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https://github.com/JulianGro/overte.git
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Putting together the stencil buffer for opaque vs background and using it for the backgroud render items
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e78f1521ab
commit
75e858cd13
10 changed files with 44 additions and 39 deletions
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@ -141,6 +141,7 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
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auto state = gpu::StatePointer(new gpu::State());
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// enable decal blend
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state->setDepthTest(gpu::State::DepthTest(false));
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
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_gridPipeline.reset(gpu::Pipeline::create(program, state));
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}
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@ -152,6 +153,7 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
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auto state = gpu::StatePointer(new gpu::State());
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// enable decal blend
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state->setDepthTest(gpu::State::DepthTest(false));
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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state->setAntialiasedLineEnable(true); // line smoothing also smooth points
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state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
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_starsPipeline.reset(gpu::Pipeline::create(program, state));
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@ -655,11 +655,12 @@ void GLBackend::do_setStateStencil(State::StencilActivation activation, State::S
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GL_INCR,
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GL_DECR };
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glStencilFuncSeparate(GL_FRONT, STENCIL_OPS[frontTest.getFailOp()], STENCIL_OPS[frontTest.getPassOp()], STENCIL_OPS[frontTest.getDepthFailOp()]);
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glStencilOpSeparate(GL_FRONT, STENCIL_OPS[frontTest.getFailOp()], STENCIL_OPS[frontTest.getPassOp()], STENCIL_OPS[frontTest.getDepthFailOp()]);
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glStencilFuncSeparate(GL_FRONT, GL_COMPARISON_FUNCTIONS[frontTest.getFunction()], frontTest.getReference(), frontTest.getReadMask());
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glStencilFuncSeparate(GL_BACK, STENCIL_OPS[backTest.getFailOp()], STENCIL_OPS[backTest.getPassOp()], STENCIL_OPS[backTest.getDepthFailOp()]);
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glStencilOpSeparate(GL_BACK, STENCIL_OPS[backTest.getFailOp()], STENCIL_OPS[backTest.getPassOp()], STENCIL_OPS[backTest.getDepthFailOp()]);
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glStencilFuncSeparate(GL_BACK, GL_COMPARISON_FUNCTIONS[backTest.getFunction()], backTest.getReference(), backTest.getReadMask());
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} else {
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glDisable(GL_STENCIL_TEST);
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}
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@ -143,11 +143,11 @@ public:
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static const int PASS_OP_OFFSET = 12;
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uint16 _functionAndOperations;
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uint8 _reference = 0;
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int8 _reference = 0;
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uint8 _readMask = 0xff;
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public:
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StencilTest(uint8 reference = 0, uint8 readMask =0xFF, ComparisonFunction func = ALWAYS, StencilOp failOp = STENCIL_OP_KEEP, StencilOp depthFailOp = STENCIL_OP_KEEP, StencilOp passOp = STENCIL_OP_KEEP) :
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StencilTest(int8 reference = 0, uint8 readMask =0xFF, ComparisonFunction func = ALWAYS, StencilOp failOp = STENCIL_OP_KEEP, StencilOp depthFailOp = STENCIL_OP_KEEP, StencilOp passOp = STENCIL_OP_KEEP) :
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_functionAndOperations(func | (failOp << FAIL_OP_OFFSET) | (depthFailOp << DEPTH_FAIL_OP_OFFSET) | (passOp << PASS_OP_OFFSET)),
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_reference(reference), _readMask(readMask)
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{}
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@ -157,7 +157,7 @@ public:
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StencilOp getDepthFailOp() const { return StencilOp((_functionAndOperations & DEPTH_FAIL_OP_MASK) >> DEPTH_FAIL_OP_OFFSET); }
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StencilOp getPassOp() const { return StencilOp((_functionAndOperations & PASS_OP_MASK) >> PASS_OP_OFFSET); }
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uint8 getReference() const { return _reference; }
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int8 getReference() const { return _reference; }
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uint8 getReadMask() const { return _readMask; }
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int32 getRaw() const { return *(reinterpret_cast<const int32*>(this)); }
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@ -89,6 +89,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
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}
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auto skyState = std::make_shared<gpu::State>();
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skyState->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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thePipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, skyState));
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@ -32,7 +32,8 @@ void ProceduralSkybox::setProcedural(const ProceduralPointer& procedural) {
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if (_procedural) {
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_procedural->_vertexSource = ProceduralSkybox_vert;
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_procedural->_fragmentSource = ProceduralSkybox_frag;
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// No pipeline state customization
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// Adjust the pipeline state for background using the stencil test
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_procedural->_state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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}
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}
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@ -63,7 +63,8 @@ void Environment::setupAtmosphereProgram(const char* vertSource, const char* fra
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state->setCullMode(gpu::State::CULL_NONE);
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// state->setDepthTest(false);
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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// state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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state->setBlendFunction(true,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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@ -35,7 +35,7 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
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_frameBufferSize = frameBufferSize;
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_primaryFramebufferFull.reset();
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_primaryFramebufferDepthColor.reset();
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_primaryFramebufferDepthStencilColor.reset();
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_primaryFramebufferStencilColor.reset();
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_primaryDepthTexture.reset();
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_primaryStencilTexture.reset();
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_primaryColorTexture.reset();
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@ -49,7 +49,7 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
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void FramebufferCache::createPrimaryFramebuffer() {
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_primaryFramebufferFull = gpu::FramebufferPointer(gpu::Framebuffer::create());
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_primaryFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
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_primaryFramebufferDepthStencilColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
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_primaryFramebufferStencilColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
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auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
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auto width = _frameBufferSize.width();
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@ -66,7 +66,7 @@ void FramebufferCache::createPrimaryFramebuffer() {
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_primaryFramebufferDepthColor->setRenderBuffer(0, _primaryColorTexture);
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_primaryFramebufferDepthStencilColor->setRenderBuffer(0, _primaryColorTexture);
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_primaryFramebufferStencilColor->setRenderBuffer(0, _primaryColorTexture);
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
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_primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
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@ -78,7 +78,7 @@ void FramebufferCache::createPrimaryFramebuffer() {
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_primaryFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
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_primaryFramebufferDepthStencilColor->setDepthStencilBuffer(_primaryStencilTexture, stencilFormat);
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_primaryFramebufferStencilColor->setDepthStencilBuffer(_primaryStencilTexture, stencilFormat);
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_selfieFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
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auto tex = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width * 0.5, height * 0.5, defaultSampler));
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@ -99,11 +99,11 @@ gpu::FramebufferPointer FramebufferCache::getPrimaryFramebufferDepthColor() {
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return _primaryFramebufferDepthColor;
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}
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gpu::FramebufferPointer FramebufferCache::getPrimaryFramebufferDepthStencilColor() {
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if (!_primaryFramebufferDepthStencilColor) {
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gpu::FramebufferPointer FramebufferCache::getPrimaryFramebufferStencilColor() {
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if (!_primaryFramebufferStencilColor) {
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createPrimaryFramebuffer();
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}
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return _primaryFramebufferDepthStencilColor;
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return _primaryFramebufferStencilColor;
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}
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gpu::TexturePointer FramebufferCache::getPrimaryDepthTexture() {
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@ -31,7 +31,7 @@ public:
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/// used for scene rendering.
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gpu::FramebufferPointer getPrimaryFramebuffer();
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gpu::FramebufferPointer getPrimaryFramebufferDepthColor();
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gpu::FramebufferPointer getPrimaryFramebufferDepthStencilColor();
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gpu::FramebufferPointer getPrimaryFramebufferStencilColor();
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gpu::TexturePointer getPrimaryDepthTexture();
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gpu::TexturePointer getPrimaryStencilTexture();
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@ -60,7 +60,7 @@ private:
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gpu::FramebufferPointer _primaryFramebufferFull;
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gpu::FramebufferPointer _primaryFramebufferDepthColor;
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gpu::FramebufferPointer _primaryFramebufferDepthStencilColor;
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gpu::FramebufferPointer _primaryFramebufferStencilColor;
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gpu::TexturePointer _primaryDepthTexture;
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gpu::TexturePointer _primaryStencilTexture;
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gpu::TexturePointer _primaryColorTexture;
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@ -301,12 +301,18 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
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gpu::PipelinePointer DrawStencilDeferred::_opaquePipeline;
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const gpu::PipelinePointer& DrawStencilDeferred::getOpaquePipeline() {
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if (!_opaquePipeline) {
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const gpu::int8 STENCIL_OPAQUE = 1;
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auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
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auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(drawOpaqueStencil_frag)));
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auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
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gpu::Shader::makeProgram((*program));
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_REPLACE));
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// state->setStencilTest(false, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_INCR, gpu::State::STENCIL_OP_INCR, gpu::State::STENCIL_OP_INCR));
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state->setColorWriteMask(0);
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_opaquePipeline.reset(gpu::Pipeline::create(program, state));
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}
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@ -322,23 +328,20 @@ void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const Ren
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doInBatch(args->_context, [=](gpu::Batch& batch) {
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args->_batch = &batch;
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auto primaryFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthStencilColor();
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auto primaryFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferStencilColor();
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auto primaryFboFull = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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auto primaryDepth = DependencyManager::get<FramebufferCache>()->getPrimaryDepthTexture();
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batch.setFramebuffer(primaryFboColorDepthStencil);
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batch.enableStereo(false);
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batch.setFramebuffer(primaryFboColorDepthStencil);
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batch.clearStencilFramebuffer(0, true);
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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glm::mat4 projMat;
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Transform viewMat;
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args->_viewFrustum->evalProjectionMatrix(projMat);
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args->_viewFrustum->evalViewTransform(viewMat);
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Transform modelMat;
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batch.setModelTransform(modelMat);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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batch.setPipeline(getOpaquePipeline());
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batch.setResourceTexture(0, primaryDepth);
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@ -369,13 +372,13 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
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doInBatch(args->_context, [=](gpu::Batch& batch) {
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args->_batch = &batch;
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// auto primaryFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthStencilColor();
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auto primaryFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthColor();
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auto primaryFboColorStencil = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferStencilColor();
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auto primaryFboFull = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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batch.setFramebuffer(primaryFboColorDepthStencil);
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batch.enableSkybox(true);
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batch.setFramebuffer(primaryFboColorStencil);
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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@ -12,22 +12,18 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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uniform sampler2D depthTexture;
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void main(void) {
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// outFragColor = vec4(varTexCoord0, 0.0, 1.0);
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float depth = texture(depthTexture, varTexCoord0).r;
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if (depth >= 0.9) {
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outFragColor = vec4(1.0, 0.0, 0.0, 1.0);
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float depth = texture(depthTexture, varTexCoord0.xy).r;
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outFragColor = vec4(1.0, 0.0, 0.0, 1.0);
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if (depth < 1.0) {
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outFragColor = vec4(0.0, 1.0, 0.0, 1.0);
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} else {
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discard;
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}
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