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Added new shaders

This commit is contained in:
Olivier Prat 2017-06-05 16:32:36 +02:00
parent cbcf9ebe9f
commit 08fcd6c357
25 changed files with 1030 additions and 44 deletions

View file

@ -33,7 +33,7 @@ vec2 hash2D(vec3 position) {
return position.xy* vec2(0.1677, 0.221765) + position.z*0.561;
}
float evalFadeMask(vec3 position, vec3 normal) {
float evalFadeMask(vec3 position) {
const float FADE_MASK_INV_SCALE = 1.0;
// Do tri-linear interpolation
@ -56,8 +56,8 @@ float evalFadeMask(vec3 position, vec3 normal) {
return mix(maskY.x, maskY.y, noisePositionFraction.y);
}
void applyFade(vec3 position, vec3 normal) {
if (evalFadeMask(position, normal) < fade._Percent) {
void applyFade(vec3 position) {
if (evalFadeMask(position) > fade._Percent) {
discard;
}
}

View file

@ -400,10 +400,6 @@ ItemKey ModelMeshPartPayload::getKey() const {
builder.withTransparent();
}
}
if (_fadeState != FADE_COMPLETE) {
builder.withTransparent();
}
}
return builder.build();
}
@ -537,9 +533,9 @@ float ModelMeshPartPayload::computeFadePercent() const {
return 0.0f;
}
float fadeAlpha = 1.0f;
const float INV_FADE_PERIOD = 1.0f / (float)(3 * USECS_PER_SECOND);
float fraction = (float)(usecTimestampNow() - _fadeStartTime) * INV_FADE_PERIOD;
if (fraction < 1.0f) {
const double INV_FADE_PERIOD = 1.0 / (double)(10 * USECS_PER_SECOND);
double fraction = (double)(usecTimestampNow() - _fadeStartTime) * INV_FADE_PERIOD;
if (fraction < 1.0) {
fadeAlpha = Interpolate::simpleNonLinearBlend(fraction);
}
if (fadeAlpha >= 1.0f) {
@ -549,9 +545,9 @@ float ModelMeshPartPayload::computeFadePercent() const {
if (model) {
model->setRenderItemsNeedUpdate();
}
return 1.0f;
fadeAlpha = 1.0f;
}
return Interpolate::simpleNonLinearBlend(fadeAlpha);
return fadeAlpha;
}
void ModelMeshPartPayload::bindFade(gpu::Batch& batch, const RenderArgs* args) const {

View file

@ -147,7 +147,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
// Render transparent objects forward in LightingBuffer
const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).hasVarying();
task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber, fadeMaskMap);
// LIght Cluster Grid Debuging job
{
@ -276,6 +276,16 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs&
if (lightingModel->isWireframeEnabled()) {
keyBuilder.withWireframe();
}
// Prepare fade effect
batch.setResourceTexture(ShapePipeline::Slot::MAP::FADE_MASK, _fadeMaskMap);
if (_debugFade) {
args->_debugFlags = static_cast<RenderArgs::DebugFlags>(args->_debugFlags |
static_cast<int>(RenderArgs::RENDER_DEBUG_FADE));
args->_debugFadePercent = _debugFadePercent;
// Force fade for everyone
keyBuilder.withFade();
}
ShapeKey globalKey = keyBuilder.build();
args->_globalShapeKey = globalKey._flags.to_ulong();
@ -283,6 +293,13 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs&
args->_batch = nullptr;
args->_globalShapeKey = 0;
// Not sure this is really needed...
if (_debugFade) {
// Turn off fade debug
args->_debugFlags = static_cast<RenderArgs::DebugFlags>(args->_debugFlags &
~static_cast<int>(RenderArgs::RENDER_DEBUG_FADE));
}
});
config->setNumDrawn((int)inItems.size());

View file

@ -45,17 +45,31 @@ protected:
};
class DrawFadableDeferred {
protected:
DrawFadableDeferred(gpu::TexturePointer fadeMaskMap) : _fadeMaskMap{ fadeMaskMap } {}
gpu::TexturePointer _fadeMaskMap;
float _debugFadePercent;
bool _stateSort;
bool _debugFade;
};
class DrawConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(int numDrawn READ getNumDrawn NOTIFY newStats)
Q_PROPERTY(int maxDrawn MEMBER maxDrawn NOTIFY dirty)
Q_PROPERTY(bool debugFade MEMBER debugFade NOTIFY dirty)
Q_PROPERTY(float debugFadePercent MEMBER debugFadePercent NOTIFY dirty)
public:
int getNumDrawn() { return _numDrawn; }
void setNumDrawn(int numDrawn) { _numDrawn = numDrawn; emit newStats(); }
int maxDrawn{ -1 };
float debugFadePercent{ 0.f };
bool debugFade{ false };
signals:
void newStats();
@ -65,15 +79,15 @@ protected:
int _numDrawn{ 0 };
};
class DrawDeferred {
class DrawDeferred : public DrawFadableDeferred {
public:
using Inputs = render::VaryingSet2 <render::ItemBounds, LightingModelPointer>;
using Config = DrawConfig;
using JobModel = render::Job::ModelI<DrawDeferred, Inputs, Config>;
DrawDeferred(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
DrawDeferred(render::ShapePlumberPointer shapePlumber, gpu::TexturePointer fadeMaskMap) : _shapePlumber{ shapePlumber }, DrawFadableDeferred{ fadeMaskMap } {}
void configure(const Config& config) { _maxDrawn = config.maxDrawn; }
void configure(const Config& config) { _maxDrawn = config.maxDrawn; _debugFadePercent = config.debugFadePercent; _debugFade = config.debugFade; }
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
protected:
@ -94,8 +108,8 @@ public:
void setNumDrawn(int num) { numDrawn = num; emit numDrawnChanged(); }
int maxDrawn{ -1 };
float debugFadePercent{ 0.f };
bool stateSort{ true };
float debugFadePercent{ 0.f };
bool debugFade{ false };
signals:
@ -106,25 +120,21 @@ protected:
int numDrawn{ 0 };
};
class DrawStateSortDeferred {
class DrawStateSortDeferred : public DrawFadableDeferred {
public:
using Inputs = render::VaryingSet2 <render::ItemBounds, LightingModelPointer>;
using Config = DrawStateSortConfig;
using JobModel = render::Job::ModelI<DrawStateSortDeferred, Inputs, Config>;
DrawStateSortDeferred(render::ShapePlumberPointer shapePlumber, gpu::TexturePointer fadeMaskMap) : _shapePlumber{ shapePlumber }, _fadeMaskMap{ fadeMaskMap } {}
DrawStateSortDeferred(render::ShapePlumberPointer shapePlumber, gpu::TexturePointer fadeMaskMap) : _shapePlumber{ shapePlumber }, DrawFadableDeferred{ fadeMaskMap } {}
void configure(const Config& config) { _maxDrawn = config.maxDrawn; _stateSort = config.stateSort; _debugFadePercent = config.debugFadePercent; _debugFade = config.debugFade; }
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
protected:
render::ShapePlumberPointer _shapePlumber;
gpu::TexturePointer _fadeMaskMap;
int _maxDrawn; // initialized by Config
float _debugFadePercent;
bool _stateSort;
bool _debugFade;
};
class DeferredFramebuffer;
@ -207,6 +217,7 @@ public:
RenderDeferredTask() {}
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
};
#endif // hifi_RenderDeferredTask_h

View file

@ -28,12 +28,22 @@
#include "skin_model_shadow_vert.h"
#include "skin_model_normal_map_vert.h"
#include "skin_model_fade_vert.h"
#include "skin_model_normal_map_fade_vert.h"
#include "model_lightmap_fade_vert.h"
#include "model_lightmap_normal_map_fade_vert.h"
#include "simple_vert.h"
#include "simple_textured_frag.h"
#include "simple_textured_unlit_frag.h"
#include "simple_transparent_textured_frag.h"
#include "simple_transparent_textured_unlit_frag.h"
#include "simple_fade_vert.h"
#include "simple_textured_fade_frag.h"
#include "simple_textured_unlit_fade_frag.h"
#include "model_frag.h"
#include "model_unlit_frag.h"
#include "model_shadow_frag.h"
@ -45,7 +55,10 @@
#include "model_normal_map_fade_vert.h"
#include "model_fade_frag.h"
#include "model_unlit_fade_frag.h"
#include "model_normal_map_fade_frag.h"
#include "model_normal_specular_map_fade_frag.h"
#include "model_specular_map_fade_frag.h"
#include "forward_model_frag.h"
#include "forward_model_unlit_frag.h"
@ -60,6 +73,11 @@
#include "model_translucent_frag.h"
#include "model_translucent_unlit_frag.h"
#include "model_lightmap_fade_frag.h"
#include "model_lightmap_normal_map_fade_frag.h"
#include "model_lightmap_normal_specular_map_fade_frag.h"
#include "model_lightmap_specular_map_fade_frag.h"
#include "overlay3D_vert.h"
#include "overlay3D_frag.h"
#include "overlay3D_model_frag.h"
@ -156,10 +174,15 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
auto skinModelShadowVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
auto modelLightmapFadeVertex = gpu::Shader::createVertex(std::string(model_lightmap_fade_vert));
auto modelLightmapNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_fade_vert));
auto skinModelFadeVertex = gpu::Shader::createVertex(std::string(skin_model_fade_vert));
auto skinModelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_fade_vert));
// Only models can have fade applied to them (?)
auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_fade_vert));
auto modelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_normal_map_fade_vert));
auto simpleFadeVertex = gpu::Shader::createVertex(std::string(simple_fade_vert));
// Pixel shaders
auto simplePixel = gpu::Shader::createPixel(std::string(simple_textured_frag));
@ -178,10 +201,18 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
auto modelLightmapNormalMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_map_frag));
auto modelLightmapSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_specular_map_frag));
auto modelLightmapNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag));
auto modelLightmapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_fade_frag));
auto modelLightmapNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_map_fade_frag));
auto modelLightmapSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_specular_map_fade_frag));
auto modelLightmapNormalSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_fade_frag));
// Only models can have fade applied to them (?)
auto modelFadePixel = gpu::Shader::createPixel(std::string(model_fade_frag));
auto modelUnlitFadePixel = gpu::Shader::createPixel(std::string(model_unlit_fade_frag));
auto modelNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_map_fade_frag));
auto modelSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_specular_map_fade_frag));
auto modelNormalSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_fade_frag));
auto simpleFadePixel = gpu::Shader::createPixel(std::string(simple_textured_fade_frag));
auto simpleUnlitFadePixel = gpu::Shader::createPixel(std::string(simple_textured_unlit_fade_frag));
using Key = render::ShapeKey;
auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3);
@ -212,9 +243,24 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
addPipeline(
Key::Builder().withMaterial().withFade(),
modelFadeVertex, modelFadePixel);
addPipeline(
Key::Builder().withFade(),
simpleFadeVertex, simpleFadePixel);
addPipeline(
Key::Builder().withMaterial().withUnlit().withFade(),
modelFadeVertex, modelUnlitFadePixel);
addPipeline(
Key::Builder().withUnlit().withFade(),
simpleFadeVertex, simpleUnlitFadePixel);
addPipeline(
Key::Builder().withMaterial().withTangents().withFade(),
modelNormalMapFadeVertex, modelNormalMapFadePixel);
addPipeline(
Key::Builder().withMaterial().withSpecular().withFade(),
modelFadeVertex, modelSpecularMapFadePixel);
addPipeline(
Key::Builder().withMaterial().withTangents().withSpecular().withFade(),
modelNormalMapFadeVertex, modelNormalSpecularMapFadePixel);
// Translucents
addPipeline(
@ -242,6 +288,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
// FIXME: Ignore lightmap for translucents meshpart
Key::Builder().withMaterial().withTranslucent().withLightmap(),
modelVertex, modelTranslucentPixel);
// Lightmapped
addPipeline(
Key::Builder().withMaterial().withLightmap(),
@ -255,6 +302,20 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
addPipeline(
Key::Builder().withMaterial().withLightmap().withTangents().withSpecular(),
modelLightmapNormalMapVertex, modelLightmapNormalSpecularMapPixel);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withLightmap().withFade(),
modelLightmapFadeVertex, modelLightmapFadePixel);
addPipeline(
Key::Builder().withMaterial().withLightmap().withTangents().withFade(),
modelLightmapNormalMapFadeVertex, modelLightmapNormalMapFadePixel);
addPipeline(
Key::Builder().withMaterial().withLightmap().withSpecular().withFade(),
modelLightmapFadeVertex, modelLightmapSpecularMapFadePixel);
addPipeline(
Key::Builder().withMaterial().withLightmap().withTangents().withSpecular().withFade(),
modelLightmapNormalMapFadeVertex, modelLightmapNormalSpecularMapFadePixel);
// Skinned
addPipeline(
Key::Builder().withMaterial().withSkinned(),
@ -268,6 +329,20 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
addPipeline(
Key::Builder().withMaterial().withSkinned().withTangents().withSpecular(),
skinModelNormalMapVertex, modelNormalSpecularMapPixel);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withSkinned().withFade(),
skinModelFadeVertex, modelFadePixel);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTangents().withFade(),
skinModelNormalMapFadeVertex, modelNormalMapFadePixel);
addPipeline(
Key::Builder().withMaterial().withSkinned().withSpecular().withFade(),
skinModelFadeVertex, modelSpecularMapFadePixel);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTangents().withSpecular().withFade(),
skinModelNormalMapFadeVertex, modelNormalSpecularMapFadePixel);
// Skinned and Translucent
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent(),
@ -281,6 +356,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular(),
skinModelNormalMapVertex, modelTranslucentPixel);
// Depth-only
addPipeline(
Key::Builder().withDepthOnly(),

View file

@ -30,7 +30,7 @@ in vec2 _texCoord1;
void main(void) {
applyFade(_worldFadePosition.xyz, _normal);
applyFade(_worldFadePosition.xyz);
Material mat = getMaterial();
int matKey = getMaterialKey(mat);

View file

@ -0,0 +1,50 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// 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@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS)$>
<$declareMaterialLightmap()$>
<@include Fade.slh@>
<$declareFadeFragment()$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _color;
in vec4 _worldFadePosition;
void main(void) {
applyFade(_worldFadePosition.xyz);
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
packDeferredFragmentLightmap(
normalize(_normal),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color,
getMaterialRoughness(mat) * roughness,
getMaterialMetallic(mat),
getMaterialFresnel(mat),
lightmapVal);
}

View file

@ -0,0 +1,48 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_fade.vert
// vertex shader
//
// Created by Olivier Prat on 06/05/17.
// 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 Fade.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$>
out vec4 _position;
out vec2 _texCoord0;
out vec2 _texCoord1;
out vec3 _normal;
out vec3 _color;
out vec4 _worldFadePosition;
void main(void) {
// pass along the color in linear space
_color = colorToLinearRGB(inColor.xyz);
// and the texture coordinates
TexMapArray texMapArray = getTexMapArray();
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord1, _texCoord1)$>
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
<$transformModelToFadePos(obj, inPosition, _worldFadePosition)$>
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
}

View file

@ -0,0 +1,53 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_normal_map_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// 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@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL)$>
<$declareMaterialLightmap()$>
<@include Fade.slh@>
<$declareFadeFragment()$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _tangent;
in vec3 _color;
in vec4 _worldFadePosition;
void main(void) {
applyFade(_worldFadePosition.xyz);
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
vec3 viewNormal;
<$tangentToViewSpaceLOD(_position, normalTexel, _normal, _tangent, viewNormal)$>
packDeferredFragmentLightmap(
normalize(viewNormal.xyz),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color,
getMaterialRoughness(mat),
getMaterialMetallic(mat),
getMaterialFresnel(mat),
lightmapVal);
}

View file

@ -0,0 +1,48 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_normal_map_fade.vert
// vertex shader
//
// Created by Olivier Prat on 06/05/17.
// 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 Fade.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$>
out vec4 _position;
out vec2 _texCoord0;
out vec2 _texCoord1;
out vec3 _normal;
out vec3 _tangent;
out vec3 _color;
out vec4 _worldFadePosition;
void main(void) {
// pass along the color in linear space
_color = colorToLinearRGB(inColor.xyz);
TexMapArray texMapArray = getTexMapArray();
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord1, _texCoord1)$>
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
<$transformModelToFadePos(obj, inPosition, _worldFadePosition)$>
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$>
}

View file

@ -0,0 +1,53 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_normal_specular_map_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// 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@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC)$>
<$declareMaterialLightmap()$>
<@include Fade.slh@>
<$declareFadeFragment()$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _tangent;
in vec3 _color;
in vec4 _worldFadePosition;
void main(void) {
applyFade(_worldFadePosition.xyz);
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel, metallicTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
vec3 viewNormal;
<$tangentToViewSpaceLOD(_position, normalTexel, _normal, _tangent, viewNormal)$>
packDeferredFragmentLightmap(
normalize(viewNormal.xyz),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color,
getMaterialRoughness(mat) * roughness,
getMaterialMetallic(mat) * metallicTex,
/*specular, // no use of */ getMaterialFresnel(mat),
lightmapVal);
}

View file

@ -0,0 +1,49 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_specular_map_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// 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@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC)$>
<$declareMaterialLightmap()$>
<@include Fade.slh@>
<$declareFadeFragment()$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _color;
in vec4 _worldFadePosition;
void main(void) {
applyFade(_worldFadePosition.xyz);
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, _SCRIBE_NULL, metallicTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
packDeferredFragmentLightmap(
normalize(_normal),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
getMaterialAlbedo(mat) * albedo.rgb * _color,
getMaterialRoughness(mat) * roughness,
getMaterialMetallic(mat) * metallicTex,
/*metallicTex, // no use of */getMaterialFresnel(mat),
lightmapVal);
}

View file

@ -31,7 +31,7 @@ in vec3 _tangent;
in vec3 _color;
void main(void) {
applyFade(_worldFadePosition.xyz, _normal);
applyFade(_worldFadePosition.xyz);
Material mat = getMaterial();
int matKey = getMaterialKey(mat);

View file

@ -0,0 +1,72 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_normal_specular_map_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// 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@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, METALLIC, EMISSIVE, OCCLUSION)$>
<@include Fade.slh@>
<$declareFadeFragment()$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _tangent;
in vec3 _color;
in vec4 _worldFadePosition;
void main(void) {
applyFade(_worldFadePosition.xyz);
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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)$>
float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
float scattering = getMaterialScattering(mat);
packDeferredFragment(
normalize(viewNormal.xyz),
opacity,
albedo,
roughness,
metallic,
emissive,
occlusionTex,
scattering);
}

View file

@ -0,0 +1,68 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_specular_map_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// 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@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC, EMISSIVE, OCCLUSION)$>
<@include Fade.slh@>
<$declareFadeFragment()$>
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _color;
in vec4 _worldFadePosition;
void main(void) {
applyFade(_worldFadePosition.xyz);
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
float scattering = getMaterialScattering(mat);
packDeferredFragment(
normalize(_normal),
opacity,
albedo,
roughness,
metallic,
emissive,
occlusionTex,
scattering);
}

View file

@ -0,0 +1,50 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_unlit_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// 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 LightingModel.slh@>
<@include model/Material.slh@>
<@include Fade.slh@>
<$declareFadeFragment()$>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO)$>
in vec2 _texCoord0;
in vec3 _normal;
in vec3 _color;
in float _alpha;
in vec4 _worldFadePosition;
void main(void) {
applyFade(_worldFadePosition.xyz);
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
packDeferredFragmentUnlit(
normalize(_normal),
opacity,
albedo * isUnlitEnabled());
}

View file

@ -0,0 +1,97 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// simple_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// 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 Fade.slh@>
<$declareFadeFragment()$>
// the interpolated normal
in vec3 _normal;
in vec3 _modelNormal;
in vec4 _color;
in vec2 _texCoord0;
in vec4 _position;
in vec4 _worldFadePosition;
//PROCEDURAL_COMMON_BLOCK
#line 1001
//PROCEDURAL_BLOCK
#line 2030
void main(void) {
applyFade(_worldFadePosition.xyz);
Material material = getMaterial();
vec3 normal = normalize(_normal.xyz);
vec3 diffuse = _color.rgb;
vec3 specular = DEFAULT_SPECULAR;
float shininess = DEFAULT_SHININESS;
float emissiveAmount = 0.0;
#ifdef PROCEDURAL
#ifdef PROCEDURAL_V1
specular = getProceduralColor().rgb;
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
//specular = pow(specular, vec3(2.2));
emissiveAmount = 1.0;
#else
emissiveAmount = getProceduralColors(diffuse, specular, shininess);
#endif
#endif
const float ALPHA_THRESHOLD = 0.999;
if (_color.a < ALPHA_THRESHOLD) {
if (emissiveAmount > 0.0) {
packDeferredFragmentTranslucent(
normal,
_color.a,
specular,
DEFAULT_FRESNEL,
DEFAULT_ROUGHNESS);
} else {
packDeferredFragmentTranslucent(
normal,
_color.a,
diffuse,
DEFAULT_FRESNEL,
DEFAULT_ROUGHNESS);
}
} else {
if (emissiveAmount > 0.0) {
packDeferredFragmentLightmap(
normal,
1.0,
diffuse,
max(0, 1.0 - shininess / 128.0),
DEFAULT_METALLIC,
specular,
specular);
} else {
packDeferredFragment(
normal,
1.0,
diffuse,
max(0, 1.0 - shininess / 128.0),
length(specular),
DEFAULT_EMISSIVE,
DEFAULT_OCCLUSION,
DEFAULT_SCATTERING);
}
}
}

View file

@ -0,0 +1,42 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// simple_fade.vert
// vertex shader
//
// Created by Olivier Prat on 06/045/17.
// 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 Fade.slh@>
// the interpolated normal
out vec3 _normal;
out vec3 _modelNormal;
out vec4 _color;
out vec2 _texCoord0;
out vec4 _position;
out vec4 _worldFadePosition;
void main(void) {
_color = colorToLinearRGBA(inColor);
_texCoord0 = inTexCoord0.st;
_position = inPosition;
_modelNormal = inNormal.xyz;
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
<$transformModelToFadePos(obj, inPosition, _worldFadePosition)$>
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
}

View file

@ -0,0 +1,60 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// simple_textured_fade.slf
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// 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/Color.slh@>
<@include DeferredBufferWrite.slh@>
<@include model/Material.slh@>
<@include Fade.slh@>
<$declareFadeFragment()$>
// the albedo texture
uniform sampler2D originalTexture;
// the interpolated normal
in vec3 _normal;
in vec4 _color;
in vec2 _texCoord0;
in vec4 _worldFadePosition;
void main(void) {
applyFade(_worldFadePosition.xyz);
vec4 texel = texture(originalTexture, _texCoord0);
float colorAlpha = _color.a;
if (_color.a <= 0.0) {
texel = colorToLinearRGBA(texel);
colorAlpha = -_color.a;
}
const float ALPHA_THRESHOLD = 0.999;
if (colorAlpha * texel.a < ALPHA_THRESHOLD) {
packDeferredFragmentTranslucent(
normalize(_normal),
colorAlpha * texel.a,
_color.rgb * texel.rgb,
DEFAULT_FRESNEL,
DEFAULT_ROUGHNESS);
} else {
packDeferredFragment(
normalize(_normal),
1.0,
_color.rgb * texel.rgb,
DEFAULT_ROUGHNESS,
DEFAULT_METALLIC,
DEFAULT_EMISSIVE,
DEFAULT_OCCLUSION,
DEFAULT_SCATTERING);
}
}

View file

@ -0,0 +1,54 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// simple_textured_unlit_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// 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/Color.slh@>
<@include DeferredBufferWrite.slh@>
<@include Fade.slh@>
<$declareFadeFragment()$>
// the albedo texture
uniform sampler2D originalTexture;
// the interpolated normal
in vec3 _normal;
in vec4 _color;
in vec2 _texCoord0;
in vec4 _worldFadePosition;
void main(void) {
applyFade(_worldFadePosition.xyz);
vec4 texel = texture(originalTexture, _texCoord0.st);
float colorAlpha = _color.a;
if (_color.a <= 0.0) {
texel = colorToLinearRGBA(texel);
colorAlpha = -_color.a;
}
const float ALPHA_THRESHOLD = 0.999;
if (colorAlpha * texel.a < ALPHA_THRESHOLD) {
packDeferredFragmentTranslucent(
normalize(_normal),
colorAlpha * texel.a,
_color.rgb * texel.rgb,
DEFAULT_FRESNEL,
DEFAULT_ROUGHNESS);
} else {
packDeferredFragmentUnlit(
normalize(_normal),
1.0,
_color.rgb * texel.rgb);
}
}

View file

@ -0,0 +1,55 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// skin_model_fade.vert
// vertex shader
//
// Created by Olivier Prat on 06/045/17.
// 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 Skinning.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$>
<@include Fade.slh@>
out vec4 _position;
out vec2 _texCoord0;
out vec2 _texCoord1;
out vec3 _normal;
out vec3 _color;
out float _alpha;
out vec4 _worldFadePosition;
void main(void) {
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
vec3 interpolatedNormal = vec3(0.0, 0.0, 0.0);
skinPositionNormal(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, position, interpolatedNormal);
// 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();
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
<$transformModelToFadePos(obj, inPosition, _worldFadePosition)$>
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normal.xyz)$>
}

View file

@ -0,0 +1,64 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// skin_model_normal_map_fade.vert
// vertex shader
//
// Created by Olivier Prat on 06/045/17.
// 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 Skinning.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$>
<@include Fade.slh@>
out vec4 _position;
out vec2 _texCoord0;
out vec2 _texCoord1;
out vec3 _normal;
out vec3 _tangent;
out vec3 _color;
out float _alpha;
out vec4 _worldFadePosition;
void main(void) {
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
vec4 interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
vec4 interpolatedTangent = vec4(0.0, 0.0, 0.0, 0.0);
skinPositionNormalTangent(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, inTangent.xyz, position, interpolatedNormal.xyz, interpolatedTangent.xyz);
// pass along the color
_color = colorToLinearRGB(inColor.rgb);
_alpha = inColor.a;
TexMapArray texMapArray = getTexMapArray();
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
<$transformModelToFadePos(obj, inPosition, _worldFadePosition)$>
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
_normal = interpolatedNormal.xyz;
_tangent = interpolatedTangent.xyz;
}

View file

@ -143,7 +143,7 @@ private:
int _trackedControllers { 0 };
vr::IVRSystem*& _system;
quint64 _timeTilCalibration { 0.0f };
quint64 _timeTilCalibration { 0 };
float _leftHapticStrength { 0.0f };
float _leftHapticDuration { 0.0f };
float _rightHapticStrength { 0.0f };

View file

@ -14,7 +14,7 @@ var qml = Script.resolvePath('fade.qml');
var window = new OverlayWindow({
title: 'Fade',
source: qml,
width: 400,
width: 500,
height: 80
});
window.setPosition(50, 50);

View file

@ -12,22 +12,45 @@ import QtQuick 2.5
import QtQuick.Controls 1.4
import "configSlider"
Column {
id: root
spacing: 8
property var drawOpaqueConfig: Render.getConfig("DrawOpaqueDeferred");
Row {
property var drawOpaqueConfig: Render.getConfig("DrawOpaqueDeferred");
property var drawTransparentConfig: Render.getConfig("DrawDeferred");
spacing: 4
Column {
spacing: 8
CheckBox {
text: "Force Fade"
checked: drawOpaqueConfig["debugFade"]
onCheckedChanged: { drawOpaqueConfig["debugFade"] = checked }
CheckBox {
text: "Force Fade Opaque"
checked: drawOpaqueConfig["debugFade"]
onCheckedChanged: { drawOpaqueConfig["debugFade"] = checked }
}
CheckBox {
text: "Force Fade Transparent"
checked: drawTransparentConfig["debugFade"]
onCheckedChanged: { drawTransparentConfig["debugFade"] = checked }
}
}
ConfigSlider {
label: "Percent"
integral: false
config: drawOpaqueConfig
property: "debugFadePercent"
max: 1.0
min: 0.0
Column {
spacing: 8
ConfigSlider {
label: "Percent"
integral: false
config: drawOpaqueConfig
property: "debugFadePercent"
max: 1.0
min: 0.0
width: 250
}
ConfigSlider {
label: "Percent"
integral: false
config: drawTransparentConfig
property: "debugFadePercent"
max: 1.0
min: 0.0
width: 250
}
}
}