overte-HifiExperiments/libraries/render-utils/src/ShapeRender.cpp
2016-01-05 17:20:08 -08:00

198 lines
7.5 KiB
C++

//
// ShapeRender.cpp
// render-utils/src
//
// Created by Zach Pomerantz on 1/4/2015.
// 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 "ShapeRender.h"
#include <model-networking/TextureCache.h>
#include <PerfStat.h>
#include "DeferredLightingEffect.h"
#include "model_vert.h"
#include "model_shadow_vert.h"
#include "model_normal_map_vert.h"
#include "model_lightmap_vert.h"
#include "model_lightmap_normal_map_vert.h"
#include "skin_model_vert.h"
#include "skin_model_shadow_vert.h"
#include "skin_model_normal_map_vert.h"
#include "model_frag.h"
#include "model_shadow_frag.h"
#include "model_normal_map_frag.h"
#include "model_normal_specular_map_frag.h"
#include "model_specular_map_frag.h"
#include "model_lightmap_frag.h"
#include "model_lightmap_normal_map_frag.h"
#include "model_lightmap_normal_specular_map_frag.h"
#include "model_lightmap_specular_map_frag.h"
#include "model_translucent_frag.h"
void ShapeRender::ShapeRender() {
// TODO: There is probably a cleaner way to init the pipeline that in a derived class
if (_pipelineLib.empty()) {
initPipeline();
}
}
void ShapeRender::initPipeline() {
assert(_pipelineLib.empty());
// Vertex shaders
auto modelVertex = gpu::Shader::createVertex(std::string(model_vert));
auto modelNormalMapVertex = gpu::Shader::createVertex(std::string(model_normal_map_vert));
auto modelLightmapVertex = gpu::Shader::createVertex(std::string(model_lightmap_vert));
auto modelLightmapNormalMapVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert));
auto modelShadowVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
auto skinModelShadowVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
// Pixel shaders
auto modelPixel = gpu::Shader::createPixel(std::string(model_frag));
auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(model_normal_map_frag));
auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(model_specular_map_frag));
auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_frag));
auto modelTranslucentPixel = gpu::Shader::createPixel(std::string(model_translucent_frag));
auto modelShadowPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
auto modelLightmapPixel = gpu::Shader::createPixel(std::string(model_lightmap_frag));
auto modelLightmapNormalMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_map_frag));
auto modelLightmapSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_specular_map_frag));
auto modelLightmapNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag));
// Fill the pipelineLib
_pipelineLib.addPipeline(
RenderKey(0),
modelVertex, modelPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::HAS_TANGENTS),
modelNormalMapVertex, modelNormalMapPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::HAS_SPECULAR),
modelVertex, modelSpecularMapPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
modelNormalMapVertex, modelNormalSpecularMapPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::IS_TRANSLUCENT),
modelVertex, modelTranslucentPixel);
// FIXME Ignore lightmap for translucents meshpart
_pipelineLib.addPipeline(
RenderKey(RenderKey::IS_TRANSLUCENT | RenderKey::HAS_LIGHTMAP),
modelVertex, modelTranslucentPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::IS_TRANSLUCENT),
modelNormalMapVertex, modelTranslucentPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
modelVertex, modelTranslucentPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
modelNormalMapVertex, modelTranslucentPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::HAS_LIGHTMAP),
modelLightmapVertex, modelLightmapPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::HAS_LIGHTMAP | RenderKey::HAS_TANGENTS),
modelLightmapNormalMapVertex, modelLightmapNormalMapPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::HAS_LIGHTMAP | RenderKey::HAS_SPECULAR),
modelLightmapVertex, modelLightmapSpecularMapPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::HAS_LIGHTMAP | RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
modelLightmapNormalMapVertex, modelLightmapNormalSpecularMapPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::IS_SKINNED),
skinModelVertex, modelPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS),
skinModelNormalMapVertex, modelNormalMapPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_SPECULAR),
skinModelVertex, modelSpecularMapPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
skinModelNormalMapVertex, modelNormalSpecularMapPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::IS_TRANSLUCENT),
skinModelVertex, modelTranslucentPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS | RenderKey::IS_TRANSLUCENT),
skinModelNormalMapVertex, modelTranslucentPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
skinModelVertex, modelTranslucentPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
skinModelNormalMapVertex, modelTranslucentPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::IS_DEPTH_ONLY | RenderKey::IS_SHADOW),
modelShadowVertex, modelShadowPixel);
_pipelineLib.addPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::IS_DEPTH_ONLY | RenderKey::IS_SHADOW),
skinModelShadowVertex, modelShadowPixel);
}
const render::PipelinePointer ShapeRender::pickPipeline(RenderArgs* args, Key& key) {
PerformanceTimer perfTimer("ShapeRender::pickPipeline");
auto pipeline = _pickPipeline(args, key);
if (!pipeline) {
return pipeline;
}
if ((pipeline->locations->normalFittingMapUnit > -1)) {
batch.setResourceTexture(pipeline->locations->normalFittingMapUnit,
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
}
}
model::MaterialPointer ShapeRender::_collisionHullMaterial;
model::MaterialPointer ShapeRender::getCollisionHullMaterial() {
if (!_collisionHullMaterial) {
_collisionHullMaterial = std::make_shared<model::Material>();
_collisionHullMaterial->setDiffuse(glm::vec3(1.0f, 0.5f, 0.0f));
_collisionHullMaterial->setMetallic(0.02f);
_collisionHullMaterial->setGloss(1.0f);
}
return _collisionHullMaterial;
}