Merge pull request #10614 from samcake/brown

Introduce a stencil mask pass in the rendering to optimize HMD
This commit is contained in:
Brad Hefta-Gaub 2017-06-05 14:14:11 -07:00 committed by GitHub
commit 51e00b9de9
37 changed files with 432 additions and 692 deletions

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@ -2211,6 +2211,9 @@ void Application::paintGL() {
});
renderArgs._context->setStereoProjections(eyeProjections);
renderArgs._context->setStereoViews(eyeOffsets);
// Configure the type of display / stereo
renderArgs._displayMode = (isHMDMode() ? RenderArgs::STEREO_HMD : RenderArgs::STEREO_MONITOR);
}
renderArgs._blitFramebuffer = finalFramebuffer;
displaySide(&renderArgs, _myCamera);

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@ -13,6 +13,7 @@
#include <DependencyManager.h>
#include <PerfStat.h>
#include <GeometryCache.h>
#include <StencilMaskPass.h>
#include <AbstractViewStateInterface.h>
#include "EntitiesRendererLogging.h"
@ -292,6 +293,7 @@ void RenderableParticleEffectEntityItem::createPipelines() {
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
PrepareStencil::testMask(*state);
auto vertShader = gpu::Shader::createVertex(std::string(untextured_particle_vert));
auto fragShader = gpu::Shader::createPixel(std::string(untextured_particle_frag));
@ -305,6 +307,7 @@ void RenderableParticleEffectEntityItem::createPipelines() {
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
PrepareStencil::testMask(*state);
auto vertShader = gpu::Shader::createVertex(std::string(textured_particle_vert));
auto fragShader = gpu::Shader::createPixel(std::string(textured_particle_frag));

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@ -12,6 +12,7 @@
#include <glm/gtx/quaternion.hpp>
#include <GeometryCache.h>
#include <StencilMaskPass.h>
#include <TextureCache.h>
#include <PathUtils.h>
#include <PerfStat.h>
@ -69,6 +70,7 @@ void RenderablePolyLineEntityItem::createPipeline() {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(true, true, gpu::LESS_EQUAL);
PrepareStencil::testMask(*state);
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);

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@ -46,6 +46,9 @@
#endif
#include "model/Geometry.h"
#include "StencilMaskPass.h"
#include "EntityTreeRenderer.h"
#include "polyvox_vert.h"
#include "polyvox_frag.h"
@ -743,6 +746,7 @@ void RenderablePolyVoxEntityItem::render(RenderArgs* args) {
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
PrepareStencil::testMaskDrawShape(*state);
_pipeline = gpu::Pipeline::create(program, state);
@ -750,6 +754,7 @@ void RenderablePolyVoxEntityItem::render(RenderArgs* args) {
wireframeState->setCullMode(gpu::State::CULL_BACK);
wireframeState->setDepthTest(true, true, gpu::LESS_EQUAL);
wireframeState->setFillMode(gpu::State::FILL_LINE);
PrepareStencil::testMaskDrawShape(*wireframeState);
_wireframePipeline = gpu::Pipeline::create(program, wireframeState);
}

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@ -13,6 +13,7 @@
#include <gpu/Batch.h>
#include <DependencyManager.h>
#include <StencilMaskPass.h>
#include <GeometryCache.h>
#include <PerfStat.h>
@ -93,6 +94,7 @@ void RenderableShapeEntityItem::render(RenderArgs* args) {
_procedural->_fragmentSource = simple_frag;
_procedural->_opaqueState->setCullMode(gpu::State::CULL_NONE);
_procedural->_opaqueState->setDepthTest(true, true, gpu::LESS_EQUAL);
PrepareStencil::testMaskDrawShape(*_procedural->_opaqueState);
_procedural->_opaqueState->setBlendFunction(false,
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);

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@ -0,0 +1,28 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// Draw and transform the fed vertex position with the standard MVP stack
// Output the clip position
//
// Created by Sam Gateau on 5/30/2017
// 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 gpu/Transform.slh@>
<$declareStandardTransform()$>
layout(location = 0) in vec4 inPosition;
out vec3 varWorldPos;
void main(void) {
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
}

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@ -2,25 +2,18 @@
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// hit_effect.vert
// vertex shader
// Draw the fed vertex position, pass straight as clip pos
// Output the clip position
//
// Created by Eric Levin on 7/20/15.
// Copyright 2015 High Fidelity, Inc.
// Created by Sam Gateau on 5/30/2017
// 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 gpu/Inputs.slh@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
out vec2 varQuadPosition;
layout(location = 0) in vec4 inPosition;
void main(void) {
varQuadPosition = inPosition.xy;
gl_Position = inPosition;
}
}

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@ -2,15 +2,17 @@
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// drawOpaqueStencil.frag
// fragment shader
// Draw white
//
// Created by Sam Gateau on 9/29/15.
// Copyright 2015 High Fidelity, Inc.
// Created by Sam Gateau on 5/30/2017
// 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
//
out vec4 outFragColor;
void main(void) {
outFragColor = vec4(1.0);
}

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@ -16,6 +16,12 @@
#include "DrawTransformUnitQuad_vert.h"
#include "DrawTexcoordRectTransformUnitQuad_vert.h"
#include "DrawViewportQuadTransformTexcoord_vert.h"
#include "DrawVertexPosition_vert.h"
#include "DrawTransformVertexPosition_vert.h"
const char DrawNada_frag[] = "void main(void) {}"; // DrawNada is really simple...
#include "DrawWhite_frag.h"
#include "DrawTexture_frag.h"
#include "DrawTextureOpaque_frag.h"
#include "DrawColoredTexture_frag.h"
@ -26,6 +32,10 @@ ShaderPointer StandardShaderLib::_drawUnitQuadTexcoordVS;
ShaderPointer StandardShaderLib::_drawTransformUnitQuadVS;
ShaderPointer StandardShaderLib::_drawTexcoordRectTransformUnitQuadVS;
ShaderPointer StandardShaderLib::_drawViewportQuadTransformTexcoordVS;
ShaderPointer StandardShaderLib::_drawVertexPositionVS;
ShaderPointer StandardShaderLib::_drawTransformVertexPositionVS;
ShaderPointer StandardShaderLib::_drawNadaPS;
ShaderPointer StandardShaderLib::_drawWhitePS;
ShaderPointer StandardShaderLib::_drawTexturePS;
ShaderPointer StandardShaderLib::_drawTextureOpaquePS;
ShaderPointer StandardShaderLib::_drawColoredTexturePS;
@ -85,6 +95,34 @@ ShaderPointer StandardShaderLib::getDrawViewportQuadTransformTexcoordVS() {
return _drawViewportQuadTransformTexcoordVS;
}
ShaderPointer StandardShaderLib::getDrawVertexPositionVS() {
if (!_drawVertexPositionVS) {
_drawVertexPositionVS = gpu::Shader::createVertex(std::string(DrawVertexPosition_vert));
}
return _drawVertexPositionVS;
}
ShaderPointer StandardShaderLib::getDrawTransformVertexPositionVS() {
if (!_drawTransformVertexPositionVS) {
_drawTransformVertexPositionVS = gpu::Shader::createVertex(std::string(DrawTransformVertexPosition_vert));
}
return _drawTransformVertexPositionVS;
}
ShaderPointer StandardShaderLib::getDrawNadaPS() {
if (!_drawNadaPS) {
_drawNadaPS = gpu::Shader::createPixel(std::string(DrawNada_frag));
}
return _drawNadaPS;
}
ShaderPointer StandardShaderLib::getDrawWhitePS() {
if (!_drawWhitePS) {
_drawWhitePS = gpu::Shader::createPixel(std::string(DrawWhite_frag));
}
return _drawWhitePS;
}
ShaderPointer StandardShaderLib::getDrawTexturePS() {
if (!_drawTexturePS) {
_drawTexturePS = gpu::Shader::createPixel(std::string(DrawTexture_frag));
@ -99,8 +137,6 @@ ShaderPointer StandardShaderLib::getDrawTextureOpaquePS() {
return _drawTextureOpaquePS;
}
ShaderPointer StandardShaderLib::getDrawColoredTexturePS() {
if (!_drawColoredTexturePS) {
_drawColoredTexturePS = gpu::Shader::createPixel(std::string(DrawColoredTexture_frag));

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@ -37,6 +37,15 @@ public:
// Shader draws the unit quad in the full viewport clipPos = ([(-1,-1),(1,1)]) and transform the texcoord = [(0,0),(1,1)] by the model transform.
static ShaderPointer getDrawViewportQuadTransformTexcoordVS();
// Shader draw the fed vertex position and transform it by the full model transform stack (Model, View, Proj).
// simply output the world pos and the clip pos to the next stage
static ShaderPointer getDrawVertexPositionVS();
static ShaderPointer getDrawTransformVertexPositionVS();
// PShader does nothing, no really nothing, but still needed for defining a program triggering rasterization
static ShaderPointer getDrawNadaPS();
static ShaderPointer getDrawWhitePS();
static ShaderPointer getDrawTexturePS();
static ShaderPointer getDrawTextureOpaquePS();
static ShaderPointer getDrawColoredTexturePS();
@ -51,6 +60,12 @@ protected:
static ShaderPointer _drawTransformUnitQuadVS;
static ShaderPointer _drawTexcoordRectTransformUnitQuadVS;
static ShaderPointer _drawViewportQuadTransformTexcoordVS;
static ShaderPointer _drawVertexPositionVS;
static ShaderPointer _drawTransformVertexPositionVS;
static ShaderPointer _drawNadaPS;
static ShaderPointer _drawWhitePS;
static ShaderPointer _drawTexturePS;
static ShaderPointer _drawTextureOpaquePS;
static ShaderPointer _drawColoredTexturePS;

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@ -241,6 +241,42 @@ void Mesh::forEach(std::function<void(glm::vec3)> vertexFunc,
}
}
MeshPointer Mesh::createIndexedTriangles_P3F(uint32_t numVertices, uint32_t numIndices, const glm::vec3* vertices, const uint32_t* indices) {
MeshPointer mesh;
if (numVertices == 0) { return mesh; }
if (numIndices < 3) { return mesh; }
mesh = std::make_shared<Mesh>();
// Vertex buffer
mesh->setVertexBuffer(gpu::BufferView(new gpu::Buffer(numVertices * sizeof(glm::vec3), (gpu::Byte*) vertices), gpu::Element::VEC3F_XYZ));
// trim down the indices to shorts if possible
if (numIndices < std::numeric_limits<uint16_t>::max()) {
Indices16 shortIndicesVector;
int16_t* shortIndices = nullptr;
if (indices) {
shortIndicesVector.resize(numIndices);
for (uint32_t i = 0; i < numIndices; i++) {
shortIndicesVector[i] = indices[i];
}
shortIndices = shortIndicesVector.data();
}
mesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(numIndices * sizeof(uint16_t), (gpu::Byte*) shortIndices), gpu::Element::INDEX_UINT16));
} else {
mesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(numIndices * sizeof(uint32_t), (gpu::Byte*) indices), gpu::Element::INDEX_INT32));
}
std::vector<model::Mesh::Part> parts;
parts.push_back(model::Mesh::Part(0, numIndices, 0, model::Mesh::TRIANGLES));
mesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(parts.size() * sizeof(model::Mesh::Part), (gpu::Byte*) parts.data()), gpu::Element::PART_DRAWCALL));
return mesh;
}
Geometry::Geometry() {
}
@ -256,3 +292,5 @@ Geometry::~Geometry() {
void Geometry::setMesh(const MeshPointer& mesh) {
_mesh = mesh;
}

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@ -65,6 +65,9 @@ public:
const gpu::BufferStream& getVertexStream() const { return _vertexStream; }
// Index Buffer
using Indices16 = std::vector<int16_t>;
using Indices32 = std::vector<int32_t>;
void setIndexBuffer(const BufferView& buffer);
const BufferView& getIndexBuffer() const { return _indexBuffer; }
size_t getNumIndices() const { return _indexBuffer.getNumElements(); }
@ -127,6 +130,9 @@ public:
std::function<void(glm::vec3)> normalFunc,
std::function<void(uint32_t)> indexFunc);
static MeshPointer createIndexedTriangles_P3F(uint32_t numVertices, uint32_t numTriangles, const glm::vec3* vertices = nullptr, const uint32_t* indices = nullptr);
protected:
gpu::Stream::FormatPointer _vertexFormat;

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@ -97,7 +97,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
}
auto skyState = std::make_shared<gpu::State>();
skyState->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
skyState->setStencilTest(true, 0xFF, gpu::State::StencilTest(1, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
thePipeline = gpu::Pipeline::create(skyShader, skyState);
}

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@ -23,7 +23,7 @@ ProceduralSkybox::ProceduralSkybox() : model::Skybox() {
_procedural._fragmentSource = skybox_frag;
// Adjust the pipeline state for background using the stencil test
_procedural.setDoesFade(false);
_procedural._opaqueState->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
_procedural._opaqueState->setStencilTest(true, 0xFF, gpu::State::StencilTest(1, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
}
bool ProceduralSkybox::empty() {

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@ -17,6 +17,7 @@
#include <gpu/Context.h>
#include "AntialiasingEffect.h"
#include "StencilMaskPass.h"
#include "TextureCache.h"
#include "FramebufferCache.h"
#include "DependencyManager.h"
@ -70,6 +71,8 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
PrepareStencil::testMask(*state);
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Good to go add the brand new pipeline
@ -93,6 +96,7 @@ const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
PrepareStencil::testMask(*state);
// Good to go add the brand new pipeline
_blendPipeline = gpu::Pipeline::create(program, state);

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@ -18,6 +18,7 @@
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include "StencilMaskPass.h"
#include "AbstractViewStateInterface.h"
#include "GeometryCache.h"
#include "TextureCache.h"
@ -27,18 +28,15 @@
#include "deferred_light_point_vert.h"
#include "deferred_light_spot_vert.h"
#include "directional_light_frag.h"
#include "directional_ambient_light_frag.h"
#include "directional_skybox_light_frag.h"
#include "directional_light_shadow_frag.h"
#include "directional_ambient_light_shadow_frag.h"
#include "directional_skybox_light_shadow_frag.h"
#include "local_lights_shading_frag.h"
#include "local_lights_drawOutline_frag.h"
#include "point_light_frag.h"
#include "spot_light_frag.h"
using namespace render;
@ -82,48 +80,26 @@ enum DeferredShader_BufferSlot {
};
static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
static void loadLightVolumeProgram(const char* vertSource, const char* fragSource, bool front, gpu::PipelinePointer& program, LightLocationsPtr& locations);
const char no_light_frag[] =
R"SCRIBE(
out vec4 _fragColor;
void main(void) {
_fragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
)SCRIBE"
;
void DeferredLightingEffect::init() {
_directionalLightLocations = std::make_shared<LightLocations>();
_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightLocations = std::make_shared<LightLocations>();
_directionalLightShadowLocations = std::make_shared<LightLocations>();
_directionalAmbientSphereLightShadowLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightShadowLocations = std::make_shared<LightLocations>();
_localLightLocations = std::make_shared<LightLocations>();
_localLightOutlineLocations = std::make_shared<LightLocations>();
_pointLightLocations = std::make_shared<LightLocations>();
_spotLightLocations = std::make_shared<LightLocations>();
loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations);
loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
loadLightProgram(deferred_light_vert, directional_light_shadow_frag, false, _directionalLightShadow, _directionalLightShadowLocations);
loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_frag, false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_frag, false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
loadLightProgram(deferred_light_vert, local_lights_shading_frag, true, _localLight, _localLightLocations);
loadLightProgram(deferred_light_vert, local_lights_drawOutline_frag, true, _localLightOutline, _localLightOutlineLocations);
loadLightVolumeProgram(deferred_light_point_vert, no_light_frag, false, _pointLightBack, _pointLightLocations);
loadLightVolumeProgram(deferred_light_point_vert, no_light_frag, true, _pointLightFront, _pointLightLocations);
loadLightVolumeProgram(deferred_light_spot_vert, no_light_frag, false, _spotLightBack, _spotLightLocations);
loadLightVolumeProgram(deferred_light_spot_vert, no_light_frag, true, _spotLightFront, _spotLightLocations);
// Light Stage and clusters
_lightStage = std::make_shared<LightStage>();
@ -160,11 +136,11 @@ void DeferredLightingEffect::init() {
lp->setAmbientIntensity(0.5f);
lp->setAmbientMap(_defaultSkyboxAmbientTexture);
auto irradianceSH = _defaultSkyboxAmbientTexture->getIrradiance();
if (irradianceSH) {
lp->setAmbientSphere((*irradianceSH));
}
lp->setAmbientMap(_defaultSkyboxAmbientTexture);
auto irradianceSH = _defaultSkyboxAmbientTexture->getIrradiance();
if (irradianceSH) {
lp->setAmbientSphere((*irradianceSH));
}
}
void DeferredLightingEffect::setupKeyLightBatch(gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit) {
@ -267,7 +243,7 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
state->setColorWriteMask(true, true, true, false);
if (lightVolume) {
state->setStencilTest(true, 0x00, gpu::State::StencilTest(1, 0xFF, gpu::LESS_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
PrepareStencil::testShape(*state);
state->setCullMode(gpu::State::CULL_BACK);
// state->setCullMode(gpu::State::CULL_FRONT);
@ -280,7 +256,7 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
} else {
// Stencil test all the light passes for objects pixels only, not the background
state->setStencilTest(true, 0x00, gpu::State::StencilTest(0, 0x01, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
PrepareStencil::testShape(*state);
state->setCullMode(gpu::State::CULL_BACK);
// additive blending
@ -290,39 +266,6 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
}
static void loadLightVolumeProgram(const char* vertSource, const char* fragSource, bool front, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) {
gpu::ShaderPointer program = makeLightProgram(vertSource, fragSource, locations);
auto state = std::make_shared<gpu::State>();
// Stencil test all the light passes for objects pixels only, not the background
if (front) {
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_DECR, gpu::State::STENCIL_OP_KEEP));
// state->setDepthClampEnable(true);
// TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases
// additive blending
// state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
//state->setColorWriteMask(true, true, true, false);
state->setColorWriteMask(false, false, false, false);
} else {
state->setCullMode(gpu::State::CULL_FRONT);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_INCR, gpu::State::STENCIL_OP_KEEP));
// additive blending
// state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
// state->setColorWriteMask(true, true, true, false);
state->setColorWriteMask(false, false, false, false);
}
pipeline = gpu::Pipeline::create(program, state);
}
void DeferredLightingEffect::setGlobalLight(const model::LightPointer& light) {
/* auto globalLight = _allocatedLights.front();
globalLight->setDirection(light->getDirection());
@ -535,7 +478,7 @@ void PrepareDeferred::run(const RenderContextPointer& renderContext, const Input
gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_COLOR1 | gpu::Framebuffer::BUFFER_COLOR2 | gpu::Framebuffer::BUFFER_COLOR3 |
gpu::Framebuffer::BUFFER_DEPTH |
gpu::Framebuffer::BUFFER_STENCIL,
vec4(vec3(0), 0), 1.0, 0.0, true);
vec4(vec3(0), 0), 1.0, 1, true);
// For the rest of the rendering, bind the lighting model
batch.setUniformBuffer(LIGHTING_MODEL_BUFFER_SLOT, lightingModel->getParametersBuffer());
@ -619,8 +562,8 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
batch.setResourceTexture(SHADOW_MAP_UNIT, globalShadow->map);
}
auto& program = deferredLightingEffect->_shadowMapEnabled ? deferredLightingEffect->_directionalLightShadow : deferredLightingEffect->_directionalLight;
LightLocationsPtr locations = deferredLightingEffect->_shadowMapEnabled ? deferredLightingEffect->_directionalLightShadowLocations : deferredLightingEffect->_directionalLightLocations;
auto& program = deferredLightingEffect->_directionalSkyboxLight;
LightLocationsPtr locations = deferredLightingEffect->_directionalSkyboxLightLocations;
const auto& keyLight = deferredLightingEffect->_allocatedLights[deferredLightingEffect->_globalLights.front()];
// Setup the global directional pass pipeline

View file

@ -82,32 +82,21 @@ private:
gpu::PipelinePointer _directionalSkyboxLight;
gpu::PipelinePointer _directionalAmbientSphereLight;
gpu::PipelinePointer _directionalLight;
gpu::PipelinePointer _directionalSkyboxLightShadow;
gpu::PipelinePointer _directionalAmbientSphereLightShadow;
gpu::PipelinePointer _directionalLightShadow;
gpu::PipelinePointer _localLight;
gpu::PipelinePointer _localLightOutline;
gpu::PipelinePointer _pointLightBack;
gpu::PipelinePointer _pointLightFront;
gpu::PipelinePointer _spotLightBack;
gpu::PipelinePointer _spotLightFront;
LightLocationsPtr _directionalSkyboxLightLocations;
LightLocationsPtr _directionalAmbientSphereLightLocations;
LightLocationsPtr _directionalLightLocations;
LightLocationsPtr _directionalSkyboxLightShadowLocations;
LightLocationsPtr _directionalAmbientSphereLightShadowLocations;
LightLocationsPtr _directionalLightShadowLocations;
LightLocationsPtr _localLightLocations;
LightLocationsPtr _localLightOutlineLocations;
LightLocationsPtr _pointLightLocations;
LightLocationsPtr _spotLightLocations;
using Lights = std::vector<model::LightPointer>;

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@ -24,6 +24,7 @@
#include "TextureCache.h"
#include "RenderUtilsLogging.h"
#include "StencilMaskPass.h"
#include "gpu/StandardShaderLib.h"
@ -1610,6 +1611,9 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
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);
PrepareStencil::testMask(*state);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("lineData"), LINE_DATA_SLOT));
gpu::Shader::makeProgram(*program, slotBindings);
@ -1663,11 +1667,14 @@ void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
// enable decal blend
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
PrepareStencil::testMask(*state);
_standardDrawPipeline = gpu::Pipeline::create(program, state);
auto stateNoBlend = std::make_shared<gpu::State>();
PrepareStencil::testMaskDrawShape(*state);
auto noBlendPS = gpu::StandardShaderLib::getDrawTextureOpaquePS();
auto programNoBlend = gpu::Shader::createProgram(vs, noBlendPS);
gpu::Shader::makeProgram((*programNoBlend));
@ -1690,12 +1697,14 @@ void GeometryCache::useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bo
auto stateLayered = std::make_shared<gpu::State>();
stateLayered->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
PrepareStencil::testMask(*stateLayered);
_gridPipelineLayered = gpu::Pipeline::create(program, stateLayered);
auto state = std::make_shared<gpu::State>(stateLayered->getValues());
const float DEPTH_BIAS = 0.001f;
state->setDepthBias(DEPTH_BIAS);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
PrepareStencil::testMaskDrawShape(*state);
_gridPipeline = gpu::Pipeline::create(program, state);
}
@ -1773,6 +1782,11 @@ static void buildWebShader(const std::string& vertShaderText, const std::string&
state->setBlendFunction(blendEnable,
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);
if (blendEnable) {
PrepareStencil::testMask(*state);
} else {
PrepareStencil::testMaskDrawShape(*state);
}
pipelinePointerOut = gpu::Pipeline::create(shaderPointerOut, state);
}
@ -1858,6 +1872,12 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
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);
if (config.isTransparent()) {
PrepareStencil::testMask(*state);
} else {
PrepareStencil::testMaskDrawShape(*state);
}
gpu::ShaderPointer program = (config.isUnlit()) ? _unlitShader : _simpleShader;
gpu::PipelinePointer pipeline = gpu::Pipeline::create(program, state);
_simplePrograms.insert(config, pipeline);

View file

@ -1,94 +0,0 @@
//
// HitEffect.cpp
// interface/src/renderer
//
// Created by Andrzej Kapolka on 7/14/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include <glm/gtc/random.hpp>
#include <DependencyManager.h>
#include <PathUtils.h>
#include <SharedUtil.h>
#include "AbstractViewStateInterface.h"
#include "HitEffect.h"
#include "TextureCache.h"
#include "DependencyManager.h"
#include "ViewFrustum.h"
#include "GeometryCache.h"
#include <gpu/Context.h>
#include "hit_effect_vert.h"
#include "hit_effect_frag.h"
HitEffect::HitEffect() {
_geometryId = DependencyManager::get<GeometryCache>()->allocateID();
}
HitEffect::~HitEffect() {
auto geometryCache = DependencyManager::get<GeometryCache>();
if (_geometryId && geometryCache) {
geometryCache->releaseID(_geometryId);
}
}
const gpu::PipelinePointer& HitEffect::getHitEffectPipeline() {
if (!_hitEffectPipeline) {
auto vs = gpu::Shader::createVertex(std::string(hit_effect_vert));
auto ps = gpu::Shader::createPixel(std::string(hit_effect_frag));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
// Good to go add the brand new pipeline
_hitEffectPipeline = gpu::Pipeline::create(program, state);
}
return _hitEffectPipeline;
}
void HitEffect::run(const render::RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setModelTransform(Transform());
batch.setPipeline(getHitEffectPipeline());
static const glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
static const glm::vec2 bottomLeft(-1.0f, -1.0f);
static const glm::vec2 topRight(1.0f, 1.0f);
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, color, _geometryId);
});
}

View file

@ -1,38 +0,0 @@
//
// hitEffect.h
// hifi
//
// Created by eric levin on 7/17/15.
//
//
#ifndef hifi_hitEffect_h
#define hifi_hitEffect_h
#include <render/DrawTask.h>
class HitEffectConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(bool enabled MEMBER enabled)
public:
HitEffectConfig() : render::Job::Config(false) {}
};
class HitEffect {
public:
using Config = HitEffectConfig;
using JobModel = render::Job::Model<HitEffect, Config>;
HitEffect();
~HitEffect();
void configure(const Config& config) {}
void run(const render::RenderContextPointer& renderContext);
const gpu::PipelinePointer& getHitEffectPipeline();
private:
int _geometryId { 0 };
gpu::PipelinePointer _hitEffectPipeline;
};
#endif

View file

@ -16,6 +16,8 @@
#include <gpu/StandardShaderLib.h>
#include "StencilMaskPass.h"
#include "lightClusters_drawGrid_vert.h"
#include "lightClusters_drawGrid_frag.h"

View file

@ -27,12 +27,12 @@
#include <render/BlurTask.h>
#include "LightingModel.h"
#include "StencilMaskPass.h"
#include "DebugDeferredBuffer.h"
#include "DeferredFramebuffer.h"
#include "DeferredLightingEffect.h"
#include "SurfaceGeometryPass.h"
#include "FramebufferCache.h"
#include "HitEffect.h"
#include "TextureCache.h"
#include "ZoneRenderer.h"
@ -43,8 +43,6 @@
#include <gpu/StandardShaderLib.h>
#include "drawOpaqueStencil_frag.h"
using namespace render;
extern void initOverlay3DPipelines(render::ShapePlumber& plumber);
@ -85,13 +83,13 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
// draw a stencil mask in hidden regions of the framebuffer.
task.addJob<PrepareStencil>("PrepareStencil", primaryFramebuffer);
// Render opaque objects in DeferredBuffer
const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).hasVarying();
task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
// Once opaque is all rendered create stencil background
task.addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer);
task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
@ -387,88 +385,6 @@ void DrawOverlay3D::run(const RenderContextPointer& renderContext, const Inputs&
}
}
gpu::PipelinePointer DrawStencilDeferred::getOpaquePipeline() {
if (!_opaquePipeline) {
const gpu::int8 STENCIL_OPAQUE = 1;
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(drawOpaqueStencil_frag));
auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram((*program));
auto state = std::make_shared<gpu::State>();
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_KEEP));
state->setColorWriteMask(0);
_opaquePipeline = gpu::Pipeline::create(program, state);
}
return _opaquePipeline;
}
void DrawStencilDeferred::run(const RenderContextPointer& renderContext, const DeferredFramebufferPointer& deferredFramebuffer) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
// from the touched pixel generate the stencil buffer
RenderArgs* args = renderContext->args;
doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
auto deferredFboColorDepthStencil = deferredFramebuffer->getDeferredFramebufferDepthColor();
batch.enableStereo(false);
batch.setFramebuffer(deferredFboColorDepthStencil);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setPipeline(getOpaquePipeline());
batch.draw(gpu::TRIANGLE_STRIP, 4);
batch.setResourceTexture(0, nullptr);
});
args->_batch = nullptr;
}
void DrawBackgroundDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
const auto& inItems = inputs.get0();
const auto& lightingModel = inputs.get1();
if (!lightingModel->isBackgroundEnabled()) {
return;
}
RenderArgs* args = renderContext->args;
doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
// _gpuTimer.begin(batch);
batch.enableSkybox(true);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
renderItems(renderContext, inItems);
// _gpuTimer.end(batch);
});
args->_batch = nullptr;
// std::static_pointer_cast<Config>(renderContext->jobConfig)->gpuTime = _gpuTimer.getAverage();
}
void Blit::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) {
assert(renderContext->args);
assert(renderContext->args->_context);
@ -538,3 +454,4 @@ void Blit::run(const RenderContextPointer& renderContext, const gpu::Framebuffer
}
});
}

View file

@ -120,35 +120,6 @@ protected:
bool _stateSort;
};
class DeferredFramebuffer;
class DrawStencilDeferred {
public:
using JobModel = render::Job::ModelI<DrawStencilDeferred, std::shared_ptr<DeferredFramebuffer>>;
void run(const render::RenderContextPointer& renderContext, const std::shared_ptr<DeferredFramebuffer>& deferredFramebuffer);
protected:
gpu::PipelinePointer _opaquePipeline;
gpu::PipelinePointer getOpaquePipeline();
};
using DrawBackgroundDeferredConfig = render::GPUJobConfig;
class DrawBackgroundDeferred {
public:
using Inputs = render::VaryingSet2 <render::ItemBounds, LightingModelPointer>;
using Config = DrawBackgroundDeferredConfig;
using JobModel = render::Job::ModelI<DrawBackgroundDeferred, Inputs, Config>;
void configure(const Config& config) {}
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
protected:
gpu::RangeTimerPointer _gpuTimer;
};
class DrawOverlay3DConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(int numDrawn READ getNumDrawn NOTIFY numDrawnChanged)

View file

@ -15,6 +15,7 @@
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include "StencilMaskPass.h"
#include "DeferredLightingEffect.h"
#include "TextureCache.h"
#include "render/DrawTask.h"
@ -330,6 +331,7 @@ void addPlumberPipeline(ShapePlumber& plumber,
bool isWireframed = (i & 4);
auto state = std::make_shared<gpu::State>();
PrepareStencil::testMaskDrawShape(*state);
// Depth test depends on transparency
state->setDepthTest(true, !key.isTranslucent(), gpu::LESS_EQUAL);

View file

@ -0,0 +1,126 @@
//
// StencilMaskPass.cpp
// render-utils/src/
//
// Created by Sam Gateau on 5/31/17.
// Copyright 2016 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 "StencilMaskPass.h"
#include <RenderArgs.h>
#include <ViewFrustum.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include "stencil_drawMask_frag.h"
using namespace render;
void PrepareStencil::configure(const Config& config) {
_maskMode = config.maskMode;
_forceDraw = config.forceDraw;
}
model::MeshPointer PrepareStencil::getMesh() {
if (!_mesh) {
std::vector<glm::vec3> vertices {
{ -1.0f, -1.0f, 0.0f }, { -1.0f, 0.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f },
{ 1.0f, 1.0f, 0.0f }, { 1.0f, 0.0f, 0.0f },
{ 1.0f, -1.0f, 0.0f }, { 0.0f, -1.0f, 0.0f } };
std::vector<uint32_t> indices { 0, 7, 1, 1, 3, 2, 3, 5, 4, 5, 7, 6 };
_mesh = model::Mesh::createIndexedTriangles_P3F((uint32_t) vertices.size(), (uint32_t) indices.size(), vertices.data(), indices.data());
}
return _mesh;
}
gpu::PipelinePointer PrepareStencil::getMeshStencilPipeline() {
if (!_meshStencilPipeline) {
auto vs = gpu::StandardShaderLib::getDrawVertexPositionVS();
auto ps = gpu::StandardShaderLib::getDrawNadaPS();
auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram((*program));
auto state = std::make_shared<gpu::State>();
drawMask(*state);
state->setColorWriteMask(0);
_meshStencilPipeline = gpu::Pipeline::create(program, state);
}
return _meshStencilPipeline;
}
gpu::PipelinePointer PrepareStencil::getPaintStencilPipeline() {
if (!_paintStencilPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(stencil_drawMask_frag));
auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram((*program));
auto state = std::make_shared<gpu::State>();
drawMask(*state);
state->setColorWriteMask(0);
_paintStencilPipeline = gpu::Pipeline::create(program, state);
}
return _paintStencilPipeline;
}
void PrepareStencil::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer) {
RenderArgs* args = renderContext->args;
// Only draw the stencil mask if in HMD mode or not forced.
if (!_forceDraw && (args->_displayMode != RenderArgs::STEREO_HMD)) {
return;
}
doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
if (_maskMode < 0) {
batch.setPipeline(getMeshStencilPipeline());
auto mesh = getMesh();
batch.setIndexBuffer(mesh->getIndexBuffer());
batch.setInputFormat((mesh->getVertexFormat()));
batch.setInputStream(0, mesh->getVertexStream());
// Draw
auto part = mesh->getPartBuffer().get<model::Mesh::Part>(0);
batch.drawIndexed(gpu::TRIANGLES, part._numIndices, part._startIndex);
} else {
batch.setPipeline(getPaintStencilPipeline());
batch.draw(gpu::TRIANGLE_STRIP, 4);
}
});
}
void PrepareStencil::drawMask(gpu::State& state) {
state.setStencilTest(true, 0xFF, gpu::State::StencilTest(PrepareStencil::STENCIL_MASK, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_REPLACE));
}
void PrepareStencil::testMask(gpu::State& state) {
state.setStencilTest(true, 0x00, gpu::State::StencilTest(PrepareStencil::STENCIL_MASK, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
}
void PrepareStencil::testBackground(gpu::State& state) {
state.setStencilTest(true, 0x00, gpu::State::StencilTest(PrepareStencil::STENCIL_BACKGROUND, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
}
void PrepareStencil::testMaskDrawShape(gpu::State& state) {
state.setStencilTest(true, 0xFF, gpu::State::StencilTest(PrepareStencil::STENCIL_MASK, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_ZERO));
}
void PrepareStencil::testShape(gpu::State& state) {
state.setStencilTest(true, 0x00, gpu::State::StencilTest(PrepareStencil::STENCIL_SHAPE, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
}

View file

@ -0,0 +1,71 @@
//
// StencilMaskPass.h
// render-utils/src/
//
// Created by Sam Gateau on 5/31/17.
// Copyright 20154 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
//
#pragma once
#ifndef hifi_StencilMaskPass_h
#define hifi_StencilMaskPass_h
#include <render/Engine.h>
#include <gpu/Pipeline.h>
#include <model/Geometry.h>
class PrepareStencilConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(int maskMode MEMBER maskMode NOTIFY dirty)
Q_PROPERTY(bool forceDraw MEMBER forceDraw NOTIFY dirty)
public:
PrepareStencilConfig(bool enabled = true) : JobConfig(enabled) {}
int maskMode { 0 };
bool forceDraw { false };
signals:
void dirty();
};
class PrepareStencil {
public:
using Config = PrepareStencilConfig;
using JobModel = render::Job::ModelI<PrepareStencil, gpu::FramebufferPointer, Config>;
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& dstFramebuffer);
static const gpu::int8 STENCIL_MASK = 2;
static const gpu::int8 STENCIL_BACKGROUND = 1;
static const gpu::int8 STENCIL_SHAPE = 0;
static void drawMask(gpu::State& state);
static void testMask(gpu::State& state);
static void testBackground(gpu::State& state);
static void testMaskDrawShape(gpu::State& state);
static void testShape(gpu::State& state);
private:
gpu::PipelinePointer _meshStencilPipeline;
gpu::PipelinePointer getMeshStencilPipeline();
gpu::PipelinePointer _paintStencilPipeline;
gpu::PipelinePointer getPaintStencilPipeline();
model::MeshPointer _mesh;
model::MeshPointer getMesh();
int _maskMode { 0 };
bool _forceDraw { false };
};
#endif // hifi_StencilMaskPass_h

View file

@ -14,7 +14,7 @@
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include "StencilMaskPass.h"
const int DepthLinearPass_FrameTransformSlot = 0;
const int DepthLinearPass_DepthMapSlot = 0;
@ -224,7 +224,7 @@ const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline() {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
// Stencil test the curvature pass for objects pixels only, not the background
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
PrepareStencil::testShape(*state);
state->setColorWriteMask(true, false, false, false);
@ -250,6 +250,7 @@ const gpu::PipelinePointer& LinearDepthPass::getDownsamplePipeline() {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
PrepareStencil::testShape(*state);
state->setColorWriteMask(true, true, true, false);
@ -554,7 +555,7 @@ const gpu::PipelinePointer& SurfaceGeometryPass::getCurvaturePipeline() {
#ifdef USE_STENCIL_TEST
// Stencil test the curvature pass for objects pixels only, not the background
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
PrepareStencil::testShape(*state);
#endif
// Good to go add the brand new pipeline
_curvaturePipeline = gpu::Pipeline::create(program, state);

View file

@ -15,7 +15,7 @@
#include <gpu/StandardShaderLib.h>
#include <RenderArgs.h>
#include "StencilMaskPass.h"
#include "FramebufferCache.h"
#include "toneMapping_frag.h"

View file

@ -17,6 +17,7 @@
#include <render/FilterTask.h>
#include <render/DrawTask.h>
#include "StencilMaskPass.h"
#include "DeferredLightingEffect.h"
#include "zone_drawKeyLight_frag.h"
@ -74,6 +75,7 @@ const gpu::PipelinePointer& DebugZoneLighting::getKeyLightPipeline() {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
PrepareStencil::testMask(*state);
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
_keyLightPipeline = gpu::Pipeline::create(program, state);
}
@ -95,6 +97,7 @@ const gpu::PipelinePointer& DebugZoneLighting::getAmbientPipeline() {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
PrepareStencil::testMask(*state);
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
_ambientPipeline = gpu::Pipeline::create(program, state);
}
@ -115,6 +118,7 @@ const gpu::PipelinePointer& DebugZoneLighting::getBackgroundPipeline() {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
PrepareStencil::testMask(*state);
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
_backgroundPipeline = gpu::Pipeline::create(program, state);
}

View file

@ -1,47 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// directional_light.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/3/14.
// Copyright 2016 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 DeferredBufferRead.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
<$declareEvalAmbientGlobalColor()$>
in vec2 _texCoord0;
out vec4 _fragColor;
void main(void) {
DeferredFrameTransform deferredTransform = getDeferredFrameTransform();
DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
float shadowAttenuation = 1.0;
if (frag.mode == FRAG_MODE_UNLIT) {
discard;
} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
discard;
} else {
vec3 color = evalAmbientGlobalColor(
getViewInverse(),
shadowAttenuation,
frag.obscurance,
frag.position.xyz,
frag.normal,
frag.albedo,
frag.fresnel,
frag.metallic,
frag.roughness);
_fragColor = vec4(color, 1.0);
}
}

View file

@ -1,49 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// directional_light_shadow.frag
// fragment shader
//
// Created by Zach Pomerantz on 1/18/2016.
// Copyright 2016 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 Shadow.slh@>
<@include DeferredBufferRead.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
<$declareEvalAmbientGlobalColor()$>
in vec2 _texCoord0;
out vec4 _fragColor;
void main(void) {
DeferredFrameTransform deferredTransform = getDeferredFrameTransform();
DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
vec4 worldPos = getViewInverse() * vec4(frag.position.xyz, 1.0);
float shadowAttenuation = evalShadowAttenuation(worldPos);
if (frag.mode == FRAG_MODE_UNLIT) {
discard;
} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
discard;
} else {
vec3 color = evalAmbientGlobalColor(
getViewInverse(),
shadowAttenuation,
frag.obscurance,
frag.position.xyz,
frag.normal,
frag.albedo,
frag.fresnel,
frag.metallic,
frag.roughness);
_fragColor = vec4(color, 1.0);
}
}

View file

@ -1,27 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// hit_effect.frag
// fragment shader
//
// Created by Eric Levin on 7/20
// 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 DeferredBufferWrite.slh@>
in vec2 varQuadPosition;
out vec4 outFragColor;
void main(void) {
vec2 center = vec2(0.0, 0.0);
float distFromCenter = distance( vec2(0.0, 0.0), varQuadPosition);
float alpha = mix(0.0, 0.5, pow(distFromCenter,5.));
outFragColor = vec4(1.0, 0.0, 0.0, alpha);
}

View file

@ -1,85 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// point_light.frag
// fragment shader
//
// Created by Sam Gateau on 9/18/15.
// 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
//
<!
// Everything about deferred buffer
<@include DeferredBufferRead.slh@>
<$declareDeferredCurvature()$>
// Everything about light
<@include model/Light.slh@>
<$declareLightBuffer()$>
<@include LightingModel.slh@>
<@include LightPoint.slh@>
<$declareLightingPoint(supportScattering)$>
uniform vec4 texcoordFrameTransform;
in vec4 _texCoord0;!>
out vec4 _fragColor;
void main(void) {
_fragColor = vec4(1.0, 1.0, 1.0, 1.0);
<!
DeferredFrameTransform deferredTransform = getDeferredFrameTransform();
// Grab the fragment data from the uv
vec2 texCoord = _texCoord0.st / _texCoord0.q;
texCoord *= texcoordFrameTransform.zw;
texCoord += texcoordFrameTransform.xy;
DeferredFragment frag = unpackDeferredFragment(deferredTransform, texCoord);
if (frag.mode == FRAG_MODE_UNLIT) {
discard;
}
// Need the light now
Light light = getLight();
// Frag pos in world
mat4 invViewMat = getViewInverse();
vec4 fragPos = invViewMat * frag.position;
// Clip againgst the light volume and Make the Light vector going from fragment to light center in world space
vec4 fragLightVecLen2;
if (!lightVolume_clipFragToLightVolumePoint(light.volume, fragPos.xyz, fragLightVecLen2)) {
discard;
}
// Frag to eye vec
vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
vec3 diffuse;
vec3 specular;
vec4 midNormalCurvature;
vec4 lowNormalCurvature;
if (frag.mode == FRAG_MODE_SCATTERING) {
unpackMidLowNormalCurvature(texCoord, midNormalCurvature, lowNormalCurvature);
}
evalLightingPoint(diffuse, specular, light,
fragLightVecLen2.xyz, fragEyeDir, frag.normal, frag.roughness,
frag.metallic, frag.fresnel, frag.albedo, 1.0,
frag.scattering, midNormalCurvature, lowNormalCurvature);
_fragColor.rgb += diffuse;
_fragColor.rgb += specular;
!>
}

View file

@ -1,115 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// spot_light.frag
// fragment shader
//
// Created by Sam Gateau on 9/18/15.
// 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
//
// Everything about deferred buffer
<!<@include DeferredBufferRead.slh@>
<$declareDeferredCurvature()$>
// Everything about light
<@include model/Light.slh@>
<$declareLightBuffer(256)$>
uniform lightIndexBuffer {
int lightIndex[256];
};
<@include LightingModel.slh@>
<@include LightPoint.slh@>
<$declareLightingPoint(supportScattering)$>
<@include LightSpot.slh@>
<$declareLightingSpot(supportScattering)$>
//uniform vec4 texcoordFrameTransform;
!>
//in vec4 _texCoord0;
//flat in int instanceID;
out vec4 _fragColor;
void main(void) {
_fragColor = vec4(1.0, 1.0, 1.0, 1.0);
// DeferredFrameTransform deferredTransform = getDeferredFrameTransform();
// Grab the fragment data from the uv
//vec2 texCoord = _texCoord0.st;/* / _texCoord0.q;
/*texCoord *= texcoordFrameTransform.zw;
texCoord += texcoordFrameTransform.xy;*/
/*
vec4 fragPosition = unpackDeferredPositionFromZeye(texCoord);
DeferredFragment frag = unpackDeferredFragmentNoPosition(texCoord);
if (frag.mode == FRAG_MODE_UNLIT) {
discard;
}
// frag.depthVal = depthValue;
frag.position = fragPosition;
vec4 midNormalCurvature;
vec4 lowNormalCurvature;
if (frag.mode == FRAG_MODE_SCATTERING) {
unpackMidLowNormalCurvature(texCoord, midNormalCurvature, lowNormalCurvature);
}
// Frag pos in world
mat4 invViewMat = getViewInverse();
vec4 fragPos = invViewMat * fragPosition;
// Frag to eye vec
vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
int numLights = lightIndex[0];
for (int i = 0; i < numLights; i++) {
// Need the light now
Light light = getLight(lightIndex[i + 1]);
bool isSpot = light_isSpot(light);
// Clip againgst the light volume and Make the Light vector going from fragment to light center in world space
vec4 fragLightVecLen2;
vec4 fragLightDirLen;
float cosSpotAngle;
if (isSpot) {
if (!clipFragToLightVolumeSpot(light, fragPos.xyz, fragLightVecLen2, fragLightDirLen, cosSpotAngle)) {
continue;
}
} else {
if (!clipFragToLightVolumePoint(light, fragPos.xyz, fragLightVecLen2)) {
continue;
}
}
vec3 diffuse;
vec3 specular;
if (isSpot) {
evalLightingSpot(diffuse, specular, light,
fragLightDirLen.xyzw, cosSpotAngle, fragEyeDir, frag.normal, frag.roughness,
frag.metallic, frag.fresnel, frag.albedo, 1.0,
frag.scattering, midNormalCurvature, lowNormalCurvature);
} else {
evalLightingPoint(diffuse, specular, light,
fragLightVecLen2.xyz, fragEyeDir, frag.normal, frag.roughness,
frag.metallic, frag.fresnel, frag.albedo, 1.0,
frag.scattering, midNormalCurvature, lowNormalCurvature);
}
_fragColor.rgb += diffuse;
_fragColor.rgb += specular;
}
*/
}

View file

@ -0,0 +1,23 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// stencil_drawMask.slf
// fragment shader
//
// Created by Sam Gateau on 5/31/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
in vec2 varTexCoord0;
float aspectRatio = 0.95;
void main(void) {
vec2 pos = varTexCoord0 * 2.0 - vec2(1.0);
pos.x = aspectRatio * (pos.x * (pos.x > 0.0 ? 2.0 : -2.0) - 1.0);
if (1.0 - dot(pos.xy, pos.xy) > 0.0 ) discard;
}

View file

@ -76,7 +76,7 @@ public:
class RenderArgs {
public:
enum RenderMode { DEFAULT_RENDER_MODE, SHADOW_RENDER_MODE, DIFFUSE_RENDER_MODE, NORMAL_RENDER_MODE, MIRROR_RENDER_MODE };
enum RenderSide { MONO, STEREO_LEFT, STEREO_RIGHT };
enum DisplayMode { MONO, STEREO_MONITOR, STEREO_HMD };
enum DebugFlags {
RENDER_DEBUG_NONE = 0,
RENDER_DEBUG_HULLS = 1
@ -87,7 +87,7 @@ public:
float sizeScale = 1.0f,
int boundaryLevelAdjust = 0,
RenderMode renderMode = DEFAULT_RENDER_MODE,
RenderSide renderSide = MONO,
DisplayMode displayMode = MONO,
DebugFlags debugFlags = RENDER_DEBUG_NONE,
gpu::Batch* batch = nullptr) :
_context(context),
@ -95,7 +95,7 @@ public:
_sizeScale(sizeScale),
_boundaryLevelAdjust(boundaryLevelAdjust),
_renderMode(renderMode),
_renderSide(renderSide),
_displayMode(displayMode),
_debugFlags(debugFlags),
_batch(batch) {
}
@ -121,7 +121,7 @@ public:
float _sizeScale = 1.0f;
int _boundaryLevelAdjust = 0;
RenderMode _renderMode = DEFAULT_RENDER_MODE;
RenderSide _renderSide = MONO;
DisplayMode _displayMode = MONO;
DebugFlags _debugFlags = RENDER_DEBUG_NONE;
gpu::Batch* _batch = nullptr;

View file

@ -31,13 +31,9 @@
#include <render-utils/deferred_light_point_vert.h>
#include <render-utils/deferred_light_spot_vert.h>
#include <render-utils/directional_light_frag.h>
#include <render-utils/directional_ambient_light_frag.h>
#include <render-utils/directional_skybox_light_frag.h>
#include <render-utils/point_light_frag.h>
#include <render-utils/spot_light_frag.h>
#include <render-utils/standardTransformPNTC_vert.h>
#include <render-utils/standardDrawTexture_frag.h>
@ -66,9 +62,6 @@
#include <entities-renderer/textured_particle_frag.h>
#include <entities-renderer/textured_particle_vert.h>
#include <render-utils/hit_effect_vert.h>
#include <render-utils/hit_effect_frag.h>
#include <render-utils/overlay3D_vert.h>
#include <render-utils/overlay3D_frag.h>
@ -155,11 +148,8 @@ void QTestWindow::draw() {
testShaderBuild(simple_vert, simple_frag);
testShaderBuild(simple_vert, simple_textured_frag);
testShaderBuild(simple_vert, simple_textured_unlit_frag);
testShaderBuild(deferred_light_vert, directional_light_frag);
testShaderBuild(deferred_light_vert, directional_ambient_light_frag);
testShaderBuild(deferred_light_vert, directional_skybox_light_frag);
testShaderBuild(deferred_light_point_vert, point_light_frag);
testShaderBuild(deferred_light_spot_vert, spot_light_frag);
testShaderBuild(standardTransformPNTC_vert, standardDrawTexture_frag);
testShaderBuild(standardTransformPNTC_vert, DrawTextureOpaque_frag);
@ -190,7 +180,6 @@ void QTestWindow::draw() {
testShaderBuild(ambient_occlusion_vert, ambient_occlusion_frag);
testShaderBuild(ambient_occlusion_vert, occlusion_blend_frag);
*/
testShaderBuild(hit_effect_vert, hit_effect_frag);
testShaderBuild(overlay3D_vert, overlay3D_frag);