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Merge branch 'hazeOnTransparent' of https://github.com/NissimHadar/hifi
This commit is contained in:
commit
73f16b1b2a
14 changed files with 222 additions and 161 deletions
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@ -128,7 +128,7 @@ namespace model {
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Parameters() {}
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};
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UniformBufferView _hazeParametersBuffer;
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UniformBufferView _hazeParametersBuffer { nullptr };
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};
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using HazePointer = std::shared_ptr<Haze>;
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@ -91,6 +91,7 @@ vec3 albedo, vec3 fresnel, float metallic, float roughness
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<@endfunc@>
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<@include Haze.slh@>
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<@func declareEvalSkyboxGlobalColor(supportScattering)@>
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@ -101,8 +102,6 @@ vec3 albedo, vec3 fresnel, float metallic, float roughness
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<$declareDeferredCurvature()$>
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<@endif@>
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<@include Haze.slh@>
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vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal,
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vec3 albedo, vec3 fresnel, float metallic, float roughness
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<@if supportScattering@>
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@ -122,7 +121,6 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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color += ambientDiffuse;
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color += ambientSpecular;
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation
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@ -135,52 +133,7 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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// Attenuate the light if haze effect selected
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if ((hazeParams.hazeMode & HAZE_MODE_IS_KEYLIGHT_ATTENUATED) == HAZE_MODE_IS_KEYLIGHT_ATTENUATED) {
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// Directional light attenuation is simulated by assuming the light source is at a fixed height above the
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// fragment. This height is where the haze density is reduced by 95% from the haze at the fragment's height
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//
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// The distance is computed from the height and the directional light orientation
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// The distance is limited to height * 1,000, which gives an angle of ~0.057 degrees
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// Get directional light
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Light light = getLight();
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vec3 lightDirection = getLightDirection(light);
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// Height at which haze density is reduced by 95% (default set to 2000.0 for safety ,this should never happen)
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float height_95p = 2000.0;
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if (hazeParams.hazeKeyLightAltitudeFactor > 0.0f) {
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height_95p = -log(0.05) / hazeParams.hazeKeyLightAltitudeFactor;
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}
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// Note that the sine will always be positive
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float sin_pitch = sqrt(1.0 - lightDirection.y * lightDirection.y);
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float distance;
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const float minimumSinPitch = 0.001;
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if (sin_pitch < minimumSinPitch) {
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distance = height_95p / minimumSinPitch;
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} else {
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distance = height_95p / sin_pitch;
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}
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// Position of fragment in world coordinates
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vec4 worldFragPos = invViewMat * vec4(position, 0.0);
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// Integration is from the fragment towards the light source
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// Note that the haze base reference affects only the haze density as function of altitude
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float hazeDensityDistribution =
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hazeParams.hazeKeyLightRangeFactor *
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exp(-hazeParams.hazeKeyLightAltitudeFactor * (worldFragPos.y - hazeParams.hazeBaseReference));
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float hazeIntegral = hazeDensityDistribution * distance;
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// Note that t is constant and equal to -log(0.05)
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// float t = hazeParams.hazeAltitudeFactor * height_95p;
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// hazeIntegral *= (1.0 - exp (-t)) / t;
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hazeIntegral *= 0.3171178;
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float hazeAmount = 1.0 - exp(-hazeIntegral);
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color = mix(color, vec3(0.0, 0.0, 0.0), hazeAmount);
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color = computeHazeColorKeyLightAttenuation(color, lightDirection, position);
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}
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return color;
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@ -213,9 +166,6 @@ vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscur
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}
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<@endfunc@>
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<@func declareEvalGlobalLightingAlphaBlended()@>
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<$declareLightingAmbient(1, 1, 1)$>
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@ -233,7 +183,6 @@ vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, fl
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color += ambientDiffuse;
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color += ambientSpecular / opacity;
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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@ -244,6 +193,42 @@ vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, fl
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return color;
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}
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vec3 evalGlobalLightingAlphaBlendedWithHaze(
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mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal,
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vec3 albedo, vec3 fresnel, float metallic, vec3 emissive, float roughness, float opacity)
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{
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<$prepareGlobalLight()$>
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color += emissive * isEmissiveEnabled();
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance);
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color += ambientDiffuse;
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color += ambientSpecular / opacity;
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation);
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color += directionalDiffuse;
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color += directionalSpecular / opacity;
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// Haze
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if ((hazeParams.hazeMode & HAZE_MODE_IS_ACTIVE) == HAZE_MODE_IS_ACTIVE) {
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vec4 colorV4 = computeHazeColor(
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vec4(color, 1.0), // fragment original color
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position, // fragment position in eye coordinates
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fragEyeVector, // fragment position in world coordinates
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invViewMat[3].y // eye height in world coordinates
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);
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color = colorV4.rgb;
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}
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return color;
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}
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<@endfunc@>
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@ -23,6 +23,7 @@
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<@include Haze.slh@>
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uniform sampler2D colorMap;
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uniform sampler2D linearDepthMap;
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vec4 unpackPositionFromZeye(vec2 texcoord) {
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float Zeye = -texture(linearDepthMap, texcoord).x;
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@ -45,104 +46,13 @@ void main(void) {
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discard;
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}
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// Distance to fragment
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vec4 eyeFragPos = unpackPositionFromZeye(varTexCoord0);
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float distance = length(eyeFragPos.xyz);
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vec4 fragColor = texture(colorMap, varTexCoord0);
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vec4 hazeColor = vec4(hazeParams.hazeColor, 1.0);
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vec4 eyeFragPos = unpackPositionFromZeye(varTexCoord0);
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// Directional light component is a function of the angle from the eye, between the fragment and the sun
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DeferredFrameTransform deferredTransform = getDeferredFrameTransform();
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vec4 worldFragPos = getViewInverse() * eyeFragPos;
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vec3 eyeFragDir = normalize(worldFragPos.xyz);
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mat4 viewInverse = getViewInverse();
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vec4 worldFragPos = viewInverse * eyeFragPos;
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vec4 worldEyePos = viewInverse[3];
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Light light = getLight();
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vec3 lightDirection = getLightDirection(light);
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float glareComponent = max(0.0, dot(eyeFragDir, -lightDirection));
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float power = min(1.0, pow(glareComponent, hazeParams.hazeGlareBlend));
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vec4 glareColor = vec4(hazeParams.hazeGlareColor, 1.0);
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// Use the haze colour for the glare colour, if blend is not enabled
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vec4 blendedHazeColor;
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if ((hazeParams.hazeMode & HAZE_MODE_IS_ENABLE_LIGHT_BLEND) == HAZE_MODE_IS_ENABLE_LIGHT_BLEND) {
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blendedHazeColor = mix(hazeColor, glareColor, power);
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} else {
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blendedHazeColor = hazeColor;
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}
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vec4 potentialFragColor;
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if ((hazeParams.hazeMode & HAZE_MODE_IS_MODULATE_COLOR) == HAZE_MODE_IS_MODULATE_COLOR) {
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// Compute separately for each colour
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// Haze is based on both range and altitude
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// Taken from www.crytek.com/download/GDC2007_RealtimeAtmoFxInGamesRev.ppt
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// The eyepoint position is in the last column of the matrix
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vec3 worldEyePos = getViewInverse()[3].xyz;
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// Note that the haze base reference affects only the haze density as function of altitude
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vec3 hazeDensityDistribution =
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hazeParams.colorModulationFactor *
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exp(-hazeParams.hazeHeightFactor * (worldEyePos.y - hazeParams.hazeBaseReference));
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vec3 hazeIntegral = hazeDensityDistribution * distance;
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const float slopeThreshold = 0.01;
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float deltaHeight = worldFragPos.y - worldEyePos.y;
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if (abs(deltaHeight) > slopeThreshold) {
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float t = hazeParams.hazeHeightFactor * deltaHeight;
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hazeIntegral *= (1.0 - exp (-t)) / t;
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}
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vec3 hazeAmount = 1.0 - exp(-hazeIntegral);
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// Compute color after haze effect
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potentialFragColor = mix(fragColor, vec4(1.0, 1.0, 1.0, 1.0), vec4(hazeAmount, 1.0));
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} else if ((hazeParams.hazeMode & HAZE_MODE_IS_ALTITUDE_BASED) != HAZE_MODE_IS_ALTITUDE_BASED) {
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// Haze is based only on range
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float hazeAmount = 1.0 - exp(-distance * hazeParams.hazeRangeFactor);
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// Compute color after haze effect
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potentialFragColor = mix(fragColor, blendedHazeColor, hazeAmount);
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} else {
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// Haze is based on both range and altitude
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// Taken from www.crytek.com/download/GDC2007_RealtimeAtmoFxInGamesRev.ppt
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// The eyepoint position is in the last column of the matrix
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vec3 worldEyePos = getViewInverse()[3].xyz;
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// Note that the haze base reference affects only the haze density as function of altitude
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float hazeDensityDistribution =
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hazeParams.hazeRangeFactor *
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exp(-hazeParams.hazeHeightFactor * (worldEyePos.y - hazeParams.hazeBaseReference));
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float hazeIntegral = hazeDensityDistribution * distance;
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const float slopeThreshold = 0.01;
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float deltaHeight = worldFragPos.y - worldEyePos.y;
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if (abs(deltaHeight) > slopeThreshold) {
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float t = hazeParams.hazeHeightFactor * deltaHeight;
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// Protect from wild values
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if (abs(t) > 0.0000001) {
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hazeIntegral *= (1.0 - exp (-t)) / t;
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}
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}
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float hazeAmount = 1.0 - exp(-hazeIntegral);
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// Compute color after haze effect
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potentialFragColor = mix(fragColor, blendedHazeColor, hazeAmount);
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}
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// Mix with background at far range
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const float BLEND_DISTANCE = 27000.0;
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if (distance > BLEND_DISTANCE) {
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outFragColor = mix(potentialFragColor, fragColor, hazeParams.backgroundBlend);
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} else {
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outFragColor = potentialFragColor;
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}
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outFragColor = computeHazeColor(fragColor, eyeFragPos.xyz, worldFragPos.xyz, worldEyePos.y);
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}
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@ -40,7 +40,163 @@ layout(std140) uniform hazeBuffer {
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HazeParams hazeParams;
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};
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uniform sampler2D linearDepthMap;
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// Input:
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// color - fragment original color
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// directionalLight - parameters of the keylight
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// worldFragPos - fragment position in world coordinates
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// Output:
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// fragment colour after haze effect
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//
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// General algorithm taken from http://www.iquilezles.org/www/articles/fog/fog.htm, with permission
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//
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vec3 computeHazeColorKeyLightAttenuation(vec3 color, vec3 lightDirection, vec3 worldFragPos) {
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// Directional light attenuation is simulated by assuming the light source is at a fixed height above the
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// fragment. This height is where the haze density is reduced by 95% from the haze at the fragment's height
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//
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// The distance is computed from the height and the directional light orientation
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// The distance is limited to height * 1,000, which gives an angle of ~0.057 degrees
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// Height at which haze density is reduced by 95% (default set to 2000.0 for safety ,this should never happen)
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float height_95p = 2000.0;
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const float log_p_005 = log(0.05);
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if (hazeParams.hazeKeyLightAltitudeFactor > 0.0f) {
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height_95p = -log_p_005 / hazeParams.hazeKeyLightAltitudeFactor;
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}
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// Note that we need the sine to be positive
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float sin_pitch = abs(lightDirection.y);
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float distance;
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const float minimumSinPitch = 0.001;
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if (sin_pitch < minimumSinPitch) {
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distance = height_95p / minimumSinPitch;
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} else {
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distance = height_95p / sin_pitch;
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}
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// Integration is from the fragment towards the light source
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// Note that the haze base reference affects only the haze density as function of altitude
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float hazeDensityDistribution =
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hazeParams.hazeKeyLightRangeFactor *
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exp(-hazeParams.hazeKeyLightAltitudeFactor * (worldFragPos.y - hazeParams.hazeBaseReference));
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float hazeIntegral = hazeDensityDistribution * distance;
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// Note that t is constant and equal to -log(0.05)
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// float t = hazeParams.hazeAltitudeFactor * height_95p;
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// hazeIntegral *= (1.0 - exp (-t)) / t;
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hazeIntegral *= 0.3171178;
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return color * exp(-hazeIntegral);
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}
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// Input:
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// fragColor - fragment original color
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// eyeFragPos - fragment position in eye coordinates
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// worldFragPos - fragment position in world coordinates
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// worldEyeHeight - eye height in world coordinates
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// Output:
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// fragment colour after haze effect
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//
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// General algorithm taken from http://www.iquilezles.org/www/articles/fog/fog.htm, with permission
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//
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vec4 computeHazeColor(vec4 fragColor, vec3 eyeFragPos, vec3 worldFragPos, float worldEyeHeight) {
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// Distance to fragment
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float distance = length(eyeFragPos);
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// Convert haze colour from uniform into a vec4
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vec4 hazeColor = vec4(hazeParams.hazeColor, 1.0);
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// Directional light component is a function of the angle from the eye, between the fragment and the sun
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vec3 eyeFragDir = normalize(worldFragPos);
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Light light = getLight();
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vec3 lightDirection = getLightDirection(light);
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float glareComponent = max(0.0, dot(eyeFragDir, -lightDirection));
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float power = min(1.0, pow(glareComponent, hazeParams.hazeGlareBlend));
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vec4 glareColor = vec4(hazeParams.hazeGlareColor, 1.0);
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// Use the haze colour for the glare colour, if blend is not enabled
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vec4 blendedHazeColor;
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if ((hazeParams.hazeMode & HAZE_MODE_IS_ENABLE_LIGHT_BLEND) == HAZE_MODE_IS_ENABLE_LIGHT_BLEND) {
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blendedHazeColor = mix(hazeColor, glareColor, power);
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} else {
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blendedHazeColor = hazeColor;
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}
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vec4 potentialFragColor;
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if ((hazeParams.hazeMode & HAZE_MODE_IS_MODULATE_COLOR) == HAZE_MODE_IS_MODULATE_COLOR) {
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// Compute separately for each colour
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// Haze is based on both range and altitude
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// Taken from www.crytek.com/download/GDC2007_RealtimeAtmoFxInGamesRev.ppt
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// Note that the haze base reference affects only the haze density as function of altitude
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vec3 hazeDensityDistribution =
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hazeParams.colorModulationFactor *
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exp(-hazeParams.hazeHeightFactor * (worldEyeHeight - hazeParams.hazeBaseReference));
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vec3 hazeIntegral = hazeDensityDistribution * distance;
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const float slopeThreshold = 0.01;
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float deltaHeight = worldFragPos.y - worldEyeHeight;
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if (abs(deltaHeight) > slopeThreshold) {
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float t = hazeParams.hazeHeightFactor * deltaHeight;
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hazeIntegral *= (1.0 - exp (-t)) / t;
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}
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vec3 hazeAmount = 1.0 - exp(-hazeIntegral);
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// Compute color after haze effect
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potentialFragColor = mix(fragColor, vec4(1.0, 1.0, 1.0, 1.0), vec4(hazeAmount, 1.0));
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} else if ((hazeParams.hazeMode & HAZE_MODE_IS_ALTITUDE_BASED) != HAZE_MODE_IS_ALTITUDE_BASED) {
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// Haze is based only on range
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float hazeAmount = 1.0 - exp(-distance * hazeParams.hazeRangeFactor);
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// Compute color after haze effect
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potentialFragColor = mix(fragColor, blendedHazeColor, hazeAmount);
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} else {
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// Haze is based on both range and altitude
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||||
// Taken from www.crytek.com/download/GDC2007_RealtimeAtmoFxInGamesRev.ppt
|
||||
|
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// Note that the haze base reference affects only the haze density as function of altitude
|
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float hazeDensityDistribution =
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hazeParams.hazeRangeFactor *
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exp(-hazeParams.hazeHeightFactor * (worldEyeHeight - hazeParams.hazeBaseReference));
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float hazeIntegral = hazeDensityDistribution * distance;
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const float slopeThreshold = 0.01;
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float deltaHeight = worldFragPos.y - worldEyeHeight;
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if (abs(deltaHeight) > slopeThreshold) {
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float t = hazeParams.hazeHeightFactor * deltaHeight;
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// Protect from wild values
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const float EPSILON = 0.0000001f;
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if (abs(t) > EPSILON) {
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hazeIntegral *= (1.0 - exp (-t)) / t;
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}
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}
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float hazeAmount = 1.0 - exp(-hazeIntegral);
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// Compute color after haze effect
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potentialFragColor = mix(fragColor, blendedHazeColor, hazeAmount);
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}
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// Mix with background at far range
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const float BLEND_DISTANCE = 27000.0f;
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vec4 outFragColor;
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if (distance > BLEND_DISTANCE) {
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outFragColor = mix(potentialFragColor, fragColor, hazeParams.backgroundBlend);
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} else {
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outFragColor = potentialFragColor;
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}
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return outFragColor;
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||||
}
|
||||
|
||||
<@endif@>
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||||
|
||||
|
|
|
@ -163,6 +163,9 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
|
|||
// Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job
|
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task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel);
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||||
|
||||
const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingFramebuffer));
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||||
task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs);
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||||
|
||||
// Render transparent objects forward in LightingBuffer
|
||||
const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).asVarying();
|
||||
task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
|
||||
|
@ -173,9 +176,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
|
|||
task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
|
||||
}
|
||||
|
||||
const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingFramebuffer));
|
||||
task.addJob<DrawHaze>("DrawHaze", drawHazeInputs);
|
||||
|
||||
const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
|
||||
|
||||
// Add bloom
|
||||
|
@ -335,6 +335,13 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs&
|
|||
// Setup lighting model for all items;
|
||||
batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());
|
||||
|
||||
// Setup haze iff curretn zone has haze
|
||||
auto hazeStage = args->_scene->getStage<HazeStage>();
|
||||
if (hazeStage && hazeStage->_currentFrame._hazes.size() > 0) {
|
||||
model::HazePointer hazePointer = hazeStage->getHaze(hazeStage->_currentFrame._hazes.front());
|
||||
batch.setUniformBuffer(render::ShapePipeline::Slot::HAZE_MODEL, hazePointer->getHazeParametersBuffer());
|
||||
}
|
||||
|
||||
// From the lighting model define a global shapKey ORED with individiual keys
|
||||
ShapeKey::Builder keyBuilder;
|
||||
if (lightingModel->isWireframeEnabled()) {
|
||||
|
|
|
@ -16,7 +16,6 @@
|
|||
#include <render/RenderFetchCullSortTask.h>
|
||||
#include "LightingModel.h"
|
||||
|
||||
|
||||
class BeginGPURangeTimer {
|
||||
public:
|
||||
using JobModel = render::Job::ModelO<BeginGPURangeTimer, gpu::RangeTimerPointer>;
|
||||
|
|
|
@ -66,7 +66,7 @@ void main(void) {
|
|||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
||||
_fragColor = vec4(evalGlobalLightingAlphaBlended(
|
||||
_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
occlusionTex,
|
||||
|
|
|
@ -66,7 +66,7 @@ void main(void) {
|
|||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
||||
_fragColor = vec4(evalGlobalLightingAlphaBlended(
|
||||
_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
occlusionTex,
|
||||
|
|
|
@ -76,7 +76,7 @@ void main(void) {
|
|||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
||||
_fragColor = vec4(evalGlobalLightingAlphaBlended(
|
||||
_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
occlusionTex,
|
||||
|
|
|
@ -65,7 +65,7 @@ void main(void) {
|
|||
vec3 fragNormal;
|
||||
<$transformEyeToWorldDir(cam, _normal, fragNormal)$>
|
||||
|
||||
vec4 color = vec4(evalGlobalLightingAlphaBlended(
|
||||
vec4 color = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
occlusionTex,
|
||||
|
|
|
@ -45,7 +45,7 @@ void main(void) {
|
|||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
||||
_fragColor0 = vec4(evalGlobalLightingAlphaBlended(
|
||||
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
1.0,
|
||||
|
|
|
@ -57,7 +57,7 @@ void main(void) {
|
|||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
||||
_fragColor0 = vec4(evalGlobalLightingAlphaBlended(
|
||||
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
1.0,
|
||||
|
|
|
@ -87,6 +87,7 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
|
|||
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), Slot::MAP::LIGHT_AMBIENT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("fadeMaskMap"), Slot::MAP::FADE_MASK));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("fadeParametersBuffer"), Slot::BUFFER::FADE_PARAMETERS));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("hazeParametersBuffer"), Slot::BUFFER::HAZE_MODEL));
|
||||
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
|
@ -107,6 +108,7 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
|
|||
locations->lightAmbientMapUnit = program->getTextures().findLocation("skyboxMap");
|
||||
locations->fadeMaskTextureUnit = program->getTextures().findLocation("fadeMaskMap");
|
||||
locations->fadeParameterBufferUnit = program->getUniformBuffers().findLocation("fadeParametersBuffer");
|
||||
locations->hazeParameterBufferUnit = program->getUniformBuffers().findLocation("hazeParametersBuffer");
|
||||
|
||||
ShapeKey key{filter._flags};
|
||||
auto gpuPipeline = gpu::Pipeline::create(program, state);
|
||||
|
|
|
@ -238,6 +238,7 @@ public:
|
|||
LIGHT,
|
||||
LIGHT_AMBIENT_BUFFER,
|
||||
FADE_PARAMETERS,
|
||||
HAZE_MODEL
|
||||
};
|
||||
|
||||
enum MAP {
|
||||
|
@ -270,6 +271,7 @@ public:
|
|||
int lightAmbientMapUnit;
|
||||
int fadeMaskTextureUnit;
|
||||
int fadeParameterBufferUnit;
|
||||
int hazeParameterBufferUnit;
|
||||
};
|
||||
using LocationsPointer = std::shared_ptr<Locations>;
|
||||
|
||||
|
|
Loading…
Reference in a new issue