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https://github.com/JulianGro/overte.git
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Merge pull request #8226 from jherico/2d_glow
Add glow to UI hand lasers and termination points
This commit is contained in:
commit
c4dba51337
11 changed files with 603 additions and 202 deletions
35
interface/resources/shaders/hmd_hand_lasers.frag
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35
interface/resources/shaders/hmd_hand_lasers.frag
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@ -0,0 +1,35 @@
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//
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// Created by Bradley Austin Davis on 2016/07/11
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// Copyright 2013-2016 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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#version 410 core
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uniform vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
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layout(location = 0) in vec3 inLineDistance;
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out vec4 FragColor;
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void main() {
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vec2 d = inLineDistance.xy;
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d.y = abs(d.y);
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d.x = abs(d.x);
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if (d.x > 1.0) {
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d.x = (d.x - 1.0) / 0.02;
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} else {
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d.x = 0.0;
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}
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float alpha = 1.0 - length(d);
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if (alpha <= 0.0) {
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discard;
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}
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alpha = pow(alpha, 10.0);
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if (alpha < 0.05) {
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discard;
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}
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FragColor = vec4(color.rgb, alpha);
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}
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70
interface/resources/shaders/hmd_hand_lasers.geom
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70
interface/resources/shaders/hmd_hand_lasers.geom
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@ -0,0 +1,70 @@
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//
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// Created by Bradley Austin Davis on 2016/07/11
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// Copyright 2013-2016 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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#version 410 core
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#extension GL_EXT_geometry_shader4 : enable
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layout(location = 0) out vec3 outLineDistance;
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layout(lines) in;
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layout(triangle_strip, max_vertices = 24) out;
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vec3[2] getOrthogonals(in vec3 n, float scale) {
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float yDot = abs(dot(n, vec3(0, 1, 0)));
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vec3 result[2];
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if (yDot < 0.9) {
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result[0] = normalize(cross(n, vec3(0, 1, 0)));
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} else {
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result[0] = normalize(cross(n, vec3(1, 0, 0)));
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}
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// The cross of result[0] and n is orthogonal to both, which are orthogonal to each other
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result[1] = cross(result[0], n);
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result[0] *= scale;
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result[1] *= scale;
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return result;
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}
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vec2 orthogonal(vec2 v) {
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vec2 result = v.yx;
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result.y *= -1.0;
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return result;
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}
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void main() {
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vec2 endpoints[2];
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for (int i = 0; i < 2; ++i) {
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endpoints[i] = gl_PositionIn[i].xy / gl_PositionIn[i].w;
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}
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vec2 lineNormal = normalize(endpoints[1] - endpoints[0]);
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vec2 lineOrthogonal = orthogonal(lineNormal);
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lineNormal *= 0.02;
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lineOrthogonal *= 0.02;
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gl_Position = gl_PositionIn[0];
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gl_Position.xy -= lineOrthogonal;
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outLineDistance = vec3(-1.02, -1, gl_Position.z);
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EmitVertex();
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gl_Position = gl_PositionIn[0];
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gl_Position.xy += lineOrthogonal;
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outLineDistance = vec3(-1.02, 1, gl_Position.z);
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EmitVertex();
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gl_Position = gl_PositionIn[1];
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gl_Position.xy -= lineOrthogonal;
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outLineDistance = vec3(1.02, -1, gl_Position.z);
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EmitVertex();
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gl_Position = gl_PositionIn[1];
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gl_Position.xy += lineOrthogonal;
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outLineDistance = vec3(1.02, 1, gl_Position.z);
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EmitVertex();
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EndPrimitive();
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}
|
15
interface/resources/shaders/hmd_hand_lasers.vert
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15
interface/resources/shaders/hmd_hand_lasers.vert
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@ -0,0 +1,15 @@
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//
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// Created by Bradley Austin Davis on 2016/07/11
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// Copyright 2013-2016 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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#version 410 core
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uniform mat4 mvp = mat4(1);
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in vec3 Position;
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void main() {
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gl_Position = mvp * vec4(Position, 1);
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}
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78
interface/resources/shaders/hmd_reproject.frag
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78
interface/resources/shaders/hmd_reproject.frag
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@ -0,0 +1,78 @@
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//
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// Created by Bradley Austin Davis on 2016/07/11
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// Copyright 2013-2016 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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#version 410 core
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uniform sampler2D sampler;
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uniform mat3 reprojection = mat3(1);
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uniform mat4 inverseProjections[2];
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uniform mat4 projections[2];
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in vec2 vTexCoord;
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in vec3 vPosition;
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out vec4 FragColor;
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void main() {
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vec2 uv = vTexCoord;
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mat4 eyeInverseProjection;
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mat4 eyeProjection;
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float xoffset = 1.0;
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vec2 uvmin = vec2(0.0);
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vec2 uvmax = vec2(1.0);
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// determine the correct projection and inverse projection to use.
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if (vTexCoord.x < 0.5) {
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uvmax.x = 0.5;
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eyeInverseProjection = inverseProjections[0];
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eyeProjection = projections[0];
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} else {
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xoffset = -1.0;
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uvmin.x = 0.5;
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uvmax.x = 1.0;
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eyeInverseProjection = inverseProjections[1];
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eyeProjection = projections[1];
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}
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// Account for stereo in calculating the per-eye NDC coordinates
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vec4 ndcSpace = vec4(vPosition, 1.0);
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ndcSpace.x *= 2.0;
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ndcSpace.x += xoffset;
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// Convert from NDC to eyespace
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vec4 eyeSpace = eyeInverseProjection * ndcSpace;
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eyeSpace /= eyeSpace.w;
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// Convert to a noramlized ray
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vec3 ray = eyeSpace.xyz;
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ray = normalize(ray);
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// Adjust the ray by the rotation
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ray = reprojection * ray;
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// Project back on to the texture plane
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ray *= eyeSpace.z / ray.z;
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// Update the eyespace vector
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eyeSpace.xyz = ray;
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// Reproject back into NDC
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ndcSpace = eyeProjection * eyeSpace;
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ndcSpace /= ndcSpace.w;
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ndcSpace.x -= xoffset;
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ndcSpace.x /= 2.0;
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// Calculate the new UV coordinates
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uv = (ndcSpace.xy / 2.0) + 0.5;
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if (any(greaterThan(uv, uvmax)) || any(lessThan(uv, uvmin))) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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} else {
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FragColor = texture(sampler, uv);
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}
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}
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20
interface/resources/shaders/hmd_reproject.vert
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20
interface/resources/shaders/hmd_reproject.vert
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@ -0,0 +1,20 @@
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//
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// Created by Bradley Austin Davis on 2016/07/11
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// Copyright 2013-2016 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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#version 410 core
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in vec3 Position;
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in vec2 TexCoord;
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out vec3 vPosition;
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out vec2 vTexCoord;
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void main() {
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gl_Position = vec4(Position, 1);
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vTexCoord = TexCoord;
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vPosition = Position;
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}
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65
interface/resources/shaders/hmd_ui_glow.frag
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65
interface/resources/shaders/hmd_ui_glow.frag
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@ -0,0 +1,65 @@
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//
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// Created by Bradley Austin Davis on 2016/07/11
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// Copyright 2013-2016 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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||||
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#version 410 core
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uniform sampler2D sampler;
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uniform float alpha = 1.0;
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uniform vec4 glowPoints = vec4(-1);
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uniform vec4 glowColors[2];
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uniform vec2 resolution = vec2(3960.0, 1188.0);
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uniform float radius = 0.005;
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in vec3 vPosition;
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in vec2 vTexCoord;
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in vec4 vGlowPoints;
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out vec4 FragColor;
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float easeInOutCubic(float f) {
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const float d = 1.0;
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const float b = 0.0;
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const float c = 1.0;
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float t = f;
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if ((t /= d / 2.0) < 1.0) return c / 2.0 * t * t * t + b;
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return c / 2.0 * ((t -= 2.0) * t * t + 2.0) + b;
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}
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void main() {
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vec2 aspect = resolution;
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aspect /= resolution.x;
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FragColor = texture(sampler, vTexCoord);
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float glowIntensity = 0.0;
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float dist1 = distance(vTexCoord * aspect, glowPoints.xy * aspect);
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float dist2 = distance(vTexCoord * aspect, glowPoints.zw * aspect);
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float dist = min(dist1, dist2);
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vec3 glowColor = glowColors[0].rgb;
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if (dist2 < dist1) {
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glowColor = glowColors[1].rgb;
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}
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if (dist <= radius) {
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glowIntensity = 1.0 - (dist / radius);
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glowColor.rgb = pow(glowColor, vec3(1.0 - glowIntensity));
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glowIntensity = easeInOutCubic(glowIntensity);
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glowIntensity = pow(glowIntensity, 0.5);
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}
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if (alpha <= 0.0) {
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if (glowIntensity <= 0.0) {
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discard;
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}
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FragColor = vec4(glowColor, glowIntensity);
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return;
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}
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FragColor.rgb = mix(FragColor.rgb, glowColor.rgb, glowIntensity);
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FragColor.a *= alpha;
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}
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23
interface/resources/shaders/hmd_ui_glow.vert
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23
interface/resources/shaders/hmd_ui_glow.vert
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@ -0,0 +1,23 @@
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//
|
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// Created by Bradley Austin Davis on 2016/07/11
|
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// Copyright 2013-2016 High Fidelity, Inc.
|
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//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#version 410 core
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||||
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||||
uniform mat4 mvp = mat4(1);
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|
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in vec3 Position;
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||||
in vec2 TexCoord;
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||||
|
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out vec3 vPosition;
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out vec2 vTexCoord;
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|
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void main() {
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gl_Position = mvp * vec4(Position, 1);
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vTexCoord = TexCoord;
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vPosition = Position;
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}
|
|
@ -12,6 +12,8 @@
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#include <glm/gtx/intersect.hpp>
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|
||||
#include <QtCore/QLoggingCategory>
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||||
#include <QtCore/QFileInfo>
|
||||
#include <QtCore/QDateTime>
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||||
#include <QtWidgets/QApplication>
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||||
#include <QtWidgets/QWidget>
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|
@ -34,6 +36,9 @@ static const QString REPROJECTION = "Allow Reprojection";
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|||
static const QString FRAMERATE = DisplayPlugin::MENU_PATH() + ">Framerate";
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||||
static const QString DEVELOPER_MENU_PATH = "Developer>" + DisplayPlugin::MENU_PATH();
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static const bool DEFAULT_MONO_VIEW = true;
|
||||
static const int NUMBER_OF_HANDS = 2;
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static const glm::mat4 IDENTITY_MATRIX;
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||||
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glm::uvec2 HmdDisplayPlugin::getRecommendedUiSize() const {
|
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return CompositorHelper::VIRTUAL_SCREEN_SIZE;
|
||||
|
@ -90,170 +95,6 @@ void HmdDisplayPlugin::internalDeactivate() {
|
|||
Parent::internalDeactivate();
|
||||
}
|
||||
|
||||
|
||||
static const char * REPROJECTION_VS = R"VS(#version 410 core
|
||||
in vec3 Position;
|
||||
in vec2 TexCoord;
|
||||
|
||||
out vec3 vPosition;
|
||||
out vec2 vTexCoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(Position, 1);
|
||||
vTexCoord = TexCoord;
|
||||
vPosition = Position;
|
||||
}
|
||||
|
||||
)VS";
|
||||
|
||||
static GLint REPROJECTION_MATRIX_LOCATION = -1;
|
||||
static GLint INVERSE_PROJECTION_MATRIX_LOCATION = -1;
|
||||
static GLint PROJECTION_MATRIX_LOCATION = -1;
|
||||
static const char * REPROJECTION_FS = R"FS(#version 410 core
|
||||
|
||||
uniform sampler2D sampler;
|
||||
uniform mat3 reprojection = mat3(1);
|
||||
uniform mat4 inverseProjections[2];
|
||||
uniform mat4 projections[2];
|
||||
|
||||
in vec2 vTexCoord;
|
||||
in vec3 vPosition;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main() {
|
||||
vec2 uv = vTexCoord;
|
||||
|
||||
mat4 eyeInverseProjection;
|
||||
mat4 eyeProjection;
|
||||
|
||||
float xoffset = 1.0;
|
||||
vec2 uvmin = vec2(0.0);
|
||||
vec2 uvmax = vec2(1.0);
|
||||
// determine the correct projection and inverse projection to use.
|
||||
if (vTexCoord.x < 0.5) {
|
||||
uvmax.x = 0.5;
|
||||
eyeInverseProjection = inverseProjections[0];
|
||||
eyeProjection = projections[0];
|
||||
} else {
|
||||
xoffset = -1.0;
|
||||
uvmin.x = 0.5;
|
||||
uvmax.x = 1.0;
|
||||
eyeInverseProjection = inverseProjections[1];
|
||||
eyeProjection = projections[1];
|
||||
}
|
||||
|
||||
// Account for stereo in calculating the per-eye NDC coordinates
|
||||
vec4 ndcSpace = vec4(vPosition, 1.0);
|
||||
ndcSpace.x *= 2.0;
|
||||
ndcSpace.x += xoffset;
|
||||
|
||||
// Convert from NDC to eyespace
|
||||
vec4 eyeSpace = eyeInverseProjection * ndcSpace;
|
||||
eyeSpace /= eyeSpace.w;
|
||||
|
||||
// Convert to a noramlized ray
|
||||
vec3 ray = eyeSpace.xyz;
|
||||
ray = normalize(ray);
|
||||
|
||||
// Adjust the ray by the rotation
|
||||
ray = reprojection * ray;
|
||||
|
||||
// Project back on to the texture plane
|
||||
ray *= eyeSpace.z / ray.z;
|
||||
|
||||
// Update the eyespace vector
|
||||
eyeSpace.xyz = ray;
|
||||
|
||||
// Reproject back into NDC
|
||||
ndcSpace = eyeProjection * eyeSpace;
|
||||
ndcSpace /= ndcSpace.w;
|
||||
ndcSpace.x -= xoffset;
|
||||
ndcSpace.x /= 2.0;
|
||||
|
||||
// Calculate the new UV coordinates
|
||||
uv = (ndcSpace.xy / 2.0) + 0.5;
|
||||
if (any(greaterThan(uv, uvmax)) || any(lessThan(uv, uvmin))) {
|
||||
FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
} else {
|
||||
FragColor = texture(sampler, uv);
|
||||
}
|
||||
}
|
||||
)FS";
|
||||
|
||||
#ifdef DEBUG_REPROJECTION_SHADER
|
||||
#include <QtCore/QFile>
|
||||
#include <QtCore/QFileInfo>
|
||||
#include <QtCore/QDateTime>
|
||||
#include <PathUtils.h>
|
||||
|
||||
static const QString REPROJECTION_FS_FILE = "c:/Users/bdavis/Git/hifi/interface/resources/shaders/reproject.frag";
|
||||
|
||||
static ProgramPtr getReprojectionProgram() {
|
||||
static ProgramPtr _currentProgram;
|
||||
uint64_t now = usecTimestampNow();
|
||||
static uint64_t _lastFileCheck = now;
|
||||
|
||||
bool modified = false;
|
||||
if ((now - _lastFileCheck) > USECS_PER_MSEC * 100) {
|
||||
QFileInfo info(REPROJECTION_FS_FILE);
|
||||
QDateTime lastModified = info.lastModified();
|
||||
static QDateTime _lastModified = lastModified;
|
||||
qDebug() << lastModified.toTime_t();
|
||||
qDebug() << _lastModified.toTime_t();
|
||||
if (lastModified > _lastModified) {
|
||||
_lastModified = lastModified;
|
||||
modified = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!_currentProgram || modified) {
|
||||
_currentProgram.reset();
|
||||
try {
|
||||
QFile shaderFile(REPROJECTION_FS_FILE);
|
||||
shaderFile.open(QIODevice::ReadOnly);
|
||||
QString fragment = shaderFile.readAll();
|
||||
compileProgram(_currentProgram, REPROJECTION_VS, fragment.toLocal8Bit().data());
|
||||
} catch (const std::runtime_error& error) {
|
||||
qDebug() << "Failed to build: " << error.what();
|
||||
}
|
||||
if (!_currentProgram) {
|
||||
_currentProgram = loadDefaultShader();
|
||||
}
|
||||
}
|
||||
return _currentProgram;
|
||||
}
|
||||
#endif
|
||||
|
||||
static GLint PREVIEW_TEXTURE_LOCATION = -1;
|
||||
|
||||
static const char * LASER_VS = R"VS(#version 410 core
|
||||
uniform mat4 mvp = mat4(1);
|
||||
|
||||
in vec3 Position;
|
||||
|
||||
out vec3 vPosition;
|
||||
|
||||
void main() {
|
||||
gl_Position = mvp * vec4(Position, 1);
|
||||
vPosition = Position;
|
||||
}
|
||||
|
||||
)VS";
|
||||
|
||||
static const char * LASER_FS = R"FS(#version 410 core
|
||||
|
||||
uniform vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
in vec3 vPosition;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main() {
|
||||
FragColor = color;
|
||||
}
|
||||
|
||||
)FS";
|
||||
|
||||
void HmdDisplayPlugin::customizeContext() {
|
||||
Parent::customizeContext();
|
||||
// Only enable mirroring if we know vsync is disabled
|
||||
|
@ -263,24 +104,147 @@ void HmdDisplayPlugin::customizeContext() {
|
|||
#endif
|
||||
_enablePreview = !isVsyncEnabled();
|
||||
_sphereSection = loadSphereSection(_program, CompositorHelper::VIRTUAL_UI_TARGET_FOV.y, CompositorHelper::VIRTUAL_UI_ASPECT_RATIO);
|
||||
|
||||
using namespace oglplus;
|
||||
if (!_enablePreview) {
|
||||
const std::string version("#version 410 core\n");
|
||||
compileProgram(_previewProgram, version + DrawUnitQuadTexcoord_vert, version + DrawTexture_frag);
|
||||
PREVIEW_TEXTURE_LOCATION = Uniform<int>(*_previewProgram, "colorMap").Location();
|
||||
_previewUniforms.previewTexture = Uniform<int>(*_previewProgram, "colorMap").Location();
|
||||
}
|
||||
|
||||
compileProgram(_laserProgram, LASER_VS, LASER_FS);
|
||||
_laserGeometry = loadLaser(_laserProgram);
|
||||
updateReprojectionProgram();
|
||||
updateOverlayProgram();
|
||||
updateLaserProgram();
|
||||
|
||||
compileProgram(_reprojectionProgram, REPROJECTION_VS, REPROJECTION_FS);
|
||||
REPROJECTION_MATRIX_LOCATION = Uniform<glm::mat3>(*_reprojectionProgram, "reprojection").Location();
|
||||
INVERSE_PROJECTION_MATRIX_LOCATION = Uniform<glm::mat4>(*_reprojectionProgram, "inverseProjections").Location();
|
||||
PROJECTION_MATRIX_LOCATION = Uniform<glm::mat4>(*_reprojectionProgram, "projections").Location();
|
||||
_laserGeometry = loadLaser(_laserProgram);
|
||||
}
|
||||
//#define LIVE_SHADER_RELOAD 1
|
||||
|
||||
static QString readFile(const QString& filename) {
|
||||
QFile file(filename);
|
||||
file.open(QFile::Text | QFile::ReadOnly);
|
||||
QString result;
|
||||
result.append(QTextStream(&file).readAll());
|
||||
return result;
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::updateReprojectionProgram() {
|
||||
static const QString vsFile = PathUtils::resourcesPath() + "/shaders/hmd_reproject.vert";
|
||||
static const QString fsFile = PathUtils::resourcesPath() + "/shaders/hmd_reproject.frag";
|
||||
#if LIVE_SHADER_RELOAD
|
||||
static qint64 vsBuiltAge = 0;
|
||||
static qint64 fsBuiltAge = 0;
|
||||
QFileInfo vsInfo(vsFile);
|
||||
QFileInfo fsInfo(fsFile);
|
||||
auto vsAge = vsInfo.lastModified().toMSecsSinceEpoch();
|
||||
auto fsAge = fsInfo.lastModified().toMSecsSinceEpoch();
|
||||
if (!_reprojectionProgram || vsAge > vsBuiltAge || fsAge > fsBuiltAge) {
|
||||
vsBuiltAge = vsAge;
|
||||
fsBuiltAge = fsAge;
|
||||
#else
|
||||
if (!_reprojectionProgram) {
|
||||
#endif
|
||||
QString vsSource = readFile(vsFile);
|
||||
QString fsSource = readFile(fsFile);
|
||||
ProgramPtr program;
|
||||
try {
|
||||
compileProgram(program, vsSource.toLocal8Bit().toStdString(), fsSource.toLocal8Bit().toStdString());
|
||||
if (program) {
|
||||
using namespace oglplus;
|
||||
_reprojectionUniforms.reprojectionMatrix = Uniform<glm::mat3>(*program, "reprojection").Location();
|
||||
_reprojectionUniforms.inverseProjectionMatrix = Uniform<glm::mat4>(*program, "inverseProjections").Location();
|
||||
_reprojectionUniforms.projectionMatrix = Uniform<glm::mat4>(*program, "projections").Location();
|
||||
_reprojectionProgram = program;
|
||||
}
|
||||
} catch (std::runtime_error& error) {
|
||||
qWarning() << "Error building reprojection shader " << error.what();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::updateLaserProgram() {
|
||||
static const QString vsFile = PathUtils::resourcesPath() + "/shaders/hmd_hand_lasers.vert";
|
||||
static const QString gsFile = PathUtils::resourcesPath() + "/shaders/hmd_hand_lasers.geom";
|
||||
static const QString fsFile = PathUtils::resourcesPath() + "/shaders/hmd_hand_lasers.frag";
|
||||
|
||||
#if LIVE_SHADER_RELOAD
|
||||
static qint64 vsBuiltAge = 0;
|
||||
static qint64 gsBuiltAge = 0;
|
||||
static qint64 fsBuiltAge = 0;
|
||||
QFileInfo vsInfo(vsFile);
|
||||
QFileInfo fsInfo(fsFile);
|
||||
QFileInfo gsInfo(fsFile);
|
||||
auto vsAge = vsInfo.lastModified().toMSecsSinceEpoch();
|
||||
auto fsAge = fsInfo.lastModified().toMSecsSinceEpoch();
|
||||
auto gsAge = gsInfo.lastModified().toMSecsSinceEpoch();
|
||||
if (!_laserProgram || vsAge > vsBuiltAge || fsAge > fsBuiltAge || gsAge > gsBuiltAge) {
|
||||
vsBuiltAge = vsAge;
|
||||
gsBuiltAge = gsAge;
|
||||
fsBuiltAge = fsAge;
|
||||
#else
|
||||
if (!_laserProgram) {
|
||||
#endif
|
||||
|
||||
QString vsSource = readFile(vsFile);
|
||||
QString fsSource = readFile(fsFile);
|
||||
QString gsSource = readFile(gsFile);
|
||||
ProgramPtr program;
|
||||
try {
|
||||
compileProgram(program, vsSource.toLocal8Bit().toStdString(), gsSource.toLocal8Bit().toStdString(), fsSource.toLocal8Bit().toStdString());
|
||||
if (program) {
|
||||
using namespace oglplus;
|
||||
_laserUniforms.color = Uniform<glm::vec4>(*program, "color").Location();
|
||||
_laserUniforms.mvp = Uniform<glm::mat4>(*program, "mvp").Location();
|
||||
_laserProgram = program;
|
||||
}
|
||||
} catch (std::runtime_error& error) {
|
||||
qWarning() << "Error building hand laser composite shader " << error.what();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::updateOverlayProgram() {
|
||||
static const QString vsFile = PathUtils::resourcesPath() + "/shaders/hmd_ui_glow.vert";
|
||||
static const QString fsFile = PathUtils::resourcesPath() + "/shaders/hmd_ui_glow.frag";
|
||||
|
||||
#if LIVE_SHADER_RELOAD
|
||||
static qint64 vsBuiltAge = 0;
|
||||
static qint64 fsBuiltAge = 0;
|
||||
QFileInfo vsInfo(vsFile);
|
||||
QFileInfo fsInfo(fsFile);
|
||||
auto vsAge = vsInfo.lastModified().toMSecsSinceEpoch();
|
||||
auto fsAge = fsInfo.lastModified().toMSecsSinceEpoch();
|
||||
if (!_overlayProgram || vsAge > vsBuiltAge || fsAge > fsBuiltAge) {
|
||||
vsBuiltAge = vsAge;
|
||||
fsBuiltAge = fsAge;
|
||||
#else
|
||||
if (!_overlayProgram) {
|
||||
#endif
|
||||
QString vsSource = readFile(vsFile);
|
||||
QString fsSource = readFile(fsFile);
|
||||
ProgramPtr program;
|
||||
try {
|
||||
compileProgram(program, vsSource.toLocal8Bit().toStdString(), fsSource.toLocal8Bit().toStdString());
|
||||
if (program) {
|
||||
using namespace oglplus;
|
||||
_overlayUniforms.mvp = Uniform<glm::mat4>(*program, "mvp").Location();
|
||||
_overlayUniforms.alpha = Uniform<float>(*program, "alpha").Location();
|
||||
_overlayUniforms.glowColors = Uniform<glm::vec4>(*program, "glowColors").Location();
|
||||
_overlayUniforms.glowPoints = Uniform<glm::vec4>(*program, "glowPoints").Location();
|
||||
_overlayUniforms.resolution = Uniform<glm::vec2>(*program, "resolution").Location();
|
||||
_overlayUniforms.radius = Uniform<float>(*program, "radius").Location();
|
||||
_overlayProgram = program;
|
||||
useProgram(_overlayProgram);
|
||||
Uniform<glm::vec2>(*_overlayProgram, _overlayUniforms.resolution).Set(CompositorHelper::VIRTUAL_SCREEN_SIZE);
|
||||
}
|
||||
} catch (std::runtime_error& error) {
|
||||
qWarning() << "Error building overlay composite shader " << error.what();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::uncustomizeContext() {
|
||||
_overlayProgram.reset();
|
||||
_sphereSection.reset();
|
||||
_compositeFramebuffer.reset();
|
||||
_previewProgram.reset();
|
||||
|
@ -312,12 +276,12 @@ void HmdDisplayPlugin::compositeScene() {
|
|||
using namespace oglplus;
|
||||
Texture::MinFilter(TextureTarget::_2D, TextureMinFilter::Linear);
|
||||
Texture::MagFilter(TextureTarget::_2D, TextureMagFilter::Linear);
|
||||
Uniform<glm::mat3>(*_reprojectionProgram, REPROJECTION_MATRIX_LOCATION).Set(_currentPresentFrameInfo.presentReprojection);
|
||||
Uniform<glm::mat3>(*_reprojectionProgram, _reprojectionUniforms.reprojectionMatrix).Set(_currentPresentFrameInfo.presentReprojection);
|
||||
//Uniform<glm::mat4>(*_reprojectionProgram, PROJECTION_MATRIX_LOCATION).Set(_eyeProjections);
|
||||
//Uniform<glm::mat4>(*_reprojectionProgram, INVERSE_PROJECTION_MATRIX_LOCATION).Set(_eyeInverseProjections);
|
||||
// FIXME what's the right oglplus mechanism to do this? It's not that ^^^ ... better yet, switch to a uniform buffer
|
||||
glUniformMatrix4fv(INVERSE_PROJECTION_MATRIX_LOCATION, 2, GL_FALSE, &(_eyeInverseProjections[0][0][0]));
|
||||
glUniformMatrix4fv(PROJECTION_MATRIX_LOCATION, 2, GL_FALSE, &(_eyeProjections[0][0][0]));
|
||||
glUniformMatrix4fv(_reprojectionUniforms.inverseProjectionMatrix, 2, GL_FALSE, &(_eyeInverseProjections[0][0][0]));
|
||||
glUniformMatrix4fv(_reprojectionUniforms.projectionMatrix, 2, GL_FALSE, &(_eyeProjections[0][0][0]));
|
||||
_plane->UseInProgram(*_reprojectionProgram);
|
||||
_plane->Draw();
|
||||
}
|
||||
|
@ -327,19 +291,93 @@ void HmdDisplayPlugin::compositeOverlay() {
|
|||
auto compositorHelper = DependencyManager::get<CompositorHelper>();
|
||||
glm::mat4 modelMat = compositorHelper->getModelTransform().getMatrix();
|
||||
|
||||
useProgram(_program);
|
||||
// set the alpha
|
||||
Uniform<float>(*_program, _alphaUniform).Set(_compositeOverlayAlpha);
|
||||
withPresentThreadLock([&] {
|
||||
_presentHandLasers = _handLasers;
|
||||
_presentHandPoses = _handPoses;
|
||||
_presentUiModelTransform = _uiModelTransform;
|
||||
});
|
||||
std::array<vec2, NUMBER_OF_HANDS> handGlowPoints { { vec2(-1), vec2(-1) } };
|
||||
|
||||
// compute the glow point interesections
|
||||
for (int i = 0; i < NUMBER_OF_HANDS; ++i) {
|
||||
if (_presentHandPoses[i] == IDENTITY_MATRIX) {
|
||||
continue;
|
||||
}
|
||||
const auto& handLaser = _presentHandLasers[i];
|
||||
if (!handLaser.valid()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const auto& laserDirection = handLaser.direction;
|
||||
auto model = _presentHandPoses[i];
|
||||
auto castDirection = glm::quat_cast(model) * laserDirection;
|
||||
if (glm::abs(glm::length2(castDirection) - 1.0f) > EPSILON) {
|
||||
castDirection = glm::normalize(castDirection);
|
||||
castDirection = glm::inverse(_presentUiModelTransform.getRotation()) * castDirection;
|
||||
}
|
||||
|
||||
// FIXME fetch the actual UI radius from... somewhere?
|
||||
float uiRadius = 1.0f;
|
||||
|
||||
// Find the intersection of the laser with he UI and use it to scale the model matrix
|
||||
float distance;
|
||||
if (!glm::intersectRaySphere(vec3(_presentHandPoses[i][3]), castDirection, _presentUiModelTransform.getTranslation(), uiRadius * uiRadius, distance)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
vec3 intersectionPosition = vec3(_presentHandPoses[i][3]) + (castDirection * distance) - _presentUiModelTransform.getTranslation();
|
||||
intersectionPosition = glm::inverse(_presentUiModelTransform.getRotation()) * intersectionPosition;
|
||||
|
||||
// Take the interesection normal and convert it to a texture coordinate
|
||||
vec2 yawPitch;
|
||||
{
|
||||
vec2 xdir = glm::normalize(vec2(intersectionPosition.x, -intersectionPosition.z));
|
||||
yawPitch.x = glm::atan(xdir.x, xdir.y);
|
||||
yawPitch.y = (acosf(intersectionPosition.y) * -1.0f) + M_PI_2;
|
||||
}
|
||||
vec2 halfFov = CompositorHelper::VIRTUAL_UI_TARGET_FOV / 2.0f;
|
||||
|
||||
// Are we out of range
|
||||
if (glm::any(glm::greaterThan(glm::abs(yawPitch), halfFov))) {
|
||||
continue;
|
||||
}
|
||||
|
||||
yawPitch /= CompositorHelper::VIRTUAL_UI_TARGET_FOV;
|
||||
yawPitch += 0.5f;
|
||||
handGlowPoints[i] = yawPitch;
|
||||
}
|
||||
|
||||
updateOverlayProgram();
|
||||
if (!_overlayProgram) {
|
||||
return;
|
||||
}
|
||||
|
||||
useProgram(_overlayProgram);
|
||||
// Setup the uniforms
|
||||
{
|
||||
if (_overlayUniforms.alpha >= 0) {
|
||||
Uniform<float>(*_overlayProgram, _overlayUniforms.alpha).Set(_compositeOverlayAlpha);
|
||||
}
|
||||
if (_overlayUniforms.glowPoints >= 0) {
|
||||
vec4 glowPoints(handGlowPoints[0], handGlowPoints[1]);
|
||||
Uniform<glm::vec4>(*_overlayProgram, _overlayUniforms.glowPoints).Set(glowPoints);
|
||||
}
|
||||
if (_overlayUniforms.glowColors >= 0) {
|
||||
std::array<glm::vec4, NUMBER_OF_HANDS> glowColors;
|
||||
glowColors[0] = _presentHandLasers[0].color;
|
||||
glowColors[1] = _presentHandLasers[1].color;
|
||||
glProgramUniform4fv(GetName(*_overlayProgram), _overlayUniforms.glowColors, 2, &glowColors[0].r);
|
||||
}
|
||||
}
|
||||
|
||||
_sphereSection->Use();
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
auto modelView = glm::inverse(_currentPresentFrameInfo.presentPose * getEyeToHeadTransform(eye)) * modelMat;
|
||||
auto mvp = _eyeProjections[eye] * modelView;
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
|
||||
Uniform<glm::mat4>(*_overlayProgram, _overlayUniforms.mvp).Set(mvp);
|
||||
_sphereSection->Draw();
|
||||
});
|
||||
// restore the alpha
|
||||
Uniform<float>(*_program, _alphaUniform).Set(1.0);
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::compositePointer() {
|
||||
|
@ -423,7 +461,7 @@ void HmdDisplayPlugin::internalPresent() {
|
|||
glClearColor(0, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glViewport(targetViewportPosition.x, targetViewportPosition.y, targetViewportSize.x, targetViewportSize.y);
|
||||
glUniform1i(PREVIEW_TEXTURE_LOCATION, 0);
|
||||
glUniform1i(_previewUniforms.previewTexture, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, _previewTextureID);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
@ -478,26 +516,17 @@ bool HmdDisplayPlugin::setHandLaser(uint32_t hands, HandLaserMode mode, const ve
|
|||
}
|
||||
|
||||
void HmdDisplayPlugin::compositeExtra() {
|
||||
const int NUMBER_OF_HANDS = 2;
|
||||
std::array<HandLaserInfo, NUMBER_OF_HANDS> handLasers;
|
||||
std::array<mat4, NUMBER_OF_HANDS> renderHandPoses;
|
||||
Transform uiModelTransform;
|
||||
withPresentThreadLock([&] {
|
||||
handLasers = _handLasers;
|
||||
renderHandPoses = _handPoses;
|
||||
uiModelTransform = _uiModelTransform;
|
||||
});
|
||||
|
||||
// If neither hand laser is activated, exit
|
||||
if (!handLasers[0].valid() && !handLasers[1].valid()) {
|
||||
if (!_presentHandLasers[0].valid() && !_presentHandLasers[1].valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
static const glm::mat4 identity;
|
||||
if (renderHandPoses[0] == identity && renderHandPoses[1] == identity) {
|
||||
if (_presentHandPoses[0] == IDENTITY_MATRIX && _presentHandPoses[1] == IDENTITY_MATRIX) {
|
||||
return;
|
||||
}
|
||||
|
||||
updateLaserProgram();
|
||||
|
||||
// Render hand lasers
|
||||
using namespace oglplus;
|
||||
useProgram(_laserProgram);
|
||||
|
@ -505,16 +534,16 @@ void HmdDisplayPlugin::compositeExtra() {
|
|||
std::array<mat4, NUMBER_OF_HANDS> handLaserModelMatrices;
|
||||
|
||||
for (int i = 0; i < NUMBER_OF_HANDS; ++i) {
|
||||
if (renderHandPoses[i] == identity) {
|
||||
if (_presentHandPoses[i] == IDENTITY_MATRIX) {
|
||||
continue;
|
||||
}
|
||||
const auto& handLaser = handLasers[i];
|
||||
const auto& handLaser = _presentHandLasers[i];
|
||||
if (!handLaser.valid()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const auto& laserDirection = handLaser.direction;
|
||||
auto model = renderHandPoses[i];
|
||||
auto model = _presentHandPoses[i];
|
||||
auto castDirection = glm::quat_cast(model) * laserDirection;
|
||||
if (glm::abs(glm::length2(castDirection) - 1.0f) > EPSILON) {
|
||||
castDirection = glm::normalize(castDirection);
|
||||
|
@ -525,7 +554,7 @@ void HmdDisplayPlugin::compositeExtra() {
|
|||
|
||||
// Find the intersection of the laser with he UI and use it to scale the model matrix
|
||||
float distance;
|
||||
if (!glm::intersectRaySphere(vec3(renderHandPoses[i][3]), castDirection, uiModelTransform.getTranslation(), uiRadius * uiRadius, distance)) {
|
||||
if (!glm::intersectRaySphere(vec3(_presentHandPoses[i][3]), castDirection, _presentUiModelTransform.getTranslation(), uiRadius * uiRadius, distance)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -539,19 +568,20 @@ void HmdDisplayPlugin::compositeExtra() {
|
|||
handLaserModelMatrices[i] = model;
|
||||
}
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
auto eyePose = _currentPresentFrameInfo.presentPose * getEyeToHeadTransform(eye);
|
||||
auto view = glm::inverse(eyePose);
|
||||
const auto& projection = _eyeProjections[eye];
|
||||
for (int i = 0; i < NUMBER_OF_HANDS; ++i) {
|
||||
if (handLaserModelMatrices[i] == identity) {
|
||||
if (handLaserModelMatrices[i] == IDENTITY_MATRIX) {
|
||||
continue;
|
||||
}
|
||||
Uniform<glm::mat4>(*_laserProgram, "mvp").Set(projection * view * handLaserModelMatrices[i]);
|
||||
Uniform<glm::vec4>(*_laserProgram, "color").Set(handLasers[i].color);
|
||||
Uniform<glm::vec4>(*_laserProgram, "color").Set(_presentHandLasers[i].color);
|
||||
_laserGeometry->Draw();
|
||||
// TODO render some kind of visual indicator at the intersection point with the UI.
|
||||
}
|
||||
});
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
|
|
@ -64,6 +64,11 @@ protected:
|
|||
Transform _uiModelTransform;
|
||||
std::array<HandLaserInfo, 2> _handLasers;
|
||||
std::array<glm::mat4, 2> _handPoses;
|
||||
|
||||
Transform _presentUiModelTransform;
|
||||
std::array<HandLaserInfo, 2> _presentHandLasers;
|
||||
std::array<mat4, 2> _presentHandPoses;
|
||||
|
||||
std::array<glm::mat4, 2> _eyeOffsets;
|
||||
std::array<glm::mat4, 2> _eyeProjections;
|
||||
std::array<glm::mat4, 2> _eyeInverseProjections;
|
||||
|
@ -87,21 +92,49 @@ protected:
|
|||
FrameInfo _currentRenderFrameInfo;
|
||||
|
||||
private:
|
||||
void updateOverlayProgram();
|
||||
void updateLaserProgram();
|
||||
void updateReprojectionProgram();
|
||||
|
||||
bool _enablePreview { false };
|
||||
bool _monoPreview { true };
|
||||
bool _enableReprojection { true };
|
||||
bool _firstPreview { true };
|
||||
|
||||
ProgramPtr _overlayProgram;
|
||||
struct OverlayUniforms {
|
||||
int32_t mvp { -1 };
|
||||
int32_t alpha { -1 };
|
||||
int32_t glowColors { -1 };
|
||||
int32_t glowPoints { -1 };
|
||||
int32_t resolution { -1 };
|
||||
int32_t radius { -1 };
|
||||
} _overlayUniforms;
|
||||
|
||||
ProgramPtr _previewProgram;
|
||||
struct PreviewUniforms {
|
||||
int32_t previewTexture { -1 };
|
||||
} _previewUniforms;
|
||||
|
||||
float _previewAspect { 0 };
|
||||
GLuint _previewTextureID { 0 };
|
||||
glm::uvec2 _prevWindowSize { 0, 0 };
|
||||
qreal _prevDevicePixelRatio { 0 };
|
||||
|
||||
ProgramPtr _reprojectionProgram;
|
||||
struct ReprojectionUniforms {
|
||||
int32_t reprojectionMatrix { -1 };
|
||||
int32_t inverseProjectionMatrix { -1 };
|
||||
int32_t projectionMatrix { -1 };
|
||||
} _reprojectionUniforms;
|
||||
|
||||
ShapeWrapperPtr _sphereSection;
|
||||
|
||||
ProgramPtr _laserProgram;
|
||||
struct LaserUniforms {
|
||||
int32_t mvp { -1 };
|
||||
int32_t color { -1 };
|
||||
} _laserUniforms;
|
||||
ShapeWrapperPtr _laserGeometry;
|
||||
};
|
||||
|
||||
|
|
|
@ -87,6 +87,36 @@ ProgramPtr loadCubemapShader() {
|
|||
return result;
|
||||
}
|
||||
|
||||
void compileProgram(ProgramPtr & result, const std::string& vs, const std::string& gs, const std::string& fs) {
|
||||
using namespace oglplus;
|
||||
try {
|
||||
result = std::make_shared<Program>();
|
||||
// attach the shaders to the program
|
||||
result->AttachShader(
|
||||
VertexShader()
|
||||
.Source(GLSLSource(vs))
|
||||
.Compile()
|
||||
);
|
||||
result->AttachShader(
|
||||
GeometryShader()
|
||||
.Source(GLSLSource(gs))
|
||||
.Compile()
|
||||
);
|
||||
result->AttachShader(
|
||||
FragmentShader()
|
||||
.Source(GLSLSource(fs))
|
||||
.Compile()
|
||||
);
|
||||
result->Link();
|
||||
} catch (ProgramBuildError& err) {
|
||||
Q_UNUSED(err);
|
||||
qWarning() << err.Log().c_str();
|
||||
Q_ASSERT_X(false, "compileProgram", "Failed to build shader program");
|
||||
qFatal("%s", (const char*)err.Message);
|
||||
result.reset();
|
||||
}
|
||||
}
|
||||
|
||||
void compileProgram(ProgramPtr & result, const std::string& vs, const std::string& fs) {
|
||||
using namespace oglplus;
|
||||
try {
|
||||
|
|
|
@ -62,6 +62,8 @@ using Mat4Uniform = oglplus::Uniform<mat4>;
|
|||
ProgramPtr loadDefaultShader();
|
||||
ProgramPtr loadCubemapShader();
|
||||
void compileProgram(ProgramPtr & result, const std::string& vs, const std::string& fs);
|
||||
void compileProgram(ProgramPtr & result, const std::string& vs, const std::string& gs, const std::string& fs);
|
||||
|
||||
ShapeWrapperPtr loadSkybox(ProgramPtr program);
|
||||
ShapeWrapperPtr loadPlane(ProgramPtr program, float aspect = 1.0f);
|
||||
ShapeWrapperPtr loadSphereSection(ProgramPtr program, float fov = PI / 3.0f * 2.0f, float aspect = 16.0f / 9.0f, int slices = 128, int stacks = 128);
|
||||
|
|
Loading…
Reference in a new issue