs, _myCamera);

View file

@ -97,7 +97,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
}
auto skyState = std::make_shared<gpu::State>();
skyState->setStencilTest(true, 0x00, gpu::State::StencilTest(1, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
skyState->setStencilTest(true, 0xFF, gpu::State::StencilTest(1, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
thePipeline = gpu::Pipeline::create(skyShader, skyState);
}

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@ -23,7 +23,7 @@ ProceduralSkybox::ProceduralSkybox() : model::Skybox() {
_procedural._fragmentSource = skybox_frag;
// Adjust the pipeline state for background using the stencil test
_procedural.setDoesFade(false);
_procedural._opaqueState->setStencilTest(true, 0x00, gpu::State::StencilTest(1, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
_procedural._opaqueState->setStencilTest(true, 0xFF, gpu::State::StencilTest(1, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
}
bool ProceduralSkybox::empty() {

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@ -71,7 +71,7 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
PrepareStencil::testShape(*state);
PrepareStencil::testMask(*state);
state->setDepthTest(false, false, gpu::LESS_EQUAL);
@ -96,7 +96,7 @@ const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
PrepareStencil::testShape(*state);
PrepareStencil::testMask(*state);
// Good to go add the brand new pipeline
_blendPipeline = gpu::Pipeline::create(program, state);

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@ -70,12 +70,14 @@ gpu::PipelinePointer PrepareStencil::getPaintStencilPipeline() {
}
void PrepareStencil::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) {
assert(renderContext->args);
assert(renderContext->args->_context);
RenderArgs* args = renderContext->args;
// Only draw the stencil mask if in HMD mode.
if (args->_displayMode != RenderArgs::STEREO_HMD) {
return;
}
doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
@ -96,7 +98,6 @@ void PrepareStencil::run(const RenderContextPointer& renderContext, const gpu::F
batch.draw(gpu::TRIANGLE_STRIP, 4);
}
});
args->_batch = nullptr;
}
void PrepareStencil::drawMask(gpu::State& state) {
@ -104,11 +105,11 @@ void PrepareStencil::drawMask(gpu::State& state) {
}
void PrepareStencil::testMask(gpu::State& state) {
state.setStencilTest(true, 0xFF, gpu::State::StencilTest(PrepareStencil::STENCIL_MASK, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
state.setStencilTest(true, 0x00, gpu::State::StencilTest(PrepareStencil::STENCIL_MASK, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
}
void PrepareStencil::testBackground(gpu::State& state) {
state.setStencilTest(true, 0xFF, gpu::State::StencilTest(PrepareStencil::STENCIL_BACKGROUND, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
state.setStencilTest(true, 0x00, gpu::State::StencilTest(PrepareStencil::STENCIL_BACKGROUND, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
}
void PrepareStencil::testMaskDrawShape(gpu::State& state) {
@ -116,5 +117,5 @@ void PrepareStencil::testMaskDrawShape(gpu::State& state) {
}
void PrepareStencil::testShape(gpu::State& state) {
state.setStencilTest(true, 0xFF, gpu::State::StencilTest(PrepareStencil::STENCIL_SHAPE, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
state.setStencilTest(true, 0x00, gpu::State::StencilTest(PrepareStencil::STENCIL_SHAPE, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
}

View file

@ -555,7 +555,7 @@ const gpu::PipelinePointer& SurfaceGeometryPass::getCurvaturePipeline() {
#ifdef USE_STENCIL_TEST
// Stencil test the curvature pass for objects pixels only, not the background
PrepareStencil::testMask(*state);
PrepareStencil::testShape(*state);
#endif
// Good to go add the brand new pipeline
_curvaturePipeline = gpu::Pipeline::create(program, state);

View file

@ -39,7 +39,7 @@ void ToneMappingEffect::init() {
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), ToneMappingEffect_LightingMapSlot));
gpu::Shader::makeProgram(*blitProgram, slotBindings);
auto blitState = std::make_shared<gpu::State>();
PrepareStencil::testShape(*blitState);
PrepareStencil::testMask(*blitState);
blitState->setColorWriteMask(true, true, true, true);
_blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState));
}

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@ -14,8 +14,10 @@
in vec2 varTexCoord0;
float aspectRatio = 0.95;
void main(void) {
vec2 pos = varTexCoord0 * 2.0 - vec2(1.0);
pos.x = pos.x * (pos.x > 0.0 ? 2.0 : -2.0) - 1.0;
pos.x = aspectRatio * (pos.x * (pos.x > 0.0 ? 2.0 : -2.0) - 1.0);
if (1.0 - dot(pos.xy, pos.xy) > 0.0 ) discard;
}

View file

@ -76,7 +76,7 @@ public:
class RenderArgs {
public:
enum RenderMode { DEFAULT_RENDER_MODE, SHADOW_RENDER_MODE, DIFFUSE_RENDER_MODE, NORMAL_RENDER_MODE, MIRROR_RENDER_MODE };
enum RenderSide { MONO, STEREO_LEFT, STEREO_RIGHT };
enum DisplayMode { MONO, STEREO_MONITOR, STEREO_HMD };
enum DebugFlags {
RENDER_DEBUG_NONE = 0,
RENDER_DEBUG_HULLS = 1
@ -87,7 +87,7 @@ public:
float sizeScale = 1.0f,
int boundaryLevelAdjust = 0,
RenderMode renderMode = DEFAULT_RENDER_MODE,
RenderSide renderSide = MONO,
DisplayMode displayMode = MONO,
DebugFlags debugFlags = RENDER_DEBUG_NONE,
gpu::Batch* batch = nullptr) :
_context(context),
@ -95,7 +95,7 @@ public:
_sizeScale(sizeScale),
_boundaryLevelAdjust(boundaryLevelAdjust),
_renderMode(renderMode),
_renderSide(renderSide),
_displayMode(displayMode),
_debugFlags(debugFlags),
_batch(batch) {
}
@ -121,7 +121,7 @@ public:
float _sizeScale = 1.0f;
int _boundaryLevelAdjust = 0;
RenderMode _renderMode = DEFAULT_RENDER_MODE;
RenderSide _renderSide = MONO;
DisplayMode _displayMode = MONO;
DebugFlags _debugFlags = RENDER_DEBUG_NONE;
gpu::Batch* _batch = nullptr;

View file

@ -31,13 +31,9 @@
#include <render-utils/deferred_light_point_vert.h>
#include <render-utils/deferred_light_spot_vert.h>
#include <render-utils/directional_light_frag.h>
#include <render-utils/directional_ambient_light_frag.h>
#include <render-utils/directional_skybox_light_frag.h>
#include <render-utils/point_light_frag.h>
#include <render-utils/spot_light_frag.h>
#include <render-utils/standardTransformPNTC_vert.h>
#include <render-utils/standardDrawTexture_frag.h>
@ -66,9 +62,6 @@
#include <entities-renderer/textured_particle_frag.h>
#include <entities-renderer/textured_particle_vert.h>
#include <render-utils/hit_effect_vert.h>
#include <render-utils/hit_effect_frag.h>
#include <render-utils/overlay3D_vert.h>
#include <render-utils/overlay3D_frag.h>
@ -155,11 +148,8 @@ void QTestWindow::draw() {
testShaderBuild(simple_vert, simple_frag);
testShaderBuild(simple_vert, simple_textured_frag);
testShaderBuild(simple_vert, simple_textured_unlit_frag);
testShaderBuild(deferred_light_vert, directional_light_frag);
testShaderBuild(deferred_light_vert, directional_ambient_light_frag);
testShaderBuild(deferred_light_vert, directional_skybox_light_frag);
testShaderBuild(deferred_light_point_vert, point_light_frag);
testShaderBuild(deferred_light_spot_vert, spot_light_frag);
testShaderBuild(standardTransformPNTC_vert, standardDrawTexture_frag);
testShaderBuild(standardTransformPNTC_vert, DrawTextureOpaque_frag);
@ -190,7 +180,6 @@ void QTestWindow::draw() {
testShaderBuild(ambient_occlusion_vert, ambient_occlusion_frag);
testShaderBuild(ambient_occlusion_vert, occlusion_blend_frag);
*/
testShaderBuild(hit_effect_vert, hit_effect_frag);
testShaderBuild(overlay3D_vert, overlay3D_frag);