Procedural skybox work

This commit is contained in:
Brad Davis 2015-09-08 00:51:54 -07:00
parent 9a8bd607b5
commit 5f1affaff9
33 changed files with 937 additions and 365 deletions

View file

@ -73,7 +73,7 @@ endfunction()
macro(AUTOSCRIBE_SHADER_LIB)
message("Autoscribe running for ${TARGET_NAME}")
file(RELATIVE_PATH RELATIVE_LIBRARY_DIR_PATH ${CMAKE_CURRENT_SOURCE_DIR} "${HIFI_LIBRARY_DIR}")
foreach(HIFI_LIBRARY ${ARGN})
#if (NOT TARGET ${HIFI_LIBRARY})

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@ -9,7 +9,8 @@
macro(SETUP_HIFI_LIBRARY)
project(${TARGET_NAME})
project(${TARGET_NAME})
message("Setting up project ${TARGET_NAME}")
# grab the implemenation and header files
file(GLOB_RECURSE LIB_SRCS "src/*.h" "src/*.cpp" "src/*.c")
@ -33,5 +34,8 @@ macro(SETUP_HIFI_LIBRARY)
foreach(QT_MODULE ${${TARGET_NAME}_DEPENDENCY_QT_MODULES})
target_link_libraries(${TARGET_NAME} Qt5::${QT_MODULE})
endforeach()
# Don't make scribed shaders cumulative
set(AUTOSCRIBE_SHADER_LIB_SRC "")
endmacro(SETUP_HIFI_LIBRARY)

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@ -0,0 +1,6 @@
{
"ProceduralEntity":
{
"shaderUrl": "https://s3.amazonaws.com/Oculus/shadertoys/relentlessSkybox.fs"
}
}

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@ -0,0 +1,144 @@
// srtuss, 2013
// collecting some design ideas for a new game project.
// no raymarching is used.
// if i could add a custom soundtrack, it'd use this one (essential for desired sensation)
// http://www.youtube.com/watch?v=1uFAu65tZpo
//#define GREEN_VERSION
// ** improved camera shaking
// ** cleaned up code
// ** added stuff to the gates
// *******************************************************************************************
// Please do NOT use this shader in your own productions/videos/games without my permission!
// If you'd still like to do so, please drop me a mail (stral@aon.at)
// *******************************************************************************************
float time = iGlobalTime;
vec2 rotate(vec2 p, float a) {
return vec2(p.x * cos(a) - p.y * sin(a), p.x * sin(a) + p.y * cos(a));
}
float box(vec2 p, vec2 b, float r) {
return length(max(abs(p) - b, 0.0)) - r;
}
// iq's ray-plane-intersection code
vec3 intersect(in vec3 o, in vec3 d, vec3 c, vec3 u, vec3 v)
{
vec3 q = o - c;
return vec3(
dot(cross(u, v), q),
dot(cross(q, u), d),
dot(cross(v, q), d)) / dot(cross(v, u), d);
}
// some noise functions for fast developing
float rand11(float p) {
return fract(sin(p * 591.32) * 43758.5357);
}
float rand12(vec2 p) {
return fract(sin(dot(p.xy, vec2(12.9898, 78.233))) * 43758.5357);
}
vec2 rand21(float p) {
return fract(vec2(sin(p * 591.32), cos(p * 391.32)));
}
vec2 rand22(in vec2 p)
{
return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
}
float noise11(float p) {
float fl = floor(p);
return mix(rand11(fl), rand11(fl + 1.0), fract(p)); //smoothstep(0.0, 1.0, fract(p)));
}
float fbm11(float p) {
return noise11(p) * 0.5 + noise11(p * 2.0) * 0.25 + noise11(p * 5.0) * 0.125;
}
vec3 noise31(float p) {
return vec3(noise11(p), noise11(p + 18.952), noise11(p - 11.372)) * 2.0 - 1.0;
}
// something that looks a bit like godrays coming from the surface
float sky(vec3 p) {
float a = atan(p.x, p.z);
float t = time * 0.1;
float v = rand11(floor(a * 4.0 + t)) * 0.5 + rand11(floor(a * 8.0 - t)) * 0.25
+ rand11(floor(a * 16.0 + t)) * 0.125;
return v;
}
vec3 voronoi(in vec2 x)
{
vec2 n = floor(x); // grid cell id
vec2 f = fract(x);// grid internal position
vec2 mg;// shortest distance...
vec2 mr;// ..and second shortest distance
float md = 8.0, md2 = 8.0;
for(int j = -1; j <= 1; j ++)
{
for(int i = -1; i <= 1; i ++)
{
vec2 g = vec2(float(i), float(j)); // cell id
vec2 o = rand22(n + g);// offset to edge point
vec2 r = g + o - f;
float d = max(abs(r.x), abs(r.y));// distance to the edge
if(d < md)
{ md2 = md; md = d; mr = r; mg = g;}
else if(d < md2)
{ md2 = d;}
}
}
return vec3(n + mg, md2 - md);
}
vec3 getSkyboxColor() {
vec3 rd = normalize(_normal);
vec3 ro = vec3(0, 0, 1);
float inten = 0.0;
// background
float sd = dot(rd, vec3(0.0, 1.0, 0.0));
inten = pow(1.0 - abs(sd), 20.0) + pow(sky(rd), 5.0) * step(0.0, rd.y) * 0.2;
vec3 its;
float v, g;
// voronoi floor layers
for(int i = 0; i < 4; i ++)
{
float layer = float(i);
its = intersect(ro, rd, vec3(0.0, -5.0 - layer * 5.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0));
if(its.x > 0.0)
{
vec3 vo = voronoi((its.yz) * 0.05 + 8.0 * rand21(float(i)));
v = exp(-100.0 * (vo.z - 0.02));
float fx = 0.0;
// add some special fx to lowest layer
if(i == 3)
{
float crd = 0.0; //fract(time * 0.2) * 50.0 - 25.0;
float fxi = cos(vo.x * 0.2 + time * 1.5);//abs(crd - vo.x);
fx = clamp(smoothstep(0.9, 1.0, fxi), 0.0, 0.9) * 1.0 * rand12(vo.xy);
fx *= exp(-3.0 * vo.z) * 2.0;
}
inten += v * 0.1 + fx;
}
}
inten *= 0.4 + (sin(time) * 0.5 + 0.5) * 0.6;
vec3 ct = vec3(0.6, 0.8, 9.0);
// find a color for the computed intensity
vec3 col = pow(vec3(inten), ct);
return col;
}

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@ -113,7 +113,7 @@ endif()
target_link_libraries(${TARGET_NAME} ${BULLET_LIBRARIES})
# link required hifi libraries
link_hifi_libraries(shared octree environment gpu model render fbx networking entities avatars
link_hifi_libraries(shared octree environment gpu gpu-networking procedural model render fbx networking entities avatars
audio audio-client animation script-engine physics
render-utils entities-renderer ui auto-updater
plugins display-plugins input-plugins)

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@ -26,4 +26,4 @@ find_package(PolyVox REQUIRED)
target_include_directories(${TARGET_NAME} SYSTEM PUBLIC ${POLYVOX_INCLUDE_DIRS})
target_link_libraries(${TARGET_NAME} ${POLYVOX_LIBRARIES})
link_hifi_libraries(shared gpu script-engine render render-utils)
link_hifi_libraries(shared gpu gpu-networking procedural script-engine render render-utils)

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@ -22,6 +22,7 @@
#include <PerfStat.h>
#include <SceneScriptingInterface.h>
#include <ScriptEngine.h>
#include <procedural/Procedural.h>
#include <TextureCache.h>
#include "EntityTreeRenderer.h"
@ -454,13 +455,24 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
_viewState->endOverrideEnvironmentData();
auto stage = scene->getSkyStage();
if (zone->getBackgroundMode() == BACKGROUND_MODE_SKYBOX) {
stage->getSkybox()->setColor(zone->getSkyboxProperties().getColorVec3());
auto skybox = stage->getSkybox();
skybox->setColor(zone->getSkyboxProperties().getColorVec3());
static QString userData;
if (userData != zone->getUserData()) {
userData = zone->getUserData();
QSharedPointer<Procedural> procedural(new Procedural(userData));
if (procedural->_enabled) {
skybox->setProcedural(procedural);
} else {
skybox->setProcedural(QSharedPointer<Procedural>());
}
}
if (zone->getSkyboxProperties().getURL().isEmpty()) {
stage->getSkybox()->setCubemap(gpu::TexturePointer());
skybox->setCubemap(gpu::TexturePointer());
} else {
// Update the Texture of the Skybox with the one pointed by this zone
auto cubeMap = DependencyManager::get<TextureCache>()->getTexture(zone->getSkyboxProperties().getURL(), CUBE_TEXTURE);
stage->getSkybox()->setCubemap(cubeMap->getGPUTexture());
skybox->setCubemap(cubeMap->getGPUTexture());
}
stage->setBackgroundMode(model::SunSkyStage::SKY_BOX);
} else {

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@ -21,6 +21,8 @@
#include <PerfStat.h>
#include "RenderableDebugableEntityItem.h"
#include "../render-utils/simple_vert.h"
#include "../render-utils/simple_frag.h"
EntityItemPointer RenderableBoxEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
return std::make_shared<RenderableBoxEntityItem>(entityID, properties);
@ -42,11 +44,18 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
glm::vec4 cubeColor(toGlm(getXColor()), getLocalRenderAlpha());
if (!_procedural) {
_procedural.reset(new ProceduralInfo(this));
_procedural.reset(new Procedural(this->getUserData()));
_procedural->_vertexSource = simple_vert;
_procedural->_fragmentSource = simple_frag;
_procedural->_state->setCullMode(gpu::State::CULL_NONE);
_procedural->_state->setDepthTest(true, true, gpu::LESS_EQUAL);
_procedural->_state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
}
if (_procedural->ready()) {
_procedural->prepare(batch);
_procedural->prepare(batch, this->getDimensions());
DependencyManager::get<GeometryCache>()->renderSolidCube(batch, 1.0f, _procedural->getColor(cubeColor));
} else {
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(batch, 1.0f, cubeColor);

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@ -13,10 +13,11 @@
#define hifi_RenderableBoxEntityItem_h
#include <BoxEntityItem.h>
#include "RenderableEntityItem.h"
#include "RenderableProceduralItem.h"
#include <procedural/Procedural.h>
class RenderableBoxEntityItem : public BoxEntityItem, RenderableProceduralItem {
#include "RenderableEntityItem.h"
class RenderableBoxEntityItem : public BoxEntityItem {
public:
static EntityItemPointer factory(const EntityItemID& entityID, const EntityItemProperties& properties);
@ -28,6 +29,8 @@ public:
virtual void setUserData(const QString& value);
SIMPLE_RENDERABLE()
private:
QSharedPointer<Procedural> _procedural;
};

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@ -1,60 +0,0 @@
//
// Created by Bradley Austin Davis on 2015/09/05
// Copyright 2013-2015 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
//
#pragma once
#ifndef hifi_RenderableProcedrualItem_h
#define hifi_RenderableProcedrualItem_h
#include <QtCore/qglobal.h>
#include <QtCore/QString>
#include <QtCore/QUrl>
#include <QtCore/QJsonObject>
#include <ShaderCache.h>
#include <gpu/Shader.h>
#include <gpu/Pipeline.h>
#include <gpu/Batch.h>
class EntityItem;
class QJsonObject;
class RenderableProceduralItem {
protected:
// FIXME better encapsulation
// FIXME better mechanism for extending to things rendered using shaders other than simple.slv
struct ProceduralInfo {
ProceduralInfo(EntityItem* entity);
void parse();
void parse(const QJsonObject&);
bool ready();
void prepare(gpu::Batch& batch);
glm::vec4 getColor(const glm::vec4& entityColor);
bool _enabled{ false };
uint8_t _version{ 1 };
gpu::PipelinePointer _pipeline;
gpu::ShaderPointer _vertexShader;
gpu::ShaderPointer _fragmentShader;
gpu::ShaderPointer _shader;
QString _shaderSource;
QString _shaderPath;
QUrl _shaderUrl;
quint64 _shaderModified{ 0 };
bool _pipelineDirty{ true };
int32_t _timeSlot{ gpu::Shader::INVALID_LOCATION };
int32_t _scaleSlot{ gpu::Shader::INVALID_LOCATION };
uint64_t _start{ 0 };
NetworkShaderPointer _networkShader;
EntityItem* _entity;
QJsonObject _uniforms;
};
QSharedPointer<ProceduralInfo> _procedural;
};
#endif

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@ -21,6 +21,8 @@
#include <PerfStat.h>
#include "RenderableDebugableEntityItem.h"
#include "../render-utils/simple_vert.h"
#include "../render-utils/simple_frag.h"
EntityItemPointer RenderableSphereEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
return std::make_shared<RenderableSphereEntityItem>(entityID, properties);
@ -47,12 +49,19 @@ void RenderableSphereEntityItem::render(RenderArgs* args) {
static const int SLICES = 15, STACKS = 15;
if (!_procedural) {
_procedural.reset(new ProceduralInfo(this));
_procedural.reset(new Procedural(getUserData()));
_procedural->_vertexSource = simple_vert;
_procedural->_fragmentSource = simple_frag;
_procedural->_state->setCullMode(gpu::State::CULL_NONE);
_procedural->_state->setDepthTest(true, true, gpu::LESS_EQUAL);
_procedural->_state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
}
glm::vec4 sphereColor(toGlm(getXColor()), getLocalRenderAlpha());
if (_procedural->ready()) {
_procedural->prepare(batch);
_procedural->prepare(batch, getDimensions());
DependencyManager::get<GeometryCache>()->renderSphere(batch, 0.5f, SLICES, STACKS, _procedural->getColor(sphereColor));
} else {
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, 0.5f, SLICES, STACKS, sphereColor);

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@ -13,10 +13,11 @@
#define hifi_RenderableSphereEntityItem_h
#include <SphereEntityItem.h>
#include "RenderableEntityItem.h"
#include "RenderableProceduralItem.h"
#include <procedural/Procedural.h>
class RenderableSphereEntityItem : public SphereEntityItem, RenderableProceduralItem {
#include "RenderableEntityItem.h"
class RenderableSphereEntityItem : public SphereEntityItem {
public:
static EntityItemPointer factory(const EntityItemID& entityID, const EntityItemProperties& properties);
@ -28,6 +29,9 @@ public:
virtual void setUserData(const QString& value);
SIMPLE_RENDERABLE();
private:
QSharedPointer<Procedural> _procedural;
};

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@ -0,0 +1,11 @@
set(TARGET_NAME gpu-networking)
# use setup_hifi_library macro to setup our project and link appropriate Qt modules
setup_hifi_library()
add_dependency_external_projects(glm)
find_package(GLM REQUIRED)
target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS})
link_hifi_libraries(shared networking gpu)

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@ -0,0 +1,11 @@
//
// Created by Bradley Austin Davis on 2015/08/07
// Copyright 2013-2015 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 "GpuNetworkingLogging.h"
Q_LOGGING_CATEGORY(gpunetwork, "hifi.gpu-network")

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@ -0,0 +1,11 @@
//
// Created by Bradley Austin Davis on 2015/08/07
// Copyright 2013-2015 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 <QLoggingCategory>
Q_DECLARE_LOGGING_CATEGORY(gpunetwork)

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@ -1,7 +1,4 @@
//
// TextureCache.cpp
// interface/src/renderer
//
// Created by Andrzej Kapolka on 8/6/13.
// Copyright 2013 High Fidelity, Inc.
//
@ -21,13 +18,11 @@
#include <QRunnable>
#include <QThreadPool>
#include <qimagereader.h>
#include "PathUtils.h"
#include <PathUtils.h>
#include <gpu/Batch.h>
#include "RenderUtilsLogging.h"
#include "GpuNetworkingLogging.h"
TextureCache::TextureCache() {
const qint64 TEXTURE_DEFAULT_UNUSED_MAX_SIZE = DEFAULT_UNUSED_MAX_SIZE;
@ -255,7 +250,7 @@ void listSupportedImageFormats() {
foreach(const QByteArray& f, supportedFormats) {
formats += QString(f) + ",";
}
qCDebug(renderutils) << "List of supported Image formats:" << formats;
qCDebug(gpunetwork) << "List of supported Image formats:" << formats;
});
}
@ -323,9 +318,9 @@ void ImageReader::run() {
if (originalWidth == 0 || originalHeight == 0 || imageFormat == QImage::Format_Invalid) {
if (filenameExtension.empty()) {
qCDebug(renderutils) << "QImage failed to create from content, no file extension:" << _url;
qCDebug(gpunetwork) << "QImage failed to create from content, no file extension:" << _url;
} else {
qCDebug(renderutils) << "QImage failed to create from content" << _url;
qCDebug(gpunetwork) << "QImage failed to create from content" << _url;
}
return;
}
@ -333,7 +328,7 @@ void ImageReader::run() {
int imageArea = image.width() * image.height();
auto ntex = dynamic_cast<NetworkTexture*>(&*texture);
if (ntex && (ntex->getType() == CUBE_TEXTURE)) {
qCDebug(renderutils) << "Cube map size:" << _url << image.width() << image.height();
qCDebug(gpunetwork) << "Cube map size:" << _url << image.width() << image.height();
}
int opaquePixels = 0;
@ -384,7 +379,7 @@ void ImageReader::run() {
}
}
if (opaquePixels == imageArea) {
qCDebug(renderutils) << "Image with alpha channel is completely opaque:" << _url;
qCDebug(gpunetwork) << "Image with alpha channel is completely opaque:" << _url;
image = image.convertToFormat(QImage::Format_RGB888);
}
@ -532,7 +527,7 @@ void ImageReader::run() {
faces.push_back(image.copy(QRect(layout._faceZPos._x * faceWidth, layout._faceZPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZPos._horizontalMirror, layout._faceZPos._verticalMirror));
faces.push_back(image.copy(QRect(layout._faceZNeg._x * faceWidth, layout._faceZNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZNeg._horizontalMirror, layout._faceZNeg._verticalMirror));
} else {
qCDebug(renderutils) << "Failed to find a known cube map layout from this image:" << _url;
qCDebug(gpunetwork) << "Failed to find a known cube map layout from this image:" << _url;
return;
}

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@ -0,0 +1,167 @@
//
// Created by Andrzej Kapolka on 8/6/13.
// 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
//
#ifndef hifi_TextureCache_h
#define hifi_TextureCache_h
#include <gpu/Texture.h>
#include <QImage>
#include <QMap>
#include <QColor>
#include <DependencyManager.h>
#include <ResourceCache.h>
namespace gpu {
class Batch;
}
class NetworkTexture;
typedef QSharedPointer<NetworkTexture> NetworkTexturePointer;
enum TextureType { DEFAULT_TEXTURE, NORMAL_TEXTURE, SPECULAR_TEXTURE, EMISSIVE_TEXTURE, SPLAT_TEXTURE, CUBE_TEXTURE };
/// Stores cached textures, including render-to-texture targets.
class TextureCache : public ResourceCache, public Dependency {
Q_OBJECT
SINGLETON_DEPENDENCY
public:
/// Returns the ID of the permutation/normal texture used for Perlin noise shader programs. This texture
/// has two lines: the first, a set of random numbers in [0, 255] to be used as permutation offsets, and
/// the second, a set of random unit vectors to be used as noise gradients.
const gpu::TexturePointer& getPermutationNormalTexture();
/// Returns an opaque white texture (useful for a default).
const gpu::TexturePointer& getWhiteTexture();
/// Returns an opaque gray texture (useful for a default).
const gpu::TexturePointer& getGrayTexture();
/// Returns the a pale blue texture (useful for a normal map).
const gpu::TexturePointer& getBlueTexture();
/// Returns the a black texture (useful for a default).
const gpu::TexturePointer& getBlackTexture();
// Returns a map used to compress the normals through a fitting scale algorithm
const gpu::TexturePointer& getNormalFittingTexture();
/// Returns a texture version of an image file
static gpu::TexturePointer getImageTexture(const QString& path);
/// Loads a texture from the specified URL.
NetworkTexturePointer getTexture(const QUrl& url, TextureType type = DEFAULT_TEXTURE, bool dilatable = false,
const QByteArray& content = QByteArray());
protected:
virtual QSharedPointer<Resource> createResource(const QUrl& url,
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra);
private:
TextureCache();
virtual ~TextureCache();
friend class DilatableNetworkTexture;
gpu::TexturePointer _permutationNormalTexture;
gpu::TexturePointer _whiteTexture;
gpu::TexturePointer _grayTexture;
gpu::TexturePointer _blueTexture;
gpu::TexturePointer _blackTexture;
gpu::TexturePointer _normalFittingTexture;
QHash<QUrl, QWeakPointer<NetworkTexture> > _dilatableNetworkTextures;
};
/// A simple object wrapper for an OpenGL texture.
class Texture {
public:
friend class TextureCache;
friend class DilatableNetworkTexture;
Texture();
~Texture();
const gpu::TexturePointer& getGPUTexture() const { return _gpuTexture; }
protected:
gpu::TexturePointer _gpuTexture;
private:
};
/// A texture loaded from the network.
class NetworkTexture : public Resource, public Texture {
Q_OBJECT
public:
NetworkTexture(const QUrl& url, TextureType type, const QByteArray& content);
/// Checks whether it "looks like" this texture is translucent
/// (majority of pixels neither fully opaque or fully transparent).
bool isTranslucent() const { return _translucent; }
/// Returns the lazily-computed average texture color.
const QColor& getAverageColor() const { return _averageColor; }
int getOriginalWidth() const { return _originalWidth; }
int getOriginalHeight() const { return _originalHeight; }
int getWidth() const { return _width; }
int getHeight() const { return _height; }
TextureType getType() const { return _type; }
protected:
virtual void downloadFinished(QNetworkReply* reply);
Q_INVOKABLE void loadContent(const QByteArray& content);
// FIXME: This void* should be a gpu::Texture* but i cannot get it to work for now, moving on...
Q_INVOKABLE void setImage(const QImage& image, void* texture, bool translucent, const QColor& averageColor, int originalWidth,
int originalHeight);
virtual void imageLoaded(const QImage& image);
TextureType _type;
private:
bool _translucent;
QColor _averageColor;
int _originalWidth;
int _originalHeight;
int _width;
int _height;
};
/// Caches derived, dilated textures.
class DilatableNetworkTexture : public NetworkTexture {
Q_OBJECT
public:
DilatableNetworkTexture(const QUrl& url, const QByteArray& content);
/// Returns a pointer to a texture with the requested amount of dilation.
QSharedPointer<Texture> getDilatedTexture(float dilation);
protected:
virtual void imageLoaded(const QImage& image);
virtual void reinsert();
private:
QImage _image;
int _innerRadius;
int _outerRadius;
QMap<float, QWeakPointer<Texture> > _dilatedTextures;
};
#endif // hifi_TextureCache_h

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@ -7,6 +7,10 @@ setup_hifi_library()
link_hifi_libraries(shared)
add_dependency_external_projects(glm)
find_package(GLM REQUIRED)
target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS})
add_dependency_external_projects(glew)
find_package(GLEW REQUIRED)
add_definitions(-DGLEW_STATIC)

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@ -9,4 +9,4 @@ add_dependency_external_projects(glm)
find_package(GLM REQUIRED)
target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS})
link_hifi_libraries(shared gpu octree)
link_hifi_libraries(shared networking gpu gpu-networking procedural octree)

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@ -10,10 +10,12 @@
//
#include "Skybox.h"
#include "gpu/Batch.h"
#include "gpu/Context.h"
#include "ViewFrustum.h"
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include <procedural/Procedural.h>
#include <ViewFrustum.h>
#include "Skybox_vert.h"
#include "Skybox_frag.h"
@ -38,19 +40,54 @@ void Skybox::setColor(const Color& color) {
_color = color;
}
void Skybox::setProcedural(QSharedPointer<Procedural> procedural) {
_procedural = procedural;
if (_procedural) {
_procedural->_vertexSource = Skybox_vert;
_procedural->_fragmentSource = Skybox_frag;
// No pipeline state customization
}
}
void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
_cubemap = cubemap;
}
void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Skybox& skybox) {
static gpu::BufferPointer theBuffer;
static gpu::Stream::FormatPointer theFormat;
if (skybox.getCubemap()) {
if (skybox.getCubemap()->isDefined()) {
if (skybox._procedural || skybox.getCubemap()) {
if (!theBuffer) {
const float CLIP = 1.0f;
const glm::vec2 vertices[4] = { { -CLIP, -CLIP }, { CLIP, -CLIP }, { -CLIP, CLIP }, { CLIP, CLIP } };
theBuffer = std::make_shared<gpu::Buffer>(sizeof(vertices), (const gpu::Byte*) vertices);
theFormat = std::make_shared<gpu::Stream::Format>();
theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
}
static gpu::PipelinePointer thePipeline;
static gpu::BufferPointer theBuffer;
static gpu::Stream::FormatPointer theFormat;
glm::mat4 projMat;
viewFrustum.evalProjectionMatrix(projMat);
Transform viewTransform;
viewFrustum.evalViewTransform(viewTransform);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
batch.setInputFormat(theFormat);
if (skybox._procedural && skybox._procedural->_enabled && skybox._procedural->ready()) {
if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) {
batch.setResourceTexture(0, skybox.getCubemap());
}
skybox._procedural->prepare(batch, glm::vec3(1));
batch.draw(gpu::TRIANGLE_STRIP, 4);
} else if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) {
static gpu::BufferPointer theConstants;
static gpu::PipelinePointer thePipeline;
static int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader
if (!thePipeline) {
auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert)));
@ -72,23 +109,10 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
thePipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, skyState));
const float CLIP = 1.0f;
const glm::vec2 vertices[4] = { {-CLIP, -CLIP}, {CLIP, -CLIP}, {-CLIP, CLIP}, {CLIP, CLIP}};
theBuffer = std::make_shared<gpu::Buffer>(sizeof(vertices), (const gpu::Byte*) vertices);
theFormat = std::make_shared<gpu::Stream::Format>();
theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
auto color = glm::vec4(1.0f);
theConstants = std::make_shared<gpu::Buffer>(sizeof(color), (const gpu::Byte*) &color);
}
glm::mat4 projMat;
viewFrustum.evalProjectionMatrix(projMat);
Transform viewTransform;
viewFrustum.evalViewTransform(viewTransform);
if (glm::all(glm::equal(skybox.getColor(), glm::vec3(0.0f)))) {
auto color = glm::vec4(1.0f);
theConstants->setSubData(0, sizeof(color), (const gpu::Byte*) &color);
@ -96,13 +120,8 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
theConstants->setSubData(0, sizeof(Color), (const gpu::Byte*) &skybox.getColor());
}
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac
batch.setPipeline(thePipeline);
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize());
batch.setInputFormat(theFormat);
batch.setResourceTexture(0, skybox.getCubemap());
batch.draw(gpu::TRIANGLE_STRIP, 4);
}

View file

@ -11,12 +11,13 @@
#ifndef hifi_model_Skybox_h
#define hifi_model_Skybox_h
#include "gpu/Texture.h"
#include <QtCore/QSharedPointer>
#include <gpu/Texture.h>
#include "Light.h"
class ViewFrustum;
//class Transform;
struct Procedural;
namespace gpu { class Batch; }
namespace model {
@ -35,11 +36,13 @@ public:
void setCubemap(const gpu::TexturePointer& cubemap);
const gpu::TexturePointer& getCubemap() const { return _cubemap; }
void setProcedural(QSharedPointer<Procedural> procedural);
static void render(gpu::Batch& batch, const ViewFrustum& frustum, const Skybox& skybox);
protected:
gpu::TexturePointer _cubemap;
QSharedPointer<Procedural> _procedural;
Color _color{1.0f, 1.0f, 1.0f};
};
typedef std::shared_ptr< Skybox > SkyboxPointer;

View file

@ -22,13 +22,29 @@ uniform skyboxBuffer {
};
in vec3 _normal;
out vec4 _fragColor;
//PROCEDURAL_COMMON_BLOCK
#line 1001
//PROCEDURAL_BLOCK
#line 2033
void main(void) {
#ifdef PROCEDURAL
vec3 color = getSkyboxColor();
_fragColor = vec4(color, 0.0);
#else
vec3 coord = normalize(_normal);
vec3 texel = texture(cubeMap, coord).rgb;
vec3 color = texel * _skybox._color.rgb;
vec3 pixel = pow(color, vec3(1.0/2.2)); // manual Gamma correction
_fragColor = vec4(pixel, 0.0);
#endif
}

View file

@ -0,0 +1,10 @@
set(TARGET_NAME procedural)
# use setup_hifi_library macro to setup our project and link appropriate Qt modules
setup_hifi_library()
add_dependency_external_projects(glm)
find_package(GLM REQUIRED)
target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS})
link_hifi_libraries(shared gpu networking gpu-networking)

View file

@ -6,7 +6,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "RenderableProceduralItem.h"
#include "Procedural.h"
#include <QtCore/QFile>
#include <QtCore/QFileInfo>
@ -14,14 +14,12 @@
#include <QtCore/QJsonDocument>
#include <QtCore/QJsonObject>
#include <ShaderCache.h>
#include <EntityItem.h>
#include <TextureCache.h>
#include <DeferredLightingEffect.h>
#include <gpu-networking/ShaderCache.h>
#include <gpu/Batch.h>
#include <SharedUtil.h>
#include <NumericalConstants.h>
#include "RenderableProceduralItemShader.h"
#include "../render-utils/simple_vert.h"
#include "ProceduralShaders.h"
static const char* const UNIFORM_TIME_NAME= "iGlobalTime";
static const char* const UNIFORM_SCALE_NAME = "iWorldScale";
@ -30,43 +28,46 @@ static const QString PROCEDURAL_USER_DATA_KEY = "ProceduralEntity";
static const QString URL_KEY = "shaderUrl";
static const QString VERSION_KEY = "version";
static const QString UNIFORMS_KEY = "uniforms";
static const std::string PROCEDURAL_BLOCK = "//PROCEDURAL_BLOCK";
static const std::string PROCEDURAL_COMMON_BLOCK = "//PROCEDURAL_COMMON_BLOCK";
static const std::string PROCEDURAL_VERSION = "//PROCEDURAL_VERSION";
RenderableProceduralItem::ProceduralInfo::ProceduralInfo(EntityItem* entity) : _entity(entity) {
parse();
// Example
//{
// "ProceduralEntity": {
// "shaderUrl": "file:///C:/Users/bdavis/Git/hifi/examples/shaders/test.fs",
// }
//}
QJsonValue Procedural::getProceduralData(const QString& proceduralJson) {
if (proceduralJson.isEmpty()) {
return QJsonValue();
}
QJsonParseError parseError;
auto doc = QJsonDocument::fromJson(proceduralJson.toUtf8(), &parseError);
if (parseError.error != QJsonParseError::NoError) {
return QJsonValue();
}
return doc.object()[PROCEDURAL_USER_DATA_KEY];
}
void RenderableProceduralItem::ProceduralInfo::parse() {
Procedural::Procedural(const QString& userDataJson) {
parse(userDataJson);
_state = std::make_shared<gpu::State>();
}
void Procedural::parse(const QString& userDataJson) {
_enabled = false;
QJsonObject userData;
{
const QString& userDataJson = _entity->getUserData();
if (userDataJson.isEmpty()) {
return;
}
QJsonParseError parseError;
auto doc = QJsonDocument::fromJson(userDataJson.toUtf8(), &parseError);
if (parseError.error != QJsonParseError::NoError) {
return;
}
userData = doc.object();
auto proceduralData = getProceduralData(userDataJson);
if (proceduralData.isObject()) {
parse(proceduralData.toObject());
}
// Example
//{
// "ProceduralEntity": {
// "shaderUrl": "file:///C:/Users/bdavis/Git/hifi/examples/shaders/test.fs",
// "color" : "#FFFFFF"
// }
//}
auto proceduralData = userData[PROCEDURAL_USER_DATA_KEY];
if (proceduralData.isNull()) {
return;
}
parse(proceduralData.toObject());
}
void RenderableProceduralItem::ProceduralInfo::parse(const QJsonObject& proceduralData) {
void Procedural::parse(const QJsonObject& proceduralData) {
// grab the version number
{
auto version = proceduralData[VERSION_KEY];
@ -106,7 +107,7 @@ void RenderableProceduralItem::ProceduralInfo::parse(const QJsonObject& procedur
_enabled = true;
}
bool RenderableProceduralItem::ProceduralInfo::ready() {
bool Procedural::ready() {
if (!_enabled) {
return false;
}
@ -122,7 +123,7 @@ bool RenderableProceduralItem::ProceduralInfo::ready() {
return false;
}
void RenderableProceduralItem::ProceduralInfo::prepare(gpu::Batch& batch) {
void Procedural::prepare(gpu::Batch& batch, const glm::vec3& size) {
if (_shaderUrl.isLocalFile()) {
auto lastModified = QFileInfo(_shaderPath).lastModified().toMSecsSinceEpoch();
if (lastModified > _shaderModified) {
@ -139,31 +140,33 @@ void RenderableProceduralItem::ProceduralInfo::prepare(gpu::Batch& batch) {
if (!_pipeline || _pipelineDirty) {
_pipelineDirty = true;
if (!_vertexShader) {
_vertexShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
_vertexShader = gpu::ShaderPointer(gpu::Shader::createVertex(_vertexSource));
}
QString framentShaderSource;
switch (_version) {
case 1:
framentShaderSource = SHADER_TEMPLATE_V1.arg(_shaderSource);
break;
default:
case 2:
framentShaderSource = SHADER_TEMPLATE_V2.arg(_shaderSource);
break;
// Build the fragment shader
std::string fragmentShaderSource = _fragmentSource;
size_t replaceIndex = fragmentShaderSource.find(PROCEDURAL_COMMON_BLOCK);
if (replaceIndex != std::string::npos) {
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), SHADER_COMMON);
}
_fragmentShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(framentShaderSource.toLocal8Bit().data())));
replaceIndex = fragmentShaderSource.find(PROCEDURAL_VERSION);
if (replaceIndex != std::string::npos) {
if (_version == 1) {
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_VERSION.size(), "#define PROCEDURAL_V1 1");
} else if (_version == 2) {
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_VERSION.size(), "#define PROCEDURAL_V2 1");
}
}
replaceIndex = fragmentShaderSource.find(PROCEDURAL_BLOCK);
if (replaceIndex != std::string::npos) {
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_BLOCK.size(), _shaderSource.toLocal8Bit().data());
}
qDebug() << "FragmentShader:\n" << fragmentShaderSource.c_str();
_fragmentShader = gpu::ShaderPointer(gpu::Shader::createPixel(fragmentShaderSource));
_shader = gpu::ShaderPointer(gpu::Shader::createProgram(_vertexShader, _fragmentShader));
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));
gpu::Shader::makeProgram(*_shader, slotBindings);
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_NONE);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(_shader, state));
gpu::Shader::makeProgram(*_shader);
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(_shader, _state));
_timeSlot = _shader->getUniforms().findLocation(UNIFORM_TIME_NAME);
_scaleSlot = _shader->getUniforms().findLocation(UNIFORM_SCALE_NAME);
_start = usecTimestampNow();
@ -221,15 +224,12 @@ void RenderableProceduralItem::ProceduralInfo::prepare(gpu::Batch& batch) {
// Minimize floating point error by doing an integer division to milliseconds, before the floating point division to seconds
float time = (float)((usecTimestampNow() - _start) / USECS_PER_MSEC) / MSECS_PER_SECOND;
batch._glUniform1f(_timeSlot, time);
// FIXME move into the 'set once' section, since this doesn't change over time
auto scale = _entity->getDimensions();
batch._glUniform3f(_scaleSlot, scale.x, scale.y, scale.z);
batch.setResourceTexture(DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT, DependencyManager::get<TextureCache>()->getNormalFittingTexture());
batch._glUniform3f(_scaleSlot, size.x, size.y, size.z);
}
glm::vec4 RenderableProceduralItem::ProceduralInfo::getColor(const glm::vec4& entityColor) {
glm::vec4 Procedural::getColor(const glm::vec4& entityColor) {
if (_version == 1) {
return glm::vec4(1);
}

View file

@ -0,0 +1,60 @@
//
// Created by Bradley Austin Davis on 2015/09/05
// Copyright 2013-2015 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
//
#pragma once
#ifndef hifi_RenderableProcedrualItem_h
#define hifi_RenderableProcedrualItem_h
#include <QtCore/qglobal.h>
#include <QtCore/QString>
#include <QtCore/QUrl>
#include <QtCore/QJsonObject>
#include <gpu/Shader.h>
#include <gpu/Pipeline.h>
#include <gpu/Batch.h>
#include <gpu-networking/ShaderCache.h>
// FIXME better encapsulation
// FIXME better mechanism for extending to things rendered using shaders other than simple.slv
struct Procedural {
static QJsonValue getProceduralData(const QString& proceduralJson);
Procedural(const QString& userDataJson);
void parse(const QString& userDataJson);
void parse(const QJsonObject&);
bool ready();
void prepare(gpu::Batch& batch, const glm::vec3& size);
glm::vec4 getColor(const glm::vec4& entityColor);
bool _enabled{ false };
uint8_t _version{ 1 };
std::string _vertexSource;
std::string _fragmentSource;
QString _shaderSource;
QString _shaderPath;
QUrl _shaderUrl;
quint64 _shaderModified{ 0 };
bool _pipelineDirty{ true };
int32_t _timeSlot{ gpu::Shader::INVALID_LOCATION };
int32_t _scaleSlot{ gpu::Shader::INVALID_LOCATION };
uint64_t _start{ 0 };
NetworkShaderPointer _networkShader;
QJsonObject _uniforms;
gpu::PipelinePointer _pipeline;
gpu::ShaderPointer _vertexShader;
gpu::ShaderPointer _fragmentShader;
gpu::ShaderPointer _shader;
gpu::StatePointer _state;
};
#endif

View file

@ -0,0 +1,276 @@
//
// Created by Bradley Austin Davis on 2015/09/05
// Copyright 2013-2015 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
//
// Shader includes portions of webgl-noise:
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
const std::string SHADER_COMMON = R"SHADER(
float mod289(float x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float permute(float x) {
return mod289(((x*34.0)+1.0)*x);
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
float taylorInvSqrt(float r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec4 grad4(float j, vec4 ip) {
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
vec4 p, s;
p.xyz = floor(fract(vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = vec4(lessThan(p, vec4(0.0)));
p.xyz = p.xyz + (s.xyz * 2.0 - 1.0) * s.www;
return p;
}
// (sqrt(5) - 1)/4 = F4, used once below
#define F4 0.309016994374947451
float snoise(vec4 v) {
const vec4 C = vec4(0.138196601125011, // (5 - sqrt(5))/20 G4
0.276393202250021, // 2 * G4
0.414589803375032, // 3 * G4
-0.447213595499958); // -1 + 4 * G4
// First corner
vec4 i = floor(v + dot(v, vec4(F4)));
vec4 x0 = v - i + dot(i, C.xxxx);
// Other corners
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
vec4 i0;
vec3 isX = step(x0.yzw, x0.xxx);
vec3 isYZ = step(x0.zww, x0.yyz);
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
i0.w += 1.0 - isYZ.z;
// i0 now contains the unique values 0,1,2,3 in each channel
vec4 i3 = clamp(i0, 0.0, 1.0);
vec4 i2 = clamp(i0 - 1.0, 0.0, 1.0);
vec4 i1 = clamp(i0 - 2.0, 0.0, 1.0);
vec4 x1 = x0 - i1 + C.xxxx;
vec4 x2 = x0 - i2 + C.yyyy;
vec4 x3 = x0 - i3 + C.zzzz;
vec4 x4 = x0 + C.wwww;
// Permutations
i = mod289(i);
float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
vec4 j1 = permute(
permute(
permute(
permute(i.w + vec4(i1.w, i2.w, i3.w, 1.0)) + i.z
+ vec4(i1.z, i2.z, i3.z, 1.0)) + i.y
+ vec4(i1.y, i2.y, i3.y, 1.0)) + i.x
+ vec4(i1.x, i2.x, i3.x, 1.0));
// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
vec4 ip = vec4(1.0 / 294.0, 1.0 / 49.0, 1.0 / 7.0, 0.0);
vec4 p0 = grad4(j0, ip);
vec4 p1 = grad4(j1.x, ip);
vec4 p2 = grad4(j1.y, ip);
vec4 p3 = grad4(j1.z, ip);
vec4 p4 = grad4(j1.w, ip);
// Normalise gradients
vec4 norm = taylorInvSqrt(
vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
p4 *= taylorInvSqrt(dot(p4, p4));
// Mix contributions from the five corners
vec3 m0 = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
vec2 m1 = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), 0.0);
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0
* (dot(m0 * m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)))
+ dot(m1 * m1, vec2(dot(p3, x3), dot(p4, x4))));
}
float snoise(vec3 v) {
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute(
permute(
permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y
+ vec4(0.0, i1.y, i2.y, 1.0)) + i.x
+ vec4(0.0, i1.x, i2.x, 1.0));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(
vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)),
0.0);
m = m * m;
return 42.0
* dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
}
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
// First corner
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
// Other corners
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute(
permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)),
0.0);
m = m * m;
m = m * m;
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
// Compute final noise value at P
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
// TODO add more uniforms
uniform float iGlobalTime; // shader playback time (in seconds)
uniform vec3 iWorldScale; // the dimensions of the object being rendered
// TODO add support for textures
// TODO document available inputs other than the uniforms
// TODO provide world scale in addition to the untransformed position
#define PROCEDURAL 1
//PROCEDURAL_VERSION
)SHADER";

View file

@ -40,4 +40,4 @@ add_dependency_external_projects(oglplus)
find_package(OGLPLUS REQUIRED)
target_include_directories(${TARGET_NAME} PUBLIC ${OGLPLUS_INCLUDE_DIRS})
link_hifi_libraries(animation fbx shared gpu model render environment)
link_hifi_libraries(shared gpu gpu-networking procedural model render environment animation fbx)

View file

@ -1,171 +1,2 @@
//
// TextureCache.h
// interface/src/renderer
//
// Created by Andrzej Kapolka on 8/6/13.
// 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
//
#ifndef hifi_TextureCache_h
#define hifi_TextureCache_h
#include <gpu/Texture.h>
#include <model/Light.h>
#include <QImage>
#include <QMap>
#include <QColor>
#include <DependencyManager.h>
#include <ResourceCache.h>
namespace gpu {
class Batch;
}
class NetworkTexture;
typedef QSharedPointer<NetworkTexture> NetworkTexturePointer;
enum TextureType { DEFAULT_TEXTURE, NORMAL_TEXTURE, SPECULAR_TEXTURE, EMISSIVE_TEXTURE, SPLAT_TEXTURE, CUBE_TEXTURE };
/// Stores cached textures, including render-to-texture targets.
class TextureCache : public ResourceCache, public Dependency {
Q_OBJECT
SINGLETON_DEPENDENCY
public:
/// Returns the ID of the permutation/normal texture used for Perlin noise shader programs. This texture
/// has two lines: the first, a set of random numbers in [0, 255] to be used as permutation offsets, and
/// the second, a set of random unit vectors to be used as noise gradients.
const gpu::TexturePointer& getPermutationNormalTexture();
/// Returns an opaque white texture (useful for a default).
const gpu::TexturePointer& getWhiteTexture();
/// Returns an opaque gray texture (useful for a default).
const gpu::TexturePointer& getGrayTexture();
/// Returns the a pale blue texture (useful for a normal map).
const gpu::TexturePointer& getBlueTexture();
/// Returns the a black texture (useful for a default).
const gpu::TexturePointer& getBlackTexture();
// Returns a map used to compress the normals through a fitting scale algorithm
const gpu::TexturePointer& getNormalFittingTexture();
/// Returns a texture version of an image file
static gpu::TexturePointer getImageTexture(const QString& path);
/// Loads a texture from the specified URL.
NetworkTexturePointer getTexture(const QUrl& url, TextureType type = DEFAULT_TEXTURE, bool dilatable = false,
const QByteArray& content = QByteArray());
protected:
virtual QSharedPointer<Resource> createResource(const QUrl& url,
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra);
private:
TextureCache();
virtual ~TextureCache();
friend class DilatableNetworkTexture;
gpu::TexturePointer _permutationNormalTexture;
gpu::TexturePointer _whiteTexture;
gpu::TexturePointer _grayTexture;
gpu::TexturePointer _blueTexture;
gpu::TexturePointer _blackTexture;
gpu::TexturePointer _normalFittingTexture;
QHash<QUrl, QWeakPointer<NetworkTexture> > _dilatableNetworkTextures;
};
/// A simple object wrapper for an OpenGL texture.
class Texture {
public:
friend class TextureCache;
friend class DilatableNetworkTexture;
Texture();
~Texture();
const gpu::TexturePointer& getGPUTexture() const { return _gpuTexture; }
protected:
gpu::TexturePointer _gpuTexture;
private:
};
/// A texture loaded from the network.
class NetworkTexture : public Resource, public Texture {
Q_OBJECT
public:
NetworkTexture(const QUrl& url, TextureType type, const QByteArray& content);
/// Checks whether it "looks like" this texture is translucent
/// (majority of pixels neither fully opaque or fully transparent).
bool isTranslucent() const { return _translucent; }
/// Returns the lazily-computed average texture color.
const QColor& getAverageColor() const { return _averageColor; }
int getOriginalWidth() const { return _originalWidth; }
int getOriginalHeight() const { return _originalHeight; }
int getWidth() const { return _width; }
int getHeight() const { return _height; }
TextureType getType() const { return _type; }
protected:
virtual void downloadFinished(QNetworkReply* reply);
Q_INVOKABLE void loadContent(const QByteArray& content);
// FIXME: This void* should be a gpu::Texture* but i cannot get it to work for now, moving on...
Q_INVOKABLE void setImage(const QImage& image, void* texture, bool translucent, const QColor& averageColor, int originalWidth,
int originalHeight);
virtual void imageLoaded(const QImage& image);
TextureType _type;
private:
bool _translucent;
QColor _averageColor;
int _originalWidth;
int _originalHeight;
int _width;
int _height;
};
/// Caches derived, dilated textures.
class DilatableNetworkTexture : public NetworkTexture {
Q_OBJECT
public:
DilatableNetworkTexture(const QUrl& url, const QByteArray& content);
/// Returns a pointer to a texture with the requested amount of dilation.
QSharedPointer<Texture> getDilatedTexture(float dilation);
protected:
virtual void imageLoaded(const QImage& image);
virtual void reinsert();
private:
QImage _image;
int _innerRadius;
int _outerRadius;
QMap<float, QWeakPointer<Texture> > _dilatedTextures;
};
#endif // hifi_TextureCache_h
// Compatibility
#include <gpu-networking/TextureCache.h>

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@ -18,12 +18,39 @@
// the interpolated normal
in vec3 _normal;
in vec3 _color;
in vec2 _texCoord0;
in vec4 _position;
//PROCEDURAL_COMMON_BLOCK
#line 1001
//PROCEDURAL_BLOCK
#line 2030
void main(void) {
Material material = getMaterial();
packDeferredFragment(
normalize(_normal.xyz),
glowIntensity,
_color.rgb,
DEFAULT_SPECULAR, DEFAULT_SHININESS);
vec3 normal = normalize(_normal.xyz);
vec3 diffuse = _color.rgb;
vec3 specular = DEFAULT_SPECULAR;
float shininess = DEFAULT_SHININESS;
float emissiveAmount = 0.0;
#ifdef PROCEDURAL
#ifdef PROCEDURAL_V1
specular = getProceduralColor().rgb;
emissiveAmount = 1.0;
#else
emissiveAmount = getProceduralColors(diffuse, specular, shininess);
#endif
#endif
if (emissiveAmount > 0.0) {
packDeferredFragmentLightmap(
normal, glowIntensity, diffuse, specular, shininess, specular);
} else {
packDeferredFragment(
normal, glowIntensity, diffuse, specular, shininess);
}
}

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@ -7,4 +7,4 @@ add_dependency_external_projects(glm)
find_package(GLM REQUIRED)
target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS})
link_hifi_libraries(shared octree gpu model fbx entities animation audio physics)
link_hifi_libraries(shared networking octree gpu gpu-networking procedural model fbx entities animation audio physics)

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@ -10,6 +10,6 @@ set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
#include_oglplus()
# link in the shared libraries
link_hifi_libraries(render-utils gpu shared networking fbx model animation script-engine)
link_hifi_libraries(networking gpu gpu-networking procedural shared fbx model animation script-engine render-utils )
copy_dlls_beside_windows_executable()