Merge pull request #9784 from samcake/blue

Fixing Emissive on overlay for models (opaque and transparent)
This commit is contained in:
Andrew Meadows 2017-03-06 13:24:00 -08:00 committed by GitHub
commit 1b8f6b9835
16 changed files with 372 additions and 114 deletions

View file

@ -62,7 +62,11 @@ namespace render {
if (overlay->is3D()) {
auto overlay3D = std::dynamic_pointer_cast<Base3DOverlay>(overlay);
if (overlay3D->isAA())
return (overlay3D->getDrawInFront() ? LAYER_3D_FRONT : LAYER_3D);
if (overlay3D->getDrawInFront()) {
return LAYER_3D_FRONT;
} else {
return LAYER_3D;
}
else
return LAYER_NO_AA;
} else {

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@ -154,14 +154,6 @@ const gpu::TexturePointer& TextureCache::getBlackTexture() {
return _blackTexture;
}
const gpu::TexturePointer& TextureCache::getNormalFittingTexture() {
if (!_normalFittingTexture) {
_normalFittingTexture = getImageTexture(PathUtils::resourcesPath() + "images/normalFittingScale.dds");
}
return _normalFittingTexture;
}
/// Extra data for creating textures.
class TextureExtra {
public:

View file

@ -124,9 +124,6 @@ public:
/// Returns the a black texture (useful for a default).
const gpu::TexturePointer& getBlackTexture();
// Returns a map used to compress the normals through a fitting scale algorithm
const gpu::TexturePointer& getNormalFittingTexture();
/// Returns a texture version of an image file
static gpu::TexturePointer getImageTexture(const QString& path, Type type = Type::DEFAULT_TEXTURE, QVariantMap options = QVariantMap());
@ -151,7 +148,6 @@ private:
gpu::TexturePointer _grayTexture;
gpu::TexturePointer _blueTexture;
gpu::TexturePointer _blackTexture;
gpu::TexturePointer _normalFittingTexture;
};
#endif // hifi_TextureCache_h

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@ -65,25 +65,4 @@ float packUnlit() {
return FRAG_PACK_UNLIT;
}
<!
uniform sampler2D normalFittingMap;
vec3 bestFitNormal(vec3 normal) {
vec3 absNorm = abs(normal);
float maxNAbs = max(absNorm.z, max(absNorm.x, absNorm.y));
vec2 texcoord = (absNorm.z < maxNAbs ?
(absNorm.y < maxNAbs ? absNorm.yz : absNorm.xz) :
absNorm.xy);
texcoord = (texcoord.x < texcoord.y ? texcoord.yx : texcoord.xy);
texcoord.y /= texcoord.x;
vec3 cN = normal / maxNAbs;
float fittingScale = texture(normalFittingMap, texcoord).a;
cN *= fittingScale;
return (cN * 0.5 + 0.5);
}
!>
<@endif@>

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@ -414,8 +414,6 @@ _nextID(0) {
// Set the defaults needed for a simple program
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO,
DependencyManager::get<TextureCache>()->getWhiteTexture());
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::NORMAL_FITTING,
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
}
);
GeometryCache::_simpleTransparentPipeline =
@ -424,8 +422,6 @@ _nextID(0) {
// Set the defaults needed for a simple program
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO,
DependencyManager::get<TextureCache>()->getWhiteTexture());
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::NORMAL_FITTING,
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
}
);
GeometryCache::_simpleWirePipeline =
@ -1770,7 +1766,6 @@ static void buildWebShader(const std::string& vertShaderText, const std::string&
shaderPointerOut = gpu::Shader::createProgram(VS, PS);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), render::ShapePipeline::Slot::MAP::NORMAL_FITTING));
gpu::Shader::makeProgram(*shaderPointerOut, slotBindings);
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_NONE);
@ -1784,9 +1779,6 @@ static void buildWebShader(const std::string& vertShaderText, const std::string&
void GeometryCache::bindOpaqueWebBrowserProgram(gpu::Batch& batch, bool isAA) {
batch.setPipeline(getOpaqueWebBrowserProgram(isAA));
// Set a default normal map
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::NORMAL_FITTING,
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
}
gpu::PipelinePointer GeometryCache::getOpaqueWebBrowserProgram(bool isAA) {
@ -1802,9 +1794,6 @@ gpu::PipelinePointer GeometryCache::getOpaqueWebBrowserProgram(bool isAA) {
void GeometryCache::bindTransparentWebBrowserProgram(gpu::Batch& batch, bool isAA) {
batch.setPipeline(getTransparentWebBrowserProgram(isAA));
// Set a default normal map
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::NORMAL_FITTING,
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
}
gpu::PipelinePointer GeometryCache::getTransparentWebBrowserProgram(bool isAA) {
@ -1827,9 +1816,6 @@ void GeometryCache::bindSimpleProgram(gpu::Batch& batch, bool textured, bool tra
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO,
DependencyManager::get<TextureCache>()->getWhiteTexture());
}
// Set a default normal map
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::NORMAL_FITTING,
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
}
gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transparent, bool culled, bool unlit, bool depthBiased) {
@ -1846,7 +1832,6 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
_unlitShader = gpu::Shader::createProgram(VS, PSUnlit);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), render::ShapePipeline::Slot::MAP::NORMAL_FITTING));
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
gpu::Shader::makeProgram(*_unlitShader, slotBindings);
});

View file

@ -97,6 +97,8 @@ ShapeKey MeshPartPayload::getShapeKey() const {
}
ShapeKey::Builder builder;
builder.withMaterial();
if (drawMaterialKey.isTranslucent()) {
builder.withTranslucent();
}
@ -478,6 +480,8 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
}
ShapeKey::Builder builder;
builder.withMaterial();
if (isTranslucent || _fadeState != FADE_COMPLETE) {
builder.withTranslucent();
}

View file

@ -75,7 +75,6 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
// GPU jobs: Start preparing the primary, deferred and lighting buffer
const auto primaryFramebuffer = addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
// const auto fullFrameRangeTimer = addJob<BeginGPURangeTimer>("BeginRangeTimer");
const auto opaqueRangeTimer = addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");
const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).hasVarying();
@ -154,21 +153,25 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
{ // DEbug the bounds of the rendered items, still look at the zbuffer
addJob<DrawBounds>("DrawMetaBounds", metas);
addJob<DrawBounds>("DrawOpaqueBounds", opaques);
addJob<DrawBounds>("DrawTransparentBounds", transparents);
}
// Overlays
const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).hasVarying();
const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).hasVarying();
addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
// Debugging stages
{
// Bounds do not draw on stencil buffer, so they must come last
addJob<DrawBounds>("DrawMetaBounds", metas);
{ // DEbug the bounds of the rendered OVERLAY items, still look at the zbuffer
addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);
addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);
}
// Debugging stages
{
// Debugging Deferred buffer job
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer));
addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
@ -208,9 +211,6 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
// Blit!
addJob<Blit>("Blit", primaryFramebuffer);
// addJob<EndGPURangeTimer>("RangeTimer", fullFrameRangeTimer);
}
void BeginGPURangeTimer::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {

View file

@ -50,9 +50,13 @@
#include "overlay3D_vert.h"
#include "overlay3D_frag.h"
#include "overlay3D_model_frag.h"
#include "overlay3D_model_translucent_frag.h"
#include "overlay3D_translucent_frag.h"
#include "overlay3D_unlit_frag.h"
#include "overlay3D_translucent_unlit_frag.h"
#include "overlay3D_model_unlit_frag.h"
#include "overlay3D_model_translucent_unlit_frag.h"
using namespace render;
@ -70,15 +74,24 @@ void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch);
void initOverlay3DPipelines(ShapePlumber& plumber) {
auto vertex = gpu::Shader::createVertex(std::string(overlay3D_vert));
auto vertexModel = gpu::Shader::createVertex(std::string(model_vert));
auto pixel = gpu::Shader::createPixel(std::string(overlay3D_frag));
auto pixelTranslucent = gpu::Shader::createPixel(std::string(overlay3D_translucent_frag));
auto pixelUnlit = gpu::Shader::createPixel(std::string(overlay3D_unlit_frag));
auto pixelTranslucentUnlit = gpu::Shader::createPixel(std::string(overlay3D_translucent_unlit_frag));
auto pixelModel = gpu::Shader::createPixel(std::string(overlay3D_model_frag));
auto pixelModelTranslucent = gpu::Shader::createPixel(std::string(overlay3D_model_translucent_frag));
auto pixelModelUnlit = gpu::Shader::createPixel(std::string(overlay3D_model_unlit_frag));
auto pixelModelTranslucentUnlit = gpu::Shader::createPixel(std::string(overlay3D_model_translucent_unlit_frag));
auto opaqueProgram = gpu::Shader::createProgram(vertex, pixel);
auto translucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucent);
auto unlitOpaqueProgram = gpu::Shader::createProgram(vertex, pixelUnlit);
auto unlitTranslucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucentUnlit);
auto materialOpaqueProgram = gpu::Shader::createProgram(vertexModel, pixelModel);
auto materialTranslucentProgram = gpu::Shader::createProgram(vertexModel, pixelModelTranslucent);
auto materialUnlitOpaqueProgram = gpu::Shader::createProgram(vertexModel, pixelModel);
auto materialUnlitTranslucentProgram = gpu::Shader::createProgram(vertexModel, pixelModelTranslucent);
for (int i = 0; i < 8; i++) {
bool isCulled = (i & 1);
@ -103,14 +116,20 @@ void initOverlay3DPipelines(ShapePlumber& plumber) {
}
ShapeKey::Filter::Builder builder;
isCulled ? builder.withCullFace() : builder.withoutCullFace();
isBiased ? builder.withDepthBias() : builder.withoutDepthBias();
isOpaque ? builder.withOpaque() : builder.withTranslucent();
auto simpleProgram = isOpaque ? opaqueProgram : translucentProgram;
auto unlitProgram = isOpaque ? unlitOpaqueProgram : unlitTranslucentProgram;
plumber.addPipeline(builder.withoutUnlit().build(), simpleProgram, state, &lightBatchSetter);
plumber.addPipeline(builder.withUnlit().build(), unlitProgram, state, &batchSetter);
auto materialProgram = isOpaque ? materialOpaqueProgram : materialTranslucentProgram;
auto materialUnlitProgram = isOpaque ? materialUnlitOpaqueProgram : materialUnlitTranslucentProgram;
plumber.addPipeline(builder.withMaterial().build().key(), materialProgram, state, &lightBatchSetter);
plumber.addPipeline(builder.withMaterial().withUnlit().build().key(), materialUnlitProgram, state, &batchSetter);
plumber.addPipeline(builder.withoutUnlit().withoutMaterial().build().key(), simpleProgram, state, &lightBatchSetter);
plumber.addPipeline(builder.withUnlit().withoutMaterial().build().key(), unlitProgram, state, &batchSetter);
}
}
@ -144,78 +163,87 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
// TODO: Refactor this to use a filter
// Opaques
addPipeline(
Key::Builder(),
Key::Builder().withMaterial(),
modelVertex, modelPixel);
addPipeline(
Key::Builder().withMaterial().withUnlit(),
modelVertex, modelUnlitPixel);
addPipeline(
Key::Builder().withUnlit(),
modelVertex, modelUnlitPixel);
addPipeline(
Key::Builder().withTangents(),
Key::Builder().withMaterial().withTangents(),
modelNormalMapVertex, modelNormalMapPixel);
addPipeline(
Key::Builder().withSpecular(),
Key::Builder().withMaterial().withSpecular(),
modelVertex, modelSpecularMapPixel);
addPipeline(
Key::Builder().withTangents().withSpecular(),
Key::Builder().withMaterial().withTangents().withSpecular(),
modelNormalMapVertex, modelNormalSpecularMapPixel);
// Translucents
addPipeline(
Key::Builder().withMaterial().withTranslucent(),
modelVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withTranslucent(),
modelVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withMaterial().withTranslucent().withUnlit(),
modelVertex, modelTranslucentUnlitPixel);
addPipeline(
Key::Builder().withTranslucent().withUnlit(),
modelVertex, modelTranslucentUnlitPixel);
addPipeline(
Key::Builder().withTranslucent().withTangents(),
Key::Builder().withMaterial().withTranslucent().withTangents(),
modelNormalMapVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withTranslucent().withSpecular(),
Key::Builder().withMaterial().withTranslucent().withSpecular(),
modelVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withTranslucent().withTangents().withSpecular(),
Key::Builder().withMaterial().withTranslucent().withTangents().withSpecular(),
modelNormalMapVertex, modelTranslucentPixel);
addPipeline(
// FIXME: Ignore lightmap for translucents meshpart
Key::Builder().withTranslucent().withLightmap(),
Key::Builder().withMaterial().withTranslucent().withLightmap(),
modelVertex, modelTranslucentPixel);
// Lightmapped
addPipeline(
Key::Builder().withLightmap(),
Key::Builder().withMaterial().withLightmap(),
modelLightmapVertex, modelLightmapPixel);
addPipeline(
Key::Builder().withLightmap().withTangents(),
Key::Builder().withMaterial().withLightmap().withTangents(),
modelLightmapNormalMapVertex, modelLightmapNormalMapPixel);
addPipeline(
Key::Builder().withLightmap().withSpecular(),
Key::Builder().withMaterial().withLightmap().withSpecular(),
modelLightmapVertex, modelLightmapSpecularMapPixel);
addPipeline(
Key::Builder().withLightmap().withTangents().withSpecular(),
Key::Builder().withMaterial().withLightmap().withTangents().withSpecular(),
modelLightmapNormalMapVertex, modelLightmapNormalSpecularMapPixel);
// Skinned
addPipeline(
Key::Builder().withSkinned(),
Key::Builder().withMaterial().withSkinned(),
skinModelVertex, modelPixel);
addPipeline(
Key::Builder().withSkinned().withTangents(),
Key::Builder().withMaterial().withSkinned().withTangents(),
skinModelNormalMapVertex, modelNormalMapPixel);
addPipeline(
Key::Builder().withSkinned().withSpecular(),
Key::Builder().withMaterial().withSkinned().withSpecular(),
skinModelVertex, modelSpecularMapPixel);
addPipeline(
Key::Builder().withSkinned().withTangents().withSpecular(),
Key::Builder().withMaterial().withSkinned().withTangents().withSpecular(),
skinModelNormalMapVertex, modelNormalSpecularMapPixel);
// Skinned and Translucent
addPipeline(
Key::Builder().withSkinned().withTranslucent(),
Key::Builder().withMaterial().withSkinned().withTranslucent(),
skinModelVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withSkinned().withTranslucent().withTangents(),
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(),
skinModelNormalMapVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withSkinned().withTranslucent().withSpecular(),
Key::Builder().withMaterial().withSkinned().withTranslucent().withSpecular(),
skinModelVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withSkinned().withTranslucent().withTangents().withSpecular(),
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular(),
skinModelNormalMapVertex, modelTranslucentPixel);
// Depth-only
addPipeline(
@ -244,32 +272,32 @@ void initForwardPipelines(render::ShapePlumber& plumber) {
auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3);
// Opaques
addPipeline(
Key::Builder(),
Key::Builder().withMaterial(),
modelVertex, modelPixel);
addPipeline(
Key::Builder().withUnlit(),
Key::Builder().withMaterial().withUnlit(),
modelVertex, modelUnlitPixel);
addPipeline(
Key::Builder().withTangents(),
Key::Builder().withMaterial().withTangents(),
modelNormalMapVertex, modelNormalMapPixel);
addPipeline(
Key::Builder().withSpecular(),
Key::Builder().withMaterial().withSpecular(),
modelVertex, modelSpecularMapPixel);
addPipeline(
Key::Builder().withTangents().withSpecular(),
Key::Builder().withMaterial().withTangents().withSpecular(),
modelNormalMapVertex, modelNormalSpecularMapPixel);
// Skinned
addPipeline(
Key::Builder().withSkinned(),
Key::Builder().withMaterial().withSkinned(),
skinModelVertex, modelPixel);
addPipeline(
Key::Builder().withSkinned().withTangents(),
Key::Builder().withMaterial().withSkinned().withTangents(),
skinModelNormalMapVertex, modelNormalMapPixel);
addPipeline(
Key::Builder().withSkinned().withSpecular(),
Key::Builder().withMaterial().withSkinned().withSpecular(),
skinModelVertex, modelSpecularMapPixel);
addPipeline(
Key::Builder().withSkinned().withTangents().withSpecular(),
Key::Builder().withMaterial().withSkinned().withTangents().withSpecular(),
skinModelNormalMapVertex, modelNormalSpecularMapPixel);
}
@ -319,9 +347,6 @@ void batchSetter(const ShapePipeline& pipeline, gpu::Batch& batch) {
// Set a default albedo map
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO,
DependencyManager::get<TextureCache>()->getWhiteTexture());
// Set a default normal map
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::NORMAL_FITTING,
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
// Set a default material
if (pipeline.locations->materialBufferUnit >= 0) {

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@ -0,0 +1,88 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// overlay3D.slf
// fragment shader
//
// Created by Sam Gateau on 6/16/15.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredGlobalLight.slh@>
<$declareEvalSkyboxGlobalColor()$>
<@include model/Material.slh@>
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec4 _position;
in vec3 _normal;
in vec3 _color;
in float _alpha;
out vec4 _fragColor;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
float metallic = getMaterialMetallic(mat);
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
if (metallic <= 0.5) {
metallic = 0.0;
} else {
fresnel = albedo;
metallic = 1.0;
}
float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
vec3 fragPosition = _position.xyz;
//vec3 fragNormal = normalize(_normal);
TransformCamera cam = getTransformCamera();
vec3 fragNormal;
<$transformEyeToWorldDir(cam, _normal, fragNormal)$>;
vec4 color = vec4(evalSkyboxGlobalColor(
cam._viewInverse,
1.0,
occlusionTex,
fragPosition,
fragNormal,
albedo,
fresnel,
metallic,
roughness),
opacity);
// And emissive
color.rgb += emissive * isEmissiveEnabled();
// Apply standard tone mapping
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
}

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@ -0,0 +1,83 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// overlay3D_model_transparent.slf
//
// Created by Sam Gateau on 2/27/2017.
// 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 DeferredGlobalLight.slh@>
<$declareEvalGlobalLightingAlphaBlended()$>
<@include model/Material.slh@>
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec4 _position;
in vec3 _normal;
in vec3 _color;
in float _alpha;
out vec4 _fragColor;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
float metallic = getMaterialMetallic(mat);
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
if (metallic <= 0.5) {
metallic = 0.0;
} else {
fresnel = albedo;
metallic = 1.0;
}
float roughness = getMaterialRoughness(mat);
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
vec3 fragPosition = _position.xyz;
TransformCamera cam = getTransformCamera();
vec3 fragNormal;
<$transformEyeToWorldDir(cam, _normal, fragNormal)$>
vec4 color = vec4(evalGlobalLightingAlphaBlended(
cam._viewInverse,
1.0,
occlusionTex,
fragPosition,
fragNormal,
albedo,
fresnel,
metallic,
emissive,
roughness, opacity),
opacity);
// Apply standard tone mapping
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
}

View file

@ -0,0 +1,43 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// overlay3D-model_transparent_unlit.slf
// fragment shader
//
// Created by Sam Gateau on 2/28/2017.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include LightingModel.slh@>
<@include model/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO)$>
in vec2 _texCoord0;
in vec3 _normal;
in vec3 _color;
in float _alpha;
out vec4 _fragColor;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
vec4 color = vec4(albedo * isUnlitEnabled(), opacity);
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
}

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@ -0,0 +1,44 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// overlay3D-model_unlit.slf
// fragment shader
//
// Created by Sam Gateau on 2/28/2017.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include LightingModel.slh@>
<@include model/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO)$>
in vec2 _texCoord0;
in vec3 _normal;
in vec3 _color;
in float _alpha;
out vec4 _fragColor;
void main(void) {
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;
vec4 color = vec4(albedo * isUnlitEnabled(), opacity);
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
}

View file

@ -20,8 +20,6 @@ void renderItems(const SceneContextPointer& sceneContext, const RenderContextPoi
void renderShapes(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapePlumberPointer& shapeContext, const ItemBounds& inItems, int maxDrawnItems = -1);
void renderStateSortShapes(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapePlumberPointer& shapeContext, const ItemBounds& inItems, int maxDrawnItems = -1);
class DrawLightConfig : public Job::Config {
Q_OBJECT
Q_PROPERTY(int numDrawn READ getNumDrawn NOTIFY numDrawnChanged)

View file

@ -39,6 +39,10 @@ void ShapePlumber::addPipelineHelper(const Filter& filter, ShapeKey key, int bit
}
} else {
// Add the brand new pipeline and cache its location in the lib
auto precedent = _pipelineMap.find(key);
if (precedent != _pipelineMap.end()) {
qCDebug(renderlogging) << "Key already assigned: " << key;
}
_pipelineMap.insert(PipelineMap::value_type(key, pipeline));
}
}
@ -65,16 +69,11 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), Slot::BUFFER::LIGHT));
slotBindings.insert(gpu::Shader::Binding(std::string("lightAmbientBuffer"), Slot::BUFFER::LIGHT_AMBIENT_BUFFER));
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), Slot::MAP::LIGHT_AMBIENT));
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), Slot::NORMAL_FITTING));
gpu::Shader::makeProgram(*program, slotBindings);
auto locations = std::make_shared<Locations>();
locations->normalFittingMapUnit = program->getTextures().findLocation("normalFittingMap");
if (program->getTextures().findLocation("normalFittingMap") > -1) {
locations->normalFittingMapUnit = program->getTextures().findLocation("normalFittingMap");
}
locations->albedoTextureUnit = program->getTextures().findLocation("albedoMap");
locations->roughnessTextureUnit = program->getTextures().findLocation("roughnessMap");
locations->normalTextureUnit = program->getTextures().findLocation("normalMap");

View file

@ -22,13 +22,13 @@ namespace render {
class ShapeKey {
public:
enum FlagBit {
TRANSLUCENT = 0,
MATERIAL = 0,
TRANSLUCENT,
LIGHTMAP,
TANGENTS,
SPECULAR,
UNLIT,
SKINNED,
STEREO,
DEPTH_ONLY,
DEPTH_BIAS,
WIREFRAME,
@ -53,13 +53,13 @@ public:
ShapeKey build() const { return ShapeKey{_flags}; }
Builder& withMaterial() { _flags.set(MATERIAL); return (*this); }
Builder& withTranslucent() { _flags.set(TRANSLUCENT); return (*this); }
Builder& withLightmap() { _flags.set(LIGHTMAP); return (*this); }
Builder& withTangents() { _flags.set(TANGENTS); return (*this); }
Builder& withSpecular() { _flags.set(SPECULAR); return (*this); }
Builder& withUnlit() { _flags.set(UNLIT); return (*this); }
Builder& withSkinned() { _flags.set(SKINNED); return (*this); }
Builder& withStereo() { _flags.set(STEREO); return (*this); }
Builder& withDepthOnly() { _flags.set(DEPTH_ONLY); return (*this); }
Builder& withDepthBias() { _flags.set(DEPTH_BIAS); return (*this); }
Builder& withWireframe() { _flags.set(WIREFRAME); return (*this); }
@ -89,6 +89,9 @@ public:
Filter build() const { return Filter(_flags, _mask); }
Builder& withMaterial() { _flags.set(MATERIAL); _mask.set(MATERIAL); return (*this); }
Builder& withoutMaterial() { _flags.reset(MATERIAL); _mask.set(MATERIAL); return (*this); }
Builder& withTranslucent() { _flags.set(TRANSLUCENT); _mask.set(TRANSLUCENT); return (*this); }
Builder& withOpaque() { _flags.reset(TRANSLUCENT); _mask.set(TRANSLUCENT); return (*this); }
@ -107,9 +110,6 @@ public:
Builder& withSkinned() { _flags.set(SKINNED); _mask.set(SKINNED); return (*this); }
Builder& withoutSkinned() { _flags.reset(SKINNED); _mask.set(SKINNED); return (*this); }
Builder& withStereo() { _flags.set(STEREO); _mask.set(STEREO); return (*this); }
Builder& withoutStereo() { _flags.reset(STEREO); _mask.set(STEREO); return (*this); }
Builder& withDepthOnly() { _flags.set(DEPTH_ONLY); _mask.set(DEPTH_ONLY); return (*this); }
Builder& withoutDepthOnly() { _flags.reset(DEPTH_ONLY); _mask.set(DEPTH_ONLY); return (*this); }
@ -128,19 +128,20 @@ public:
Flags _mask{0};
};
Filter(const Filter::Builder& builder) : Filter(builder._flags, builder._mask) {}
ShapeKey key() const { return ShapeKey(_flags); }
protected:
friend class ShapePlumber;
Flags _flags{0};
Flags _mask{0};
};
bool useMaterial() const { return _flags[MATERIAL]; }
bool hasLightmap() const { return _flags[LIGHTMAP]; }
bool hasTangents() const { return _flags[TANGENTS]; }
bool hasSpecular() const { return _flags[SPECULAR]; }
bool isUnlit() const { return _flags[UNLIT]; }
bool isTranslucent() const { return _flags[TRANSLUCENT]; }
bool isSkinned() const { return _flags[SKINNED]; }
bool isStereo() const { return _flags[STEREO]; }
bool isDepthOnly() const { return _flags[DEPTH_ONLY]; }
bool isDepthBiased() const { return _flags[DEPTH_BIAS]; }
bool isWireFrame() const { return _flags[WIREFRAME]; }
@ -170,13 +171,13 @@ inline QDebug operator<<(QDebug debug, const ShapeKey& key) {
debug << "[ShapeKey: OWN_PIPELINE]";
} else {
debug << "[ShapeKey:"
<< "useMaterial:" << key.useMaterial()
<< "hasLightmap:" << key.hasLightmap()
<< "hasTangents:" << key.hasTangents()
<< "hasSpecular:" << key.hasSpecular()
<< "isUnlit:" << key.isUnlit()
<< "isTranslucent:" << key.isTranslucent()
<< "isSkinned:" << key.isSkinned()
<< "isStereo:" << key.isStereo()
<< "isDepthOnly:" << key.isDepthOnly()
<< "isDepthBiased:" << key.isDepthBiased()
<< "isWireFrame:" << key.isWireFrame()
@ -213,8 +214,6 @@ public:
OCCLUSION,
SCATTERING,
LIGHT_AMBIENT,
NORMAL_FITTING = 10,
};
};
@ -226,7 +225,6 @@ public:
int metallicTextureUnit;
int emissiveTextureUnit;
int occlusionTextureUnit;
int normalFittingMapUnit;
int lightingModelBufferUnit;
int skinClusterBufferUnit;
int materialBufferUnit;

View file

@ -159,13 +159,33 @@ Column {
}
}
Row {
Column {
id: metas
CheckBox {
text: "Draw Meta Bounds"
text: "Metas"
checked: Render.getConfig("DrawMetaBounds")["enabled"]
onCheckedChanged: { Render.getConfig("DrawMetaBounds")["enabled"] = checked }
}
CheckBox {
text: "Opaques"
checked: Render.getConfig("DrawOpaqueBounds")["enabled"]
onCheckedChanged: { Render.getConfig("DrawOpaqueBounds")["enabled"] = checked }
}
CheckBox {
text: "Transparents"
checked: Render.getConfig("DrawTransparentBounds")["enabled"]
onCheckedChanged: { Render.getConfig("DrawTransparentBounds")["enabled"] = checked }
}
CheckBox {
text: "Overlay Opaques"
checked: Render.getConfig("DrawOverlayOpaqueBounds")["enabled"]
onCheckedChanged: { Render.getConfig("DrawOverlayOpaqueBounds")["enabled"] = checked }
}
CheckBox {
text: "Overlay Transparents"
checked: Render.getConfig("DrawOverlayTransparentBounds")["enabled"]
onCheckedChanged: { Render.getConfig("DrawOverlayTransparentBounds")["enabled"] = checked }
}
}
}