mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 16:55:07 +02:00
Merged with master. Had to add back shaders and code
This commit is contained in:
parent
9173db62c7
commit
4cbfef55ef
10 changed files with 264 additions and 13 deletions
|
@ -204,6 +204,13 @@ vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, fl
|
|||
return color;
|
||||
}
|
||||
|
||||
<@endfunc@>
|
||||
|
||||
<@func declareEvalGlobalLightingAlphaBlendedWithHaze()@>
|
||||
|
||||
<$declareLightingAmbient(1, 1, 1)$>
|
||||
<$declareLightingDirectional()$>
|
||||
|
||||
vec3 evalGlobalLightingAlphaBlendedWithHaze(
|
||||
mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal,
|
||||
vec3 albedo, vec3 fresnel, float metallic, vec3 emissive, float roughness, float opacity)
|
||||
|
|
|
@ -31,6 +31,7 @@
|
|||
#include "model_lightmap_normal_map_fade_vert.h"
|
||||
#include "model_translucent_vert.h"
|
||||
#include "model_translucent_fade_vert.h"
|
||||
#include "model_translucent_normal_map_vert.h"
|
||||
#include "skin_model_fade_vert.h"
|
||||
#include "skin_model_normal_map_fade_vert.h"
|
||||
|
||||
|
@ -73,12 +74,14 @@
|
|||
#include "model_lightmap_specular_map_frag.h"
|
||||
#include "model_translucent_frag.h"
|
||||
#include "model_translucent_unlit_frag.h"
|
||||
#include "model_translucent_normal_map_frag.h"
|
||||
|
||||
#include "model_lightmap_fade_frag.h"
|
||||
#include "model_lightmap_normal_map_fade_frag.h"
|
||||
#include "model_lightmap_normal_specular_map_fade_frag.h"
|
||||
#include "model_lightmap_specular_map_fade_frag.h"
|
||||
#include "model_translucent_fade_frag.h"
|
||||
#include "model_translucent_normal_map_fade_frag.h"
|
||||
#include "model_translucent_unlit_fade_frag.h"
|
||||
|
||||
#include "overlay3D_vert.h"
|
||||
|
@ -191,6 +194,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
|
|||
auto modelLightmapVertex = gpu::Shader::createVertex(std::string(model_lightmap_vert));
|
||||
auto modelLightmapNormalMapVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert));
|
||||
auto modelTranslucentVertex = gpu::Shader::createVertex(std::string(model_translucent_vert));
|
||||
auto modelTranslucentNormalMapVertex = gpu::Shader::createVertex(std::string(model_translucent_normal_map_vert));
|
||||
auto modelTranslucentFadeVertex = gpu::Shader::createVertex(std::string(model_translucent_fade_vert));
|
||||
auto modelShadowVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
|
||||
auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
|
||||
|
@ -220,6 +224,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
|
|||
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 modelTranslucentNormalMapPixel = gpu::Shader::createPixel(std::string(model_translucent_normal_map_frag));
|
||||
auto modelTranslucentUnlitPixel = gpu::Shader::createPixel(std::string(model_translucent_unlit_frag));
|
||||
auto modelShadowPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
|
||||
auto modelLightmapPixel = gpu::Shader::createPixel(std::string(model_lightmap_frag));
|
||||
|
@ -238,6 +243,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
|
|||
auto modelNormalSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_fade_frag));
|
||||
auto modelShadowFadePixel = gpu::Shader::createPixel(std::string(model_shadow_fade_frag));
|
||||
auto modelTranslucentFadePixel = gpu::Shader::createPixel(std::string(model_translucent_fade_frag));
|
||||
auto modelTranslucentNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_translucent_normal_map_fade_frag));
|
||||
auto modelTranslucentUnlitFadePixel = gpu::Shader::createPixel(std::string(model_translucent_unlit_fade_frag));
|
||||
auto simpleFadePixel = gpu::Shader::createPixel(std::string(simple_textured_fade_frag));
|
||||
auto simpleUnlitFadePixel = gpu::Shader::createPixel(std::string(simple_textured_unlit_fade_frag));
|
||||
|
@ -307,13 +313,13 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
|
|||
simpleVertex, simpleTranslucentUnlitPixel, nullptr, nullptr);
|
||||
addPipeline(
|
||||
Key::Builder().withMaterial().withTranslucent().withTangents(),
|
||||
modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
|
||||
modelTranslucentNormalMapVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
|
||||
addPipeline(
|
||||
Key::Builder().withMaterial().withTranslucent().withSpecular(),
|
||||
modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
|
||||
addPipeline(
|
||||
Key::Builder().withMaterial().withTranslucent().withTangents().withSpecular(),
|
||||
modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
|
||||
modelTranslucentNormalMapVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
|
||||
addPipeline(
|
||||
// FIXME: Ignore lightmap for translucents meshpart
|
||||
Key::Builder().withMaterial().withTranslucent().withLightmap(),
|
||||
|
@ -333,13 +339,13 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
|
|||
simpleFadeVertex, simpleTranslucentUnlitFadePixel, batchSetter, itemSetter);
|
||||
addPipeline(
|
||||
Key::Builder().withMaterial().withTranslucent().withTangents().withFade(),
|
||||
modelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
|
||||
modelTranslucentNormalMapVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
|
||||
addPipeline(
|
||||
Key::Builder().withMaterial().withTranslucent().withSpecular().withFade(),
|
||||
modelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
|
||||
addPipeline(
|
||||
Key::Builder().withMaterial().withTranslucent().withTangents().withSpecular().withFade(),
|
||||
modelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
|
||||
modelTranslucentNormalMapVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
|
||||
addPipeline(
|
||||
// FIXME: Ignore lightmap for translucents meshpart
|
||||
Key::Builder().withMaterial().withTranslucent().withLightmap().withFade(),
|
||||
|
@ -405,26 +411,26 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
|
|||
skinModelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
|
||||
addPipeline(
|
||||
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(),
|
||||
skinModelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
|
||||
skinModelNormalMapTranslucentVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
|
||||
addPipeline(
|
||||
Key::Builder().withMaterial().withSkinned().withTranslucent().withSpecular(),
|
||||
skinModelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
|
||||
addPipeline(
|
||||
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular(),
|
||||
skinModelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
|
||||
skinModelNormalMapTranslucentVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
|
||||
// Same thing but with Fade on
|
||||
addPipeline(
|
||||
Key::Builder().withMaterial().withSkinned().withTranslucent().withFade(),
|
||||
skinModelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
|
||||
addPipeline(
|
||||
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withFade(),
|
||||
skinModelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
|
||||
skinModelNormalMapFadeVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
|
||||
addPipeline(
|
||||
Key::Builder().withMaterial().withSkinned().withTranslucent().withSpecular().withFade(),
|
||||
skinModelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
|
||||
addPipeline(
|
||||
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular().withFade(),
|
||||
skinModelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
|
||||
skinModelNormalMapFadeVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
|
||||
|
||||
// Depth-only
|
||||
addPipeline(
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
|
||||
|
||||
<@include LightLocal.slh@>
|
||||
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
|
||||
|
||||
<@include LightLocal.slh@>
|
||||
|
||||
|
|
91
libraries/render-utils/src/model_translucent_normal_map.slf
Normal file
91
libraries/render-utils/src/model_translucent_normal_map.slf
Normal file
|
@ -0,0 +1,91 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_translucent_normal_map.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Olivier Prat on 23/01/2018.
|
||||
// Copyright 2018 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 graphics/Material.slh@>
|
||||
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
|
||||
|
||||
<@include LightLocal.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
in vec2 _texCoord1;
|
||||
in vec4 _position;
|
||||
in vec4 _worldPosition;
|
||||
in vec3 _normal;
|
||||
in vec3 _tangent;
|
||||
in vec3 _color;
|
||||
in float _alpha;
|
||||
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
Material mat = getMaterial();
|
||||
int matKey = getMaterialKey(mat);
|
||||
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex)$>
|
||||
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
|
||||
|
||||
float opacity = getMaterialOpacity(mat) * _alpha;
|
||||
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
|
||||
|
||||
vec3 albedo = getMaterialAlbedo(mat);
|
||||
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
|
||||
albedo *= _color;
|
||||
|
||||
float roughness = getMaterialRoughness(mat);
|
||||
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
|
||||
|
||||
float metallic = getMaterialMetallic(mat);
|
||||
vec3 fresnel = getFresnelF0(metallic, albedo);
|
||||
|
||||
vec3 emissive = getMaterialEmissive(mat);
|
||||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
vec3 fragNormal;
|
||||
<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, fragNormal)$>
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragEyeVector = vec3(cam._viewInverse * vec4(-fragPosition, 0.0));
|
||||
vec3 fragEyeDir = normalize(fragEyeVector);
|
||||
SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
|
||||
|
||||
vec4 localLighting = vec4(0.0);
|
||||
|
||||
<$fetchClusterInfo(_worldPosition)$>;
|
||||
if (hasLocalLights(numLights, clusterPos, dims)) {
|
||||
localLighting = evalLocalLighting(cluster, numLights, _worldPosition.xyz, surface,
|
||||
metallic, fresnel, albedo, 0.0,
|
||||
vec4(0), vec4(0), opacity);
|
||||
}
|
||||
|
||||
_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
occlusionTex,
|
||||
fragPosition,
|
||||
albedo,
|
||||
fresnel,
|
||||
metallic,
|
||||
emissive,
|
||||
surface, opacity, localLighting.rgb),
|
||||
opacity);
|
||||
}
|
46
libraries/render-utils/src/model_translucent_normal_map.slv
Normal file
46
libraries/render-utils/src/model_translucent_normal_map.slv
Normal file
|
@ -0,0 +1,46 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// model_translucent_normal_map.slv
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Olivier Prat on 23/01/18.
|
||||
// Copyright 2018 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 gpu/Inputs.slh@>
|
||||
<@include gpu/Color.slh@>
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out float _alpha;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
out vec4 _position;
|
||||
out vec4 _worldPosition;
|
||||
out vec3 _normal;
|
||||
out vec3 _tangent;
|
||||
out vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
_color = colorToLinearRGB(inColor.xyz);
|
||||
_alpha = inColor.w;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
|
||||
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$>
|
||||
}
|
101
libraries/render-utils/src/model_translucent_normal_map_fade.slf
Normal file
101
libraries/render-utils/src/model_translucent_normal_map_fade.slf
Normal file
|
@ -0,0 +1,101 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_translucent_normal_map_fade.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Olivier Prat on 23/01/18.
|
||||
// Copyright 2018 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 graphics/Material.slh@>
|
||||
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
|
||||
|
||||
<@include LightLocal.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
|
||||
|
||||
<@include Fade.slh@>
|
||||
<$declareFadeFragment()$>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
in vec2 _texCoord1;
|
||||
in vec4 _position;
|
||||
in vec3 _normal;
|
||||
in vec3 _tangent;
|
||||
in vec3 _color;
|
||||
in float _alpha;
|
||||
in vec4 _worldPosition;
|
||||
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
vec3 fadeEmissive;
|
||||
FadeObjectParams fadeParams;
|
||||
|
||||
<$fetchFadeObjectParams(fadeParams)$>
|
||||
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
|
||||
|
||||
Material mat = getMaterial();
|
||||
int matKey = getMaterialKey(mat);
|
||||
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex)$>
|
||||
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
|
||||
|
||||
float opacity = getMaterialOpacity(mat) * _alpha;
|
||||
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
|
||||
|
||||
vec3 albedo = getMaterialAlbedo(mat);
|
||||
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
|
||||
albedo *= _color;
|
||||
|
||||
float roughness = getMaterialRoughness(mat);
|
||||
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
|
||||
|
||||
float metallic = getMaterialMetallic(mat);
|
||||
vec3 fresnel = getFresnelF0(metallic, albedo);
|
||||
|
||||
vec3 emissive = getMaterialEmissive(mat);
|
||||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
// Lighting is done in world space
|
||||
vec3 fragNormal;
|
||||
<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, fragNormal)$>
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragEyeVector = vec3(cam._viewInverse * vec4(-fragPosition, 0.0));
|
||||
vec3 fragEyeDir = normalize(fragEyeVector);
|
||||
SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
|
||||
|
||||
vec4 localLighting = vec4(0.0);
|
||||
|
||||
<$fetchClusterInfo(_worldPosition)$>;
|
||||
if (hasLocalLights(numLights, clusterPos, dims)) {
|
||||
localLighting = evalLocalLighting(cluster, numLights, _worldPosition.xyz, surface,
|
||||
metallic, fresnel, albedo, 0.0,
|
||||
vec4(0), vec4(0), opacity);
|
||||
}
|
||||
|
||||
_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
occlusionTex,
|
||||
fragPosition,
|
||||
albedo,
|
||||
fresnel,
|
||||
metallic,
|
||||
emissive+fadeEmissive,
|
||||
surface, opacity, localLighting.rgb),
|
||||
opacity);
|
||||
}
|
|
@ -11,7 +11,7 @@
|
|||
//
|
||||
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
|
||||
|
||||
<@include graphics/Material.slh@>
|
||||
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
|
Loading…
Reference in a new issue