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forward pipelines for primitives
This commit is contained in:
parent
e8a62d2943
commit
0c069574c5
22 changed files with 587 additions and 180 deletions
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@ -18,6 +18,18 @@
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#include "render-utils/simple_vert.h"
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#include "render-utils/simple_frag.h"
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#include "render-utils/simple_transparent_frag.h"
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#include "render-utils/forward_simple_frag.h"
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#include "render-utils/forward_simple_transparent_frag.h"
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#include <QProcess>
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#if defined(USE_GLES)
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static bool DISABLE_DEFERRED = true;
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#else
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static const QString RENDER_FORWARD{ "HIFI_RENDER_FORWARD" };
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static bool DISABLE_DEFERRED = QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD);
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#endif
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#include "RenderPipelines.h"
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@ -35,13 +47,20 @@ static const float SPHERE_ENTITY_SCALE = 0.5f;
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ShapeEntityRenderer::ShapeEntityRenderer(const EntityItemPointer& entity) : Parent(entity) {
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_procedural._vertexSource = simple_vert::getSource();
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_procedural._fragmentSource = simple_frag::getSource();
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_procedural._opaquefragmentSource = DISABLE_DEFERRED ? forward_simple_frag::getSource() : simple_frag::getSource();
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_procedural._transparentfragmentSource = DISABLE_DEFERRED ? forward_simple_transparent_frag::getSource() : simple_transparent_frag::getSource();
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_procedural._opaqueState->setCullMode(gpu::State::CULL_NONE);
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_procedural._opaqueState->setDepthTest(true, true, gpu::LESS_EQUAL);
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PrepareStencil::testMaskDrawShape(*_procedural._opaqueState);
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_procedural._opaqueState->setBlendFunction(false,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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_procedural._transparentState->setCullMode(gpu::State::CULL_BACK);
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_procedural._transparentState->setDepthTest(true, true, gpu::LESS_EQUAL);
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PrepareStencil::testMask(*_procedural._transparentState);
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_procedural._transparentState->setBlendFunction(true,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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}
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bool ShapeEntityRenderer::needsRenderUpdate() const {
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@ -216,9 +235,9 @@ void ShapeEntityRenderer::doRender(RenderArgs* args) {
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if (mat) {
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outColor = glm::vec4(mat->getAlbedo(), mat->getOpacity());
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if (_procedural.isReady()) {
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_procedural.prepare(batch, _position, _dimensions, _orientation);
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outColor = _procedural.getColor(outColor);
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outColor.a *= _procedural.isFading() ? Interpolate::calculateFadeRatio(_procedural.getFadeStartTime()) : 1.0f;
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_procedural.prepare(batch, _position, _dimensions, _orientation, outColor);
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proceduralRender = true;
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}
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}
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@ -230,9 +249,9 @@ void ShapeEntityRenderer::doRender(RenderArgs* args) {
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if (proceduralRender) {
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if (render::ShapeKey(args->_globalShapeKey).isWireframe()) {
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geometryCache->renderWireShape(batch, geometryShape, outColor);
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geometryCache->renderWireShapeColor(batch, geometryShape, outColor);
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} else {
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geometryCache->renderShape(batch, geometryShape, outColor);
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geometryCache->renderShapeColor(batch, geometryShape, outColor);
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}
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} else if (!useMaterialPipeline()) {
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// FIXME, support instanced multi-shape rendering using multidraw indirect
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@ -219,7 +219,29 @@ bool Procedural::isReady() const {
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return true;
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}
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void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size, const glm::quat& orientation) {
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std::string Procedural::replaceProceduralBlock(const std::string& fragmentSource) {
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std::string fragmentShaderSource = fragmentSource;
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size_t replaceIndex = fragmentShaderSource.find(PROCEDURAL_COMMON_BLOCK);
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if (replaceIndex != std::string::npos) {
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fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), ProceduralCommon_frag::getSource());
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}
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replaceIndex = fragmentShaderSource.find(PROCEDURAL_VERSION);
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if (replaceIndex != std::string::npos) {
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if (_data.version == 1) {
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fragmentShaderSource.replace(replaceIndex, PROCEDURAL_VERSION.size(), "#define PROCEDURAL_V1 1");
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} else if (_data.version == 2) {
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fragmentShaderSource.replace(replaceIndex, PROCEDURAL_VERSION.size(), "#define PROCEDURAL_V2 1");
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}
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}
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replaceIndex = fragmentShaderSource.find(PROCEDURAL_BLOCK);
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if (replaceIndex != std::string::npos) {
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fragmentShaderSource.replace(replaceIndex, PROCEDURAL_BLOCK.size(), _shaderSource.toLocal8Bit().data());
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}
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return fragmentShaderSource;
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}
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void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size, const glm::quat& orientation, const glm::vec4& color) {
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_entityDimensions = size;
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_entityPosition = position;
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_entityOrientation = glm::mat3_cast(orientation);
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@ -242,49 +264,36 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
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}
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// Build the fragment shader
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std::string fragmentShaderSource = _fragmentSource;
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size_t replaceIndex = fragmentShaderSource.find(PROCEDURAL_COMMON_BLOCK);
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if (replaceIndex != std::string::npos) {
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fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), ProceduralCommon_frag::getSource());
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}
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replaceIndex = fragmentShaderSource.find(PROCEDURAL_VERSION);
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if (replaceIndex != std::string::npos) {
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if (_data.version == 1) {
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fragmentShaderSource.replace(replaceIndex, PROCEDURAL_VERSION.size(), "#define PROCEDURAL_V1 1");
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} else if (_data.version == 2) {
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fragmentShaderSource.replace(replaceIndex, PROCEDURAL_VERSION.size(), "#define PROCEDURAL_V2 1");
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}
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}
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replaceIndex = fragmentShaderSource.find(PROCEDURAL_BLOCK);
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if (replaceIndex != std::string::npos) {
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fragmentShaderSource.replace(replaceIndex, PROCEDURAL_BLOCK.size(), _shaderSource.toLocal8Bit().data());
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}
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std::string opaqueShaderSource = replaceProceduralBlock(_opaquefragmentSource);
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std::string transparentShaderSource = replaceProceduralBlock(_transparentfragmentSource);
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// Leave this here for debugging
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// qCDebug(procedural) << "FragmentShader:\n" << fragmentShaderSource.c_str();
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_fragmentShader = gpu::Shader::createPixel(fragmentShaderSource);
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_shader = gpu::Shader::createProgram(_vertexShader, _fragmentShader);
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_opaqueFragmentShader = gpu::Shader::createPixel(opaqueShaderSource);
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_opaqueShader = gpu::Shader::createProgram(_vertexShader, _opaqueFragmentShader);
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_transparentFragmentShader = gpu::Shader::createPixel(transparentShaderSource);
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_transparentShader = gpu::Shader::createProgram(_vertexShader, _transparentFragmentShader);
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("iChannel0"), 0));
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slotBindings.insert(gpu::Shader::Binding(std::string("iChannel1"), 1));
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slotBindings.insert(gpu::Shader::Binding(std::string("iChannel2"), 2));
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slotBindings.insert(gpu::Shader::Binding(std::string("iChannel3"), 3));
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gpu::Shader::makeProgram(*_shader, slotBindings);
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gpu::Shader::makeProgram(*_opaqueShader, slotBindings);
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gpu::Shader::makeProgram(*_transparentShader, slotBindings);
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_opaquePipeline = gpu::Pipeline::create(_shader, _opaqueState);
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_transparentPipeline = gpu::Pipeline::create(_shader, _transparentState);
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_opaquePipeline = gpu::Pipeline::create(_opaqueShader, _opaqueState);
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_transparentPipeline = gpu::Pipeline::create(_transparentShader, _transparentState);
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for (size_t i = 0; i < NUM_STANDARD_UNIFORMS; ++i) {
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const std::string& name = STANDARD_UNIFORM_NAMES[i];
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_standardUniformSlots[i] = _shader->getUniforms().findLocation(name);
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_standardUniformSlots[i] = _opaqueShader->getUniforms().findLocation(name);
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}
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_start = usecTimestampNow();
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_frameCount = 0;
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}
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batch.setPipeline(isFading() ? _transparentPipeline : _opaquePipeline);
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batch.setPipeline(color.a < 1.0f ? _transparentPipeline : _opaquePipeline);
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if (_shaderDirty || _uniformsDirty) {
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setupUniforms();
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@ -324,7 +333,7 @@ void Procedural::setupUniforms() {
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// Set any userdata specified uniforms
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foreach(QString key, _data.uniforms.keys()) {
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std::string uniformName = key.toLocal8Bit().data();
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int32_t slot = _shader->getUniforms().findLocation(uniformName);
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int32_t slot = _opaqueShader->getUniforms().findLocation(uniformName);
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if (gpu::Shader::INVALID_LOCATION == slot) {
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continue;
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}
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@ -55,8 +55,8 @@ public:
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bool isReady() const;
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bool isEnabled() const { return _enabled; }
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void prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size, const glm::quat& orientation);
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const gpu::ShaderPointer& getShader() const { return _shader; }
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void prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size, const glm::quat& orientation, const glm::vec4& color = glm::vec4(1));
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const gpu::ShaderPointer& getOpaqueShader() const { return _opaqueShader; }
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glm::vec4 getColor(const glm::vec4& entityColor);
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quint64 getFadeStartTime() const { return _fadeStartTime; }
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@ -65,7 +65,8 @@ public:
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void setDoesFade(bool doesFade) { _doesFade = doesFade; }
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std::string _vertexSource;
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std::string _fragmentSource;
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std::string _opaquefragmentSource;
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std::string _transparentfragmentSource;
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gpu::StatePointer _opaqueState { std::make_shared<gpu::State>() };
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gpu::StatePointer _transparentState { std::make_shared<gpu::State>() };
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@ -106,8 +107,10 @@ protected:
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gpu::PipelinePointer _opaquePipeline;
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gpu::PipelinePointer _transparentPipeline;
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gpu::ShaderPointer _vertexShader;
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gpu::ShaderPointer _fragmentShader;
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gpu::ShaderPointer _shader;
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gpu::ShaderPointer _opaqueFragmentShader;
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gpu::ShaderPointer _transparentFragmentShader;
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gpu::ShaderPointer _opaqueShader;
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gpu::ShaderPointer _transparentShader;
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// Entity metadata
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glm::vec3 _entityDimensions;
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@ -119,6 +122,8 @@ private:
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void setupUniforms();
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void setupChannels(bool shouldCreate);
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std::string replaceProceduralBlock(const std::string& fragmentSource);
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mutable quint64 _fadeStartTime { 0 };
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mutable bool _hasStartedFade { false };
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mutable bool _isFading { false };
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@ -20,7 +20,7 @@
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ProceduralSkybox::ProceduralSkybox() : graphics::Skybox() {
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_procedural._vertexSource = skybox_vert::getSource();
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_procedural._fragmentSource = skybox_frag::getSource();
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_procedural._opaquefragmentSource = skybox_frag::getSource();
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// Adjust the pipeline state for background using the stencil test
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_procedural.setDoesFade(false);
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// Must match PrepareStencil::STENCIL_BACKGROUND
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@ -61,8 +61,8 @@ void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum,
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auto& procedural = skybox._procedural;
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procedural.prepare(batch, glm::vec3(0), glm::vec3(1), glm::quat());
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auto textureSlot = procedural.getShader()->getTextures().findLocation("cubeMap");
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auto bufferSlot = procedural.getShader()->getUniformBuffers().findLocation("skyboxBuffer");
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auto textureSlot = procedural.getOpaqueShader()->getTextures().findLocation("cubeMap");
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auto bufferSlot = procedural.getOpaqueShader()->getUniformBuffers().findLocation("skyboxBuffer");
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skybox.prepare(batch, textureSlot, bufferSlot);
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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}
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23
libraries/render-utils/src/DefaultMaterials.slh
Normal file
23
libraries/render-utils/src/DefaultMaterials.slh
Normal file
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@ -0,0 +1,23 @@
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<!
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// DefaultMaterials.slh
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// libraries/render-utils/src
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//
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// Created by Sam Gondelman on 3/22/18
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// Copyright 2018 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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<@if not DEFAULT_MATERIAL_SLH@>
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<@def DEFAULT_MATERIAL_SLH@>
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const float DEFAULT_ROUGHNESS = 0.9;
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const float DEFAULT_SHININESS = 10.0;
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const float DEFAULT_METALLIC = 0.0;
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const vec3 DEFAULT_SPECULAR = vec3(0.1);
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const vec3 DEFAULT_EMISSIVE = vec3(0.0);
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const float DEFAULT_OCCLUSION = 1.0;
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const float DEFAULT_SCATTERING = 0.0;
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const vec3 DEFAULT_FRESNEL = DEFAULT_EMISSIVE;
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<@endif@>
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@ -26,14 +26,7 @@ float evalOpaqueFinalAlpha(float alpha, float mapAlpha) {
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return mix(alpha, 1.0 - alpha, step(mapAlpha, alphaThreshold));
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}
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const float DEFAULT_ROUGHNESS = 0.9;
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const float DEFAULT_SHININESS = 10.0;
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const float DEFAULT_METALLIC = 0.0;
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const vec3 DEFAULT_SPECULAR = vec3(0.1);
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const vec3 DEFAULT_EMISSIVE = vec3(0.0);
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const float DEFAULT_OCCLUSION = 1.0;
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const float DEFAULT_SCATTERING = 0.0;
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const vec3 DEFAULT_FRESNEL = DEFAULT_EMISSIVE;
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<@include DefaultMaterials.slh@>
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void packDeferredFragment(vec3 normal, float alpha, vec3 albedo, float roughness, float metallic, vec3 emissive, float occlusion, float scattering) {
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if (alpha != 1.0) {
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@ -40,6 +40,7 @@
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#include "simple_vert.h"
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#include "simple_textured_frag.h"
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#include "simple_transparent_textured_frag.h"
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#include "simple_textured_unlit_frag.h"
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#include "simple_fade_vert.h"
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#include "simple_textured_fade_frag.h"
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@ -49,6 +50,19 @@
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#include "glowLine_vert.h"
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#include "glowLine_frag.h"
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#include "forward_simple_textured_frag.h"
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#include "forward_simple_textured_transparent_frag.h"
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#include "forward_simple_textured_unlit_frag.h"
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#include "DeferredLightingEffect.h"
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#if defined(USE_GLES)
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static bool DISABLE_DEFERRED = true;
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#else
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static const QString RENDER_FORWARD{ "HIFI_RENDER_FORWARD" };
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static bool DISABLE_DEFERRED = QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD);
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#endif
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#include "grid_frag.h"
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//#define WANT_DEBUG
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@ -679,6 +693,7 @@ gpu::Stream::FormatPointer& getInstancedSolidFadeStreamFormat() {
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QHash<SimpleProgramKey, gpu::PipelinePointer> GeometryCache::_simplePrograms;
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gpu::ShaderPointer GeometryCache::_simpleShader;
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gpu::ShaderPointer GeometryCache::_transparentShader;
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gpu::ShaderPointer GeometryCache::_unlitShader;
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gpu::ShaderPointer GeometryCache::_simpleFadeShader;
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gpu::ShaderPointer GeometryCache::_unlitFadeShader;
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@ -774,8 +789,12 @@ render::ShapePipelinePointer GeometryCache::getShapePipeline(bool textured, bool
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bool unlit, bool depthBias) {
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return std::make_shared<render::ShapePipeline>(getSimplePipeline(textured, transparent, culled, unlit, depthBias, false, true), nullptr,
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[](const render::ShapePipeline& , gpu::Batch& batch, render::Args*) {
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[](const render::ShapePipeline& pipeline, gpu::Batch& batch, render::Args* args) {
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batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO, DependencyManager::get<TextureCache>()->getWhiteTexture());
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DependencyManager::get<DeferredLightingEffect>()->setupKeyLightBatch(args, batch,
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pipeline.pipeline->getProgram()->getUniformBuffers().findLocation("keyLightBuffer"),
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pipeline.pipeline->getProgram()->getUniformBuffers().findLocation("lightAmbientBuffer"),
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pipeline.pipeline->getProgram()->getUniformBuffers().findLocation("skyboxMap"));
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}
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);
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}
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@ -798,7 +817,7 @@ render::ShapePipelinePointer GeometryCache::getOpaqueShapePipeline(bool isFading
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return isFading ? _simpleOpaqueFadePipeline : _simpleOpaquePipeline;
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}
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render::ShapePipelinePointer GeometryCache::getTransparentShapePipeline(bool isFading) {
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render::ShapePipelinePointer GeometryCache::getTransparentShapePipeline(bool isFading) {
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return isFading ? _simpleTransparentFadePipeline : _simpleTransparentPipeline;
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}
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@ -826,6 +845,20 @@ void GeometryCache::renderWireShape(gpu::Batch& batch, Shape shape, const glm::v
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_shapes[shape].drawWire(batch);
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}
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void GeometryCache::renderShapeColor(gpu::Batch& batch, Shape shape, const glm::vec4& color) {
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batch.setInputFormat(getInstancedSolidStreamFormat());
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// Color must be set after input format
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batch._glColor4f(color.r, color.g, color.b, color.a);
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_shapes[shape].draw(batch);
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}
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void GeometryCache::renderWireShapeColor(gpu::Batch& batch, Shape shape, const glm::vec4& color) {
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batch.setInputFormat(getInstancedSolidStreamFormat());
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// Color must be set after input format
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batch._glColor4f(color.r, color.g, color.b, color.a);
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_shapes[shape].drawWire(batch);
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}
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void setupBatchInstance(gpu::Batch& batch, gpu::BufferPointer colorBuffer) {
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gpu::BufferView colorView(colorBuffer, COLOR_ELEMENT);
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batch.setInputBuffer(gpu::Stream::COLOR, colorView);
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@ -843,7 +876,7 @@ void GeometryCache::renderWireShapeInstances(gpu::Batch& batch, Shape shape, siz
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_shapes[shape].drawWireInstances(batch, count);
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}
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void setupBatchFadeInstance(gpu::Batch& batch, gpu::BufferPointer colorBuffer,
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void setupBatchFadeInstance(gpu::Batch& batch, gpu::BufferPointer colorBuffer,
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gpu::BufferPointer fadeBuffer1, gpu::BufferPointer fadeBuffer2, gpu::BufferPointer fadeBuffer3) {
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gpu::BufferView colorView(colorBuffer, COLOR_ELEMENT);
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gpu::BufferView texCoord2View(fadeBuffer1, TEXCOORD4_ELEMENT);
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@ -2003,7 +2036,7 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
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auto program = gpu::Shader::createProgram(VS, PS);
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state->setCullMode(gpu::State::CULL_NONE);
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setBlendFunction(true,
|
||||
state->setBlendFunction(true,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
|
||||
|
@ -2231,29 +2264,40 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
|
|||
static std::once_flag once;
|
||||
std::call_once(once, [&]() {
|
||||
auto VS = simple_vert::getShader();
|
||||
auto PS = simple_textured_frag::getShader();
|
||||
auto PSUnlit = simple_textured_unlit_frag::getShader();
|
||||
auto PS = DISABLE_DEFERRED ? forward_simple_textured_frag::getShader() : simple_textured_frag::getShader();
|
||||
auto PSTransparent = DISABLE_DEFERRED ? forward_simple_textured_transparent_frag::getShader() : simple_transparent_textured_frag::getShader();
|
||||
auto PSUnlit = DISABLE_DEFERRED ? forward_simple_textured_unlit_frag::getShader() : simple_textured_unlit_frag::getShader();
|
||||
|
||||
_simpleShader = gpu::Shader::createProgram(VS, PS);
|
||||
_transparentShader = gpu::Shader::createProgram(VS, PSTransparent);
|
||||
_unlitShader = gpu::Shader::createProgram(VS, PSUnlit);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("originalTexture"), render::ShapePipeline::Slot::MAP::ALBEDO));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightingModelBuffer"), render::ShapePipeline::Slot::LIGHTING_MODEL));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), render::ShapePipeline::Slot::KEY_LIGHT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightAmbientBuffer"), render::ShapePipeline::Slot::LIGHT_AMBIENT_BUFFER));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), render::ShapePipeline::Slot::MAP::LIGHT_AMBIENT));
|
||||
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
|
||||
gpu::Shader::makeProgram(*_transparentShader, slotBindings);
|
||||
gpu::Shader::makeProgram(*_unlitShader, slotBindings);
|
||||
});
|
||||
} else {
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [&]() {
|
||||
auto VS = simple_fade_vert::getShader();
|
||||
auto PS = simple_textured_fade_frag::getShader();
|
||||
auto PSUnlit = simple_textured_unlit_fade_frag::getShader();
|
||||
auto PS = DISABLE_DEFERRED ? forward_simple_textured_frag::getShader() : simple_textured_fade_frag::getShader();
|
||||
auto PSUnlit = DISABLE_DEFERRED ? forward_simple_textured_unlit_frag::getShader() : simple_textured_unlit_fade_frag::getShader();
|
||||
|
||||
_simpleFadeShader = gpu::Shader::createProgram(VS, PS);
|
||||
_unlitFadeShader = gpu::Shader::createProgram(VS, PSUnlit);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("originalTexture"), render::ShapePipeline::Slot::MAP::ALBEDO));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightingModelBuffer"), render::ShapePipeline::Slot::LIGHTING_MODEL));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), render::ShapePipeline::Slot::KEY_LIGHT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightAmbientBuffer"), render::ShapePipeline::Slot::LIGHT_AMBIENT_BUFFER));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), render::ShapePipeline::Slot::MAP::LIGHT_AMBIENT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("fadeMaskMap"), render::ShapePipeline::Slot::MAP::FADE_MASK));
|
||||
gpu::Shader::makeProgram(*_simpleFadeShader, slotBindings);
|
||||
gpu::Shader::makeProgram(*_unlitFadeShader, slotBindings);
|
||||
|
@ -2282,7 +2326,8 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
|
|||
PrepareStencil::testMaskDrawShapeNoAA(*state);
|
||||
}
|
||||
|
||||
gpu::ShaderPointer program = (config.isUnlit()) ? (config.isFading() ? _unlitFadeShader : _unlitShader) : (config.isFading() ? _simpleFadeShader : _simpleShader);
|
||||
gpu::ShaderPointer program = (config.isUnlit()) ? (config.isFading() ? _unlitFadeShader : _unlitShader) :
|
||||
(config.isFading() ? _simpleFadeShader : (config.isTransparent() ? _transparentShader : _simpleShader));
|
||||
gpu::PipelinePointer pipeline = gpu::Pipeline::create(program, state);
|
||||
_simplePrograms.insert(config, pipeline);
|
||||
return pipeline;
|
||||
|
@ -2363,11 +2408,11 @@ void renderFadeInstances(RenderArgs* args, gpu::Batch& batch, const glm::vec4& c
|
|||
pipeline->prepare(batch, args);
|
||||
|
||||
if (isWire) {
|
||||
DependencyManager::get<GeometryCache>()->renderWireFadeShapeInstances(batch, shape, data.count(),
|
||||
DependencyManager::get<GeometryCache>()->renderWireFadeShapeInstances(batch, shape, data.count(),
|
||||
buffers[INSTANCE_COLOR_BUFFER], buffers[INSTANCE_FADE_BUFFER1], buffers[INSTANCE_FADE_BUFFER2], buffers[INSTANCE_FADE_BUFFER3]);
|
||||
}
|
||||
else {
|
||||
DependencyManager::get<GeometryCache>()->renderFadeShapeInstances(batch, shape, data.count(),
|
||||
DependencyManager::get<GeometryCache>()->renderFadeShapeInstances(batch, shape, data.count(),
|
||||
buffers[INSTANCE_COLOR_BUFFER], buffers[INSTANCE_FADE_BUFFER1], buffers[INSTANCE_FADE_BUFFER2], buffers[INSTANCE_FADE_BUFFER3]);
|
||||
}
|
||||
});
|
||||
|
@ -2383,15 +2428,15 @@ void GeometryCache::renderWireShapeInstance(RenderArgs* args, gpu::Batch& batch,
|
|||
renderInstances(args, batch, color, true, pipeline, shape);
|
||||
}
|
||||
|
||||
void GeometryCache::renderSolidFadeShapeInstance(RenderArgs* args, gpu::Batch& batch, GeometryCache::Shape shape, const glm::vec4& color,
|
||||
int fadeCategory, float fadeThreshold, const glm::vec3& fadeNoiseOffset, const glm::vec3& fadeBaseOffset, const glm::vec3& fadeBaseInvSize,
|
||||
void GeometryCache::renderSolidFadeShapeInstance(RenderArgs* args, gpu::Batch& batch, GeometryCache::Shape shape, const glm::vec4& color,
|
||||
int fadeCategory, float fadeThreshold, const glm::vec3& fadeNoiseOffset, const glm::vec3& fadeBaseOffset, const glm::vec3& fadeBaseInvSize,
|
||||
const render::ShapePipelinePointer& pipeline) {
|
||||
assert(pipeline != nullptr);
|
||||
renderFadeInstances(args, batch, color, fadeCategory, fadeThreshold, fadeNoiseOffset, fadeBaseOffset, fadeBaseInvSize, false, pipeline, shape);
|
||||
}
|
||||
|
||||
void GeometryCache::renderWireFadeShapeInstance(RenderArgs* args, gpu::Batch& batch, GeometryCache::Shape shape, const glm::vec4& color,
|
||||
int fadeCategory, float fadeThreshold, const glm::vec3& fadeNoiseOffset, const glm::vec3& fadeBaseOffset, const glm::vec3& fadeBaseInvSize,
|
||||
void GeometryCache::renderWireFadeShapeInstance(RenderArgs* args, gpu::Batch& batch, GeometryCache::Shape shape, const glm::vec4& color,
|
||||
int fadeCategory, float fadeThreshold, const glm::vec3& fadeNoiseOffset, const glm::vec3& fadeBaseOffset, const glm::vec3& fadeBaseInvSize,
|
||||
const render::ShapePipelinePointer& pipeline) {
|
||||
assert(pipeline != nullptr);
|
||||
renderFadeInstances(args, batch, color, fadeCategory, fadeThreshold, fadeNoiseOffset, fadeBaseOffset, fadeBaseInvSize, true, pipeline, shape);
|
||||
|
|
|
@ -253,6 +253,8 @@ public:
|
|||
void renderWireShape(gpu::Batch& batch, Shape shape);
|
||||
void renderShape(gpu::Batch& batch, Shape shape, const glm::vec4& color);
|
||||
void renderWireShape(gpu::Batch& batch, Shape shape, const glm::vec4& color);
|
||||
void renderShapeColor(gpu::Batch& batch, Shape shape, const glm::vec4& color);
|
||||
void renderWireShapeColor(gpu::Batch& batch, Shape shape, const glm::vec4& color);
|
||||
size_t getShapeTriangleCount(Shape shape);
|
||||
|
||||
void renderCube(gpu::Batch& batch);
|
||||
|
@ -471,6 +473,7 @@ private:
|
|||
QHash<int, GridBuffer> _registeredGridBuffers;
|
||||
|
||||
static gpu::ShaderPointer _simpleShader;
|
||||
static gpu::ShaderPointer _transparentShader;
|
||||
static gpu::ShaderPointer _unlitShader;
|
||||
static gpu::ShaderPointer _simpleFadeShader;
|
||||
static gpu::ShaderPointer _unlitFadeShader;
|
||||
|
@ -478,8 +481,6 @@ private:
|
|||
static render::ShapePipelinePointer _simpleTransparentPipeline;
|
||||
static render::ShapePipelinePointer _simpleOpaqueFadePipeline;
|
||||
static render::ShapePipelinePointer _simpleTransparentFadePipeline;
|
||||
static render::ShapePipelinePointer _simpleOpaqueOverlayPipeline;
|
||||
static render::ShapePipelinePointer _simpleTransparentOverlayPipeline;
|
||||
static render::ShapePipelinePointer _simpleWirePipeline;
|
||||
gpu::PipelinePointer _glowLinePipeline;
|
||||
|
||||
|
|
|
@ -111,15 +111,11 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
|
|||
}
|
||||
<@endif@>
|
||||
|
||||
if (!(isObscuranceEnabled() > 0.0)) {
|
||||
obscurance = 1.0;
|
||||
}
|
||||
obscurance = mix(1.0, obscurance, isObscuranceEnabled());
|
||||
|
||||
float lightEnergy = obscurance * getLightAmbientIntensity(ambient);
|
||||
|
||||
if (isAlbedoEnabled() > 0.0) {
|
||||
diffuse *= albedo;
|
||||
}
|
||||
diffuse *= mix(vec3(1), albedo, isAlbedoEnabled());
|
||||
|
||||
lightEnergy *= isAmbientEnabled();
|
||||
diffuse *= lightEnergy * isDiffuseEnabled();
|
||||
|
|
|
@ -13,11 +13,19 @@
|
|||
|
||||
<@func declareLightingModel()@>
|
||||
|
||||
#ifndef PRECISIONQ
|
||||
#ifdef GL_ES
|
||||
#define PRECISIONQ highp
|
||||
#else
|
||||
#define PRECISIONQ
|
||||
#endif
|
||||
#endif
|
||||
|
||||
struct LightingModel {
|
||||
vec4 _UnlitEmissiveLightmapBackground;
|
||||
vec4 _ScatteringDiffuseSpecularAlbedo;
|
||||
vec4 _AmbientDirectionalPointSpot;
|
||||
vec4 _ShowContourObscuranceWireframe;
|
||||
PRECISIONQ vec4 _UnlitEmissiveLightmapBackground;
|
||||
PRECISIONQ vec4 _ScatteringDiffuseSpecularAlbedo;
|
||||
PRECISIONQ vec4 _AmbientDirectionalPointSpot;
|
||||
PRECISIONQ vec4 _ShowContourObscuranceWireframe;
|
||||
};
|
||||
|
||||
uniform lightingModelBuffer{
|
||||
|
@ -256,9 +264,7 @@ void evalFragShading(out vec3 diffuse, out vec3 specular,
|
|||
float metallic, vec3 fresnel, SurfaceData surface, vec3 albedo) {
|
||||
vec4 shading = evalPBRShading(metallic, fresnel, surface);
|
||||
diffuse = vec3(shading.w);
|
||||
if (isAlbedoEnabled() > 0.0) {
|
||||
diffuse *= albedo;
|
||||
}
|
||||
diffuse *= mix(vec3(1.0), albedo, isAlbedoEnabled());
|
||||
specular = shading.xyz;
|
||||
}
|
||||
|
||||
|
|
|
@ -1,10 +1,8 @@
|
|||
// glsl / C++ compatible source as interface for Shadows
|
||||
#ifdef __cplusplus
|
||||
# define MAT4 glm::mat4
|
||||
# define VEC3 glm::vec3
|
||||
#else
|
||||
# define MAT4 mat4
|
||||
# define VEC3 vec3
|
||||
#endif
|
||||
|
||||
#define SHADOW_CASCADE_MAX_COUNT 4
|
||||
|
|
85
libraries/render-utils/src/forward_simple.slf
Normal file
85
libraries/render-utils/src/forward_simple.slf
Normal file
|
@ -0,0 +1,85 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// forward_simple.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 9/15/14.
|
||||
// Copyright 2014 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 DefaultMaterials.slh@>
|
||||
|
||||
<@include ForwardGlobalLight.slh@>
|
||||
<$declareEvalSkyboxGlobalColor()$>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _modelNormal;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _eyePosition;
|
||||
|
||||
layout(location = 0) out vec4 _fragColor0;
|
||||
|
||||
//PROCEDURAL_COMMON_BLOCK
|
||||
|
||||
#line 1001
|
||||
//PROCEDURAL_BLOCK
|
||||
|
||||
#line 2030
|
||||
void main(void) {
|
||||
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
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragPosition = _eyePosition.xyz;
|
||||
|
||||
if (emissiveAmount > 0.0) {
|
||||
_fragColor0 = vec4(evalSkyboxGlobalColor(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
DEFAULT_OCCLUSION,
|
||||
fragPosition,
|
||||
normal,
|
||||
diffuse,
|
||||
specular,
|
||||
DEFAULT_METALLIC,
|
||||
max(0.0, 1.0 - shininess / 128.0)),
|
||||
1.0);
|
||||
} else {
|
||||
_fragColor0 = vec4(evalSkyboxGlobalColor(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
DEFAULT_OCCLUSION,
|
||||
fragPosition,
|
||||
normal,
|
||||
diffuse,
|
||||
DEFAULT_FRESNEL,
|
||||
length(specular),
|
||||
max(0.0, 1.0 - shininess / 128.0)),
|
||||
1.0);
|
||||
}
|
||||
}
|
51
libraries/render-utils/src/forward_simple_textured.slf
Normal file
51
libraries/render-utils/src/forward_simple_textured.slf
Normal file
|
@ -0,0 +1,51 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// forward_simple_textured.slf
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Clément Brisset on 5/29/15.
|
||||
// Copyright 2014 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 DefaultMaterials.slh@>
|
||||
|
||||
<@include ForwardGlobalLight.slh@>
|
||||
<$declareEvalSkyboxGlobalColor()$>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
// the albedo texture
|
||||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _eyePosition;
|
||||
|
||||
layout(location = 0) out vec4 _fragColor0;
|
||||
|
||||
void main(void) {
|
||||
vec4 texel = texture(originalTexture, _texCoord0);
|
||||
float colorAlpha = _color.a * texel.a;
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragPosition = _eyePosition.xyz;
|
||||
|
||||
_fragColor0 = vec4(evalSkyboxGlobalColor(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
DEFAULT_OCCLUSION,
|
||||
fragPosition,
|
||||
normalize(_normal),
|
||||
_color.rgb * texel.rgb,
|
||||
DEFAULT_FRESNEL,
|
||||
DEFAULT_METALLIC,
|
||||
DEFAULT_ROUGHNESS),
|
||||
1.0);
|
||||
}
|
|
@ -0,0 +1,52 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// forward_simple_textured_transparent.slf
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Clément Brisset on 5/29/15.
|
||||
// Copyright 2014 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 DefaultMaterials.slh@>
|
||||
|
||||
<@include ForwardGlobalLight.slh@>
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
// the albedo texture
|
||||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _eyePosition;
|
||||
|
||||
layout(location = 0) out vec4 _fragColor0;
|
||||
|
||||
void main(void) {
|
||||
vec4 texel = texture(originalTexture, _texCoord0);
|
||||
float colorAlpha = _color.a * texel.a;
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragPosition = _eyePosition.xyz;
|
||||
|
||||
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
DEFAULT_OCCLUSION,
|
||||
fragPosition,
|
||||
normalize(_normal),
|
||||
_color.rgb * texel.rgb,
|
||||
DEFAULT_FRESNEL,
|
||||
DEFAULT_METALLIC,
|
||||
DEFAULT_EMISSIVE,
|
||||
DEFAULT_ROUGHNESS, colorAlpha),
|
||||
colorAlpha);
|
||||
}
|
35
libraries/render-utils/src/forward_simple_textured_unlit.slf
Normal file
35
libraries/render-utils/src/forward_simple_textured_unlit.slf
Normal file
|
@ -0,0 +1,35 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// simple_textured_unlit.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Clément Brisset on 5/29/15.
|
||||
// Copyright 2014 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 LightingModel.slh@>
|
||||
<@include gpu/Color.slh@>
|
||||
|
||||
layout(location = 0) out vec4 _fragColor0;
|
||||
|
||||
// the albedo texture
|
||||
uniform sampler2D originalTexture;
|
||||
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
|
||||
void main(void) {
|
||||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
float colorAlpha = _color.a;
|
||||
if (_color.a <= 0.0) {
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
colorAlpha = -_color.a;
|
||||
}
|
||||
|
||||
_fragColor0 = vec4(_color.rgb * texel.rgb * isUnlitEnabled(), colorAlpha * texel.a);
|
||||
}
|
87
libraries/render-utils/src/forward_simple_transparent.slf
Normal file
87
libraries/render-utils/src/forward_simple_transparent.slf
Normal file
|
@ -0,0 +1,87 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// forward_simple_transparent.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 9/15/14.
|
||||
// Copyright 2014 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 DefaultMaterials.slh@>
|
||||
|
||||
<@include ForwardGlobalLight.slh@>
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _modelNormal;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _eyePosition;
|
||||
|
||||
layout(location = 0) out vec4 _fragColor0;
|
||||
|
||||
//PROCEDURAL_COMMON_BLOCK
|
||||
|
||||
#line 1001
|
||||
//PROCEDURAL_BLOCK
|
||||
|
||||
#line 2030
|
||||
void main(void) {
|
||||
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
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragPosition = _eyePosition.xyz;
|
||||
|
||||
if (emissiveAmount > 0.0) {
|
||||
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
DEFAULT_OCCLUSION,
|
||||
fragPosition,
|
||||
normal,
|
||||
specular,
|
||||
DEFAULT_FRESNEL,
|
||||
DEFAULT_METALLIC,
|
||||
DEFAULT_EMISSIVE,
|
||||
DEFAULT_ROUGHNESS, _color.a),
|
||||
_color.a);
|
||||
} else {
|
||||
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
DEFAULT_OCCLUSION,
|
||||
fragPosition,
|
||||
normal,
|
||||
diffuse,
|
||||
DEFAULT_FRESNEL,
|
||||
DEFAULT_METALLIC,
|
||||
DEFAULT_EMISSIVE,
|
||||
DEFAULT_ROUGHNESS, _color.a),
|
||||
_color.a);
|
||||
}
|
||||
}
|
|
@ -13,7 +13,6 @@
|
|||
//
|
||||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
<@include graphics/Material.slh@>
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
|
@ -29,7 +28,6 @@ in vec4 _position;
|
|||
|
||||
#line 2030
|
||||
void main(void) {
|
||||
Material material = getMaterial();
|
||||
vec3 normal = normalize(_normal.xyz);
|
||||
vec3 diffuse = _color.rgb;
|
||||
vec3 specular = DEFAULT_SPECULAR;
|
||||
|
@ -49,43 +47,24 @@ void main(void) {
|
|||
|
||||
#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);
|
||||
}
|
||||
if (emissiveAmount > 0.0) {
|
||||
packDeferredFragmentLightmap(
|
||||
normal,
|
||||
1.0,
|
||||
diffuse,
|
||||
max(0.0, 1.0 - shininess / 128.0),
|
||||
DEFAULT_METALLIC,
|
||||
specular,
|
||||
vec3(clamp(emissiveAmount, 0.0, 1.0)));
|
||||
} else {
|
||||
if (emissiveAmount > 0.0) {
|
||||
packDeferredFragmentLightmap(
|
||||
normal,
|
||||
1.0,
|
||||
diffuse,
|
||||
max(0.0, 1.0 - shininess / 128.0),
|
||||
DEFAULT_METALLIC,
|
||||
specular,
|
||||
vec3(clamp(emissiveAmount, 0.0, 1.0)));
|
||||
} else {
|
||||
packDeferredFragment(
|
||||
normal,
|
||||
1.0,
|
||||
diffuse,
|
||||
max(0.0, 1.0 - shininess / 128.0),
|
||||
length(specular),
|
||||
DEFAULT_EMISSIVE,
|
||||
DEFAULT_OCCLUSION,
|
||||
DEFAULT_SCATTERING);
|
||||
}
|
||||
packDeferredFragment(
|
||||
normal,
|
||||
1.0,
|
||||
diffuse,
|
||||
max(0.0, 1.0 - shininess / 128.0),
|
||||
length(specular),
|
||||
DEFAULT_EMISSIVE,
|
||||
DEFAULT_OCCLUSION,
|
||||
DEFAULT_SCATTERING);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,6 +23,7 @@ out vec3 _modelNormal;
|
|||
out vec4 _color;
|
||||
out vec2 _texCoord0;
|
||||
out vec4 _position;
|
||||
out vec4 _eyePosition;
|
||||
|
||||
void main(void) {
|
||||
_color = color_sRGBAToLinear(inColor);
|
||||
|
@ -33,6 +34,6 @@ void main(void) {
|
|||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _eyePosition, gl_Position)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
}
|
|
@ -26,6 +26,7 @@ out vec3 _modelNormal;
|
|||
out vec4 _color;
|
||||
out vec2 _texCoord0;
|
||||
out vec4 _position;
|
||||
out vec4 _eyePosition;
|
||||
out vec4 _worldPosition;
|
||||
|
||||
void main(void) {
|
||||
|
@ -37,7 +38,7 @@ void main(void) {
|
|||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _eyePosition, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
|
||||
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
<$passThroughFadeObjectParams()$>
|
||||
|
|
|
@ -12,9 +12,7 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Color.slh@>
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
<@include graphics/Material.slh@>
|
||||
|
||||
// the albedo texture
|
||||
uniform sampler2D originalTexture;
|
||||
|
@ -26,29 +24,14 @@ in vec2 _texCoord0;
|
|||
|
||||
void main(void) {
|
||||
vec4 texel = texture(originalTexture, _texCoord0);
|
||||
float colorAlpha = _color.a;
|
||||
if (_color.a <= 0.0) {
|
||||
texel = color_sRGBAToLinear(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);
|
||||
}
|
||||
packDeferredFragment(
|
||||
normalize(_normal),
|
||||
1.0,
|
||||
_color.rgb * texel.rgb,
|
||||
DEFAULT_ROUGHNESS,
|
||||
DEFAULT_METALLIC,
|
||||
DEFAULT_EMISSIVE,
|
||||
DEFAULT_OCCLUSION,
|
||||
DEFAULT_SCATTERING);
|
||||
}
|
65
libraries/render-utils/src/simple_transparent.slf
Normal file
65
libraries/render-utils/src/simple_transparent.slf
Normal file
|
@ -0,0 +1,65 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// simple_transparent.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 9/15/14.
|
||||
// Copyright 2014 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@>
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _modelNormal;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _position;
|
||||
|
||||
//PROCEDURAL_COMMON_BLOCK
|
||||
|
||||
#line 1001
|
||||
//PROCEDURAL_BLOCK
|
||||
|
||||
#line 2030
|
||||
void main(void) {
|
||||
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
|
||||
|
||||
if (emissiveAmount > 0.0) {
|
||||
packDeferredFragmentTranslucent(
|
||||
normal,
|
||||
_color.a,
|
||||
specular,
|
||||
DEFAULT_FRESNEL,
|
||||
DEFAULT_ROUGHNESS);
|
||||
} else {
|
||||
packDeferredFragmentTranslucent(
|
||||
normal,
|
||||
_color.a,
|
||||
diffuse,
|
||||
DEFAULT_FRESNEL,
|
||||
DEFAULT_ROUGHNESS);
|
||||
}
|
||||
}
|
|
@ -12,51 +12,24 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Color.slh@>
|
||||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
// the albedo texture
|
||||
uniform sampler2D originalTexture;
|
||||
|
||||
// the interpolated normal
|
||||
in vec4 _position;
|
||||
in vec3 _normal;
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
|
||||
void main(void) {
|
||||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
float opacity = _color.a;
|
||||
if (_color.a <= 0.0) {
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
opacity = -_color.a;
|
||||
}
|
||||
opacity *= texel.a;
|
||||
vec3 albedo = _color.rgb * texel.rgb;
|
||||
vec4 texel = texture(originalTexture, _texCoord0);
|
||||
float colorAlpha = _color.a * texel.a;
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
vec3 fragNormal = normalize(_normal);
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
||||
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
1.0,
|
||||
fragPosition,
|
||||
fragNormal,
|
||||
albedo,
|
||||
packDeferredFragmentTranslucent(
|
||||
normalize(_normal),
|
||||
colorAlpha,
|
||||
_color.rgb * texel.rgb,
|
||||
DEFAULT_FRESNEL,
|
||||
0.0,
|
||||
vec3(0.0f),
|
||||
DEFAULT_ROUGHNESS,
|
||||
opacity),
|
||||
opacity);
|
||||
|
||||
DEFAULT_ROUGHNESS);
|
||||
}
|
Loading…
Reference in a new issue