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https://github.com/JulianGro/overte.git
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Big cleanup of unecessary shaders and legacy from deferred lighting, and messing around with the stencil
This commit is contained in:
parent
8559ed6260
commit
32c5dac66a
12 changed files with 49 additions and 385 deletions
19
libraries/gpu/src/gpu/DrawVertexPosition.slv
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19
libraries/gpu/src/gpu/DrawVertexPosition.slv
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@ -0,0 +1,19 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// Draw the fed vertex position, pass straight as clip pos
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// Output the clip position
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//
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// Created by Sam Gateau on 5/30/2017
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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layout(location = 0) in vec4 inPosition;
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void main(void) {
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gl_Position = inPosition;
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}
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@ -16,6 +16,7 @@
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#include "DrawTransformUnitQuad_vert.h"
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#include "DrawTexcoordRectTransformUnitQuad_vert.h"
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#include "DrawViewportQuadTransformTexcoord_vert.h"
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#include "DrawVertexPosition_vert.h"
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#include "DrawTransformVertexPosition_vert.h"
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#include "DrawWhite_frag.h"
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#include "DrawTexture_frag.h"
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@ -28,6 +29,7 @@ ShaderPointer StandardShaderLib::_drawUnitQuadTexcoordVS;
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ShaderPointer StandardShaderLib::_drawTransformUnitQuadVS;
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ShaderPointer StandardShaderLib::_drawTexcoordRectTransformUnitQuadVS;
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ShaderPointer StandardShaderLib::_drawViewportQuadTransformTexcoordVS;
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ShaderPointer StandardShaderLib::_drawVertexPositionVS;
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ShaderPointer StandardShaderLib::_drawTransformVertexPositionVS;
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ShaderPointer StandardShaderLib::_drawWhitePS;
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ShaderPointer StandardShaderLib::_drawTexturePS;
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@ -88,6 +90,14 @@ ShaderPointer StandardShaderLib::getDrawViewportQuadTransformTexcoordVS() {
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}
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return _drawViewportQuadTransformTexcoordVS;
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}
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ShaderPointer StandardShaderLib::getDrawVertexPositionVS() {
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if (!_drawVertexPositionVS) {
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_drawVertexPositionVS = gpu::Shader::createVertex(std::string(DrawVertexPosition_vert));
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}
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return _drawVertexPositionVS;
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}
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ShaderPointer StandardShaderLib::getDrawTransformVertexPositionVS() {
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if (!_drawTransformVertexPositionVS) {
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_drawTransformVertexPositionVS = gpu::Shader::createVertex(std::string(DrawTransformVertexPosition_vert));
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@ -39,6 +39,7 @@ public:
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// Shader draw the fed vertex position and transform it by the full model transform stack (Model, View, Proj).
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// simply output the world pos and the clip pos to the next stage
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static ShaderPointer getDrawVertexPositionVS();
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static ShaderPointer getDrawTransformVertexPositionVS();
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static ShaderPointer getDrawWhitePS();
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@ -56,6 +57,8 @@ protected:
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static ShaderPointer _drawTransformUnitQuadVS;
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static ShaderPointer _drawTexcoordRectTransformUnitQuadVS;
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static ShaderPointer _drawViewportQuadTransformTexcoordVS;
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static ShaderPointer _drawVertexPositionVS;
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static ShaderPointer _drawTransformVertexPositionVS;
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static ShaderPointer _drawWhitePS;
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@ -27,18 +27,15 @@
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#include "deferred_light_point_vert.h"
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#include "deferred_light_spot_vert.h"
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#include "directional_light_frag.h"
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#include "directional_ambient_light_frag.h"
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#include "directional_skybox_light_frag.h"
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#include "directional_light_shadow_frag.h"
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#include "directional_ambient_light_shadow_frag.h"
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#include "directional_skybox_light_shadow_frag.h"
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#include "local_lights_shading_frag.h"
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#include "local_lights_drawOutline_frag.h"
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#include "point_light_frag.h"
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#include "spot_light_frag.h"
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using namespace render;
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@ -82,48 +79,26 @@ enum DeferredShader_BufferSlot {
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};
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static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
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static void loadLightVolumeProgram(const char* vertSource, const char* fragSource, bool front, gpu::PipelinePointer& program, LightLocationsPtr& locations);
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const char no_light_frag[] =
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R"SCRIBE(
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out vec4 _fragColor;
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void main(void) {
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_fragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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)SCRIBE"
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;
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void DeferredLightingEffect::init() {
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_directionalLightLocations = std::make_shared<LightLocations>();
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_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
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_directionalSkyboxLightLocations = std::make_shared<LightLocations>();
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_directionalLightShadowLocations = std::make_shared<LightLocations>();
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_directionalAmbientSphereLightShadowLocations = std::make_shared<LightLocations>();
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_directionalSkyboxLightShadowLocations = std::make_shared<LightLocations>();
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_localLightLocations = std::make_shared<LightLocations>();
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_localLightOutlineLocations = std::make_shared<LightLocations>();
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_pointLightLocations = std::make_shared<LightLocations>();
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_spotLightLocations = std::make_shared<LightLocations>();
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loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations);
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loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
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loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
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loadLightProgram(deferred_light_vert, directional_light_shadow_frag, false, _directionalLightShadow, _directionalLightShadowLocations);
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loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_frag, false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
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loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_frag, false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
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loadLightProgram(deferred_light_vert, local_lights_shading_frag, true, _localLight, _localLightLocations);
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loadLightProgram(deferred_light_vert, local_lights_drawOutline_frag, true, _localLightOutline, _localLightOutlineLocations);
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loadLightVolumeProgram(deferred_light_point_vert, no_light_frag, false, _pointLightBack, _pointLightLocations);
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loadLightVolumeProgram(deferred_light_point_vert, no_light_frag, true, _pointLightFront, _pointLightLocations);
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loadLightVolumeProgram(deferred_light_spot_vert, no_light_frag, false, _spotLightBack, _spotLightLocations);
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loadLightVolumeProgram(deferred_light_spot_vert, no_light_frag, true, _spotLightFront, _spotLightLocations);
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// Light Stage and clusters
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_lightStage = std::make_shared<LightStage>();
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@ -290,39 +265,6 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
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}
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static void loadLightVolumeProgram(const char* vertSource, const char* fragSource, bool front, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) {
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gpu::ShaderPointer program = makeLightProgram(vertSource, fragSource, locations);
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auto state = std::make_shared<gpu::State>();
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// Stencil test all the light passes for objects pixels only, not the background
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if (front) {
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state->setCullMode(gpu::State::CULL_BACK);
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_DECR, gpu::State::STENCIL_OP_KEEP));
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// state->setDepthClampEnable(true);
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// TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases
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// additive blending
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// state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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//state->setColorWriteMask(true, true, true, false);
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state->setColorWriteMask(false, false, false, false);
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} else {
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state->setCullMode(gpu::State::CULL_FRONT);
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_INCR, gpu::State::STENCIL_OP_KEEP));
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// additive blending
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// state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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// state->setColorWriteMask(true, true, true, false);
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state->setColorWriteMask(false, false, false, false);
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}
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pipeline = gpu::Pipeline::create(program, state);
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}
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void DeferredLightingEffect::setGlobalLight(const model::LightPointer& light) {
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/* auto globalLight = _allocatedLights.front();
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globalLight->setDirection(light->getDirection());
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@ -535,7 +477,7 @@ void PrepareDeferred::run(const RenderContextPointer& renderContext, const Input
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gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_COLOR1 | gpu::Framebuffer::BUFFER_COLOR2 | gpu::Framebuffer::BUFFER_COLOR3 |
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gpu::Framebuffer::BUFFER_DEPTH |
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gpu::Framebuffer::BUFFER_STENCIL,
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vec4(vec3(0), 0), 1.0, 0.0, true);
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vec4(vec3(0), 0), 1.0, 0, true);
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// For the rest of the rendering, bind the lighting model
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batch.setUniformBuffer(LIGHTING_MODEL_BUFFER_SLOT, lightingModel->getParametersBuffer());
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@ -619,8 +561,8 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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batch.setResourceTexture(SHADOW_MAP_UNIT, globalShadow->map);
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}
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auto& program = deferredLightingEffect->_shadowMapEnabled ? deferredLightingEffect->_directionalLightShadow : deferredLightingEffect->_directionalLight;
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LightLocationsPtr locations = deferredLightingEffect->_shadowMapEnabled ? deferredLightingEffect->_directionalLightShadowLocations : deferredLightingEffect->_directionalLightLocations;
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auto& program = deferredLightingEffect->_directionalSkyboxLight;
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LightLocationsPtr locations = deferredLightingEffect->_directionalSkyboxLightLocations;
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const auto& keyLight = deferredLightingEffect->_allocatedLights[deferredLightingEffect->_globalLights.front()];
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// Setup the global directional pass pipeline
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@ -82,32 +82,21 @@ private:
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gpu::PipelinePointer _directionalSkyboxLight;
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gpu::PipelinePointer _directionalAmbientSphereLight;
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gpu::PipelinePointer _directionalLight;
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gpu::PipelinePointer _directionalSkyboxLightShadow;
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gpu::PipelinePointer _directionalAmbientSphereLightShadow;
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gpu::PipelinePointer _directionalLightShadow;
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gpu::PipelinePointer _localLight;
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gpu::PipelinePointer _localLightOutline;
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gpu::PipelinePointer _pointLightBack;
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gpu::PipelinePointer _pointLightFront;
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gpu::PipelinePointer _spotLightBack;
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gpu::PipelinePointer _spotLightFront;
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LightLocationsPtr _directionalSkyboxLightLocations;
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LightLocationsPtr _directionalAmbientSphereLightLocations;
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LightLocationsPtr _directionalLightLocations;
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LightLocationsPtr _directionalSkyboxLightShadowLocations;
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LightLocationsPtr _directionalAmbientSphereLightShadowLocations;
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LightLocationsPtr _directionalLightShadowLocations;
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LightLocationsPtr _localLightLocations;
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LightLocationsPtr _localLightOutlineLocations;
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LightLocationsPtr _pointLightLocations;
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LightLocationsPtr _spotLightLocations;
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using Lights = std::vector<model::LightPointer>;
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@ -85,7 +85,8 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
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const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
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// draw a stencil mask in hidden regions of the frmaebuffer.
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// draw a stencil mask in hidden regions of the framebuffer.
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task.addJob<PrepareStencil>("PrepareStencil", primaryFramebuffer);
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// Render opaque objects in DeferredBuffer
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const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).hasVarying();
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@ -93,7 +94,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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// Once opaque is all rendered create stencil background
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task.addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer);
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task.addJob<PrepareStencil>("PrepareStencil", primaryFramebuffer);
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task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
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@ -401,7 +401,7 @@ gpu::PipelinePointer DrawStencilDeferred::getOpaquePipeline() {
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_KEEP));
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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state->setColorWriteMask(0);
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_opaquePipeline = gpu::Pipeline::create(program, state);
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@ -410,6 +410,7 @@ gpu::PipelinePointer DrawStencilDeferred::getOpaquePipeline() {
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}
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void DrawStencilDeferred::run(const RenderContextPointer& renderContext, const DeferredFramebufferPointer& deferredFramebuffer) {
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// return;
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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@ -474,15 +475,14 @@ void DrawBackgroundDeferred::run(const RenderContextPointer& renderContext, cons
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gpu::PipelinePointer PrepareStencil::getDrawStencilPipeline() {
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if (!_drawStencilPipeline) {
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const gpu::int8 STENCIL_OPAQUE = 1;
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auto vs = gpu::StandardShaderLib::getDrawTransformVertexPositionVS();
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auto vs = gpu::StandardShaderLib::getDrawVertexPositionVS();
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auto ps = gpu::StandardShaderLib::getDrawWhitePS();
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auto program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::makeProgram((*program));
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auto state = std::make_shared<gpu::State>();
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_KEEP));
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state->setColorWriteMask(0);
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_MASK, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_REPLACE));
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// state->setColorWriteMask(0);
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_drawStencilPipeline = gpu::Pipeline::create(program, state);
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}
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@ -499,9 +499,7 @@ model::MeshPointer PrepareStencil::getMesh() {
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{ 1.0f, -1.0f, 0.0f }, { 0.0f, -1.0f, 0.0f } };
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std::vector<uint32_t> indices { 0, 7, 1, 1, 3, 2, 3, 5, 4, 5, 7, 6 };
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_mesh = model::Mesh::createIndexedTriangles_P3F((uint32_t) vertices.size(), (uint32_t) indices.size(), vertices.data(), indices.data());
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}
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return _mesh;
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}
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@ -514,19 +512,14 @@ void PrepareStencil::run(const RenderContextPointer& renderContext, const gpu::F
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RenderArgs* args = renderContext->args;
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doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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batch.enableStereo(false);
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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batch.resetViewTransform();
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batch.setModelTransform(Transform());
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glm::mat4 proj;
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batch.setProjectionTransform(proj);
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batch.setPipeline(getDrawStencilPipeline());
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auto mesh = getMesh();
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batch.setIndexBuffer(gpu::UINT32, (mesh->getIndexBuffer()._buffer), 0);
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batch.setIndexBuffer(mesh->getIndexBuffer());
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batch.setInputFormat((mesh->getVertexFormat()));
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batch.setInputStream(0, mesh->getVertexStream());
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@ -191,6 +191,9 @@ public:
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using JobModel = render::Job::ModelI<PrepareStencil, gpu::FramebufferPointer>;
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void run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& dstFramebuffer);
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static const gpu::int8 STENCIL_MASK = 64;
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private:
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gpu::PipelinePointer _drawStencilPipeline;
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gpu::PipelinePointer getDrawStencilPipeline();
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@ -330,6 +330,7 @@ void addPlumberPipeline(ShapePlumber& plumber,
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bool isWireframed = (i & 4);
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auto state = std::make_shared<gpu::State>();
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::GREATER, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_INCR_SAT));
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// Depth test depends on transparency
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state->setDepthTest(true, !key.isTranslucent(), gpu::LESS_EQUAL);
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@ -1,47 +0,0 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// directional_light.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 9/3/14.
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include DeferredBufferRead.slh@>
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<@include DeferredGlobalLight.slh@>
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<$declareEvalLightmappedColor()$>
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<$declareEvalAmbientGlobalColor()$>
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in vec2 _texCoord0;
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out vec4 _fragColor;
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void main(void) {
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DeferredFrameTransform deferredTransform = getDeferredFrameTransform();
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DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
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float shadowAttenuation = 1.0;
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if (frag.mode == FRAG_MODE_UNLIT) {
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discard;
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} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
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discard;
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} else {
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vec3 color = evalAmbientGlobalColor(
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getViewInverse(),
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shadowAttenuation,
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frag.obscurance,
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frag.position.xyz,
|
||||
frag.normal,
|
||||
frag.albedo,
|
||||
frag.fresnel,
|
||||
frag.metallic,
|
||||
frag.roughness);
|
||||
_fragColor = vec4(color, 1.0);
|
||||
}
|
||||
}
|
|
@ -1,49 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// directional_light_shadow.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Zach Pomerantz on 1/18/2016.
|
||||
// Copyright 2016 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 Shadow.slh@>
|
||||
<@include DeferredBufferRead.slh@>
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
<$declareEvalLightmappedColor()$>
|
||||
<$declareEvalAmbientGlobalColor()$>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
DeferredFrameTransform deferredTransform = getDeferredFrameTransform();
|
||||
DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
|
||||
|
||||
vec4 worldPos = getViewInverse() * vec4(frag.position.xyz, 1.0);
|
||||
float shadowAttenuation = evalShadowAttenuation(worldPos);
|
||||
|
||||
if (frag.mode == FRAG_MODE_UNLIT) {
|
||||
discard;
|
||||
} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
|
||||
discard;
|
||||
} else {
|
||||
vec3 color = evalAmbientGlobalColor(
|
||||
getViewInverse(),
|
||||
shadowAttenuation,
|
||||
frag.obscurance,
|
||||
frag.position.xyz,
|
||||
frag.normal,
|
||||
frag.albedo,
|
||||
frag.fresnel,
|
||||
frag.metallic,
|
||||
frag.roughness);
|
||||
_fragColor = vec4(color, 1.0);
|
||||
}
|
||||
}
|
|
@ -1,85 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// point_light.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Sam Gateau on 9/18/15.
|
||||
// Copyright 2014 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
|
||||
//
|
||||
<!
|
||||
// Everything about deferred buffer
|
||||
<@include DeferredBufferRead.slh@>
|
||||
|
||||
<$declareDeferredCurvature()$>
|
||||
|
||||
// Everything about light
|
||||
<@include model/Light.slh@>
|
||||
<$declareLightBuffer()$>
|
||||
|
||||
<@include LightingModel.slh@>
|
||||
|
||||
<@include LightPoint.slh@>
|
||||
<$declareLightingPoint(supportScattering)$>
|
||||
|
||||
|
||||
uniform vec4 texcoordFrameTransform;
|
||||
|
||||
in vec4 _texCoord0;!>
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
_fragColor = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
<!
|
||||
DeferredFrameTransform deferredTransform = getDeferredFrameTransform();
|
||||
|
||||
// Grab the fragment data from the uv
|
||||
vec2 texCoord = _texCoord0.st / _texCoord0.q;
|
||||
texCoord *= texcoordFrameTransform.zw;
|
||||
texCoord += texcoordFrameTransform.xy;
|
||||
|
||||
DeferredFragment frag = unpackDeferredFragment(deferredTransform, texCoord);
|
||||
|
||||
if (frag.mode == FRAG_MODE_UNLIT) {
|
||||
discard;
|
||||
}
|
||||
|
||||
// Need the light now
|
||||
Light light = getLight();
|
||||
|
||||
// Frag pos in world
|
||||
mat4 invViewMat = getViewInverse();
|
||||
vec4 fragPos = invViewMat * frag.position;
|
||||
|
||||
// Clip againgst the light volume and Make the Light vector going from fragment to light center in world space
|
||||
vec4 fragLightVecLen2;
|
||||
if (!lightVolume_clipFragToLightVolumePoint(light.volume, fragPos.xyz, fragLightVecLen2)) {
|
||||
discard;
|
||||
}
|
||||
|
||||
// Frag to eye vec
|
||||
vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
|
||||
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
|
||||
|
||||
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec4 midNormalCurvature;
|
||||
vec4 lowNormalCurvature;
|
||||
if (frag.mode == FRAG_MODE_SCATTERING) {
|
||||
unpackMidLowNormalCurvature(texCoord, midNormalCurvature, lowNormalCurvature);
|
||||
}
|
||||
evalLightingPoint(diffuse, specular, light,
|
||||
fragLightVecLen2.xyz, fragEyeDir, frag.normal, frag.roughness,
|
||||
frag.metallic, frag.fresnel, frag.albedo, 1.0,
|
||||
frag.scattering, midNormalCurvature, lowNormalCurvature);
|
||||
|
||||
_fragColor.rgb += diffuse;
|
||||
_fragColor.rgb += specular;
|
||||
!>
|
||||
}
|
|
@ -1,115 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// spot_light.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Sam Gateau on 9/18/15.
|
||||
// Copyright 2014 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
|
||||
//
|
||||
|
||||
// Everything about deferred buffer
|
||||
<!<@include DeferredBufferRead.slh@>
|
||||
|
||||
<$declareDeferredCurvature()$>
|
||||
|
||||
// Everything about light
|
||||
<@include model/Light.slh@>
|
||||
<$declareLightBuffer(256)$>
|
||||
uniform lightIndexBuffer {
|
||||
int lightIndex[256];
|
||||
};
|
||||
<@include LightingModel.slh@>
|
||||
|
||||
<@include LightPoint.slh@>
|
||||
<$declareLightingPoint(supportScattering)$>
|
||||
<@include LightSpot.slh@>
|
||||
<$declareLightingSpot(supportScattering)$>
|
||||
|
||||
//uniform vec4 texcoordFrameTransform;
|
||||
!>
|
||||
|
||||
|
||||
//in vec4 _texCoord0;
|
||||
//flat in int instanceID;
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
_fragColor = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
// DeferredFrameTransform deferredTransform = getDeferredFrameTransform();
|
||||
|
||||
// Grab the fragment data from the uv
|
||||
//vec2 texCoord = _texCoord0.st;/* / _texCoord0.q;
|
||||
/*texCoord *= texcoordFrameTransform.zw;
|
||||
texCoord += texcoordFrameTransform.xy;*/
|
||||
/*
|
||||
vec4 fragPosition = unpackDeferredPositionFromZeye(texCoord);
|
||||
DeferredFragment frag = unpackDeferredFragmentNoPosition(texCoord);
|
||||
|
||||
if (frag.mode == FRAG_MODE_UNLIT) {
|
||||
discard;
|
||||
}
|
||||
|
||||
|
||||
// frag.depthVal = depthValue;
|
||||
frag.position = fragPosition;
|
||||
|
||||
vec4 midNormalCurvature;
|
||||
vec4 lowNormalCurvature;
|
||||
if (frag.mode == FRAG_MODE_SCATTERING) {
|
||||
unpackMidLowNormalCurvature(texCoord, midNormalCurvature, lowNormalCurvature);
|
||||
}
|
||||
|
||||
// Frag pos in world
|
||||
mat4 invViewMat = getViewInverse();
|
||||
vec4 fragPos = invViewMat * fragPosition;
|
||||
|
||||
// Frag to eye vec
|
||||
vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
|
||||
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
|
||||
|
||||
int numLights = lightIndex[0];
|
||||
for (int i = 0; i < numLights; i++) {
|
||||
// Need the light now
|
||||
Light light = getLight(lightIndex[i + 1]);
|
||||
bool isSpot = light_isSpot(light);
|
||||
// Clip againgst the light volume and Make the Light vector going from fragment to light center in world space
|
||||
vec4 fragLightVecLen2;
|
||||
vec4 fragLightDirLen;
|
||||
float cosSpotAngle;
|
||||
if (isSpot) {
|
||||
if (!clipFragToLightVolumeSpot(light, fragPos.xyz, fragLightVecLen2, fragLightDirLen, cosSpotAngle)) {
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
if (!clipFragToLightVolumePoint(light, fragPos.xyz, fragLightVecLen2)) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
|
||||
if (isSpot) {
|
||||
evalLightingSpot(diffuse, specular, light,
|
||||
fragLightDirLen.xyzw, cosSpotAngle, fragEyeDir, frag.normal, frag.roughness,
|
||||
frag.metallic, frag.fresnel, frag.albedo, 1.0,
|
||||
frag.scattering, midNormalCurvature, lowNormalCurvature);
|
||||
} else {
|
||||
evalLightingPoint(diffuse, specular, light,
|
||||
fragLightVecLen2.xyz, fragEyeDir, frag.normal, frag.roughness,
|
||||
frag.metallic, frag.fresnel, frag.albedo, 1.0,
|
||||
frag.scattering, midNormalCurvature, lowNormalCurvature);
|
||||
}
|
||||
|
||||
_fragColor.rgb += diffuse;
|
||||
_fragColor.rgb += specular;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
Loading…
Reference in a new issue