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https://github.com/lubosz/overte.git
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v3 procedurals and shader fixes
This commit is contained in:
parent
fd87aad3c2
commit
2acb6b6857
9 changed files with 249 additions and 140 deletions
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@ -38,18 +38,10 @@ ShapeEntityRenderer::ShapeEntityRenderer(const EntityItemPointer& entity) : Pare
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// FIXME: Setup proper uniform slots and use correct pipelines for forward rendering
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_procedural._opaqueFragmentSource = gpu::Shader::Source::get(shader::render_utils::fragment::simple);
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_procedural._transparentFragmentSource = gpu::Shader::Source::get(shader::render_utils::fragment::simple_transparent);
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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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// TODO: move into Procedural.cpp
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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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@ -212,7 +204,10 @@ ShapeKey ShapeEntityRenderer::getShapeKey() {
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return builder.build();
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} else {
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ShapeKey::Builder builder;
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if (_procedural.isReady()) {
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bool proceduralReady = resultWithReadLock<bool>([&] {
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return _procedural.isReady();
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});
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if (proceduralReady) {
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builder.withOwnPipeline();
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}
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if (isTransparent()) {
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@ -242,7 +237,7 @@ void ShapeEntityRenderer::doRender(RenderArgs* args) {
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if (_procedural.isReady()) {
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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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_procedural.prepare(batch, _position, _dimensions, _orientation, ProceduralProgramKey(outColor.a < 1.0f));
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proceduralRender = true;
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}
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}
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@ -38,8 +38,6 @@ protected:
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StatePointer _state;
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Pipeline();
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Pipeline(const Pipeline& pipeline); // deep copy of the sysmem shader
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Pipeline& operator=(const Pipeline& pipeline); // deep copy of the sysmem texture
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};
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typedef Pipeline::Pointer PipelinePointer;
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@ -39,8 +39,10 @@ static const std::string PROCEDURAL_BLOCK = "//PROCEDURAL_BLOCK";
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static const std::string PROCEDURAL_VERSION = "//PROCEDURAL_VERSION";
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bool operator==(const ProceduralData& a, const ProceduralData& b) {
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return ((a.version == b.version) && (a.shaderUrl == b.shaderUrl) && (a.uniforms == b.uniforms) &&
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(a.channels == b.channels));
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return ((a.version == b.version) &&
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(a.shaderUrl == b.shaderUrl) &&
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(a.uniforms == b.uniforms) &&
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(a.channels == b.channels));
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}
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QJsonValue ProceduralData::getProceduralData(const QString& proceduralJson) {
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@ -57,9 +59,9 @@ QJsonValue ProceduralData::getProceduralData(const QString& proceduralJson) {
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return doc.object()[PROCEDURAL_USER_DATA_KEY];
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}
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ProceduralData ProceduralData::parse(const QString& userDataJson) {
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ProceduralData ProceduralData::parse(const QString& proceduralData) {
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ProceduralData result;
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result.parse(getProceduralData(userDataJson).toObject());
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result.parse(getProceduralData(proceduralData).toObject());
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return result;
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}
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@ -73,7 +75,7 @@ void ProceduralData::parse(const QJsonObject& proceduralData) {
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if (versionJson.isDouble()) {
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version = (uint8_t)(floor(versionJson.toDouble()));
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// invalid version
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if (!(version == 1 || version == 2)) {
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if (!(version == 1 || version == 2 || version == 3)) {
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return;
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}
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} else {
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@ -102,20 +104,27 @@ void ProceduralData::parse(const QJsonObject& proceduralData) {
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//}
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Procedural::Procedural() {
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_transparentState->setCullMode(gpu::State::CULL_NONE);
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_opaqueState->setCullMode(gpu::State::CULL_BACK);
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_opaqueState->setDepthTest(true, true, gpu::LESS_EQUAL);
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_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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_transparentState->setCullMode(gpu::State::CULL_BACK);
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_transparentState->setDepthTest(true, true, gpu::LESS_EQUAL);
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_transparentState->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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_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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_standardInputsBuffer = std::make_shared<gpu::Buffer>(sizeof(StandardInputs), nullptr);
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}
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void Procedural::setProceduralData(const ProceduralData& proceduralData) {
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std::lock_guard<std::mutex> lock(_mutex);
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if (proceduralData == _data) {
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return;
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}
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_dirty = true;
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_enabled = false;
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if (proceduralData.version != _data.version) {
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@ -124,6 +133,10 @@ void Procedural::setProceduralData(const ProceduralData& proceduralData) {
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}
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if (proceduralData.uniforms != _data.uniforms) {
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// If the uniform keys changed, we need to recreate the whole shader to handle the reflection
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if (proceduralData.uniforms.keys() != _data.uniforms.keys()) {
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_shaderDirty = true;
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}
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_data.uniforms = proceduralData.uniforms;
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_uniformsDirty = true;
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}
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@ -147,16 +160,14 @@ void Procedural::setProceduralData(const ProceduralData& proceduralData) {
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if (proceduralData.shaderUrl != _data.shaderUrl) {
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_data.shaderUrl = proceduralData.shaderUrl;
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_shaderDirty = true;
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const auto& shaderUrl = _data.shaderUrl;
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_shaderDirty = true;
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_networkShader.reset();
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_shaderPath.clear();
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_shaderSource.clear();
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if (shaderUrl.isEmpty()) {
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return;
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}
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if (!shaderUrl.isValid()) {
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if (shaderUrl.isEmpty() || !shaderUrl.isValid()) {
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return;
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}
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@ -180,6 +191,8 @@ bool Procedural::isReady() const {
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return false;
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#endif
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std::lock_guard<std::mutex> lock(_mutex);
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if (!_enabled) {
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return false;
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}
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@ -209,10 +222,11 @@ bool Procedural::isReady() const {
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}
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void Procedural::prepare(gpu::Batch& batch,
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const glm::vec3& position,
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const glm::vec3& size,
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const glm::quat& orientation,
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const glm::vec4& color) {
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const glm::vec3& position,
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const glm::vec3& size,
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const glm::quat& orientation,
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const ProceduralProgramKey key) {
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std::lock_guard<std::mutex> lock(_mutex);
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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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@ -225,62 +239,56 @@ void Procedural::prepare(gpu::Batch& batch,
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_shaderDirty = true;
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_shaderModified = lastModified;
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}
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} else if (_networkShader && _networkShader->isLoaded()) {
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} else if (_shaderSource.isEmpty() && _networkShader && _networkShader->isLoaded()) {
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_shaderSource = _networkShader->_source;
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_shaderDirty = true;
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}
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if (!_opaquePipeline || !_transparentPipeline || _shaderDirty) {
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if (_shaderDirty) {
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_proceduralPipelines.clear();
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}
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auto& pipeline = _proceduralPipelines.find(key);
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bool recompiledShader = false;
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if (pipeline == _proceduralPipelines.end()) {
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if (!_vertexShader) {
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_vertexShader = gpu::Shader::createVertex(_vertexSource);
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}
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gpu::Shader::Source& fragmentSource = (key.isTransparent() && _transparentFragmentSource.valid()) ? _transparentFragmentSource : _opaqueFragmentSource;
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// Build the fragment shader
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_opaqueFragmentSource.replacements.clear();
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if (_data.version == 1) {
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_opaqueFragmentSource.replacements[PROCEDURAL_VERSION] = "#define PROCEDURAL_V1 1";
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} else if (_data.version == 2) {
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_opaqueFragmentSource.replacements[PROCEDURAL_VERSION] = "#define PROCEDURAL_V2 1";
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}
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_opaqueFragmentSource.replacements[PROCEDURAL_BLOCK] = _shaderSource.toStdString();
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_transparentFragmentSource.replacements = _opaqueFragmentSource.replacements;
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fragmentSource.replacements.clear();
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fragmentSource.replacements[PROCEDURAL_VERSION] = "#define PROCEDURAL_V" + std::to_string(_data.version);
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fragmentSource.replacements[PROCEDURAL_BLOCK] = _shaderSource.toStdString();
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// Set any userdata specified uniforms
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int customSlot = procedural::slot::uniform::Custom;
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for (const auto& key : _data.uniforms.keys()) {
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std::string uniformName = key.toLocal8Bit().data();
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_opaqueFragmentSource.reflection.uniforms[uniformName] = customSlot;
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_transparentFragmentSource.reflection.uniforms[uniformName] = customSlot;
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fragmentSource.reflection.uniforms[uniformName] = customSlot;
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++customSlot;
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}
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// Leave this here for debugging
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// qCDebug(procedural) << "FragmentShader:\n" << fragmentShaderSource.c_str();
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//qCDebug(proceduralLog) << "FragmentShader:\n" << fragmentSource.getSource(shader::Dialect::glsl450, shader::Variant::Mono).c_str();
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gpu::ShaderPointer fragmentShader = gpu::Shader::createPixel(fragmentSource);
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gpu::ShaderPointer program = gpu::Shader::createProgram(_vertexShader, fragmentShader);
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_proceduralPipelines[key] = gpu::Pipeline::create(program, key.isTransparent() ? _transparentState : _opaqueState);
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// TODO: THis is a simple fix, we need a cleaner way to provide the "hosting" program for procedural custom shaders to be defined together with the required bindings.
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_opaqueFragmentShader = gpu::Shader::createPixel(_opaqueFragmentSource);
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_opaqueShader = gpu::Shader::createProgram(_vertexShader, _opaqueFragmentShader);
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_opaquePipeline = gpu::Pipeline::create(_opaqueShader, _opaqueState);
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if (_transparentFragmentSource.valid()) {
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_transparentFragmentShader = gpu::Shader::createPixel(_transparentFragmentSource);
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_transparentShader = gpu::Shader::createProgram(_vertexShader, _transparentFragmentShader);
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_transparentPipeline = gpu::Pipeline::create(_transparentShader, _transparentState);
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} else {
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_transparentFragmentShader = _opaqueFragmentShader;
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_transparentShader = _opaqueShader;
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_transparentPipeline = _opaquePipeline;
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}
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_start = usecTimestampNow();
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_frameCount = 0;
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recompiledShader = true;
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}
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bool transparent = color.a < 1.0f;
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batch.setPipeline(transparent ? _transparentPipeline : _opaquePipeline);
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batch.setPipeline(_proceduralPipelines[key]);
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if (_shaderDirty || _uniformsDirty || _prevTransparent != transparent) {
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setupUniforms(transparent);
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if (_shaderDirty || _uniformsDirty) {
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setupUniforms();
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}
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_prevTransparent = transparent;
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_shaderDirty = _uniformsDirty = false;
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for (auto lambda : _uniforms) {
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@ -290,8 +298,7 @@ void Procedural::prepare(gpu::Batch& batch,
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static gpu::Sampler sampler;
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static std::once_flag once;
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std::call_once(once, [&] {
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gpu::Sampler::Desc desc;
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desc._filter = gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR;
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sampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
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});
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for (size_t i = 0; i < MAX_PROCEDURAL_TEXTURE_CHANNELS; ++i) {
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@ -301,19 +308,17 @@ void Procedural::prepare(gpu::Batch& batch,
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gpuTexture->setSampler(sampler);
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gpuTexture->setAutoGenerateMips(true);
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}
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batch.setResourceTexture((gpu::uint32)i, gpuTexture);
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batch.setResourceTexture(procedural::slot::texture::Channel0 + i, gpuTexture);
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}
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}
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}
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void Procedural::setupUniforms(bool transparent) {
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void Procedural::setupUniforms() {
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_uniforms.clear();
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auto customUniformCount = _data.uniforms.keys().size();
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// Set any userdata specified uniforms
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for (int i = 0; i < customUniformCount; ++i) {
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int slot = procedural::slot::uniform::Custom + i;
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QString key = _data.uniforms.keys().at(i);
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int slot = procedural::slot::uniform::Custom;
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for (const auto& key : _data.uniforms.keys()) {
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std::string uniformName = key.toLocal8Bit().data();
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QJsonValue value = _data.uniforms[key];
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if (value.isDouble()) {
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@ -360,6 +365,7 @@ void Procedural::setupUniforms(bool transparent) {
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}
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}
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}
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slot++;
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}
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_uniforms.push_back([=](gpu::Batch& batch) {
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@ -398,7 +404,7 @@ void Procedural::setupUniforms(bool transparent) {
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});
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}
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glm::vec4 Procedural::getColor(const glm::vec4& entityColor) {
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glm::vec4 Procedural::getColor(const glm::vec4& entityColor) const {
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if (_data.version == 1) {
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return glm::vec4(1);
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}
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@ -7,8 +7,6 @@
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//
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#pragma once
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#ifndef hifi_RenderableProcedrualItem_h
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#define hifi_RenderableProcedrualItem_h
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#include <atomic>
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@ -32,7 +30,6 @@ const size_t MAX_PROCEDURAL_TEXTURE_CHANNELS{ 4 };
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struct ProceduralData {
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static QJsonValue getProceduralData(const QString& proceduralJson);
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static ProceduralData parse(const QString& userDataJson);
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// This should only be called from the render thread, as it shares data with Procedural::prepare
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void parse(const QJsonObject&);
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// Rendering object descriptions, from userData
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@ -42,10 +39,40 @@ struct ProceduralData {
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QJsonArray channels;
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};
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class ProceduralProgramKey {
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public:
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enum FlagBit {
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IS_TRANSPARENT = 0,
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NUM_FLAGS
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};
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typedef std::bitset<NUM_FLAGS> Flags;
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Flags _flags;
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bool isTransparent() const { return _flags[IS_TRANSPARENT]; }
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ProceduralProgramKey(bool transparent = false) {
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if (transparent) {
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_flags.set(IS_TRANSPARENT);
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}
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}
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};
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namespace std {
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template <>
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struct hash<ProceduralProgramKey> {
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size_t operator()(const ProceduralProgramKey& key) const {
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return std::hash<std::bitset<ProceduralProgramKey::FlagBit::NUM_FLAGS>>()(key._flags);
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}
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};
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}
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inline bool operator==(const ProceduralProgramKey& a, const ProceduralProgramKey& b) {
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return a._flags == b._flags;
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}
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inline bool operator!=(const ProceduralProgramKey& a, const ProceduralProgramKey& b) {
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return a._flags != b._flags;
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}
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// WARNING with threaded rendering it is the RESPONSIBILITY OF THE CALLER to ensure that
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// calls to `setProceduralData` happen on the main thread and that calls to `ready` and `prepare`
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// are treated atomically, and that they cannot happen concurrently with calls to `setProceduralData`
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// FIXME better encapsulation
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// FIXME better mechanism for extending to things rendered using shaders other than simple.slv
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struct Procedural {
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@ -55,10 +82,9 @@ 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, const glm::vec4& color = glm::vec4(1));
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const gpu::ShaderPointer& getOpaqueShader() const { return _opaqueShader; }
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void prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size, const glm::quat& orientation, const ProceduralProgramKey key = ProceduralProgramKey());
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glm::vec4 getColor(const glm::vec4& entityColor);
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glm::vec4 getColor(const glm::vec4& entityColor) const;
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quint64 getFadeStartTime() const { return _fadeStartTime; }
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bool isFading() const { return _doesFade && _isFading; }
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void setIsFading(bool isFading) { _isFading = isFading; }
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@ -108,22 +134,19 @@ protected:
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QString _shaderPath;
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quint64 _shaderModified { 0 };
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NetworkShaderPointer _networkShader;
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bool _dirty { false };
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bool _shaderDirty { true };
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bool _uniformsDirty { true };
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// Rendering objects
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UniformLambdas _uniforms;
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NetworkTexturePointer _channels[MAX_PROCEDURAL_TEXTURE_CHANNELS];
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gpu::PipelinePointer _opaquePipeline;
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gpu::PipelinePointer _transparentPipeline;
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std::unordered_map<ProceduralProgramKey, gpu::PipelinePointer> _proceduralPipelines;
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gpu::ShaderPointer _vertexShader;
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StandardInputs _standardInputs;
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gpu::BufferPointer _standardInputsBuffer;
|
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gpu::ShaderPointer _vertexShader;
|
||||
gpu::ShaderPointer _opaqueFragmentShader;
|
||||
gpu::ShaderPointer _transparentFragmentShader;
|
||||
gpu::ShaderPointer _opaqueShader;
|
||||
gpu::ShaderPointer _transparentShader;
|
||||
|
||||
// Entity metadata
|
||||
glm::vec3 _entityDimensions;
|
||||
|
@ -131,14 +154,11 @@ protected:
|
|||
glm::mat3 _entityOrientation;
|
||||
|
||||
private:
|
||||
// This should only be called from the render thread, as it shares data with Procedural::prepare
|
||||
void setupUniforms(bool transparent);
|
||||
void setupUniforms();
|
||||
|
||||
mutable quint64 _fadeStartTime { 0 };
|
||||
mutable bool _hasStartedFade { false };
|
||||
mutable bool _isFading { false };
|
||||
bool _doesFade { true };
|
||||
bool _prevTransparent { false };
|
||||
mutable std::mutex _mutex;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -8,11 +8,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<@include gpu/Noise.slh@>
|
||||
<@include procedural/ShaderConstants.h@>
|
||||
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
LAYOUT(binding=PROCEDURAL_TEXTURE_CHANNEL0) uniform sampler2D iChannel0;
|
||||
LAYOUT(binding=PROCEDURAL_TEXTURE_CHANNEL1) uniform sampler2D iChannel1;
|
||||
|
@ -59,6 +56,19 @@ LAYOUT_STD140(binding=0) uniform standardInputsBuffer {
|
|||
#define iChannelResolution standardInputs.channelResolution
|
||||
#define iWorldOrientation standardInputs.worldOrientation
|
||||
|
||||
struct ProceduralFragmentData {
|
||||
vec3 position;
|
||||
vec3 normal;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 emissive;
|
||||
float alpha;
|
||||
float roughness;
|
||||
float metallic;
|
||||
float occlusion;
|
||||
float scattering;
|
||||
};
|
||||
|
||||
// Unimplemented uniforms
|
||||
// Resolution doesn't make sense in the VR context
|
||||
const vec3 iResolution = vec3(1.0);
|
||||
|
@ -69,8 +79,6 @@ const float iSampleRate = 1.0;
|
|||
// No support for video input
|
||||
const vec4 iChannelTime = vec4(0.0);
|
||||
|
||||
#define PROCEDURAL 1
|
||||
|
||||
//PROCEDURAL_VERSION
|
||||
|
||||
// hack comment for extra whitespace
|
||||
|
|
|
@ -35,7 +35,6 @@ bool ProceduralSkybox::empty() {
|
|||
void ProceduralSkybox::clear() {
|
||||
// Parse and prepare a procedural with no shaders to release textures
|
||||
parse(QString());
|
||||
_procedural.isReady();
|
||||
|
||||
Skybox::clear();
|
||||
}
|
||||
|
|
|
@ -14,9 +14,9 @@
|
|||
<@include DefaultMaterials.slh@>
|
||||
|
||||
<@include ForwardGlobalLight.slh@>
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareEvalSkyboxGlobalColor()$>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
// the interpolated normal
|
||||
|
|
|
@ -14,6 +14,9 @@
|
|||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
<@include render-utils/ShaderConstants.h@>
|
||||
|
||||
// the interpolated normal
|
||||
|
@ -45,27 +48,64 @@ float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float s
|
|||
return 1.0;
|
||||
}
|
||||
|
||||
float getProceduralFragment(inout ProceduralFragmentData proceduralData) {
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
//PROCEDURAL_BLOCK_END
|
||||
|
||||
#line 2030
|
||||
void main(void) {
|
||||
vec3 normal = normalize(_normalWS.xyz);
|
||||
vec3 diffuse = _color.rgb;
|
||||
float roughness = DEFAULT_ROUGHNESS;
|
||||
float metallic = DEFAULT_METALLIC;
|
||||
vec3 emissive = DEFAULT_EMISSIVE;
|
||||
float occlusion = DEFAULT_OCCLUSION;
|
||||
float scattering = DEFAULT_SCATTERING;
|
||||
|
||||
float emissiveAmount = 0.0;
|
||||
|
||||
#if defined(PROCEDURAL_V1)
|
||||
diffuse = getProceduralColor().rgb;
|
||||
emissiveAmount = 1.0;
|
||||
emissive = vec3(1.0);
|
||||
#elif defined(PROCEDURAL_V2)
|
||||
vec3 specular = DEFAULT_SPECULAR;
|
||||
float shininess = DEFAULT_SHININESS;
|
||||
float emissiveAmount = 0.0;
|
||||
|
||||
#ifdef PROCEDURAL
|
||||
|
||||
#ifdef PROCEDURAL_V1
|
||||
diffuse = 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
|
||||
//diffuse = pow(diffuse, vec3(2.2));
|
||||
emissiveAmount = 1.0;
|
||||
#else
|
||||
emissiveAmount = getProceduralColors(diffuse, specular, shininess);
|
||||
#endif
|
||||
roughness = max(0.0, 1.0 - shininess / 128.0);
|
||||
metallic = length(specular);
|
||||
emissive = vec3(clamp(emissiveAmount, 0.0, 1.0));
|
||||
#elif defined(PROCEDURAL_V3)
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec4 position = cam._viewInverse * _positionES;
|
||||
ProceduralFragmentData proceduralData = {
|
||||
position.xyz,
|
||||
normal,
|
||||
vec3(0.0),
|
||||
DEFAULT_SPECULAR,
|
||||
DEFAULT_EMISSIVE,
|
||||
1.0,
|
||||
DEFAULT_ROUGHNESS,
|
||||
DEFAULT_METALLIC,
|
||||
DEFAULT_OCCLUSION,
|
||||
DEFAULT_SCATTERING
|
||||
};
|
||||
emissiveAmount = getProceduralFragment(proceduralData);
|
||||
normal = proceduralData.normal;
|
||||
diffuse = proceduralData.diffuse;
|
||||
roughness = proceduralData.roughness;
|
||||
metallic = proceduralData.metallic;
|
||||
emissive = proceduralData.emissive;
|
||||
occlusion = proceduralData.occlusion;
|
||||
scattering = proceduralData.scattering;
|
||||
|
||||
position = vec4(proceduralData.position, 1.0);
|
||||
vec4 posClip = cam._projection * (cam._view * position);
|
||||
float far = gl_DepthRange.far;
|
||||
float near = gl_DepthRange.near;
|
||||
gl_FragDepth = 0.5 * ((far - near) * posClip.z / posClip.w + near + far);
|
||||
#endif
|
||||
|
||||
if (emissiveAmount > 0.0) {
|
||||
|
@ -73,18 +113,18 @@ void main(void) {
|
|||
normal,
|
||||
1.0,
|
||||
diffuse,
|
||||
max(0.0, 1.0 - shininess / 128.0),
|
||||
DEFAULT_METALLIC,
|
||||
vec3(clamp(emissiveAmount, 0.0, 1.0)));
|
||||
roughness,
|
||||
metallic,
|
||||
emissive);
|
||||
} else {
|
||||
packDeferredFragment(
|
||||
normal,
|
||||
1.0,
|
||||
diffuse,
|
||||
max(0.0, 1.0 - shininess / 128.0),
|
||||
length(specular),
|
||||
DEFAULT_EMISSIVE,
|
||||
DEFAULT_OCCLUSION,
|
||||
DEFAULT_SCATTERING);
|
||||
roughness,
|
||||
metallic,
|
||||
emissive,
|
||||
occlusion,
|
||||
scattering);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -16,6 +16,9 @@
|
|||
<@include DeferredGlobalLight.slh@>
|
||||
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
<@include render-utils/ShaderConstants.h@>
|
||||
|
||||
// the interpolated normal
|
||||
|
@ -50,46 +53,86 @@ float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float s
|
|||
return 1.0;
|
||||
}
|
||||
|
||||
float getProceduralFragment(inout ProceduralFragmentData proceduralData) {
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
//PROCEDURAL_BLOCK_END
|
||||
|
||||
#line 2030
|
||||
void main(void) {
|
||||
vec3 normal = normalize(_normalWS.xyz);
|
||||
vec3 diffuse = _color.rgb;
|
||||
vec3 specular = DEFAULT_SPECULAR;
|
||||
float shininess = DEFAULT_SHININESS;
|
||||
float alpha = _color.a;
|
||||
float occlusion = DEFAULT_OCCLUSION;
|
||||
vec3 fresnel = DEFAULT_FRESNEL;
|
||||
float metallic = DEFAULT_METALLIC;
|
||||
vec3 emissive = DEFAULT_EMISSIVE;
|
||||
float roughness = DEFAULT_ROUGHNESS;
|
||||
|
||||
float emissiveAmount = 0.0;
|
||||
|
||||
#ifdef PROCEDURAL
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 posEye = _positionES.xyz;
|
||||
|
||||
#ifdef PROCEDURAL_V1
|
||||
diffuse = 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
|
||||
//diffuse = pow(diffuse, vec3(2.2));
|
||||
emissiveAmount = 1.0;
|
||||
#else
|
||||
emissive = vec3(1.0);
|
||||
#elif defined(PROCEDURAL_V2)
|
||||
vec3 specular = DEFAULT_SPECULAR;
|
||||
float shininess = DEFAULT_SHININESS;
|
||||
emissiveAmount = getProceduralColors(diffuse, specular, shininess);
|
||||
#endif
|
||||
roughness = max(0.0, 1.0 - shininess / 128.0);
|
||||
metallic = length(specular);
|
||||
emissive = vec3(clamp(emissiveAmount, 0.0, 1.0));
|
||||
#elif defined(PROCEDURAL_V3)
|
||||
vec4 position = cam._viewInverse * _positionES;
|
||||
ProceduralFragmentData proceduralData = {
|
||||
position.xyz,
|
||||
normal,
|
||||
vec3(0.0),
|
||||
DEFAULT_SPECULAR,
|
||||
DEFAULT_EMISSIVE,
|
||||
1.0,
|
||||
DEFAULT_ROUGHNESS,
|
||||
DEFAULT_METALLIC,
|
||||
DEFAULT_OCCLUSION,
|
||||
DEFAULT_SCATTERING
|
||||
};
|
||||
emissiveAmount = getProceduralFragment(proceduralData);
|
||||
position = vec4(proceduralData.position, 1.0);
|
||||
vec4 posEye4 = cam._view * position;
|
||||
posEye = vec3(posEye4);
|
||||
occlusion = proceduralData.occlusion;
|
||||
normal = proceduralData.normal;
|
||||
diffuse = proceduralData.diffuse;
|
||||
alpha = proceduralData.alpha;
|
||||
fresnel = proceduralData.specular;
|
||||
metallic = proceduralData.metallic;
|
||||
emissive = proceduralData.emissive;
|
||||
roughness = proceduralData.roughness;
|
||||
|
||||
vec4 posClip = cam._projection * posEye4;
|
||||
float far = gl_DepthRange.far;
|
||||
float near = gl_DepthRange.near;
|
||||
gl_FragDepth = 0.5 * ((far - near) * posClip.z / posClip.w + near + far);
|
||||
#endif
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragPosition = _positionES.xyz;
|
||||
|
||||
if (emissiveAmount > 0.0) {
|
||||
_fragColor0 = vec4(diffuse, _color.a);
|
||||
_fragColor0 = vec4(diffuse, alpha);
|
||||
} else {
|
||||
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
DEFAULT_OCCLUSION,
|
||||
fragPosition,
|
||||
occlusion,
|
||||
posEye,
|
||||
normal,
|
||||
diffuse,
|
||||
DEFAULT_FRESNEL,
|
||||
length(specular),
|
||||
DEFAULT_EMISSIVE,
|
||||
max(0.0, 1.0 - shininess / 128.0), _color.a),
|
||||
_color.a);
|
||||
fresnel,
|
||||
metallic,
|
||||
emissive,
|
||||
roughness, alpha),
|
||||
alpha);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue