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Added fade effect prototype version
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parent
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commit
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14 changed files with 407 additions and 27 deletions
BIN
interface/resources/images/fadeMask.png
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interface/resources/images/fadeMask.png
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59
libraries/render-utils/src/Fade.slh
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59
libraries/render-utils/src/Fade.slh
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@ -0,0 +1,59 @@
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// Generated on <$_SCRIBE_DATE$>
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//
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// Created by Olivier Prat on 04/12/17.
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@if not FADE_SLH@>
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<@def FADE_SLH@>
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<@func declareFade()@>
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struct Fade {
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vec3 _Offset;
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float _Percent;
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};
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uniform fadeBuffer {
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Fade fade;
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};
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uniform sampler2D fadeMaskMap;
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vec2 hash2D(vec3 position) {
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return position.xy* vec2(0.1677, 0.221765) + position.z*0.561;
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}
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float evalFadeMask(vec3 position, vec3 normal) {
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const float FADE_MASK_INV_SCALE = 3.0;
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// Do tri-linear interpolation
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vec3 noisePosition = position * FADE_MASK_INV_SCALE;
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vec3 noisePositionFloored = floor(noisePosition) + fade._Offset;
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vec3 noisePositionFraction = fract(noisePosition);
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float noiseLowXLowYLowZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored), 0).r;
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float noiseLowXHighYLowZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(0,1,0)), 0).r;
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float noiseHighXLowYLowZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(1,0,0)), 0).r;
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float noiseHighXHighYLowZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(1,1,0)), 0).r;
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float noiseLowXLowYHighZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(0,0,1)), 0).r;
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float noiseLowXHighYHighZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(0,1,1)), 0).r;
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float noiseHighXLowYHighZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(1,0,1)), 0).r;
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float noiseHighXHighYHighZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(1,1,1)), 0).r;
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vec4 maskLowZ = vec4(noiseLowXLowYLowZ, noiseLowXHighYLowZ, noiseHighXLowYLowZ, noiseHighXHighYLowZ);
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vec4 maskHighZ = vec4(noiseLowXLowYHighZ, noiseLowXHighYHighZ, noiseHighXLowYHighZ, noiseHighXHighYHighZ);
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vec4 maskXY = mix(maskLowZ, maskHighZ, noisePositionFraction.z);
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vec2 maskY = mix(maskXY.xy, maskXY.zw, noisePositionFraction.x);
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return mix(maskY.x, maskY.y, noisePositionFraction.y);
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}
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void applyFade(vec3 position, vec3 normal) {
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if (evalFadeMask(position, normal) < fade._Percent) {
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discard;
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}
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}
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<@endfunc@>
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<@endif@>
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@ -321,11 +321,20 @@ template <> void payloadRender(const ModelMeshPartPayload::Pointer& payload, Ren
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}
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}
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struct ModelMeshPartPayload::Fade
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{
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glm::vec3 _offset; // The noise offset
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float _percent; // The fade percent
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};
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ModelMeshPartPayload::ModelMeshPartPayload(Model* model, int _meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform) :
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_model(model),
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_meshIndex(_meshIndex),
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_shapeID(shapeIndex) {
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Fade fade;
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_fadeBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Fade), (const gpu::Byte*) &fade));
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assert(_model && _model->isLoaded());
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auto& modelMesh = _model->getGeometry()->getMeshes().at(_meshIndex);
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updateMeshPart(modelMesh, partIndex);
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@ -461,7 +470,7 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
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ShapeKey::Builder builder;
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builder.withMaterial();
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if (isTranslucent || _fadeState != FADE_COMPLETE) {
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if (isTranslucent) {
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builder.withTranslucent();
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}
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if (hasTangents) {
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@ -482,6 +491,9 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
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if (wireframe) {
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builder.withWireframe();
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}
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if (_fadeState != FADE_COMPLETE) {
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builder.withFade();
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}
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return builder.build();
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}
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@ -501,12 +513,6 @@ void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) const {
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batch.setInputBuffer(1, _model->_blendedVertexBuffers[_meshIndex], _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
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batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
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}
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if (_fadeState != FADE_COMPLETE) {
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batch._glColor4f(1.0f, 1.0f, 1.0f, computeFadeAlpha());
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} else if (!_hasColorAttrib) {
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batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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}
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void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {
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@ -517,23 +523,40 @@ void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline:
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batch.setModelTransform(_transform);
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}
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float ModelMeshPartPayload::computeFadeAlpha() const {
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if (_fadeState == FADE_WAITING_TO_START) {
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return 0.0f;
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float ModelMeshPartPayload::computeFadePercent(bool isDebugEnabled) const {
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if (!isDebugEnabled) {
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if (_fadeState == FADE_WAITING_TO_START) {
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return 0.0f;
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}
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float fadeAlpha = 1.0f;
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const float INV_FADE_PERIOD = 1.0f / (float)(1 * USECS_PER_SECOND);
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float fraction = (float)(usecTimestampNow() - _fadeStartTime) * INV_FADE_PERIOD;
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if (fraction < 1.0f) {
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fadeAlpha = Interpolate::simpleNonLinearBlend(fraction);
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}
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if (fadeAlpha >= 1.0f) {
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_fadeState = FADE_COMPLETE;
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// when fade-in completes we flag model for one last "render item update"
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_model->setRenderItemsNeedUpdate();
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return 1.0f;
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}
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return Interpolate::simpleNonLinearBlend(fadeAlpha);
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}
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float fadeAlpha = 1.0f;
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const float INV_FADE_PERIOD = 1.0f / (float)(1 * USECS_PER_SECOND);
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float fraction = (float)(usecTimestampNow() - _fadeStartTime) * INV_FADE_PERIOD;
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if (fraction < 1.0f) {
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fadeAlpha = Interpolate::simpleNonLinearBlend(fraction);
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else {
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// Animate fade for debugging purposes during repeated 3 second cycles
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return (usecTimestampNow() % (3 * USECS_PER_SECOND)) / (float)(3 * USECS_PER_SECOND);
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}
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if (fadeAlpha >= 1.0f) {
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_fadeState = FADE_COMPLETE;
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// when fade-in completes we flag model for one last "render item update"
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_model->setRenderItemsNeedUpdate();
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return 1.0f;
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}
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void ModelMeshPartPayload::bindFade(gpu::Batch& batch, bool isDebugEnabled) const {
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if (_fadeState != FADE_COMPLETE || isDebugEnabled) {
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auto& fade = _fadeBuffer.edit<Fade>();
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glm::vec3 offset = _transform.getTranslation();
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fade._percent = computeFadePercent(isDebugEnabled);
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fade._offset = offset;
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batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::FADE, _fadeBuffer);
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}
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return Interpolate::simpleNonLinearBlend(fadeAlpha);
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}
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void ModelMeshPartPayload::render(RenderArgs* args) const {
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@ -576,6 +599,9 @@ void ModelMeshPartPayload::render(RenderArgs* args) const {
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// apply material properties
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bindMaterial(batch, locations, args->_enableTexturing);
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// Apply fade effect
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bindFade(batch, (args->_debugFlags & RenderArgs::RENDER_DEBUG_FADE) != 0);
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args->_details._materialSwitches++;
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// Draw!
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@ -93,7 +93,7 @@ public:
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const Transform& boundTransform,
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const gpu::BufferPointer& buffer);
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float computeFadeAlpha() const;
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float computeFadePercent(bool isDebugEnabled) const;
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// Render Item interface
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render::ItemKey getKey() const override;
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// ModelMeshPartPayload functions to perform render
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void bindMesh(gpu::Batch& batch) const override;
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void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const override;
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void bindFade(gpu::Batch& batch, bool isDebugEnabled) const;
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void initCache();
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bool _isBlendShaped{ false };
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private:
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struct Fade;
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mutable gpu::BufferView _fadeBuffer;
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mutable quint64 _fadeStartTime { 0 };
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mutable uint8_t _fadeState { FADE_WAITING_TO_START };
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};
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@ -86,9 +86,13 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
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const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
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// Fade texture mask
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auto texturePath = PathUtils::resourcesPath() + "images/fadeMask.png";
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auto fadeMaskMap = DependencyManager::get<TextureCache>()->getImageTexture(texturePath, image::TextureUsage::STRICT_TEXTURE);
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// Render opaque objects in DeferredBuffer
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const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).hasVarying();
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task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
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task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber, fadeMaskMap);
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// Once opaque is all rendered create stencil background
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task.addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer);
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@ -310,11 +314,21 @@ void DrawStateSortDeferred::run(const RenderContextPointer& renderContext, const
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// Setup lighting model for all items;
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batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());
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// From the lighting model define a global shapKey ORED with individiual keys
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// From the lighting model define a global shapeKey ORED with individiual keys
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ShapeKey::Builder keyBuilder;
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if (lightingModel->isWireframeEnabled()) {
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keyBuilder.withWireframe();
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}
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// Prepare fade effect
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batch.setResourceTexture(ShapePipeline::Slot::MAP::FADE_MASK, _fadeMaskMap);
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if (_debugFade) {
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args->_debugFlags = static_cast<RenderArgs::DebugFlags>(args->_debugFlags |
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static_cast<int>(RenderArgs::RENDER_DEBUG_FADE));
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// Force fade for everyone
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keyBuilder.withFade();
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}
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ShapeKey globalKey = keyBuilder.build();
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args->_globalShapeKey = globalKey._flags.to_ulong();
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}
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args->_batch = nullptr;
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args->_globalShapeKey = 0;
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// Not sure this is really needed...
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if (_debugFade) {
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// Turn off fade debug
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args->_debugFlags = static_cast<RenderArgs::DebugFlags>(args->_debugFlags &
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~static_cast<int>(RenderArgs::RENDER_DEBUG_FADE));
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}
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});
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config->setNumDrawn((int)inItems.size());
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@ -86,6 +86,7 @@ class DrawStateSortConfig : public render::Job::Config {
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Q_PROPERTY(int numDrawn READ getNumDrawn NOTIFY numDrawnChanged)
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Q_PROPERTY(int maxDrawn MEMBER maxDrawn NOTIFY dirty)
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Q_PROPERTY(bool stateSort MEMBER stateSort NOTIFY dirty)
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Q_PROPERTY(bool debugFade MEMBER debugFade NOTIFY dirty)
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public:
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int getNumDrawn() { return numDrawn; }
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@ -93,6 +94,7 @@ public:
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int maxDrawn{ -1 };
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bool stateSort{ true };
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bool debugFade{ false };
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signals:
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void numDrawnChanged();
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using Config = DrawStateSortConfig;
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using JobModel = render::Job::ModelI<DrawStateSortDeferred, Inputs, Config>;
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DrawStateSortDeferred(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
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DrawStateSortDeferred(render::ShapePlumberPointer shapePlumber, gpu::TexturePointer fadeMaskMap) : _shapePlumber{ shapePlumber }, _fadeMaskMap{ fadeMaskMap } {}
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void configure(const Config& config) { _maxDrawn = config.maxDrawn; _stateSort = config.stateSort; }
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void configure(const Config& config) { _maxDrawn = config.maxDrawn; _stateSort = config.stateSort; _debugFade = config.debugFade; }
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void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
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protected:
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render::ShapePlumberPointer _shapePlumber;
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gpu::TexturePointer _fadeMaskMap;
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int _maxDrawn; // initialized by Config
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bool _stateSort;
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bool _debugFade;
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};
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class DeferredFramebuffer;
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@ -41,6 +41,12 @@
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#include "model_normal_specular_map_frag.h"
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#include "model_specular_map_frag.h"
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#include "model_fade_vert.h"
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#include "model_normal_map_fade_vert.h"
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#include "model_fade_frag.h"
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#include "model_normal_map_fade_frag.h"
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#include "forward_model_frag.h"
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#include "forward_model_unlit_frag.h"
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#include "forward_model_normal_map_frag.h"
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@ -151,6 +157,10 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
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auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
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auto skinModelShadowVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
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// Only models can have fade applied to them (?)
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auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_fade_vert));
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auto modelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_normal_map_fade_vert));
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// Pixel shaders
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auto simplePixel = gpu::Shader::createPixel(std::string(simple_textured_frag));
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auto simpleUnlitPixel = gpu::Shader::createPixel(std::string(simple_textured_unlit_frag));
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@ -169,6 +179,10 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
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auto modelLightmapSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_specular_map_frag));
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auto modelLightmapNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag));
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// Only models can have fade applied to them (?)
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auto modelFadePixel = gpu::Shader::createPixel(std::string(model_fade_frag));
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auto modelNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_map_fade_frag));
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using Key = render::ShapeKey;
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auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3);
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// TODO: Refactor this to use a filter
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@ -194,6 +208,14 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
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addPipeline(
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Key::Builder().withMaterial().withTangents().withSpecular(),
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modelNormalMapVertex, modelNormalSpecularMapPixel);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withFade(),
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modelFadeVertex, modelFadePixel);
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addPipeline(
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Key::Builder().withMaterial().withTangents().withFade(),
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modelNormalMapFadeVertex, modelNormalMapFadePixel);
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// Translucents
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addPipeline(
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Key::Builder().withMaterial().withTranslucent(),
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65
libraries/render-utils/src/model_fade.slf
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65
libraries/render-utils/src/model_fade.slf
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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// model_fade.frag
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// fragment shader
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//
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// Created by Olivier Prat on 04/19/17.
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include DeferredBufferWrite.slh@>
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<@include model/Material.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
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<@include Fade.slh@>
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<$declareFade()$>
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in vec4 _position;
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in vec4 _worldPosition;
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in vec3 _normal;
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in vec3 _color;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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void main(void) {
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applyFade(_worldPosition.xyz, _normal);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color;
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float roughness = getMaterialRoughness(mat);
|
||||
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
|
||||
|
||||
vec3 emissive = getMaterialEmissive(mat);
|
||||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
||||
float scattering = getMaterialScattering(mat);
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(_normal.xyz),
|
||||
opacity,
|
||||
albedo,
|
||||
roughness,
|
||||
getMaterialMetallic(mat),
|
||||
emissive,
|
||||
occlusionTex,
|
||||
scattering);
|
||||
}
|
44
libraries/render-utils/src/model_fade.slv
Normal file
44
libraries/render-utils/src/model_fade.slv
Normal file
|
@ -0,0 +1,44 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// model_fade.slv
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Olivier Prat on 04/24/17.
|
||||
// Copyright 2017 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
<@include gpu/Color.slh@>
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out vec3 _color;
|
||||
out float _alpha;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
out vec4 _position;
|
||||
out vec4 _worldPosition;
|
||||
out vec3 _normal;
|
||||
|
||||
void main(void) {
|
||||
_color = colorToLinearRGB(inColor.xyz);
|
||||
_alpha = inColor.w;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
|
||||
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
}
|
70
libraries/render-utils/src/model_normal_map_fade.slf
Normal file
70
libraries/render-utils/src/model_normal_map_fade.slf
Normal file
|
@ -0,0 +1,70 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_normal_map_fade.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Olivier Prat on 04/19/17.
|
||||
// Copyright 2017 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 DeferredBufferWrite.slh@>
|
||||
|
||||
<@include model/Material.slh@>
|
||||
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, _SCRIBE_NULL, EMISSIVE, OCCLUSION, SCATTERING)$>
|
||||
|
||||
<@include Fade.slh@>
|
||||
<$declareFade()$>
|
||||
|
||||
in vec4 _position;
|
||||
in vec4 _worldPosition;
|
||||
in vec2 _texCoord0;
|
||||
in vec2 _texCoord1;
|
||||
in vec3 _normal;
|
||||
in vec3 _tangent;
|
||||
in vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
applyFade(_worldPosition.xyz, _normal);
|
||||
|
||||
Material mat = getMaterial();
|
||||
int matKey = getMaterialKey(mat);
|
||||
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex, scatteringTex)$>
|
||||
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
|
||||
|
||||
float opacity = 1.0;
|
||||
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
|
||||
<$discardTransparent(opacity)$>;
|
||||
|
||||
vec3 albedo = getMaterialAlbedo(mat);
|
||||
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
|
||||
albedo *= _color;
|
||||
|
||||
float roughness = getMaterialRoughness(mat);
|
||||
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
|
||||
|
||||
vec3 emissive = getMaterialEmissive(mat);
|
||||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
||||
vec3 viewNormal;
|
||||
<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, viewNormal)$>
|
||||
|
||||
float scattering = getMaterialScattering(mat);
|
||||
<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
|
||||
|
||||
packDeferredFragment(
|
||||
viewNormal,
|
||||
opacity,
|
||||
albedo,
|
||||
roughness,
|
||||
getMaterialMetallic(mat),
|
||||
emissive,
|
||||
occlusionTex,
|
||||
scattering);
|
||||
}
|
48
libraries/render-utils/src/model_normal_map_fade.slv
Normal file
48
libraries/render-utils/src/model_normal_map_fade.slv
Normal file
|
@ -0,0 +1,48 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_normal_map_fade.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Olivier Prat on 04/24/17.
|
||||
// Copyright 2017 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
<@include gpu/Color.slh@>
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out vec4 _position;
|
||||
out vec4 _worldPosition;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
out vec3 _normal;
|
||||
out vec3 _tangent;
|
||||
out vec3 _color;
|
||||
out float _alpha;
|
||||
|
||||
void main(void) {
|
||||
// pass along the color
|
||||
_color = colorToLinearRGB(inColor.rgb);
|
||||
_alpha = inColor.a;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
|
||||
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$>
|
||||
}
|
|
@ -69,6 +69,8 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
|
|||
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), Slot::BUFFER::LIGHT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightAmbientBuffer"), Slot::BUFFER::LIGHT_AMBIENT_BUFFER));
|
||||
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("fadeBuffer"), Slot::BUFFER::FADE));
|
||||
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
|
@ -87,6 +89,8 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
|
|||
locations->lightBufferUnit = program->getUniformBuffers().findLocation("lightBuffer");
|
||||
locations->lightAmbientBufferUnit = program->getUniformBuffers().findLocation("lightAmbientBuffer");
|
||||
locations->lightAmbientMapUnit = program->getTextures().findLocation("skyboxMap");
|
||||
locations->fadeMaskTextureUnit = program->getTextures().findLocation("fadeMaskMap");
|
||||
locations->fadeBufferUnit = program->getUniformBuffers().findLocation("fadeBuffer");
|
||||
|
||||
ShapeKey key{filter._flags};
|
||||
auto gpuPipeline = gpu::Pipeline::create(program, state);
|
||||
|
|
|
@ -33,6 +33,7 @@ public:
|
|||
DEPTH_BIAS,
|
||||
WIREFRAME,
|
||||
NO_CULL_FACE,
|
||||
FADE,
|
||||
|
||||
OWN_PIPELINE,
|
||||
INVALID,
|
||||
|
@ -68,6 +69,7 @@ public:
|
|||
Builder& withDepthBias() { _flags.set(DEPTH_BIAS); return (*this); }
|
||||
Builder& withWireframe() { _flags.set(WIREFRAME); return (*this); }
|
||||
Builder& withoutCullFace() { _flags.set(NO_CULL_FACE); return (*this); }
|
||||
Builder& withFade() { _flags.set(FADE); return (*this); }
|
||||
|
||||
Builder& withOwnPipeline() { _flags.set(OWN_PIPELINE); return (*this); }
|
||||
Builder& invalidate() { _flags.set(INVALID); return (*this); }
|
||||
|
@ -126,6 +128,9 @@ public:
|
|||
Builder& withCullFace() { _flags.reset(NO_CULL_FACE); _mask.set(NO_CULL_FACE); return (*this); }
|
||||
Builder& withoutCullFace() { _flags.set(NO_CULL_FACE); _mask.set(NO_CULL_FACE); return (*this); }
|
||||
|
||||
Builder& withFade() { _flags.reset(FADE); _mask.set(FADE); return (*this); }
|
||||
Builder& withoutFade() { _flags.set(FADE); _mask.set(FADE); return (*this); }
|
||||
|
||||
protected:
|
||||
friend class Filter;
|
||||
Flags _flags{0};
|
||||
|
@ -150,6 +155,7 @@ public:
|
|||
bool isDepthBiased() const { return _flags[DEPTH_BIAS]; }
|
||||
bool isWireframe() const { return _flags[WIREFRAME]; }
|
||||
bool isCullFace() const { return !_flags[NO_CULL_FACE]; }
|
||||
bool isFaded() const { return _flags[FADE]; }
|
||||
|
||||
bool hasOwnPipeline() const { return _flags[OWN_PIPELINE]; }
|
||||
bool isValid() const { return !_flags[INVALID]; }
|
||||
|
@ -186,6 +192,7 @@ inline QDebug operator<<(QDebug debug, const ShapeKey& key) {
|
|||
<< "isDepthBiased:" << key.isDepthBiased()
|
||||
<< "isWireframe:" << key.isWireframe()
|
||||
<< "isCullFace:" << key.isCullFace()
|
||||
<< "isFaded:" << key.isFaded()
|
||||
<< "]";
|
||||
}
|
||||
} else {
|
||||
|
@ -207,6 +214,7 @@ public:
|
|||
LIGHTING_MODEL,
|
||||
LIGHT,
|
||||
LIGHT_AMBIENT_BUFFER,
|
||||
FADE,
|
||||
};
|
||||
|
||||
enum MAP {
|
||||
|
@ -218,6 +226,7 @@ public:
|
|||
OCCLUSION,
|
||||
SCATTERING,
|
||||
LIGHT_AMBIENT,
|
||||
FADE_MASK,
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -236,6 +245,8 @@ public:
|
|||
int lightBufferUnit;
|
||||
int lightAmbientBufferUnit;
|
||||
int lightAmbientMapUnit;
|
||||
int fadeBufferUnit;
|
||||
int fadeMaskTextureUnit;
|
||||
};
|
||||
using LocationsPointer = std::shared_ptr<Locations>;
|
||||
|
||||
|
|
|
@ -79,7 +79,8 @@ public:
|
|||
enum RenderSide { MONO, STEREO_LEFT, STEREO_RIGHT };
|
||||
enum DebugFlags {
|
||||
RENDER_DEBUG_NONE = 0,
|
||||
RENDER_DEBUG_HULLS = 1
|
||||
RENDER_DEBUG_HULLS = 1,
|
||||
RENDER_DEBUG_FADE = 2,
|
||||
};
|
||||
|
||||
RenderArgs(std::shared_ptr<gpu::Context> context = nullptr,
|
||||
|
|
Loading…
Reference in a new issue