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https://github.com/JulianGro/overte.git
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render opaque PolyLines with opaque pipepline
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parent
81eaf157a6
commit
8957cc5b2b
5 changed files with 41 additions and 14 deletions
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@ -55,23 +55,41 @@ void PolyLineEntityRenderer::updateModelTransformAndBound() {
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}
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}
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void PolyLineEntityRenderer::buildPipelines() {
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// FIXME: opaque pipelines
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bool PolyLineEntityRenderer::isTransparent() const {
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return _glow || (_textureLoaded && _texture->getGPUTexture() && _texture->getGPUTexture()->getUsage().isAlpha());
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}
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void PolyLineEntityRenderer::buildPipelines() {
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static const std::vector<std::pair<render::Args::RenderMethod, bool>> keys = {
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{ render::Args::DEFERRED, false }, { render::Args::DEFERRED, true }, { render::Args::FORWARD, false }, { render::Args::FORWARD, true },
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};
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for (auto& key : keys) {
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gpu::ShaderPointer program = gpu::Shader::createProgram(key.first == render::Args::DEFERRED ? shader::entities_renderer::program::paintStroke : shader::entities_renderer::program::paintStroke_forward);
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gpu::ShaderPointer program;
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render::Args::RenderMethod renderMethod = key.first;
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bool transparent = key.second;
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if (renderMethod == render::Args::DEFERRED) {
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if (transparent) {
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program = gpu::Shader::createProgram(shader::entities_renderer::program::paintStroke_translucent);
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} else {
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program = gpu::Shader::createProgram(shader::entities_renderer::program::paintStroke);
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}
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} else { // render::Args::FORWARD
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program = gpu::Shader::createProgram(shader::entities_renderer::program::paintStroke_forward);
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}
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setCullMode(gpu::State::CullMode::CULL_NONE);
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state->setDepthTest(true, !key.second, gpu::LESS_EQUAL);
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PrepareStencil::testMask(*state);
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state->setDepthTest(true, !transparent, gpu::LESS_EQUAL);
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if (transparent) {
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PrepareStencil::testMask(*state);
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} else {
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PrepareStencil::testMaskDrawShape(*state);
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}
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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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state->setBlendFunction(transparent, 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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_pipelines[key] = gpu::Pipeline::create(program, state);
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@ -79,11 +97,16 @@ void PolyLineEntityRenderer::buildPipelines() {
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}
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ItemKey PolyLineEntityRenderer::getKey() {
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return ItemKey::Builder::transparentShape().withTypeMeta().withTagBits(getTagMask()).withLayer(getHifiRenderLayer());
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return isTransparent() ?
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ItemKey::Builder::transparentShape().withTypeMeta().withTagBits(getTagMask()).withLayer(getHifiRenderLayer()) :
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ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(getTagMask()).withLayer(getHifiRenderLayer());
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}
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ShapeKey PolyLineEntityRenderer::getShapeKey() {
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auto builder = ShapeKey::Builder().withOwnPipeline().withTranslucent().withoutCullFace();
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auto builder = ShapeKey::Builder().withOwnPipeline().withoutCullFace();
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if (isTransparent()) {
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builder.withTranslucent();
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}
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if (_primitiveMode == PrimitiveMode::LINES) {
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builder.withWireframe();
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}
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@ -308,7 +331,7 @@ void PolyLineEntityRenderer::doRender(RenderArgs* args) {
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buildPipelines();
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}
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batch.setPipeline(_pipelines[{args->_renderMethod, _glow}]);
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batch.setPipeline(_pipelines[{args->_renderMethod, isTransparent()}]);
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batch.setModelTransform(transform);
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batch.setResourceTexture(0, texture);
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batch.draw(gpu::TRIANGLE_STRIP, (gpu::uint32)(2 * numVertices), 0);
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@ -27,8 +27,7 @@ public:
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void updateModelTransformAndBound() override;
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// FIXME: shouldn't always be transparent: take into account texture and glow
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virtual bool isTransparent() const override { return true; }
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virtual bool isTransparent() const override;
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protected:
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virtual bool needsRenderUpdate() const override;
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@ -1 +1 @@
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DEFINES forward
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DEFINES translucent:f forward
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@ -34,7 +34,11 @@ void main(void) {
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texel.a *= mix(1.0, pow(1.0 - min(1.0, abs(_distanceFromCenter)), 10.0), _polylineData.faceCameraGlow.y);
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<@if not HIFI_USE_FORWARD@>
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packDeferredFragmentTranslucent((2.0 * float(gl_FrontFacing) - 1.0) * _normalWS, texel.a, texel.rgb, DEFAULT_ROUGHNESS);
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<@if HIFI_USE_TRANSLUCENT@>
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packDeferredFragmentTranslucent((2.0 * float(gl_FrontFacing) - 1.0) * _normalWS, texel.a, texel.rgb, DEFAULT_ROUGHNESS);
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<@else@>
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packDeferredFragmentUnlit((2.0 * float(gl_FrontFacing) - 1.0) * _normalWS, texel.a, texel.rgb);
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<@endif@>
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<@else@>
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_fragColor0 = texel;
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<@endif@>
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@ -52,7 +52,8 @@ void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 albedo, float r
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}
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void packDeferredFragmentUnlit(vec3 normal, float alpha, vec3 color) {
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if (alpha < 1.0) {
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// to reduce texel flickering for floating point error we discard when alpha is "almost one"
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if (alpha < 0.999999) {
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discard;
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}
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_fragColor0 = vec4(color, packUnlit());
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