overte-HifiExperiments/libraries/render-utils/src/HitEffect.cpp
2015-09-24 17:11:14 -07:00

84 lines
2.6 KiB
C++

//
// HitEffect.cpp
// interface/src/renderer
//
// Created by Andrzej Kapolka on 7/14/13.
// 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 this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include <glm/gtc/random.hpp>
#include <PathUtils.h>
#include <SharedUtil.h>
#include "AbstractViewStateInterface.h"
#include "HitEffect.h"
#include "TextureCache.h"
#include "DependencyManager.h"
#include "ViewFrustum.h"
#include "GeometryCache.h"
#include <gpu/Context.h>
#include "hit_effect_vert.h"
#include "hit_effect_frag.h"
HitEffect::HitEffect() {
}
const gpu::PipelinePointer& HitEffect::getHitEffectPipeline() {
if (!_hitEffectPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(hit_effect_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(hit_effect_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
// Good to go add the brand new pipeline
_hitEffectPipeline.reset(gpu::Pipeline::create(program, state));
}
return _hitEffectPipeline;
}
void HitEffect::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
RenderArgs* args = renderContext->args;
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setModelTransform(Transform());
batch.setPipeline(getHitEffectPipeline());
glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
glm::vec2 bottomLeft(-1.0f, -1.0f);
glm::vec2 topRight(1.0f, 1.0f);
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, color);
});
}