// // HitEffect.cpp // interface/src/renderer // // Created by Andrzej Kapolka on 7/14/13. // Copyright 2013 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 this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL #include #include #include #include #include "AbstractViewStateInterface.h" #include "HitEffect.h" #include "TextureCache.h" #include "DependencyManager.h" #include "ViewFrustum.h" #include "GeometryCache.h" #include #include "hit_effect_vert.h" #include "hit_effect_frag.h" HitEffect::HitEffect() { _geometryId = DependencyManager::get()->allocateID(); } HitEffect::~HitEffect() { auto geometryCache = DependencyManager::get(); if (_geometryId && geometryCache) { geometryCache->releaseID(_geometryId); } } const gpu::PipelinePointer& HitEffect::getHitEffectPipeline() { if (!_hitEffectPipeline) { auto vs = gpu::Shader::createVertex(std::string(hit_effect_vert)); auto ps = gpu::Shader::createPixel(std::string(hit_effect_frag)); gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps); gpu::Shader::BindingSet slotBindings; gpu::Shader::makeProgram(*program, slotBindings); gpu::StatePointer state = gpu::StatePointer(new gpu::State()); state->setDepthTest(false, false, gpu::LESS_EQUAL); // Blend on transparent state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA); // Good to go add the brand new pipeline _hitEffectPipeline = gpu::Pipeline::create(program, state); } return _hitEffectPipeline; } void HitEffect::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); RenderArgs* args = renderContext->args; gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { glm::mat4 projMat; Transform viewMat; args->getViewFrustum().evalProjectionMatrix(projMat); args->getViewFrustum().evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); batch.setModelTransform(Transform()); batch.setPipeline(getHitEffectPipeline()); static const glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f); static const glm::vec2 bottomLeft(-1.0f, -1.0f); static const glm::vec2 topRight(1.0f, 1.0f); DependencyManager::get()->renderQuad(batch, bottomLeft, topRight, color, _geometryId); }); }