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https://github.com/lubosz/overte.git
synced 2025-04-24 14:03:17 +02:00
more hacking on trying to port atmospheres to the new pipeline
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parent
722ac618f5
commit
569971582d
6 changed files with 50 additions and 86 deletions
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@ -15,6 +15,7 @@
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#include <QMutexLocker>
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#include <QtDebug>
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#include <DeferredLightingEffect.h>
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#include <GeometryUtil.h>
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#include <PacketHeaders.h>
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#include <PathUtils.h>
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@ -32,6 +33,8 @@
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#include "../../build/libraries/model/SkyFromSpace_frag.h"
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#include "../../build/libraries/model/SkyFromAtmosphere_vert.h"
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#include "../../build/libraries/model/SkyFromAtmosphere_frag.h"
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#include "../../build/libraries/render-utils/simple_vert.h"
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#include "../../build/libraries/render-utils/simple_frag.h"
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uint qHash(const HifiSockAddr& sockAddr) {
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if (sockAddr.getAddress().isNull()) {
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@ -64,11 +67,11 @@ void Environment::init() {
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qDebug() << "line:" << __LINE__;
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qDebug() << "here:" << __LINE__;
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setupAtmosphereProgram(SkyFromSpace_vert, SkyFromSpace_frag, _newSkyFromSpaceProgram, _newSkyFromSpaceUniformLocations);
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qDebug() << "line:" << __LINE__;
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qDebug() << "here:" << __LINE__;
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setupAtmosphereProgram(SkyFromAtmosphere_vert, SkyFromAtmosphere_frag, _newSkyFromAtmosphereProgram, _newSkyFromAtmosphereUniformLocations);
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qDebug() << "line:" << __LINE__;
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qDebug() << "here:" << __LINE__;
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// start off with a default-constructed environment data
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@ -77,7 +80,7 @@ void Environment::init() {
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_initialized = true;
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}
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void Environment::setupAtmosphereProgram(const char* vertSource, const char* fragSource, gpu::PipelinePointer& pipelineProgram, int* locations) {
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void Environment::setupAtmosphereProgram(const char* vertSource, const char* fragSource, gpu::PipelinePointer& pipeline, int* locations) {
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auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(vertSource)));
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auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fragSource)));
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@ -91,7 +94,7 @@ void Environment::setupAtmosphereProgram(const char* vertSource, const char* fra
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state->setCullMode(gpu::State::CULL_NONE);
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state->setDepthTest(false);
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state->setBlendFunction(true,gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
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pipelineProgram = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
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pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
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locations[CAMERA_POS_LOCATION] = program->getUniforms().findLocation("v3CameraPos");
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locations[LIGHT_POS_LOCATION] = program->getUniforms().findLocation("v3LightPos");
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@ -109,34 +112,6 @@ void Environment::setupAtmosphereProgram(const char* vertSource, const char* fra
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locations[SCALE_OVER_SCALE_DEPTH_LOCATION] = program->getUniforms().findLocation("fScaleOverScaleDepth");
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locations[G_LOCATION] = program->getUniforms().findLocation("g");
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locations[G2_LOCATION] = program->getUniforms().findLocation("g2");
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/*
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program.addShaderFromSourceCode(QGLShader::Vertex, vertSource);
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program.addShaderFromSourceCode(QGLShader::Fragment, fragSource);
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program.link();
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program.bind();
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locations[CAMERA_POS_LOCATION] = program.uniformLocation("v3CameraPos");
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locations[LIGHT_POS_LOCATION] = program.uniformLocation("v3LightPos");
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locations[INV_WAVELENGTH_LOCATION] = program.uniformLocation("v3InvWavelength");
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locations[CAMERA_HEIGHT2_LOCATION] = program.uniformLocation("fCameraHeight2");
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locations[OUTER_RADIUS_LOCATION] = program.uniformLocation("fOuterRadius");
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locations[OUTER_RADIUS2_LOCATION] = program.uniformLocation("fOuterRadius2");
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locations[INNER_RADIUS_LOCATION] = program.uniformLocation("fInnerRadius");
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locations[KR_ESUN_LOCATION] = program.uniformLocation("fKrESun");
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locations[KM_ESUN_LOCATION] = program.uniformLocation("fKmESun");
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locations[KR_4PI_LOCATION] = program.uniformLocation("fKr4PI");
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locations[KM_4PI_LOCATION] = program.uniformLocation("fKm4PI");
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locations[SCALE_LOCATION] = program.uniformLocation("fScale");
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locations[SCALE_DEPTH_LOCATION] = program.uniformLocation("fScaleDepth");
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locations[SCALE_OVER_SCALE_DEPTH_LOCATION] = program.uniformLocation("fScaleOverScaleDepth");
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locations[G_LOCATION] = program.uniformLocation("g");
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locations[G2_LOCATION] = program.uniformLocation("g2");
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program.release();
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*/
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}
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void Environment::resetToDefault() {
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@ -305,29 +280,24 @@ ProgramObject* Environment::createSkyProgram(const char* from, int* locations) {
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}
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void Environment::renderAtmosphere(gpu::Batch& batch, ViewFrustum& camera, const EnvironmentData& data) {
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glm::vec3 center = data.getAtmosphereCenter();
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//glPushMatrix();
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//glTranslatef(center.x, center.y, center.z);
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Transform transform;
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transform.setTranslation(center);
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transform.setScale(1.0f);
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//transform.setScale(2.0f);
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batch.setModelTransform(transform);
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glm::vec3 relativeCameraPos = camera.getPosition() - center;
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float height = glm::length(relativeCameraPos);
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// use the appropriate shader depending on whether we're inside or outside
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//ProgramObject* program;
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int* locations;
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if (height < data.getAtmosphereOuterRadius()) {
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//program = &_newSkyFromAtmosphereProgram;
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batch.setPipeline(_newSkyFromAtmosphereProgram);
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locations = _newSkyFromAtmosphereUniformLocations;
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} else {
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//program = &_newSkyFromSpaceProgram;
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batch.setPipeline(_newSkyFromSpaceProgram);
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locations = _newSkyFromSpaceUniformLocations;
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}
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@ -335,39 +305,13 @@ void Environment::renderAtmosphere(gpu::Batch& batch, ViewFrustum& camera, const
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// the constants here are from Sean O'Neil's GPU Gems entry
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// (http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html), GameEngine.cpp
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//program->bind();
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/*
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program->setUniform(locations[CAMERA_POS_LOCATION], relativeCameraPos);
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batch._glUniform3f(locations[CAMERA_POS_LOCATION], relativeCameraPos.x, relativeCameraPos.y, relativeCameraPos.z);
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glm::vec3 lightDirection = glm::normalize(data.getSunLocation());
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program->setUniform(locations[LIGHT_POS_LOCATION], lightDirection);
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program->setUniformValue(locations[INV_WAVELENGTH_LOCATION],
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1 / powf(data.getScatteringWavelengths().r, 4.0f),
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1 / powf(data.getScatteringWavelengths().g, 4.0f),
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1 / powf(data.getScatteringWavelengths().b, 4.0f));
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program->setUniformValue(locations[CAMERA_HEIGHT2_LOCATION], height * height);
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program->setUniformValue(locations[OUTER_RADIUS_LOCATION], data.getAtmosphereOuterRadius());
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program->setUniformValue(locations[OUTER_RADIUS2_LOCATION], data.getAtmosphereOuterRadius() * data.getAtmosphereOuterRadius());
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program->setUniformValue(locations[INNER_RADIUS_LOCATION], data.getAtmosphereInnerRadius());
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program->setUniformValue(locations[KR_ESUN_LOCATION], data.getRayleighScattering() * data.getSunBrightness());
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program->setUniformValue(locations[KM_ESUN_LOCATION], data.getMieScattering() * data.getSunBrightness());
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program->setUniformValue(locations[KR_4PI_LOCATION], data.getRayleighScattering() * 4.0f * PI);
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program->setUniformValue(locations[KM_4PI_LOCATION], data.getMieScattering() * 4.0f * PI);
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program->setUniformValue(locations[SCALE_LOCATION], 1.0f / (data.getAtmosphereOuterRadius() - data.getAtmosphereInnerRadius()));
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program->setUniformValue(locations[SCALE_DEPTH_LOCATION], 0.25f);
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program->setUniformValue(locations[SCALE_OVER_SCALE_DEPTH_LOCATION],
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(1.0f / (data.getAtmosphereOuterRadius() - data.getAtmosphereInnerRadius())) / 0.25f);
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program->setUniformValue(locations[G_LOCATION], -0.990f);
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program->setUniformValue(locations[G2_LOCATION], -0.990f * -0.990f);
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*/
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batch._glUniform3fv(locations[CAMERA_POS_LOCATION], relativeCameraPos);
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glm::vec3 lightDirection = glm::normalize(data.getSunLocation());
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batch._glUniform3fv(locations[LIGHT_POS_LOCATION], lightDirection);
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batch._glUniform3f(locations[LIGHT_POS_LOCATION], lightDirection.x, lightDirection.y, lightDirection.z);
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batch._glUniform3f(locations[INV_WAVELENGTH_LOCATION],
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1 / powf(data.getScatteringWavelengths().r, 4.0f),
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1 / powf(data.getScatteringWavelengths().g, 4.0f),
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1 / powf(data.getScatteringWavelengths().b, 4.0f));
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1 / powf(data.getScatteringWavelengths().r, 4.0f),
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1 / powf(data.getScatteringWavelengths().g, 4.0f),
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1 / powf(data.getScatteringWavelengths().b, 4.0f));
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batch._glUniform1f(locations[CAMERA_HEIGHT2_LOCATION], height * height);
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batch._glUniform1f(locations[OUTER_RADIUS_LOCATION], data.getAtmosphereOuterRadius());
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batch._glUniform1f(locations[OUTER_RADIUS2_LOCATION], data.getAtmosphereOuterRadius() * data.getAtmosphereOuterRadius());
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batch._glUniform1f(locations[G_LOCATION], -0.990f);
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batch._glUniform1f(locations[G2_LOCATION], -0.990f * -0.990f);
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//glDepthMask(GL_FALSE);
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//glDisable(GL_DEPTH_TEST);
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//glDisable(GL_CULL_FACE);
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//glEnable(GL_BLEND);
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DependencyManager::get<GeometryCache>()->renderSphere(batch,1.0f, 100, 50, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)); //Draw a unit sphere
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//glDepthMask(GL_TRUE);
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//program->release();
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//glPopMatrix();
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}
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@ -150,7 +150,8 @@ public:
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void _glUseProgram(GLuint program);
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void _glUniform1f(GLint location, GLfloat v0);
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void _glUniform2f(GLint location, GLfloat v0, GLfloat v1);
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void _glUniform3f(GLint location, GLfloat v0, GLfloat v1);
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void _glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
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void _glUniform3fv(GLint location, GLsizei count, const GLfloat* value);
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void _glUniform4fv(GLint location, GLsizei count, const GLfloat* value);
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void _glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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@ -212,6 +213,7 @@ public:
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COMMAND_glUniform1f,
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COMMAND_glUniform2f,
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COMMAND_glUniform3f,
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COMMAND_glUniform3fv,
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COMMAND_glUniform4fv,
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COMMAND_glUniformMatrix4fv,
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@ -62,6 +62,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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(&::gpu::GLBackend::do_glUniform1f),
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(&::gpu::GLBackend::do_glUniform2f),
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(&::gpu::GLBackend::do_glUniform3f),
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(&::gpu::GLBackend::do_glUniform3fv),
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(&::gpu::GLBackend::do_glUniform4fv),
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(&::gpu::GLBackend::do_glUniformMatrix4fv),
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@ -502,6 +503,30 @@ void GLBackend::do_glUniform3f(Batch& batch, uint32 paramOffset) {
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(void) CHECK_GL_ERROR();
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}
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void Batch::_glUniform3fv(GLint location, GLsizei count, const GLfloat* value) {
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ADD_COMMAND_GL(glUniform3fv);
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const int VEC3_SIZE = 3 * sizeof(float);
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_params.push_back(cacheData(count * VEC3_SIZE, value));
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_params.push_back(count);
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_params.push_back(location);
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DO_IT_NOW(_glUniform3fv, 3);
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}
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void GLBackend::do_glUniform3fv(Batch& batch, uint32 paramOffset) {
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if (_pipeline._program == 0) {
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// We should call updatePipeline() to bind the program but we are not doing that
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// because these uniform setters are deprecated and we don;t want to create side effect
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return;
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}
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glUniform3fv(
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batch._params[paramOffset + 2]._int,
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batch._params[paramOffset + 1]._uint,
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(const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint));
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(void) CHECK_GL_ERROR();
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}
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void Batch::_glUniform4fv(GLint location, GLsizei count, const GLfloat* value) {
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ADD_COMMAND_GL(glUniform4fv);
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@ -379,6 +379,8 @@ protected:
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void do_glUseProgram(Batch& batch, uint32 paramOffset);
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void do_glUniform1f(Batch& batch, uint32 paramOffset);
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void do_glUniform2f(Batch& batch, uint32 paramOffset);
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void do_glUniform3f(Batch& batch, uint32 paramOffset);
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void do_glUniform3fv(Batch& batch, uint32 paramOffset);
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void do_glUniform4fv(Batch& batch, uint32 paramOffset);
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void do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset);
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@ -104,7 +104,9 @@ void main (void)
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float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
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float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
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gl_FragColor.rgb = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
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gl_FragColor.a = gl_FragColor.b;
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gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0/2.2));
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vec3 finalColor = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
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gl_FragData[0].rgb = finalColor;
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gl_FragData[0].a = finalColor.b;
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gl_FragData[0].rgb = pow(finalColor.rgb, vec3(1.0/2.2));
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}
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@ -55,7 +55,6 @@ const float fSamples = 2.0;
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varying vec3 myPosition;
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void main(void)
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{
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// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
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