Better rendering of the view circles

This commit is contained in:
Sam Gateau 2018-03-12 01:05:07 -07:00
parent e3c8b9c62d
commit 9e7260839c
3 changed files with 68 additions and 19 deletions

View file

@ -19,6 +19,7 @@
#include "render-utils/drawWorkloadProxy_vert.h"
#include "render-utils/drawWorkloadView_vert.h"
#include "render-utils/drawWorkloadProxy_frag.h"
#include "render-utils/drawWorkloadView_frag.h"
void GameSpaceToRender::configure(const Config& config) {
@ -179,8 +180,8 @@ const gpu::PipelinePointer GameWorkloadRenderItem::getProxiesPipeline() {
const gpu::PipelinePointer GameWorkloadRenderItem::getViewsPipeline() {
if (!_drawAllViewsPipeline) {
auto vs = drawWorkloadView_vert::getShader();
// auto ps = drawWorkloadProxy_frag::getShader();
auto ps = DrawWhite_frag::getShader();
auto ps = drawWorkloadView_frag::getShader();
// auto ps = DrawWhite_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -247,8 +248,6 @@ void GameWorkloadRenderItem::render(RenderArgs* args) {
batch.setPipeline(getViewsPipeline());
batch.setUniformBuffer(0, getDrawViewBuffer());
// static const int NUM_VERTICES_PER_VIEW = 27;
// batch.draw(gpu::TRIANGLES, NUM_VERTICES_PER_VIEW * _numAllViews, 0);
batch.draw(gpu::TRIANGLE_STRIP, _numDrawViewVerts * 3 * 2, 0);
}

View file

@ -0,0 +1,32 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// drawItemBounds.frag
// fragment shader
//
// Created by Sam Gateau on 6/29/15.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferWrite.slh@>
<@include gpu/Paint.slh@>
in vec4 varColor;
in vec3 varTexcoord;
void main(void) {
if (varColor.w > 0.0) {
float r = sqrt(dot(varTexcoord.xyz,varTexcoord.xyz));
float a = paintStripe(r * varColor.w, 0.0, 1.0 / varColor.w, 0.05 / varColor.w);
if (a <= 0.1 || r > 1.1) {
discard;
}
}
packDeferredFragmentUnlit(
vec3(0.0, 1.0, 0.0),
1.0,
varColor.rgb);
}

View file

@ -106,39 +106,57 @@ void main(void) {
int regionVertexID = viewVertexID - regionID * NUM_VERTICES_PER_VIEW_REGION;
int segmentID = regionVertexID / NUM_VERTICES_PER_SEGMENT;
int segmentVertexID = regionVertexID / NUM_VERTICES_PER_SEGMENT;
int segmentVertexID = regionVertexID - segmentID * NUM_VERTICES_PER_SEGMENT;
vec4 segment = verts[segmentID];
vec4 spriteVert = vec4(segment.xy, 0.0, 1.0);
vec3 lateralDir = (-1.0 + 2.0 * float(segmentVertexID)) * vec3(segment.y, -segment.x, 0.0);
vec4 spriteVert = vec4(segment.y, 0.0, segment.x, 1.0);
vec3 spriteTan = vec3(segment.x, 0.0, -segment.y);
vec3 lateralDir = vec3(0.0, -1.0 + 2.0 * float(segmentVertexID), 0.0);
WorkloadView view = getWorkloadView(viewID);
vec4 region = view.regions[regionID];
vec4 proxyPosWorld = vec4(region.xyz, 1.0);
float regionRadius = region.w;
// Define the sprite space
vec3 dirZ = vec3(0.0, 0.0, 1.0);
vec3 dirX = vec3(1.0, 0.0, 0.0);
// vec3 dirZ = vec3(0.0, 0.0, 1.0);
// vec3 dirX = vec3(1.0, 0.0, 0.0);
// vec3 dirY = vec3(0.0, 1.0, 0.0);
vec3 dirZ = -normalize(view.direction_far.xyz);
vec3 dirY = vec3(0.0, 1.0, 0.0);
vec3 dirX = normalize(cross(dirY, dirZ));
dirY = normalize(cross(dirZ, dirX));
spriteVert.xyz *= regionRadius;
// spriteVert.xyz += (0.05 * (regionID + 1)) * lateralDir;
vec3 originSpaceVert = (dirX * spriteVert.x + dirY * spriteVert.y + dirZ * spriteVert.z);
vec3 originSpaceTan = normalize(dirX * spriteTan.x + dirY * spriteTan.y + dirZ * spriteTan.z);
spriteVert.xyz += 0.2 * lateralDir;
vec3 originSpaceVert = regionRadius * (dirX * spriteVert.x + dirY * spriteVert.y + dirZ * spriteVert.z);
vec4 pos = vec4(proxyPosWorld.xyz + originSpaceVert, 1.0);
varTexcoord = spriteVert.xyz;
// standard transform, bring proxy in view space
// standard transform, bring pos in view space
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
vec4 proxyPosEye;
<$transformModelToEyePos(cam, obj, pos, proxyPosEye)$>
<$transformEyeToClipPos(cam, proxyPosEye, gl_Position)$>
vec4 posEye;
<$transformModelToEyePos(cam, obj, pos, posEye)$>
vec3 tanEye;
<$transformModelToEyeDir(cam, obj, originSpaceTan, tanEye)$>
lateralDir = normalize(cross(vec3(0.0, 0.0, 1.0), normalize(tanEye)));
posEye.xyz += (0.05 * (regionID + 1)) * lateralDir;
<$transformEyeToClipPos(cam, posEye, gl_Position)$>
varTexcoord = spriteVert.xyz;
// Convert region to color
varColor = vec4(colorWheel(float(regionID) / 4.0), -1.0);