Merge pull request #4400 from samcake/temp0

Introduce gpu::Shader, Pipeline and State
This commit is contained in:
Brad Hefta-Gaub 2015-03-10 16:51:40 -07:00
commit 5cced9fc66
35 changed files with 2695 additions and 525 deletions

View file

@ -2941,6 +2941,7 @@ void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs
DependencyManager::get<DeferredLightingEffect>()->setAmbientLightMode(getRenderAmbientLight());
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(skyStage->getSunLight()->getDirection(), skyStage->getSunLight()->getColor(), skyStage->getSunLight()->getIntensity());
DependencyManager::get<DeferredLightingEffect>()->setGlobalAtmosphere(skyStage->getAtmosphere());
PROFILE_RANGE("DeferredLighting");
PerformanceTimer perfTimer("lighting");

View file

@ -25,7 +25,8 @@ Batch::Batch() :
_buffers(),
_textures(),
_streamFormats(),
_transforms()
_transforms(),
_pipelines()
{
}
@ -42,6 +43,7 @@ void Batch::clear() {
_textures.clear();
_streamFormats.clear();
_transforms.clear();
_pipelines.clear();
}
uint32 Batch::cacheResource(Resource* res) {
@ -159,6 +161,12 @@ void Batch::setProjectionTransform(const Mat4& proj) {
_params.push_back(cacheData(sizeof(Mat4), &proj));
}
void Batch::setPipeline(const PipelinePointer& pipeline) {
ADD_COMMAND(setPipeline);
_params.push_back(_pipelines.cache(pipeline));
}
void Batch::setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size) {
ADD_COMMAND(setUniformBuffer);

View file

@ -21,6 +21,8 @@
#include "Stream.h"
#include "Texture.h"
#include "Pipeline.h"
#if defined(NSIGHT_FOUND)
#include "nvToolsExt.h"
class ProfileRange {
@ -96,7 +98,9 @@ public:
void setViewTransform(const Transform& view);
void setProjectionTransform(const Mat4& proj);
// Shader Stage
// Pipeline Stage
void setPipeline(const PipelinePointer& pipeline);
void setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size);
void setUniformBuffer(uint32 slot, const BufferView& view); // not a command, just a shortcut from a BufferView
@ -164,6 +168,7 @@ public:
COMMAND_setViewTransform,
COMMAND_setProjectionTransform,
COMMAND_setPipeline,
COMMAND_setUniformBuffer,
COMMAND_setUniformTexture,
@ -281,6 +286,7 @@ public:
typedef Cache<TexturePointer>::Vector TextureCaches;
typedef Cache<Stream::FormatPointer>::Vector StreamFormatCaches;
typedef Cache<Transform>::Vector TransformCaches;
typedef Cache<PipelinePointer>::Vector PipelineCaches;
typedef unsigned char Byte;
typedef std::vector<Byte> Bytes;
@ -320,6 +326,7 @@ public:
TextureCaches _textures;
StreamFormatCaches _streamFormats;
TransformCaches _transforms;
PipelineCaches _pipelines;
protected:
};

View file

@ -10,3 +10,14 @@
//
#include "Context.h"
// this include should disappear! as soon as the gpu::Context is in place
#include "GLBackend.h"
using namespace gpu;
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
if (shader.isProgram()) {
return GLBackend::makeProgram(shader, bindings);
}
return false;
}

View file

@ -15,6 +15,8 @@
#include "Resource.h"
#include "Texture.h"
#include "Shader.h"
#include "Pipeline.h"
namespace gpu {
@ -46,25 +48,39 @@ public:
template< typename T >
static void setGPUObject(const Buffer& buffer, T* bo) {
buffer.setGPUObject(reinterpret_cast<GPUObject*>(bo));
buffer.setGPUObject(bo);
}
template< typename T >
static T* getGPUObject(const Buffer& buffer) {
return reinterpret_cast<T*>(buffer.getGPUObject());
}
void syncGPUObject(const Buffer& buffer);
template< typename T >
static void setGPUObject(const Texture& texture, T* to) {
texture.setGPUObject(reinterpret_cast<GPUObject*>(to));
texture.setGPUObject(to);
}
template< typename T >
static T* getGPUObject(const Texture& texture) {
return reinterpret_cast<T*>(texture.getGPUObject());
}
template< typename T >
static void setGPUObject(const Shader& shader, T* so) {
shader.setGPUObject(so);
}
template< typename T >
static T* getGPUObject(const Shader& shader) {
return reinterpret_cast<T*>(shader.getGPUObject());
}
void syncGPUObject(const Texture& texture);
template< typename T >
static void setGPUObject(const Pipeline& pipeline, T* po) {
pipeline.setGPUObject(po);
}
template< typename T >
static T* getGPUObject(const Pipeline& pipeline) {
return reinterpret_cast<T*>(pipeline.getGPUObject());
}
protected:
@ -78,8 +94,17 @@ public:
void enqueueBatch(Batch& batch);
protected:
// This function can only be called by "static Shader::makeProgram()"
// makeProgramShader(...) make a program shader ready to be used in a Batch.
// It compiles the sub shaders, link them and defines the Slots and their bindings.
// If the shader passed is not a program, nothing happens.
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
friend class Shader;
};

View file

@ -53,6 +53,8 @@ enum Type {
NUINT8,
NUM_TYPES,
BOOL = UINT8,
};
// Array providing the size in bytes for a given scalar type
static const int TYPE_SIZE[NUM_TYPES] = {
@ -81,9 +83,9 @@ enum Dimension {
VEC2,
VEC3,
VEC4,
MAT2,
MAT3,
MAT4,
NUM_DIMENSIONS,
};
// Count (of scalars) in an Element for a given Dimension
@ -92,8 +94,9 @@ static const int DIMENSION_COUNT[NUM_DIMENSIONS] = {
2,
3,
4,
4,
9,
16
16,
};
// Semantic of an Element
@ -118,6 +121,13 @@ enum Semantic {
SRGBA,
SBGRA,
UNIFORM,
UNIFORM_BUFFER,
SAMPLER,
SAMPLER_MULTISAMPLE,
SAMPLER_SHADOW,
NUM_SEMANTICS,
};

View file

@ -25,6 +25,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_setViewTransform),
(&::gpu::GLBackend::do_setProjectionTransform),
(&::gpu::GLBackend::do_setPipeline),
(&::gpu::GLBackend::do_setUniformBuffer),
(&::gpu::GLBackend::do_setUniformTexture),
@ -71,7 +72,8 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
GLBackend::GLBackend() :
_input(),
_transform()
_transform(),
_pipeline()
{
initTransform();
}
@ -134,6 +136,7 @@ void GLBackend::checkGLError() {
void GLBackend::do_draw(Batch& batch, uint32 paramOffset) {
updateInput();
updateTransform();
updatePipeline();
Primitive primitiveType = (Primitive)batch._params[paramOffset + 2]._uint;
GLenum mode = _primitiveToGLmode[primitiveType];
@ -147,6 +150,7 @@ void GLBackend::do_draw(Batch& batch, uint32 paramOffset) {
void GLBackend::do_drawIndexed(Batch& batch, uint32 paramOffset) {
updateInput();
updateTransform();
updatePipeline();
Primitive primitiveType = (Primitive)batch._params[paramOffset + 2]._uint;
GLenum mode = _primitiveToGLmode[primitiveType];
@ -167,389 +171,6 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
CHECK_GL_ERROR();
}
void GLBackend::do_setInputFormat(Batch& batch, uint32 paramOffset) {
Stream::FormatPointer format = batch._streamFormats.get(batch._params[paramOffset]._uint);
if (format != _input._format) {
_input._format = format;
_input._invalidFormat = true;
}
}
void GLBackend::do_setInputBuffer(Batch& batch, uint32 paramOffset) {
Offset stride = batch._params[paramOffset + 0]._uint;
Offset offset = batch._params[paramOffset + 1]._uint;
BufferPointer buffer = batch._buffers.get(batch._params[paramOffset + 2]._uint);
uint32 channel = batch._params[paramOffset + 3]._uint;
if (channel < getNumInputBuffers()) {
_input._buffers[channel] = buffer;
_input._bufferOffsets[channel] = offset;
_input._bufferStrides[channel] = stride;
_input._buffersState.set(channel);
}
}
#define SUPPORT_LEGACY_OPENGL
#if defined(SUPPORT_LEGACY_OPENGL)
static const int NUM_CLASSIC_ATTRIBS = Stream::TANGENT;
static const GLenum attributeSlotToClassicAttribName[NUM_CLASSIC_ATTRIBS] = {
GL_VERTEX_ARRAY,
GL_NORMAL_ARRAY,
GL_COLOR_ARRAY,
GL_TEXTURE_COORD_ARRAY
};
#endif
void GLBackend::updateInput() {
if (_input._invalidFormat || _input._buffersState.any()) {
if (_input._invalidFormat) {
InputStageState::ActivationCache newActivation;
// Check expected activation
if (_input._format) {
const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
for (Stream::Format::AttributeMap::const_iterator it = attributes.begin(); it != attributes.end(); it++) {
const Stream::Attribute& attrib = (*it).second;
newActivation.set(attrib._slot);
}
}
// Manage Activation what was and what is expected now
for (unsigned int i = 0; i < newActivation.size(); i++) {
bool newState = newActivation[i];
if (newState != _input._attributeActivation[i]) {
#if defined(SUPPORT_LEGACY_OPENGL)
if (i < NUM_CLASSIC_ATTRIBS) {
if (newState) {
glEnableClientState(attributeSlotToClassicAttribName[i]);
}
else {
glDisableClientState(attributeSlotToClassicAttribName[i]);
}
} else {
#else
{
#endif
if (newState) {
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
}
CHECK_GL_ERROR();
_input._attributeActivation.flip(i);
}
}
}
// now we need to bind the buffers and assign the attrib pointers
if (_input._format) {
const Buffers& buffers = _input._buffers;
const Offsets& offsets = _input._bufferOffsets;
const Offsets& strides = _input._bufferStrides;
const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
for (Stream::Format::ChannelMap::const_iterator channelIt = _input._format->getChannels().begin();
channelIt != _input._format->getChannels().end();
channelIt++) {
const Stream::Format::ChannelMap::value_type::second_type& channel = (*channelIt).second;
if ((*channelIt).first < buffers.size()) {
int bufferNum = (*channelIt).first;
if (_input._buffersState.test(bufferNum) || _input._invalidFormat) {
GLuint vbo = gpu::GLBackend::getBufferID((*buffers[bufferNum]));
glBindBuffer(GL_ARRAY_BUFFER, vbo);
CHECK_GL_ERROR();
_input._buffersState[bufferNum] = false;
for (unsigned int i = 0; i < channel._slots.size(); i++) {
const Stream::Attribute& attrib = attributes.at(channel._slots[i]);
GLuint slot = attrib._slot;
GLuint count = attrib._element.getDimensionCount();
GLenum type = _elementTypeToGLType[attrib._element.getType()];
GLuint stride = strides[bufferNum];
GLuint pointer = attrib._offset + offsets[bufferNum];
#if defined(SUPPORT_LEGACY_OPENGL)
if (slot < NUM_CLASSIC_ATTRIBS) {
switch (slot) {
case Stream::POSITION:
glVertexPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::NORMAL:
glNormalPointer(type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::COLOR:
glColorPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::TEXCOORD:
glTexCoordPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
};
} else {
#else
{
#endif
GLboolean isNormalized = attrib._element.isNormalized();
glVertexAttribPointer(slot, count, type, isNormalized, stride,
reinterpret_cast<GLvoid*>(pointer));
}
CHECK_GL_ERROR();
}
}
}
}
}
// everything format related should be in sync now
_input._invalidFormat = false;
}
/* TODO: Fancy version GL4.4
if (_needInputFormatUpdate) {
InputActivationCache newActivation;
// Assign the vertex format required
if (_inputFormat) {
const StreamFormat::AttributeMap& attributes = _inputFormat->getAttributes();
for (StreamFormat::AttributeMap::const_iterator it = attributes.begin(); it != attributes.end(); it++) {
const StreamFormat::Attribute& attrib = (*it).second;
newActivation.set(attrib._slot);
glVertexAttribFormat(
attrib._slot,
attrib._element.getDimensionCount(),
_elementTypeToGLType[attrib._element.getType()],
attrib._element.isNormalized(),
attrib._stride);
}
CHECK_GL_ERROR();
}
// Manage Activation what was and what is expected now
for (int i = 0; i < newActivation.size(); i++) {
bool newState = newActivation[i];
if (newState != _inputAttributeActivation[i]) {
if (newState) {
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
_inputAttributeActivation.flip(i);
}
}
CHECK_GL_ERROR();
_needInputFormatUpdate = false;
}
if (_needInputStreamUpdate) {
if (_inputStream) {
const Stream::Buffers& buffers = _inputStream->getBuffers();
const Stream::Offsets& offsets = _inputStream->getOffsets();
const Stream::Strides& strides = _inputStream->getStrides();
for (int i = 0; i < buffers.size(); i++) {
GLuint vbo = gpu::GLBackend::getBufferID((*buffers[i]));
glBindVertexBuffer(i, vbo, offsets[i], strides[i]);
}
CHECK_GL_ERROR();
}
_needInputStreamUpdate = false;
}
*/
}
void GLBackend::do_setIndexBuffer(Batch& batch, uint32 paramOffset) {
_input._indexBufferType = (Type) batch._params[paramOffset + 2]._uint;
BufferPointer indexBuffer = batch._buffers.get(batch._params[paramOffset + 1]._uint);
_input._indexBufferOffset = batch._params[paramOffset + 0]._uint;
_input._indexBuffer = indexBuffer;
if (indexBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBufferID(*indexBuffer));
} else {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
CHECK_GL_ERROR();
}
// Transform Stage
void GLBackend::do_setModelTransform(Batch& batch, uint32 paramOffset) {
_transform._model = batch._transforms.get(batch._params[paramOffset]._uint);
_transform._invalidModel = true;
}
void GLBackend::do_setViewTransform(Batch& batch, uint32 paramOffset) {
_transform._view = batch._transforms.get(batch._params[paramOffset]._uint);
_transform._invalidView = true;
}
void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
memcpy(&_transform._projection, batch.editData(batch._params[paramOffset]._uint), sizeof(Mat4));
_transform._invalidProj = true;
}
void GLBackend::initTransform() {
#if defined(Q_OS_WIN)
glGenBuffers(1, &_transform._transformObjectBuffer);
glGenBuffers(1, &_transform._transformCameraBuffer);
glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformObjectBuffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(_transform._transformObject), (const void*) &_transform._transformObject, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformCameraBuffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
#else
#endif
}
void GLBackend::killTransform() {
#if defined(Q_OS_WIN)
glDeleteBuffers(1, &_transform._transformObjectBuffer);
glDeleteBuffers(1, &_transform._transformCameraBuffer);
#else
#endif
}
void GLBackend::updateTransform() {
// Check all the dirty flags and update the state accordingly
if (_transform._invalidProj) {
_transform._transformCamera._projection = _transform._projection;
}
if (_transform._invalidView) {
_transform._view.getInverseMatrix(_transform._transformCamera._view);
_transform._view.getMatrix(_transform._transformCamera._viewInverse);
}
if (_transform._invalidModel) {
_transform._model.getMatrix(_transform._transformObject._model);
_transform._model.getInverseMatrix(_transform._transformObject._modelInverse);
}
if (_transform._invalidView || _transform._invalidProj) {
Mat4 viewUntranslated = _transform._transformCamera._view;
viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
_transform._transformCamera._projectionViewUntranslated = _transform._transformCamera._projection * viewUntranslated;
}
if (_transform._invalidView || _transform._invalidProj) {
#if defined(Q_OS_WIN)
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0);
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CHECK_GL_ERROR();
#endif
}
if (_transform._invalidModel) {
#if defined(Q_OS_WIN)
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, 0);
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformObjectBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformObject), (const void*) &_transform._transformObject, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CHECK_GL_ERROR();
#endif
}
#if defined(Q_OS_WIN)
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, _transform._transformObjectBuffer);
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, _transform._transformCameraBuffer);
CHECK_GL_ERROR();
#endif
#if defined(Q_OS_MAC) || defined(Q_OS_LINUX)
// Do it again for fixed pipeline until we can get rid of it
if (_transform._invalidProj) {
if (_transform._lastMode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
_transform._lastMode = GL_PROJECTION;
}
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&_transform._projection));
CHECK_GL_ERROR();
}
if (_transform._invalidModel || _transform._invalidView) {
if (!_transform._model.isIdentity()) {
if (_transform._lastMode != GL_MODELVIEW) {
glMatrixMode(GL_MODELVIEW);
_transform._lastMode = GL_MODELVIEW;
}
Transform::Mat4 modelView;
if (!_transform._view.isIdentity()) {
Transform mvx;
Transform::inverseMult(mvx, _transform._view, _transform._model);
mvx.getMatrix(modelView);
} else {
_transform._model.getMatrix(modelView);
}
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
} else {
if (!_transform._view.isIdentity()) {
if (_transform._lastMode != GL_MODELVIEW) {
glMatrixMode(GL_MODELVIEW);
_transform._lastMode = GL_MODELVIEW;
}
Transform::Mat4 modelView;
_transform._view.getInverseMatrix(modelView);
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
} else {
// TODO: eventually do something about the matrix when neither view nor model is specified?
// glLoadIdentity();
}
}
CHECK_GL_ERROR();
}
#endif
// Flags are clean
_transform._invalidView = _transform._invalidProj = _transform._invalidModel = false;
}
void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
GLuint slot = batch._params[paramOffset + 3]._uint;
BufferPointer uniformBuffer = batch._buffers.get(batch._params[paramOffset + 2]._uint);
GLintptr rangeStart = batch._params[paramOffset + 1]._uint;
GLsizeiptr rangeSize = batch._params[paramOffset + 0]._uint;
#if defined(Q_OS_MAC)
GLfloat* data = (GLfloat*) (uniformBuffer->getData() + rangeStart);
glUniform4fv(slot, rangeSize / sizeof(GLfloat[4]), data);
// NOT working so we ll stick to the uniform float array until we move to core profile
// GLuint bo = getBufferID(*uniformBuffer);
//glUniformBufferEXT(_shader._program, slot, bo);
#elif defined(Q_OS_WIN)
GLuint bo = getBufferID(*uniformBuffer);
glBindBufferRange(GL_UNIFORM_BUFFER, slot, bo, rangeStart, rangeSize);
#else
GLfloat* data = (GLfloat*) (uniformBuffer->getData() + rangeStart);
glUniform4fv(slot, rangeSize / sizeof(GLfloat[4]), data);
#endif
CHECK_GL_ERROR();
}
void GLBackend::do_setUniformTexture(Batch& batch, uint32 paramOffset) {
GLuint slot = batch._params[paramOffset + 1]._uint;
TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
GLuint to = getTextureID(uniformTexture);
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(GL_TEXTURE_2D, to);
CHECK_GL_ERROR();
}
// TODO: As long as we have gl calls explicitely issued from interface
// code, we need to be able to record and batch these calls. THe long
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
@ -740,8 +361,10 @@ void Batch::_glUseProgram(GLuint program) {
}
void GLBackend::do_glUseProgram(Batch& batch, uint32 paramOffset) {
_shader._program = batch._params[paramOffset]._uint;
glUseProgram(_shader._program);
_pipeline._program = batch._params[paramOffset]._uint;
// for this call we still want to execute the glUseProgram in the order of the glCOmmand to avoid any issue
_pipeline._invalidProgram = false;
glUseProgram(_pipeline._program);
CHECK_GL_ERROR();
}
@ -998,49 +621,3 @@ void GLBackend::do_glColor4f(Batch& batch, uint32 paramOffset) {
CHECK_GL_ERROR();
}
GLBackend::GLBuffer::GLBuffer() :
_stamp(0),
_buffer(0),
_size(0)
{}
GLBackend::GLBuffer::~GLBuffer() {
if (_buffer != 0) {
glDeleteBuffers(1, &_buffer);
}
}
void GLBackend::syncGPUObject(const Buffer& buffer) {
GLBuffer* object = Backend::getGPUObject<GLBackend::GLBuffer>(buffer);
if (object && (object->_stamp == buffer.getSysmem().getStamp())) {
return;
}
// need to have a gpu object?
if (!object) {
object = new GLBuffer();
glGenBuffers(1, &object->_buffer);
CHECK_GL_ERROR();
Backend::setGPUObject(buffer, object);
}
// Now let's update the content of the bo with the sysmem version
// TODO: in the future, be smarter about when to actually upload the glBO version based on the data that did change
//if () {
glBindBuffer(GL_ARRAY_BUFFER, object->_buffer);
glBufferData(GL_ARRAY_BUFFER, buffer.getSysmem().getSize(), buffer.getSysmem().readData(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
object->_stamp = buffer.getSysmem().getStamp();
object->_size = buffer.getSysmem().getSize();
//}
CHECK_GL_ERROR();
}
GLuint GLBackend::getBufferID(const Buffer& buffer) {
GLBackend::syncGPUObject(buffer);
return Backend::getGPUObject<GLBackend::GLBuffer>(buffer)->_buffer;
}

View file

@ -33,6 +33,7 @@ public:
static void checkGLError();
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
class GLBuffer : public GPUObject {
@ -44,7 +45,7 @@ public:
GLBuffer();
~GLBuffer();
};
static void syncGPUObject(const Buffer& buffer);
static GLBuffer* syncGPUObject(const Buffer& buffer);
static GLuint getBufferID(const Buffer& buffer);
class GLTexture : public GPUObject {
@ -57,9 +58,33 @@ public:
GLTexture();
~GLTexture();
};
static void syncGPUObject(const Texture& texture);
static GLTexture* syncGPUObject(const Texture& texture);
static GLuint getTextureID(const TexturePointer& texture);
class GLShader : public GPUObject {
public:
GLuint _shader;
GLuint _program;
GLuint _transformCameraSlot = -1;
GLuint _transformObjectSlot = -1;
GLShader();
~GLShader();
};
static GLShader* syncGPUObject(const Shader& shader);
static GLuint getShaderID(const ShaderPointer& shader);
class GLPipeline : public GPUObject {
public:
GLShader* _program;
GLPipeline();
~GLPipeline();
};
static GLPipeline* syncGPUObject(const Pipeline& pipeline);
static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS;
static const int MAX_NUM_INPUT_BUFFERS = 16;
@ -145,18 +170,24 @@ protected:
_lastMode(GL_TEXTURE) {}
} _transform;
// Shader Stage
// Pipeline Stage
void do_setPipeline(Batch& batch, uint32 paramOffset);
void do_setUniformBuffer(Batch& batch, uint32 paramOffset);
void do_setUniformTexture(Batch& batch, uint32 paramOffset);
void updateShader();
struct ShaderStageState {
void updatePipeline();
struct PipelineStageState {
PipelinePointer _pipeline;
GLuint _program;
bool _invalidProgram;
ShaderStageState() :
_program(0) {}
} _shader;
PipelineStageState() :
_pipeline(),
_program(0),
_invalidProgram(false)
{}
} _pipeline;
// TODO: As long as we have gl calls explicitely issued from interface

View file

@ -0,0 +1,66 @@
//
// GLBackendBuffer.cpp
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 3/8/2015.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GLBackendShared.h"
using namespace gpu;
GLBackend::GLBuffer::GLBuffer() :
_stamp(0),
_buffer(0),
_size(0)
{}
GLBackend::GLBuffer::~GLBuffer() {
if (_buffer != 0) {
glDeleteBuffers(1, &_buffer);
}
}
GLBackend::GLBuffer* GLBackend::syncGPUObject(const Buffer& buffer) {
GLBuffer* object = Backend::getGPUObject<GLBackend::GLBuffer>(buffer);
if (object && (object->_stamp == buffer.getSysmem().getStamp())) {
return object;
}
// need to have a gpu object?
if (!object) {
object = new GLBuffer();
glGenBuffers(1, &object->_buffer);
CHECK_GL_ERROR();
Backend::setGPUObject(buffer, object);
}
// Now let's update the content of the bo with the sysmem version
// TODO: in the future, be smarter about when to actually upload the glBO version based on the data that did change
//if () {
glBindBuffer(GL_ARRAY_BUFFER, object->_buffer);
glBufferData(GL_ARRAY_BUFFER, buffer.getSysmem().getSize(), buffer.getSysmem().readData(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
object->_stamp = buffer.getSysmem().getStamp();
object->_size = buffer.getSysmem().getSize();
//}
CHECK_GL_ERROR();
return object;
}
GLuint GLBackend::getBufferID(const Buffer& buffer) {
GLBuffer* bo = GLBackend::syncGPUObject(buffer);
if (bo) {
return bo->_buffer;
} else {
return 0;
}
}

View file

@ -0,0 +1,223 @@
//
// GLBackendInput.cpp
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 3/8/2015.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GLBackendShared.h"
using namespace gpu;
void GLBackend::do_setInputFormat(Batch& batch, uint32 paramOffset) {
Stream::FormatPointer format = batch._streamFormats.get(batch._params[paramOffset]._uint);
if (format != _input._format) {
_input._format = format;
_input._invalidFormat = true;
}
}
void GLBackend::do_setInputBuffer(Batch& batch, uint32 paramOffset) {
Offset stride = batch._params[paramOffset + 0]._uint;
Offset offset = batch._params[paramOffset + 1]._uint;
BufferPointer buffer = batch._buffers.get(batch._params[paramOffset + 2]._uint);
uint32 channel = batch._params[paramOffset + 3]._uint;
if (channel < getNumInputBuffers()) {
_input._buffers[channel] = buffer;
_input._bufferOffsets[channel] = offset;
_input._bufferStrides[channel] = stride;
_input._buffersState.set(channel);
}
}
#define SUPPORT_LEGACY_OPENGL
#if defined(SUPPORT_LEGACY_OPENGL)
static const int NUM_CLASSIC_ATTRIBS = Stream::TANGENT;
static const GLenum attributeSlotToClassicAttribName[NUM_CLASSIC_ATTRIBS] = {
GL_VERTEX_ARRAY,
GL_NORMAL_ARRAY,
GL_COLOR_ARRAY,
GL_TEXTURE_COORD_ARRAY
};
#endif
void GLBackend::updateInput() {
if (_input._invalidFormat || _input._buffersState.any()) {
if (_input._invalidFormat) {
InputStageState::ActivationCache newActivation;
// Check expected activation
if (_input._format) {
const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
for (Stream::Format::AttributeMap::const_iterator it = attributes.begin(); it != attributes.end(); it++) {
const Stream::Attribute& attrib = (*it).second;
newActivation.set(attrib._slot);
}
}
// Manage Activation what was and what is expected now
for (unsigned int i = 0; i < newActivation.size(); i++) {
bool newState = newActivation[i];
if (newState != _input._attributeActivation[i]) {
#if defined(SUPPORT_LEGACY_OPENGL)
if (i < NUM_CLASSIC_ATTRIBS) {
if (newState) {
glEnableClientState(attributeSlotToClassicAttribName[i]);
}
else {
glDisableClientState(attributeSlotToClassicAttribName[i]);
}
} else {
#else
{
#endif
if (newState) {
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
}
CHECK_GL_ERROR();
_input._attributeActivation.flip(i);
}
}
}
// now we need to bind the buffers and assign the attrib pointers
if (_input._format) {
const Buffers& buffers = _input._buffers;
const Offsets& offsets = _input._bufferOffsets;
const Offsets& strides = _input._bufferStrides;
const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
for (Stream::Format::ChannelMap::const_iterator channelIt = _input._format->getChannels().begin();
channelIt != _input._format->getChannels().end();
channelIt++) {
const Stream::Format::ChannelMap::value_type::second_type& channel = (*channelIt).second;
if ((*channelIt).first < buffers.size()) {
int bufferNum = (*channelIt).first;
if (_input._buffersState.test(bufferNum) || _input._invalidFormat) {
GLuint vbo = gpu::GLBackend::getBufferID((*buffers[bufferNum]));
glBindBuffer(GL_ARRAY_BUFFER, vbo);
CHECK_GL_ERROR();
_input._buffersState[bufferNum] = false;
for (unsigned int i = 0; i < channel._slots.size(); i++) {
const Stream::Attribute& attrib = attributes.at(channel._slots[i]);
GLuint slot = attrib._slot;
GLuint count = attrib._element.getDimensionCount();
GLenum type = _elementTypeToGLType[attrib._element.getType()];
GLuint stride = strides[bufferNum];
GLuint pointer = attrib._offset + offsets[bufferNum];
#if defined(SUPPORT_LEGACY_OPENGL)
if (slot < NUM_CLASSIC_ATTRIBS) {
switch (slot) {
case Stream::POSITION:
glVertexPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::NORMAL:
glNormalPointer(type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::COLOR:
glColorPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::TEXCOORD:
glTexCoordPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
};
} else {
#else
{
#endif
GLboolean isNormalized = attrib._element.isNormalized();
glVertexAttribPointer(slot, count, type, isNormalized, stride,
reinterpret_cast<GLvoid*>(pointer));
}
CHECK_GL_ERROR();
}
}
}
}
}
// everything format related should be in sync now
_input._invalidFormat = false;
}
/* TODO: Fancy version GL4.4
if (_needInputFormatUpdate) {
InputActivationCache newActivation;
// Assign the vertex format required
if (_inputFormat) {
const StreamFormat::AttributeMap& attributes = _inputFormat->getAttributes();
for (StreamFormat::AttributeMap::const_iterator it = attributes.begin(); it != attributes.end(); it++) {
const StreamFormat::Attribute& attrib = (*it).second;
newActivation.set(attrib._slot);
glVertexAttribFormat(
attrib._slot,
attrib._element.getDimensionCount(),
_elementTypeToGLType[attrib._element.getType()],
attrib._element.isNormalized(),
attrib._stride);
}
CHECK_GL_ERROR();
}
// Manage Activation what was and what is expected now
for (int i = 0; i < newActivation.size(); i++) {
bool newState = newActivation[i];
if (newState != _inputAttributeActivation[i]) {
if (newState) {
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
_inputAttributeActivation.flip(i);
}
}
CHECK_GL_ERROR();
_needInputFormatUpdate = false;
}
if (_needInputStreamUpdate) {
if (_inputStream) {
const Stream::Buffers& buffers = _inputStream->getBuffers();
const Stream::Offsets& offsets = _inputStream->getOffsets();
const Stream::Strides& strides = _inputStream->getStrides();
for (int i = 0; i < buffers.size(); i++) {
GLuint vbo = gpu::GLBackend::getBufferID((*buffers[i]));
glBindVertexBuffer(i, vbo, offsets[i], strides[i]);
}
CHECK_GL_ERROR();
}
_needInputStreamUpdate = false;
}
*/
}
void GLBackend::do_setIndexBuffer(Batch& batch, uint32 paramOffset) {
_input._indexBufferType = (Type) batch._params[paramOffset + 2]._uint;
BufferPointer indexBuffer = batch._buffers.get(batch._params[paramOffset + 1]._uint);
_input._indexBufferOffset = batch._params[paramOffset + 0]._uint;
_input._indexBuffer = indexBuffer;
if (indexBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBufferID(*indexBuffer));
} else {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
CHECK_GL_ERROR();
}

View file

@ -0,0 +1,95 @@
//
// GLBackendPipeline.cpp
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 3/8/2015.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GLBackendShared.h"
#include "Format.h"
using namespace gpu;
GLBackend::GLPipeline::GLPipeline() :
_program(nullptr)
{}
GLBackend::GLPipeline::~GLPipeline() {
_program = nullptr;
}
GLBackend::GLPipeline* GLBackend::syncGPUObject(const Pipeline& pipeline) {
GLPipeline* object = Backend::getGPUObject<GLBackend::GLPipeline>(pipeline);
// If GPU object already created then good
if (object) {
return object;
}
return nullptr;
}
void GLBackend::do_setPipeline(Batch& batch, uint32 paramOffset) {
PipelinePointer pipeline = batch._pipelines.get(batch._params[paramOffset + 0]._uint);
if (pipeline == _pipeline._pipeline) {
return;
}
auto pipelineObject = syncGPUObject((*pipeline));
if (!pipelineObject) {
return;
}
_pipeline._pipeline = pipeline;
_pipeline._program = pipelineObject->_program->_program;
_pipeline._invalidProgram = true;
}
void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
GLuint slot = batch._params[paramOffset + 3]._uint;
BufferPointer uniformBuffer = batch._buffers.get(batch._params[paramOffset + 2]._uint);
GLintptr rangeStart = batch._params[paramOffset + 1]._uint;
GLsizeiptr rangeSize = batch._params[paramOffset + 0]._uint;
#if defined(Q_OS_MAC)
GLfloat* data = (GLfloat*) (uniformBuffer->getData() + rangeStart);
glUniform4fv(slot, rangeSize / sizeof(GLfloat[4]), data);
// NOT working so we ll stick to the uniform float array until we move to core profile
// GLuint bo = getBufferID(*uniformBuffer);
//glUniformBufferEXT(_shader._program, slot, bo);
#elif defined(Q_OS_WIN)
GLuint bo = getBufferID(*uniformBuffer);
glBindBufferRange(GL_UNIFORM_BUFFER, slot, bo, rangeStart, rangeSize);
#else
GLfloat* data = (GLfloat*) (uniformBuffer->getData() + rangeStart);
glUniform4fv(slot, rangeSize / sizeof(GLfloat[4]), data);
#endif
CHECK_GL_ERROR();
}
void GLBackend::do_setUniformTexture(Batch& batch, uint32 paramOffset) {
GLuint slot = batch._params[paramOffset + 1]._uint;
TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
GLuint to = getTextureID(uniformTexture);
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(GL_TEXTURE_2D, to);
CHECK_GL_ERROR();
}
void GLBackend::updatePipeline() {
if (_pipeline._invalidProgram) {
glUseProgram(_pipeline._program);
CHECK_GL_ERROR();
_pipeline._invalidProgram = true;
}
}

View file

@ -0,0 +1,685 @@
//
// GLBackendShader.cpp
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 2/28/2015.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GLBackendShared.h"
#include "Format.h"
using namespace gpu;
GLBackend::GLShader::GLShader() :
_shader(0),
_program(0)
{}
GLBackend::GLShader::~GLShader() {
if (_shader != 0) {
glDeleteShader(_shader);
}
if (_program != 0) {
glDeleteProgram(_program);
}
}
void makeBindings(GLBackend::GLShader* shader) {
if(!shader || !shader->_program) {
return;
}
GLuint glprogram = shader->_program;
GLint loc = -1;
//Check for gpu specific attribute slotBindings
loc = glGetAttribLocation(glprogram, "position");
if (loc >= 0) {
glBindAttribLocation(glprogram, gpu::Stream::POSITION, "position");
}
loc = glGetAttribLocation(glprogram, "normal");
if (loc >= 0) {
glBindAttribLocation(glprogram, gpu::Stream::NORMAL, "normal");
}
loc = glGetAttribLocation(glprogram, "color");
if (loc >= 0) {
glBindAttribLocation(glprogram, gpu::Stream::COLOR, "color");
}
loc = glGetAttribLocation(glprogram, "texcoord");
if (loc >= 0) {
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD, "texcoord");
}
loc = glGetAttribLocation(glprogram, "tangent");
if (loc >= 0) {
glBindAttribLocation(glprogram, gpu::Stream::TANGENT, "tangent");
}
loc = glGetAttribLocation(glprogram, "texcoord1");
if (loc >= 0) {
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD1, "texcoord1");
}
loc = glGetAttribLocation(glprogram, "clusterIndices");
if (loc >= 0) {
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_INDEX, "clusterIndices");
}
loc = glGetAttribLocation(glprogram, "clusterWeights");
if (loc >= 0) {
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_WEIGHT, "clusterWeights");
}
// Link again to take into account the assigned attrib location
glLinkProgram(glprogram);
GLint linked = 0;
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
if (!linked) {
qDebug() << "GLShader::makeBindings - failed to link after assigning slotBindings?";
}
// now assign the ubo binding, then DON't relink!
//Check for gpu specific uniform slotBindings
#if defined(Q_OS_WIN)
loc = glGetUniformBlockIndex(glprogram, "transformObjectBuffer");
if (loc >= 0) {
glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT);
shader->_transformObjectSlot = gpu::TRANSFORM_OBJECT_SLOT;
}
loc = glGetUniformBlockIndex(glprogram, "transformCameraBuffer");
if (loc >= 0) {
glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_CAMERA_SLOT);
shader->_transformCameraSlot = gpu::TRANSFORM_OBJECT_SLOT;
}
#endif
}
GLBackend::GLShader* compileShader(const Shader& shader) {
// Any GLSLprogram ? normally yes...
const std::string& shaderSource = shader.getSource().getCode();
if (shaderSource.empty()) {
qDebug() << "GLShader::compileShader - no GLSL shader source code ? so failed to create";
return nullptr;
}
// Shader domain
const GLenum SHADER_DOMAINS[2] = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER };
GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
// Create the shader object
GLuint glshader = glCreateShader(shaderDomain);
if (!glshader) {
qDebug() << "GLShader::compileShader - failed to create the gl shader object";
return nullptr;
}
// Assign the source
const GLchar* srcstr = shaderSource.c_str();
glShaderSource(glshader, 1, &srcstr, NULL);
// Compile !
glCompileShader(glshader);
// check if shader compiled
GLint compiled = 0;
glGetShaderiv(glshader, GL_COMPILE_STATUS, &compiled);
// if compilation fails
if (!compiled) {
// save the source code to a temp file so we can debug easily
/* std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << shaderSource->source;
filestream.close();
}
*/
GLint infoLength = 0;
glGetShaderiv(glshader, GL_INFO_LOG_LENGTH, &infoLength);
char* temp = new char[infoLength] ;
glGetShaderInfoLog(glshader, infoLength, NULL, temp);
qDebug() << "GLShader::compileShader - failed to compile the gl shader object:";
qDebug() << temp;
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
}
*/
delete[] temp;
glDeleteShader(glshader);
return nullptr;
}
GLuint glprogram = 0;
#ifdef SEPARATE_PROGRAM
// so far so good, program is almost done, need to link:
GLuint glprogram = glCreateProgram();
if (!glprogram) {
qDebug() << "GLShader::compileShader - failed to create the gl shader & gl program object";
return nullptr;
}
glProgramParameteri(glprogram, GL_PROGRAM_SEPARABLE, GL_TRUE);
glAttachShader(glprogram, glshader);
glLinkProgram(glprogram);
GLint linked = 0;
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
if (!linked) {
/*
// save the source code to a temp file so we can debug easily
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << shaderSource->source;
filestream.close();
}
*/
GLint infoLength = 0;
glGetProgramiv(glprogram, GL_INFO_LOG_LENGTH, &infoLength);
char* temp = new char[infoLength] ;
glGetProgramInfoLog(glprogram, infoLength, NULL, temp);
qDebug() << "GLShader::compileShader - failed to LINK the gl program object :";
qDebug() << temp;
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << String(temp);
filestream.close();
}
*/
delete[] temp;
glDeleteShader(glshader);
glDeleteProgram(glprogram);
return nullptr;
}
#endif
// So far so good, the shader is created successfully
GLBackend::GLShader* object = new GLBackend::GLShader();
object->_shader = glshader;
object->_program = glprogram;
makeBindings(object);
return object;
}
GLBackend::GLShader* compileProgram(const Shader& program) {
if(!program.isProgram()) {
return nullptr;
}
// Let's go through every shaders and make sure they are ready to go
std::vector< GLuint > shaderObjects;
for (auto subShader : program.getShaders()) {
GLuint so = GLBackend::getShaderID(subShader);
if (!so) {
qDebug() << "GLShader::compileProgram - One of the shaders of the program is not compiled?";
return nullptr;
}
shaderObjects.push_back(so);
}
// so far so good, program is almost done, need to link:
GLuint glprogram = glCreateProgram();
if (!glprogram) {
qDebug() << "GLShader::compileProgram - failed to create the gl program object";
return nullptr;
}
// glProgramParameteri(glprogram, GL_PROGRAM_, GL_TRUE);
// Create the program from the sub shaders
for (auto so : shaderObjects) {
glAttachShader(glprogram, so);
}
// Link!
glLinkProgram(glprogram);
GLint linked = 0;
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
if (!linked) {
/*
// save the source code to a temp file so we can debug easily
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << shaderSource->source;
filestream.close();
}
*/
GLint infoLength = 0;
glGetProgramiv(glprogram, GL_INFO_LOG_LENGTH, &infoLength);
char* temp = new char[infoLength] ;
glGetProgramInfoLog(glprogram, infoLength, NULL, temp);
qDebug() << "GLShader::compileProgram - failed to LINK the gl program object :";
qDebug() << temp;
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
}
*/
delete[] temp;
glDeleteProgram(glprogram);
return nullptr;
}
// So far so good, the program is created successfully
GLBackend::GLShader* object = new GLBackend::GLShader();
object->_shader = 0;
object->_program = glprogram;
makeBindings(object);
return object;
}
GLBackend::GLShader* GLBackend::syncGPUObject(const Shader& shader) {
GLShader* object = Backend::getGPUObject<GLBackend::GLShader>(shader);
// If GPU object already created then good
if (object) {
return object;
}
// need to have a gpu object?
if (shader.isProgram()) {
GLShader* tempObject = compileProgram(shader);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
}
} else if (shader.isDomain()) {
GLShader* tempObject = compileShader(shader);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
}
}
return object;
}
GLuint GLBackend::getShaderID(const ShaderPointer& shader) {
if (!shader) {
return 0;
}
GLShader* object = GLBackend::syncGPUObject(*shader);
if (object) {
if (shader->isProgram()) {
return object->_program;
} else {
return object->_shader;
}
} else {
return 0;
}
}
class ElementResource {
public:
gpu::Element _element;
uint16 _resource;
ElementResource(Element&& elem, uint16 resource) : _element(elem), _resource(resource) {}
};
ElementResource getFormatFromGLUniform(GLenum gltype) {
switch (gltype) {
case GL_FLOAT: return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_FLOAT_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_FLOAT_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_FLOAT_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
/*
case GL_DOUBLE: return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_DOUBLE_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_DOUBLE_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_DOUBLE_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
*/
case GL_INT: return ElementResource(Element(SCALAR, gpu::INT32, UNIFORM), Resource::BUFFER);
case GL_INT_VEC2: return ElementResource(Element(VEC2, gpu::INT32, UNIFORM), Resource::BUFFER);
case GL_INT_VEC3: return ElementResource(Element(VEC3, gpu::INT32, UNIFORM), Resource::BUFFER);
case GL_INT_VEC4: return ElementResource(Element(VEC4, gpu::INT32, UNIFORM), Resource::BUFFER);
case GL_UNSIGNED_INT: return ElementResource(Element(SCALAR, gpu::UINT32, UNIFORM), Resource::BUFFER);
#if defined(Q_OS_WIN)
case GL_UNSIGNED_INT_VEC2: return ElementResource(Element(VEC2, gpu::UINT32, UNIFORM), Resource::BUFFER);
case GL_UNSIGNED_INT_VEC3: return ElementResource(Element(VEC3, gpu::UINT32, UNIFORM), Resource::BUFFER);
case GL_UNSIGNED_INT_VEC4: return ElementResource(Element(VEC4, gpu::UINT32, UNIFORM), Resource::BUFFER);
#endif
case GL_BOOL: return ElementResource(Element(SCALAR, gpu::BOOL, UNIFORM), Resource::BUFFER);
case GL_BOOL_VEC2: return ElementResource(Element(VEC2, gpu::BOOL, UNIFORM), Resource::BUFFER);
case GL_BOOL_VEC3: return ElementResource(Element(VEC3, gpu::BOOL, UNIFORM), Resource::BUFFER);
case GL_BOOL_VEC4: return ElementResource(Element(VEC4, gpu::BOOL, UNIFORM), Resource::BUFFER);
case GL_FLOAT_MAT2: return ElementResource(Element(gpu::MAT2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_FLOAT_MAT3: return ElementResource(Element(MAT3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_FLOAT_MAT4: return ElementResource(Element(MAT4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
/* {GL_FLOAT_MAT2x3 mat2x3},
{GL_FLOAT_MAT2x4 mat2x4},
{GL_FLOAT_MAT3x2 mat3x2},
{GL_FLOAT_MAT3x4 mat3x4},
{GL_FLOAT_MAT4x2 mat4x2},
{GL_FLOAT_MAT4x3 mat4x3},
{GL_DOUBLE_MAT2 dmat2},
{GL_DOUBLE_MAT3 dmat3},
{GL_DOUBLE_MAT4 dmat4},
{GL_DOUBLE_MAT2x3 dmat2x3},
{GL_DOUBLE_MAT2x4 dmat2x4},
{GL_DOUBLE_MAT3x2 dmat3x2},
{GL_DOUBLE_MAT3x4 dmat3x4},
{GL_DOUBLE_MAT4x2 dmat4x2},
{GL_DOUBLE_MAT4x3 dmat4x3},
*/
case GL_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D);
case GL_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D);
case GL_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_3D);
case GL_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_CUBE);
#if defined(Q_OS_WIN)
case GL_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
case GL_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D_ARRAY);
case GL_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D_ARRAY);
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
#endif
case GL_SAMPLER_2D_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D);
#if defined(Q_OS_WIN)
case GL_SAMPLER_CUBE_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_CUBE);
case GL_SAMPLER_2D_ARRAY_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D_ARRAY);
#endif
// {GL_SAMPLER_1D_SHADOW sampler1DShadow},
// {GL_SAMPLER_1D_ARRAY_SHADOW sampler1DArrayShadow},
// {GL_SAMPLER_BUFFER samplerBuffer},
// {GL_SAMPLER_2D_RECT sampler2DRect},
// {GL_SAMPLER_2D_RECT_SHADOW sampler2DRectShadow},
#if defined(Q_OS_WIN)
case GL_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D);
case GL_INT_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D);
case GL_INT_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
case GL_INT_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_3D);
case GL_INT_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_CUBE);
case GL_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
case GL_INT_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
// {GL_INT_SAMPLER_BUFFER isamplerBuffer},
// {GL_INT_SAMPLER_2D_RECT isampler2DRect},
case GL_UNSIGNED_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D);
case GL_UNSIGNED_INT_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D);
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
case GL_UNSIGNED_INT_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_3D);
case GL_UNSIGNED_INT_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_CUBE);
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
#endif
// {GL_UNSIGNED_INT_SAMPLER_BUFFER usamplerBuffer},
// {GL_UNSIGNED_INT_SAMPLER_2D_RECT usampler2DRect},
/*
{GL_IMAGE_1D image1D},
{GL_IMAGE_2D image2D},
{GL_IMAGE_3D image3D},
{GL_IMAGE_2D_RECT image2DRect},
{GL_IMAGE_CUBE imageCube},
{GL_IMAGE_BUFFER imageBuffer},
{GL_IMAGE_1D_ARRAY image1DArray},
{GL_IMAGE_2D_ARRAY image2DArray},
{GL_IMAGE_2D_MULTISAMPLE image2DMS},
{GL_IMAGE_2D_MULTISAMPLE_ARRAY image2DMSArray},
{GL_INT_IMAGE_1D iimage1D},
{GL_INT_IMAGE_2D iimage2D},
{GL_INT_IMAGE_3D iimage3D},
{GL_INT_IMAGE_2D_RECT iimage2DRect},
{GL_INT_IMAGE_CUBE iimageCube},
{GL_INT_IMAGE_BUFFER iimageBuffer},
{GL_INT_IMAGE_1D_ARRAY iimage1DArray},
{GL_INT_IMAGE_2D_ARRAY iimage2DArray},
{GL_INT_IMAGE_2D_MULTISAMPLE iimage2DMS},
{GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY iimage2DMSArray},
{GL_UNSIGNED_INT_IMAGE_1D uimage1D},
{GL_UNSIGNED_INT_IMAGE_2D uimage2D},
{GL_UNSIGNED_INT_IMAGE_3D uimage3D},
{GL_UNSIGNED_INT_IMAGE_2D_RECT uimage2DRect},
{GL_UNSIGNED_INT_IMAGE_CUBE uimageCube},+ [0] {_name="fInnerRadius" _location=0 _element={_semantic=15 '\xf' _dimension=0 '\0' _type=0 '\0' } } gpu::Shader::Slot
{GL_UNSIGNED_INT_IMAGE_BUFFER uimageBuffer},
{GL_UNSIGNED_INT_IMAGE_1D_ARRAY uimage1DArray},
{GL_UNSIGNED_INT_IMAGE_2D_ARRAY uimage2DArray},
{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE uimage2DMS},
{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY uimage2DMSArray},
{GL_UNSIGNED_INT_ATOMIC_COUNTER atomic_uint}
*/
default:
return ElementResource(Element(), Resource::BUFFER);
}
};
int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers) {
GLint uniformsCount = 0;
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORMS, &uniformsCount);
for (int i = 0; i < uniformsCount; i++) {
const GLint NAME_LENGTH = 256;
GLchar name[NAME_LENGTH];
GLint length = 0;
GLint size = 0;
GLenum type = 0;
glGetActiveUniform(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
GLint location = glGetUniformLocation(glprogram, name);
const GLint INVALID_UNIFORM_LOCATION = -1;
// Try to make sense of the gltype
auto elementResource = getFormatFromGLUniform(type);
// The uniform as a standard var type
if (location != INVALID_UNIFORM_LOCATION) {
if (elementResource._resource == Resource::BUFFER) {
uniforms.insert(Shader::Slot(name, location, elementResource._element, elementResource._resource));
} else {
// For texture/Sampler, the location is the actual binding value
GLint binding = -1;
glGetUniformiv(glprogram, location, &binding);
auto requestedBinding = slotBindings.find(std::string(name));
if (requestedBinding != slotBindings.end()) {
if (binding != (*requestedBinding)._location) {
binding = (*requestedBinding)._location;
glUniform1i(location, binding);
}
}
textures.insert(Shader::Slot(name, binding, elementResource._element, elementResource._resource));
samplers.insert(Shader::Slot(name, binding, elementResource._element, elementResource._resource));
}
}
}
return uniformsCount;
}
const GLint UNUSED_SLOT = -1;
bool isUnusedSlot(GLint binding) {
return (binding == UNUSED_SLOT);
}
int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) {
GLint buffersCount = 0;
#if defined(Q_OS_WIN)
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORM_BLOCKS, &buffersCount);
// fast exit
if (buffersCount == 0) {
return 0;
}
GLint maxNumUniformBufferSlots = 0;
glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxNumUniformBufferSlots);
std::vector<GLint> uniformBufferSlotMap(maxNumUniformBufferSlots, -1);
for (int i = 0; i < buffersCount; i++) {
const GLint NAME_LENGTH = 256;
GLchar name[NAME_LENGTH];
GLint length = 0;
GLint size = 0;
GLenum type = 0;
GLint binding = -1;
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_NAME_LENGTH, &length);
glGetActiveUniformBlockName(glprogram, i, NAME_LENGTH, &length, name);
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_BINDING, &binding);
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_DATA_SIZE, &size);
GLuint blockIndex = glGetUniformBlockIndex(glprogram, name);
// CHeck if there is a requested binding for this block
auto requestedBinding = slotBindings.find(std::string(name));
if (requestedBinding != slotBindings.end()) {
// If yes force it
if (binding != (*requestedBinding)._location) {
binding = (*requestedBinding)._location;
glUniformBlockBinding(glprogram, blockIndex, binding);
}
} else if (binding == 0) {
// If no binding was assigned then just do it finding a free slot
auto slotIt = std::find_if(uniformBufferSlotMap.begin(), uniformBufferSlotMap.end(), isUnusedSlot);
if (slotIt != uniformBufferSlotMap.end()) {
binding = slotIt - uniformBufferSlotMap.begin();
glUniformBlockBinding(glprogram, blockIndex, binding);
} else {
// This should neve happen, an active ubo cannot find an available slot among the max available?!
binding = -1;
}
}
// If binding is valid record it
if (binding >= 0) {
uniformBufferSlotMap[binding] = blockIndex;
}
Element element(SCALAR, gpu::UINT32, gpu::UNIFORM_BUFFER);
buffers.insert(Shader::Slot(name, binding, element, Resource::BUFFER));
}
#endif
return buffersCount;
}
int makeInputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs) {
GLint inputsCount = 0;
glGetProgramiv(glprogram, GL_ACTIVE_ATTRIBUTES, &inputsCount);
for (int i = 0; i < inputsCount; i++) {
const GLint NAME_LENGTH = 256;
GLchar name[NAME_LENGTH];
GLint length = 0;
GLint size = 0;
GLenum type = 0;
glGetActiveAttrib(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
GLint binding = glGetAttribLocation(glprogram, name);
auto elementResource = getFormatFromGLUniform(type);
inputs.insert(Shader::Slot(name, binding, elementResource._element, -1));
}
return inputsCount;
}
int makeOutputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs) {
/* GLint outputsCount = 0;
glGetProgramiv(glprogram, GL_ACTIVE_, &outputsCount);
for (int i = 0; i < inputsCount; i++) {
const GLint NAME_LENGTH = 256;
GLchar name[NAME_LENGTH];
GLint length = 0;
GLint size = 0;
GLenum type = 0;
glGetActiveAttrib(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
auto element = getFormatFromGLUniform(type);
outputs.insert(Shader::Slot(name, i, element));
}
*/
return 0; //inputsCount;
}
bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings) {
// First make sure the Shader has been compiled
GLShader* object = GLBackend::syncGPUObject(shader);
if (!object) {
return false;
}
if (object->_program) {
Shader::SlotSet buffers;
makeUniformBlockSlots(object->_program, slotBindings, buffers);
Shader::SlotSet uniforms;
Shader::SlotSet textures;
Shader::SlotSet samplers;
makeUniformSlots(object->_program, slotBindings, uniforms, textures, samplers);
Shader::SlotSet inputs;
makeInputSlots(object->_program, slotBindings, inputs);
Shader::SlotSet outputs;
makeOutputSlots(object->_program, slotBindings, outputs);
shader.defineSlots(uniforms, buffers, textures, samplers, inputs, outputs);
} else if (object->_shader) {
}
return true;
}

View file

@ -223,7 +223,7 @@ public:
};
void GLBackend::syncGPUObject(const Texture& texture) {
GLBackend::GLTexture* GLBackend::syncGPUObject(const Texture& texture) {
GLTexture* object = Backend::getGPUObject<GLBackend::GLTexture>(texture);
// If GPU object already created and in sync
@ -232,14 +232,14 @@ void GLBackend::syncGPUObject(const Texture& texture) {
// If gpu object info is in sync with sysmem version
if (object->_contentStamp >= texture.getDataStamp()) {
// Then all good, GPU object is ready to be used
return;
return object;
} else {
// Need to update the content of the GPU object from the source sysmem of the texture
needUpdate = true;
}
} else if (!texture.isDefined()) {
// NO texture definition yet so let's avoid thinking
return;
return nullptr;
}
// need to have a gpu object?
@ -320,6 +320,8 @@ void GLBackend::syncGPUObject(const Texture& texture) {
qDebug() << "GLBackend::syncGPUObject(const Texture&) case for Texture Type " << texture.getType() << " not supported";
}
CHECK_GL_ERROR();
return object;
}
@ -328,8 +330,7 @@ GLuint GLBackend::getTextureID(const TexturePointer& texture) {
if (!texture) {
return 0;
}
GLBackend::syncGPUObject(*texture);
GLTexture* object = Backend::getGPUObject<GLBackend::GLTexture>(*texture);
GLTexture* object = GLBackend::syncGPUObject(*texture);
if (object) {
return object->_texture;
} else {

View file

@ -0,0 +1,156 @@
//
// GLBackendTransform.cpp
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 3/8/2015.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GLBackendShared.h"
#include "Format.h"
using namespace gpu;
// Transform Stage
void GLBackend::do_setModelTransform(Batch& batch, uint32 paramOffset) {
_transform._model = batch._transforms.get(batch._params[paramOffset]._uint);
_transform._invalidModel = true;
}
void GLBackend::do_setViewTransform(Batch& batch, uint32 paramOffset) {
_transform._view = batch._transforms.get(batch._params[paramOffset]._uint);
_transform._invalidView = true;
}
void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
memcpy(&_transform._projection, batch.editData(batch._params[paramOffset]._uint), sizeof(Mat4));
_transform._invalidProj = true;
}
void GLBackend::initTransform() {
#if defined(Q_OS_WIN)
glGenBuffers(1, &_transform._transformObjectBuffer);
glGenBuffers(1, &_transform._transformCameraBuffer);
glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformObjectBuffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(_transform._transformObject), (const void*) &_transform._transformObject, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformCameraBuffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
#else
#endif
}
void GLBackend::killTransform() {
#if defined(Q_OS_WIN)
glDeleteBuffers(1, &_transform._transformObjectBuffer);
glDeleteBuffers(1, &_transform._transformCameraBuffer);
#else
#endif
}
void GLBackend::updateTransform() {
// Check all the dirty flags and update the state accordingly
if (_transform._invalidProj) {
_transform._transformCamera._projection = _transform._projection;
}
if (_transform._invalidView) {
_transform._view.getInverseMatrix(_transform._transformCamera._view);
_transform._view.getMatrix(_transform._transformCamera._viewInverse);
}
if (_transform._invalidModel) {
_transform._model.getMatrix(_transform._transformObject._model);
_transform._model.getInverseMatrix(_transform._transformObject._modelInverse);
}
if (_transform._invalidView || _transform._invalidProj) {
Mat4 viewUntranslated = _transform._transformCamera._view;
viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
_transform._transformCamera._projectionViewUntranslated = _transform._transformCamera._projection * viewUntranslated;
}
if (_transform._invalidView || _transform._invalidProj) {
#if defined(Q_OS_WIN)
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0);
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CHECK_GL_ERROR();
#endif
}
if (_transform._invalidModel) {
#if defined(Q_OS_WIN)
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, 0);
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformObjectBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformObject), (const void*) &_transform._transformObject, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CHECK_GL_ERROR();
#endif
}
#if defined(Q_OS_WIN)
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, _transform._transformObjectBuffer);
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, _transform._transformCameraBuffer);
CHECK_GL_ERROR();
#endif
#if defined(Q_OS_MAC) || defined(Q_OS_LINUX)
// Do it again for fixed pipeline until we can get rid of it
if (_transform._invalidProj) {
if (_transform._lastMode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
_transform._lastMode = GL_PROJECTION;
}
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&_transform._projection));
CHECK_GL_ERROR();
}
if (_transform._invalidModel || _transform._invalidView) {
if (!_transform._model.isIdentity()) {
if (_transform._lastMode != GL_MODELVIEW) {
glMatrixMode(GL_MODELVIEW);
_transform._lastMode = GL_MODELVIEW;
}
Transform::Mat4 modelView;
if (!_transform._view.isIdentity()) {
Transform mvx;
Transform::inverseMult(mvx, _transform._view, _transform._model);
mvx.getMatrix(modelView);
} else {
_transform._model.getMatrix(modelView);
}
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
} else {
if (!_transform._view.isIdentity()) {
if (_transform._lastMode != GL_MODELVIEW) {
glMatrixMode(GL_MODELVIEW);
_transform._lastMode = GL_MODELVIEW;
}
Transform::Mat4 modelView;
_transform._view.getInverseMatrix(modelView);
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
} else {
// TODO: eventually do something about the matrix when neither view nor model is specified?
// glLoadIdentity();
}
}
CHECK_GL_ERROR();
}
#endif
// Flags are clean
_transform._invalidView = _transform._invalidProj = _transform._invalidModel = false;
}

View file

@ -0,0 +1,34 @@
//
// Pipeline.cpp
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 3/8/2015.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Pipeline.h"
#include <math.h>
#include <QDebug>
using namespace gpu;
Pipeline::Pipeline():
_program(),
_states()
{
}
Pipeline::~Pipeline()
{
}
Pipeline* Pipeline::create(const ShaderPointer& program, const States& states) {
Pipeline* pipeline = new Pipeline();
pipeline->_program = program;
pipeline->_states = states;
return pipeline;
}

View file

@ -0,0 +1,53 @@
//
// Pipeline.h
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 3/8/2015.
// 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
//
#ifndef hifi_gpu_Pipeline_h
#define hifi_gpu_Pipeline_h
#include "Resource.h"
#include <memory>
#include <set>
#include "Shader.h"
#include "State.h"
namespace gpu {
class Pipeline {
public:
static Pipeline* create(const ShaderPointer& program, const States& states);
~Pipeline();
const ShaderPointer& getProgram() const { return _program; }
const States& getStates() const { return _states; }
protected:
ShaderPointer _program;
States _states;
Pipeline();
Pipeline(const Pipeline& pipeline); // deep copy of the sysmem shader
Pipeline& operator=(const Pipeline& pipeline); // deep copy of the sysmem texture
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = NULL;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};
typedef std::shared_ptr< Pipeline > PipelinePointer;
typedef std::vector< PipelinePointer > Pipelines;
};
#endif

View file

@ -38,6 +38,18 @@ public:
// The size in bytes of data stored in the resource
virtual Size getSize() const = 0;
enum Type {
BUFFER = 0,
TEXTURE_1D,
TEXTURE_2D,
TEXTURE_3D,
TEXTURE_CUBE,
TEXTURE_1D_ARRAY,
TEXTURE_2D_ARRAY,
TEXTURE_3D_ARRAY,
TEXTURE_CUBE_ARRAY,
};
protected:
Resource() {}
@ -140,12 +152,11 @@ protected:
Sysmem* _sysmem = NULL;
mutable GPUObject* _gpuObject = NULL;
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = NULL;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};

View file

@ -0,0 +1,73 @@
//
// Shader.cpp
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 2/27/2015.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Shader.h"
#include <math.h>
#include <QDebug>
#include "Context.h"
using namespace gpu;
Shader::Shader(Type type, const Source& source):
_source(source),
_type(type)
{
}
Shader::Shader(Type type, Pointer& vertex, Pointer& pixel):
_type(type)
{
_shaders.resize(2);
_shaders[VERTEX] = vertex;
_shaders[PIXEL] = pixel;
}
Shader::~Shader()
{
}
Shader* Shader::createVertex(const Source& source) {
Shader* shader = new Shader(VERTEX, source);
return shader;
}
Shader* Shader::createPixel(const Source& source) {
Shader* shader = new Shader(PIXEL, source);
return shader;
}
Shader* Shader::createProgram(Pointer& vertexShader, Pointer& pixelShader) {
if (vertexShader && vertexShader->getType() == VERTEX) {
if (pixelShader && pixelShader->getType() == PIXEL) {
Shader* shader = new Shader(PROGRAM, vertexShader, pixelShader);
return shader;
}
}
return nullptr;
}
void Shader::defineSlots(const SlotSet& uniforms, const SlotSet& buffers, const SlotSet& textures, const SlotSet& samplers, const SlotSet& inputs, const SlotSet& outputs) {
_uniforms = uniforms;
_buffers = buffers;
_textures = textures;
_samplers = samplers;
_inputs = inputs;
_outputs = outputs;
}
bool Shader::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
if (shader.isProgram()) {
return Context::makeProgram(shader, bindings);
}
return false;
}

165
libraries/gpu/src/gpu/Shader.h Executable file
View file

@ -0,0 +1,165 @@
//
// Shader.h
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 2/27/2015.
// 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
//
#ifndef hifi_gpu_Shader_h
#define hifi_gpu_Shader_h
#include "Resource.h"
#include <memory>
#include <set>
namespace gpu {
class Shader {
public:
typedef QSharedPointer< Shader > Pointer;
typedef std::vector< Pointer > Shaders;
class Source {
public:
enum Language {
GLSL = 0,
};
Source() {}
Source(const std::string& code, Language lang = GLSL) : _code(code), _lang(lang) {}
Source(const Source& source) : _code(source._code), _lang(source._lang) {}
virtual ~Source() {}
virtual const std::string& getCode() const { return _code; }
protected:
std::string _code;
Language _lang = GLSL;
};
class Slot {
public:
std::string _name;
uint32 _location;
Element _element;
uint16 _resourceType;
Slot(const std::string& name, uint16 location, const Element& element, uint16 resourceType = Resource::BUFFER) :
_name(name), _location(location), _element(element), _resourceType(resourceType) {}
};
class Binding {
public:
std::string _name;
uint32 _location;
Binding(const std::string&& name, uint32 loc = 0) : _name(name), _location(loc) {}
};
template <typename T> class Less {
public:
bool operator() (const T& x, const T& y) const { return x._name < y._name; }
};
typedef std::set<Slot, Less<Slot>> SlotSet;
typedef std::set<Binding, Less<Binding>> BindingSet;
enum Type {
VERTEX = 0,
PIXEL,
GEOMETRY,
NUM_DOMAINS,
PROGRAM,
};
static Shader* createVertex(const Source& source);
static Shader* createPixel(const Source& source);
static Shader* createProgram(Pointer& vertexShader, Pointer& pixelShader);
~Shader();
Type getType() const { return _type; }
bool isProgram() const { return getType() > NUM_DOMAINS; }
bool isDomain() const { return getType() < NUM_DOMAINS; }
const Source& getSource() const { return _source; }
const Shaders& getShaders() const { return _shaders; }
// Access the exposed uniform, input and output slot
const SlotSet& getUniforms() const { return _uniforms; }
const SlotSet& getBuffers() const { return _buffers; }
const SlotSet& getTextures() const { return _textures; }
const SlotSet& getSamplers() const { return _samplers; }
const SlotSet& getInputs() const { return _inputs; }
const SlotSet& getOutputs() const { return _outputs; }
// Define the list of uniforms, inputs and outputs for the shader
// This call is intendend to build the list of exposed slots in order
// to correctly bind resource to the shader.
// These can be build "manually" from knowledge of the atual shader code
// or automatically by calling "makeShader()", this is the preferred way
void defineSlots(const SlotSet& uniforms, const SlotSet& buffers, const SlotSet& textures, const SlotSet& samplers, const SlotSet& inputs, const SlotSet& outputs);
// makeProgram(...) make a program shader ready to be used in a Batch.
// It compiles the sub shaders, link them and defines the Slots and their bindings.
// If the shader passed is not a program, nothing happens.
//
// It is possible to provide a set of slot bindings (from the name of the slot to a unit number) allowing
// to make sure slots with the same semantics can be always bound on the same location from shader to shader.
// For example, the "diffuseMap" can always be bound to texture unit #1 for different shaders by specifying a Binding("diffuseMap", 1)
//
// As of now (03/2015), the call to makeProgram is in fact calling gpu::Context::makeProgram and does rely
// on the underneath gpu::Context::Backend available. Since we only support glsl, this means that it relies
// on a glContext and the driver to compile the glsl shader.
// Hoppefully in a few years the shader compilation will be completely abstracted in a separate shader compiler library
// independant of the graphics api in use underneath (looking at you opengl & vulkan).
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
protected:
Shader(Type type, const Source& source);
Shader(Type type, Pointer& vertex, Pointer& pixel);
Shader(const Shader& shader); // deep copy of the sysmem shader
Shader& operator=(const Shader& shader); // deep copy of the sysmem texture
// Source contains the actual source code or nothing if the shader is a program
Source _source;
// if shader is composed of sub shaders, here they are
Shaders _shaders;
// List of exposed uniform, input and output slots
SlotSet _uniforms;
SlotSet _buffers;
SlotSet _textures;
SlotSet _samplers;
SlotSet _inputs;
SlotSet _outputs;
// The type of the shader, the master key
Type _type;
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = NULL;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};
typedef Shader::Pointer ShaderPointer;
typedef std::vector< ShaderPointer > Shaders;
};
#endif

20
libraries/gpu/src/gpu/State.cpp Executable file
View file

@ -0,0 +1,20 @@
//
// State.cpp
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 3/8/2015.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "State.h"
#include <QDebug>
using namespace gpu;
State::~State()
{
}

88
libraries/gpu/src/gpu/State.h Executable file
View file

@ -0,0 +1,88 @@
//
// Pipeline.h
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 3/8/2015.
// 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
//
#ifndef hifi_gpu_State_h
#define hifi_gpu_State_h
#include "Format.h"
#include <vector>
#include <QSharedPointer>
namespace gpu {
class GPUObject;
class State {
public:
State() {}
virtual ~State();
// Work in progress, not used
/*
enum Field {
FILL_MODE,
CULL_MODE,
DEPTH_BIAS,
DEPTH_BIAS_CLAMP,
DEPTH_BIASSLOPE_SCALE,
FRONT_CLOCKWISE,
DEPTH_CLIP_ENABLE,
SCISSR_ENABLE,
MULTISAMPLE_ENABLE,
ANTIALISED_LINE_ENABLE,
DEPTH_ENABLE,
DEPTH_WRITE_MASK,
DEPTH_FUNCTION,
STENCIL_ENABLE,
STENCIL_READ_MASK,
STENCIL_WRITE_MASK,
STENCIL_FUNCTION_FRONT,
STENCIL_FUNCTION_BACK,
STENCIL_REFERENCE,
BLEND_INDEPENDANT_ENABLE,
BLEND_ENABLE,
BLEND_SOURCE,
BLEND_DESTINATION,
BLEND_OPERATION,
BLEND_SOURCE_ALPHA,
BLEND_DESTINATION_ALPHA,
BLEND_OPERATION_ALPHA,
BLEND_WRITE_MASK,
BLEND_FACTOR,
SAMPLE_MASK,
ALPHA_TO_COVERAGE_ENABLE,
};
*/
protected:
State(const State& state);
State& operator=(const State& state);
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = NULL;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};
typedef QSharedPointer< State > StatePointer;
typedef std::vector< StatePointer > States;
};
#endif

View file

@ -207,12 +207,10 @@ protected:
Size resize(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices);
mutable GPUObject* _gpuObject = NULL;
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = NULL;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};

View file

@ -0,0 +1,245 @@
<!
// Atmospheric.slh
//
// Created by Sam Gateau on 3/9/15.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
!>
<@if not MODEL_ATMOSPHERE_SLH@>
<@def MODEL_ATMOSPHERE_SLH@>
<!
// Code is a modified version of:
// http://http.developer.nvidia.com/GPUGems/gpugems_app01.html
// Atmospheric scattering fragment shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
//
// NVIDIA Statement on the Software
//
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
// detailed.
//
// No Warranty
//
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
//
// Limitation of Liability
//
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
//
!>
struct Atmosphere {
vec4 _invWaveLength;
vec4 _radiuses;
vec4 _scales;
vec4 _scatterings;
vec4 _control;
};
const int numSamples = 2;
vec3 getAtmosphereInvWaveLength(Atmosphere a) { return a._invWaveLength.xyz; } // 1 / pow(wavelength, 4) for the red, green, and blue channels
float getAtmosphereInnerRadius(Atmosphere a) { return a._radiuses.x; } // The inner (planetary) radius
float getAtmosphereOuterRadius(Atmosphere a) { return a._radiuses.y; } // The outer (atmosphere) radius
float getAtmosphereScale(Atmosphere a) { return a._scales.x; } // 1 / (outerRadius - innerRadius)
float getAtmosphereScaleDepth(Atmosphere a) { return a._scales.y; } // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
float getAtmosphereScaleOverScaleDepth(Atmosphere a) { return a._scales.z; } // scale / scaleDepth
vec4 getAtmosphereScattering(Atmosphere a) { return a._scatterings; } // The full Mie and Rayleigh scattering coefficients
float getAtmosphereKrESun(Atmosphere a) { return a._scatterings.x; } // Kr * ESun
float getAtmosphereKmESun(Atmosphere a) { return a._scatterings.y; } // Km * ESun
float getAtmosphereKr4PI(Atmosphere a) { return a._scatterings.z; } // Kr * 4 * PI
float getAtmosphereKm4PI(Atmosphere a) { return a._scatterings.w; } // Km * 4 * PI
float getAtmosphereNumSamples(Atmosphere a) { return a._control.x; } // numSamples
vec2 getAtmosphereGAndG2(Atmosphere a) { return a._control.yz; } // g and g2
float atmosphereScale(float scaleDepth, float fCos)
{
float x = 1.0 - fCos;
return scaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
vec4 evalAtmosphereContribution(Atmosphere atmospheric, vec3 position, vec3 cameraPos, vec3 lightPos) {
float fInnerRadius = getAtmosphereInnerRadius(atmospheric);
float fSamples = getAtmosphereNumSamples(atmospheric);
vec3 v3InvWavelength = getAtmosphereInvWaveLength(atmospheric);
vec4 scatteringCoefs = getAtmosphereScattering(atmospheric);
float fKrESun = scatteringCoefs.x;
float fKmESun = scatteringCoefs.y;
float fKr4PI = scatteringCoefs.z;
float fKm4PI = scatteringCoefs.w;
vec2 gAndg2 = getAtmosphereGAndG2(atmospheric);
float g = gAndg2.x;
float g2 = gAndg2.y;
float fScale = getAtmosphereScale(atmospheric);
float fScaleDepth = getAtmosphereScaleDepth(atmospheric);
float fScaleOverScaleDepth = getAtmosphereScaleOverScaleDepth(atmospheric);
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
vec3 v3Pos = position;
vec3 v3Ray = v3Pos - cameraPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the ray's starting position, then calculate its scattering offset
vec3 v3Start = cameraPos;
float fHeight = length(v3Start);
float fDepthStart = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fStartAngle = dot(v3Ray, v3Start) / fHeight;
float fStartOffset = fDepthStart * atmosphereScale(fScaleDepth, fStartAngle);
// Initialize the scattering loop variables
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample rays
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
// int nSamples = numSamples;
int nSamples = int(fSamples);
for(int i=0; i<nSamples; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fLightAngle = dot(lightPos, v3SamplePoint) / fHeight;
float fCameraAngle = dot((v3Ray), v3SamplePoint) / fHeight * 0.99;
float fScatter = (fStartOffset + fDepth * (atmosphereScale(fScaleDepth, fLightAngle) - atmosphereScale(fScaleDepth, fCameraAngle)));
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
vec3 secondaryFrontColor = v3FrontColor * fKmESun;
vec3 frontColor = v3FrontColor * (v3InvWavelength * fKrESun);
vec3 v3Direction = cameraPos - v3Pos;
float fCos = dot(lightPos, v3Direction) / length(v3Direction);
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
vec4 finalColor;
finalColor.rgb = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
finalColor.a = finalColor.b;
finalColor.rgb = pow(finalColor.rgb, vec3(1.0/2.2));
return finalColor;
}
<@if GLPROFILE == PC_GL@>
uniform atmosphereBuffer {
Atmosphere _atmosphere;
};
Atmosphere getAtmosphere() {
return _atmosphere;
}
<@else@>
uniform vec4 atmosphereBuffer[9];
Atmosphere getAtmosphere() {
Atmosphere atmosphere;
atmosphere._invWaveLength = atmosphereBuffer[0];
atmosphere._radiuses = atmosphereBuffer[1];
atmosphere._scales = atmosphereBuffer[2];
atmosphere._scatterings = atmosphereBuffer[3];
atmosphere._control = atmosphereBuffer[4];
return atmosphere;
}
<@endif@>
<!
/*
// uniform vec3 v3CameraPos; // The camera's current position
const int nSamples = 2;
const float fSamples = 2.0;
uniform vec3 v3LightPos;
uniform float g;
uniform float g2;
varying vec3 position;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main (void)
{
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
vec3 v3Pos = position;
vec3 v3Ray = v3Pos - v3CameraPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the ray's starting position, then calculate its scattering offset
vec3 v3Start = v3CameraPos;
float fHeight = length(v3Start);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fStartAngle = dot(v3Ray, v3Start) / fHeight;
float fStartOffset = fDepth * scale(fStartAngle);
// Initialize the scattering loop variables
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample rays
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
for(int i=0; i<nSamples; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
float fCameraAngle = dot((v3Ray), v3SamplePoint) / fHeight * 0.99;
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
vec3 secondaryFrontColor = v3FrontColor * fKmESun;
vec3 frontColor = v3FrontColor * (v3InvWavelength * fKrESun);
vec3 v3Direction = v3CameraPos - v3Pos;
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
gl_FragColor.rgb = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
gl_FragColor.a = gl_FragColor.b;
gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0/2.2));
}
*/
!>
<@endif@>

View file

@ -0,0 +1,108 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
//
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
//
// NVIDIA Statement on the Software
//
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
// detailed.
//
// No Warranty
//
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
//
// Limitation of Liability
//
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
//
//
// Atmospheric scattering fragment shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3CameraPos; // The camera's current position
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
uniform float fInnerRadius; // The inner (planetary) radius
uniform float fKrESun; // Kr * ESun
uniform float fKmESun; // Km * ESun
uniform float fKr4PI; // Kr * 4 * PI
uniform float fKm4PI; // Km * 4 * PI
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
const int nSamples = 2;
const float fSamples = 2.0;
uniform vec3 v3LightPos;
uniform float g;
uniform float g2;
varying vec3 position;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main (void)
{
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
vec3 v3Pos = position;
vec3 v3Ray = v3Pos - v3CameraPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the ray's starting position, then calculate its scattering offset
vec3 v3Start = v3CameraPos;
float fHeight = length(v3Start);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fStartAngle = dot(v3Ray, v3Start) / fHeight;
float fStartOffset = fDepth * scale(fStartAngle);
// Initialize the scattering loop variables
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample rays
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
for(int i=0; i<nSamples; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
float fCameraAngle = dot((v3Ray), v3SamplePoint) / fHeight * 0.99;
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
vec3 secondaryFrontColor = v3FrontColor * fKmESun;
vec3 frontColor = v3FrontColor * (v3InvWavelength * fKrESun);
vec3 v3Direction = v3CameraPos - v3Pos;
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
gl_FragColor.rgb = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
gl_FragColor.a = gl_FragColor.b;
gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0/2.2));
}

View file

@ -0,0 +1,68 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
//
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
//
// NVIDIA Statement on the Software
//
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
// detailed.
//
// No Warranty
//
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
//
// Limitation of Liability
//
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
//
//
// Atmospheric scattering vertex shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3CameraPos; // The camera's current position
uniform vec3 v3LightPos; // The direction vector to the light source
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
uniform float fOuterRadius; // The outer (atmosphere) radius
uniform float fInnerRadius; // The inner (planetary) radius
uniform float fKrESun; // Kr * ESun
uniform float fKmESun; // Km * ESun
uniform float fKr4PI; // Kr * 4 * PI
uniform float fKm4PI; // Km * 4 * PI
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
const int nSamples = 2;
const float fSamples = 2.0;
varying vec3 position;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main(void)
{
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
position = gl_Vertex.xyz * fOuterRadius;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
}

View file

@ -0,0 +1,114 @@
#version 120
//
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
//
// NVIDIA Statement on the Software
//
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
// detailed.
//
// No Warranty
//
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
//
// Limitation of Liability
//
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
//
//
// Atmospheric scattering fragment shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3CameraPos; // The camera's current position
uniform vec3 v3LightPos; // The direction vector to the light source
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
uniform float fCameraHeight2; // fCameraHeight^2
uniform float fOuterRadius; // The outer (atmosphere) radius
uniform float fOuterRadius2; // fOuterRadius^2
uniform float fInnerRadius; // The inner (planetary) radius
uniform float fKrESun; // Kr * ESun
uniform float fKmESun; // Km * ESun
uniform float fKr4PI; // Kr * 4 * PI
uniform float fKm4PI; // Km * 4 * PI
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
uniform float g;
uniform float g2;
const int nSamples = 2;
const float fSamples = 2.0;
varying vec3 position;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main (void)
{
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
vec3 v3Pos = position;
vec3 v3Ray = v3Pos - v3CameraPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
float B = 2.0 * dot(v3CameraPos, v3Ray);
float C = fCameraHeight2 - fOuterRadius2;
float fDet = max(0.0, B*B - 4.0 * C);
float fNear = 0.5 * (-B - sqrt(fDet));
// Calculate the ray's starting position, then calculate its scattering offset
vec3 v3Start = v3CameraPos + v3Ray * fNear;
fFar -= fNear;
float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;
float fStartDepth = exp(-1.0 / fScaleDepth);
float fStartOffset = fStartDepth * scale(fStartAngle);
// Initialize the scattering loop variables
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample rays
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
for(int i=0; i<nSamples; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
float fCameraAngle = dot((v3Ray), v3SamplePoint) / fHeight * 0.99;
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
vec3 v3Direction = v3CameraPos - v3Pos;
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
vec3 color = v3FrontColor * (v3InvWavelength * fKrESun);
vec3 secondaryColor = v3FrontColor * fKmESun;
gl_FragColor.rgb = color + fMiePhase * secondaryColor;
gl_FragColor.a = gl_FragColor.b;
gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0/2.2));
}

View file

@ -0,0 +1,43 @@
#version 120
//
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
//
// NVIDIA Statement on the Software
//
// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
// detailed.
//
// No Warranty
//
// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
//
// Limitation of Liability
//
// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
//
//
// Atmospheric scattering vertex shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform float fOuterRadius; // The outer (atmosphere) radius
varying vec3 position;
void main(void)
{
position = gl_Vertex.xyz * fOuterRadius;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
}

View file

@ -13,6 +13,9 @@
#include <glm/gtx/transform.hpp>
#include <math.h>
#include "SkyFromAtmosphere_vert.h"
#include "SkyFromAtmosphere_frag.h"
using namespace model;
@ -131,6 +134,56 @@ void EarthSunModel::setSunLongitude(float lon) {
_sunLongitude = validateLongitude(lon);
invalidate();
}
Atmosphere::Atmosphere() {
// only if created from nothing shall we create the Buffer to store the properties
Data data;
_dataBuffer = gpu::BufferView(new gpu::Buffer(sizeof(Data), (const gpu::Buffer::Byte*) &data));
setScatteringWavelength(_scatteringWavelength);
setRayleighScattering(_rayleighScattering);
setInnerOuterRadiuses(getInnerRadius(), getOuterRadius());
}
void Atmosphere::setScatteringWavelength(Vec3 wavelength) {
_scatteringWavelength = wavelength;
Data& data = editData();
data._invWaveLength = Vec4(1.0f / powf(wavelength.x, 4.0f), 1.0f / powf(wavelength.y, 4.0f), 1.0f / powf(wavelength.z, 4.0f), 0.0f);
}
void Atmosphere::setRayleighScattering(float scattering) {
_rayleighScattering = scattering;
updateScattering();
}
void Atmosphere::setMieScattering(float scattering) {
_mieScattering = scattering;
updateScattering();
}
void Atmosphere::setSunBrightness(float brightness) {
_sunBrightness = brightness;
updateScattering();
}
void Atmosphere::updateScattering() {
Data& data = editData();
data._scatterings.x = getRayleighScattering() * getSunBrightness();
data._scatterings.y = getMieScattering() * getSunBrightness();
data._scatterings.z = getRayleighScattering() * 4.0f * glm::pi<float>();
data._scatterings.w = getMieScattering() * 4.0f * glm::pi<float>();
}
void Atmosphere::setInnerOuterRadiuses(float inner, float outer) {
Data& data = editData();
data._radiuses.x = inner;
data._radiuses.y = outer;
data._scales.x = 1.0f / (outer - inner);
data._scales.z = data._scales.x / data._scales.y;
}
const int NUM_DAYS_PER_YEAR = 365;
const float NUM_HOURS_PER_DAY = 24.0f;
@ -150,6 +203,12 @@ SunSkyStage::SunSkyStage() :
setDayTime(12.0f);
// Begining of march
setYearTime(60.0f);
auto skyFromAtmosphereVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(SkyFromAtmosphere_vert)));
auto skyFromAtmosphereFragment = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(SkyFromAtmosphere_frag)));
auto skyShader = gpu::ShaderPointer(gpu::Shader::createProgram(skyFromAtmosphereVertex, skyFromAtmosphereFragment));
_skyPipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, gpu::States()));
}
SunSkyStage::~SunSkyStage() {
@ -205,5 +264,12 @@ void SunSkyStage::updateGraphicsObject() const {
double originAlt = _earthSunModel.getAltitude();
_sunLight->setPosition(Vec3(0.0f, originAlt, 0.0f));
static int firstTime = 0;
if (firstTime == 0) {
firstTime++;
bool result = gpu::Shader::makeProgram(*(_skyPipeline->getProgram()));
}
}

View file

@ -11,6 +11,8 @@
#ifndef hifi_model_Stage_h
#define hifi_model_Stage_h
#include "gpu/Pipeline.h"
#include "Light.h"
namespace model {
@ -104,6 +106,60 @@ protected:
static Mat4d evalWorldToGeoLocationMat(double longitude, double latitude, double altitude, double scale);
};
class Atmosphere {
public:
Atmosphere();
Atmosphere(const Atmosphere& atmosphere);
Atmosphere& operator= (const Atmosphere& atmosphere);
virtual ~Atmosphere() {};
void setScatteringWavelength(Vec3 wavelength);
const Vec3& getScatteringWavelength() const { return _scatteringWavelength; }
void setRayleighScattering(float scattering);
float getRayleighScattering() const { return _rayleighScattering; }
void setMieScattering(float scattering);
float getMieScattering() const { return _mieScattering; }
void setSunBrightness(float brightness);
float getSunBrightness() const { return _sunBrightness; }
void setInnerOuterRadiuses(float inner, float outer);
float getInnerRadius() const { return getData()._radiuses.x; }
float getOuterRadius() const { return getData()._radiuses.y; }
// Data to access the attribute values of the atmosphere
class Data {
public:
Vec4 _invWaveLength = Vec4(0.0f);
Vec4 _radiuses = Vec4(6000.0f, 6025.0f, 0.0f, 0.0f);
Vec4 _scales = Vec4(0.0f, 0.25f, 0.0f, 0.0f);
Vec4 _scatterings = Vec4(0.0f);
Vec4 _control = Vec4(2.0f, -0.990f, -0.990f*-0.990f, 0.f);
Data() {}
};
const UniformBufferView& getDataBuffer() const { return _dataBuffer; }
protected:
UniformBufferView _dataBuffer;
Vec3 _scatteringWavelength = Vec3(0.650f, 0.570f, 0.475f);
float _rayleighScattering = 0.0025f;
float _mieScattering = 0.0010f;
float _sunBrightness = 20.0f;
const Data& getData() const { return _dataBuffer.get<Data>(); }
Data& editData() { return _dataBuffer.edit<Data>(); }
void updateScattering();
};
typedef QSharedPointer< Atmosphere > AtmospherePointer;
// Sun sky stage generates the rendering primitives to display a scene realistically
// at the specified location and time around earth
class SunSkyStage {
@ -139,9 +195,13 @@ public:
float getSunIntensity() const { return getSunLight()->getIntensity(); }
LightPointer getSunLight() const { valid(); return _sunLight; }
AtmospherePointer getAtmosphere() const { valid(); return _atmosphere; }
protected:
LightPointer _sunLight;
AtmospherePointer _atmosphere;
gpu::PipelinePointer _skyPipeline;
float _dayTime;
int _yearTime;

View file

@ -13,6 +13,7 @@
<@include DeferredLighting.slh@>
struct SphericalHarmonics {
vec4 L00;
vec4 L1m1;

View file

@ -270,6 +270,12 @@ void DeferredLightingEffect::render() {
batch.setUniformBuffer(locations->lightBufferUnit, globalLight->getSchemaBuffer());
gpu::GLBackend::renderBatch(batch);
}
if (_atmosphere && (locations->atmosphereBufferUnit >= 0)) {
gpu::Batch batch;
batch.setUniformBuffer(locations->atmosphereBufferUnit, _atmosphere->getDataBuffer());
gpu::GLBackend::renderBatch(batch);
}
glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
}
@ -511,6 +517,31 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limit
locations.lightBufferUnit = -1;
}
#endif
#if defined(Q_OS_MAC)
loc = program.uniformLocation("atmosphereBufferUnit");
if (loc >= 0) {
locations.atmosphereBufferUnit = loc;
} else {
locations.atmosphereBufferUnit = -1;
}
#elif defined(Q_OS_WIN)
loc = glGetUniformBlockIndex(program.programId(), "atmosphereBufferUnit");
if (loc >= 0) {
glUniformBlockBinding(program.programId(), loc, 1);
locations.atmosphereBufferUnit = 1;
} else {
locations.atmosphereBufferUnit = -1;
}
#else
loc = program.uniformLocation("atmosphereBufferUnit");
if (loc >= 0) {
locations.atmosphereBufferUnit = loc;
} else {
locations.atmosphereBufferUnit = -1;
}
#endif
program.release();
}

View file

@ -20,6 +20,7 @@
#include "ProgramObject.h"
#include "model/Light.h"
#include "model/Stage.h"
class AbstractViewStateInterface;
class PostLightingRenderable;
@ -73,6 +74,7 @@ public:
// update global lighting
void setAmbientLightMode(int preset);
void setGlobalLight(const glm::vec3& direction, const glm::vec3& diffuse, float intensity);
void setGlobalAtmosphere(const model::AtmospherePointer& atmosphere) { _atmosphere = atmosphere; }
private:
DeferredLightingEffect() {}
@ -89,6 +91,7 @@ private:
int radius;
int ambientSphere;
int lightBufferUnit;
int atmosphereBufferUnit;
int invViewMat;
};
@ -146,6 +149,7 @@ private:
AbstractViewStateInterface* _viewState;
int _ambientLightMode = 0;
model::AtmospherePointer _atmosphere;
};
/// Simple interface for objects that require something to be rendered after deferred lighting.

View file

@ -299,73 +299,156 @@ void Model::initJointTransforms() {
void Model::init() {
if (!_program.isLinked()) {
/* //Work in progress not used yet
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), 1));
slotBindings.insert(gpu::Shader::Binding(std::string("diffuseMap"), 0));
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), 1));
slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), 2));
slotBindings.insert(gpu::Shader::Binding(std::string("emissiveMap"), 3));
// Vertex shaders
auto modelVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_vert)));
auto modelNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_normal_map_vert)));
auto modelLightmapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_lightmap_vert)));
auto modelLightmapNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert)));
auto modelShadowVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_shadow_vert)));
auto skinModelVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_vert)));
auto skinModelNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_normal_map_vert)));
auto skinModelShadowVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_shadow_vert)));
// Pixel shaders
auto modelPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_frag)));
auto modelNormalMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_normal_map_frag)));
auto modelSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_specular_map_frag)));
auto modelNormalSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_normal_specular_map_frag)));
auto modelTranslucentPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_translucent_frag)));
auto modelShadowPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_shadow_frag)));
auto modelLightmapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_frag)));
auto modelLightmapNormalMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_normal_map_frag)));
auto modelLightmapSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_specular_map_frag)));
auto modelLightmapNormalSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag)));
bool makeResult = false;
// Programs
auto program = gpu::ShaderPointer(gpu::Shader::createProgram(modelVertex, modelPixel));
makeResult = gpu::Shader::makeProgram(*program, slotBindings);
auto normalMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelNormalMapVertex, modelNormalMapPixel));
makeResult = gpu::Shader::makeProgram(*normalMapProgram, slotBindings);
auto specularMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelVertex, modelSpecularMapPixel));
makeResult = gpu::Shader::makeProgram(*specularMapProgram, slotBindings);
auto normalSpecularMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelNormalMapVertex, modelNormalSpecularMapPixel));
makeResult = gpu::Shader::makeProgram(*normalSpecularMapProgram, slotBindings);
auto translucentProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelVertex, modelTranslucentPixel));
makeResult = gpu::Shader::makeProgram(*translucentProgram, slotBindings);
auto shadowProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelShadowVertex, modelShadowPixel));
makeResult = gpu::Shader::makeProgram(*shadowProgram, slotBindings);
auto lightmapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelLightmapVertex, modelLightmapPixel));
makeResult = gpu::Shader::makeProgram(*lightmapProgram, slotBindings);
auto lightmapNormalMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelLightmapNormalMapVertex, modelLightmapNormalMapPixel));
makeResult = gpu::Shader::makeProgram(*lightmapNormalMapProgram, slotBindings);
auto lightmapSpecularMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelLightmapVertex, modelLightmapSpecularMapPixel));
makeResult = gpu::Shader::makeProgram(*lightmapSpecularMapProgram, slotBindings);
auto lightmapNormalSpecularMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelLightmapNormalMapVertex, modelLightmapNormalSpecularMapPixel));
makeResult = gpu::Shader::makeProgram(*lightmapNormalSpecularMapProgram, slotBindings);
auto skinProgram = gpu::ShaderPointer(gpu::Shader::createProgram(skinModelVertex, modelPixel));
makeResult = gpu::Shader::makeProgram(*skinProgram, slotBindings);
auto skinNormalMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(skinModelNormalMapVertex, modelNormalMapPixel));
makeResult = gpu::Shader::makeProgram(*skinNormalMapProgram, slotBindings);
auto skinSpecularMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(skinModelVertex, modelSpecularMapPixel));
makeResult = gpu::Shader::makeProgram(*skinSpecularMapProgram, slotBindings);
auto skinNormalSpecularMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(skinModelNormalMapVertex, modelNormalSpecularMapPixel));
makeResult = gpu::Shader::makeProgram(*skinNormalSpecularMapProgram, slotBindings);
auto skinShadowProgram = gpu::ShaderPointer(gpu::Shader::createProgram(skinModelShadowVertex, modelShadowPixel));
makeResult = gpu::Shader::makeProgram(*skinShadowProgram, slotBindings);
auto skinTranslucentProgram = gpu::ShaderPointer(gpu::Shader::createProgram(skinModelVertex, modelTranslucentPixel));
makeResult = gpu::Shader::makeProgram(*skinTranslucentProgram, slotBindings);
*/
_program.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_program.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
initProgram(_program, _locations);
_normalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
_normalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
initProgram(_normalMapProgram, _normalMapLocations);
_specularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_specularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
initProgram(_specularMapProgram, _specularMapLocations);
_normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
_normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
initProgram(_normalSpecularMapProgram, _normalSpecularMapLocations);
_translucentProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_translucentProgram.addShaderFromSourceCode(QGLShader::Fragment, model_translucent_frag);
initProgram(_translucentProgram, _translucentLocations);
// Lightmap
_lightmapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
_lightmapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_frag);
initProgram(_lightmapProgram, _lightmapLocations);
_lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
_lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_map_frag);
initProgram(_lightmapNormalMapProgram, _lightmapNormalMapLocations);
_lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
_lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_specular_map_frag);
initProgram(_lightmapSpecularMapProgram, _lightmapSpecularMapLocations);
_lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
_lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_specular_map_frag);
initProgram(_lightmapNormalSpecularMapProgram, _lightmapNormalSpecularMapLocations);
// end lightmap
_shadowProgram.addShaderFromSourceCode(QGLShader::Vertex, model_shadow_vert);
_shadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
// Shadow program uses the same locations as standard rendering path but we still need to set the bindings
Model::Locations tempLoc;
initProgram(_shadowProgram, tempLoc);
_skinProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
_skinProgram.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
initSkinProgram(_skinProgram, _skinLocations);
_skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
_skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
_skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
initSkinProgram(_skinSpecularMapProgram, _skinSpecularMapLocations);
_skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
_skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations);
_skinShadowProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_shadow_vert);
_skinShadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
initSkinProgram(_skinShadowProgram, _skinShadowLocations);
_skinTranslucentProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
_normalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
_normalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
initProgram(_normalMapProgram, _normalMapLocations);
_specularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_specularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
initProgram(_specularMapProgram, _specularMapLocations);
_normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
_normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
initProgram(_normalSpecularMapProgram, _normalSpecularMapLocations);
_translucentProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_translucentProgram.addShaderFromSourceCode(QGLShader::Fragment, model_translucent_frag);
initProgram(_translucentProgram, _translucentLocations);
// Lightmap
_lightmapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
_lightmapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_frag);
initProgram(_lightmapProgram, _lightmapLocations);
_lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
_lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_map_frag);
initProgram(_lightmapNormalMapProgram, _lightmapNormalMapLocations);
_lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
_lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_specular_map_frag);
initProgram(_lightmapSpecularMapProgram, _lightmapSpecularMapLocations);
_lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
_lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_specular_map_frag);
initProgram(_lightmapNormalSpecularMapProgram, _lightmapNormalSpecularMapLocations);
// end lightmap
_shadowProgram.addShaderFromSourceCode(QGLShader::Vertex, model_shadow_vert);
_shadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
// Shadow program uses the same locations as standard rendering path but we still need to set the bindings
Model::Locations tempLoc;
initProgram(_shadowProgram, tempLoc);
_skinProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
_skinProgram.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
initSkinProgram(_skinProgram, _skinLocations);
_skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
_skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
_skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
initSkinProgram(_skinSpecularMapProgram, _skinSpecularMapLocations);
_skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
_skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations);
_skinShadowProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_shadow_vert);
_skinShadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
initSkinProgram(_skinShadowProgram, _skinShadowLocations);
_skinTranslucentProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
_skinTranslucentProgram.addShaderFromSourceCode(QGLShader::Fragment, model_translucent_frag);
initSkinProgram(_skinTranslucentProgram, _skinTranslucentLocations);
}

View file

@ -309,6 +309,7 @@ private:
int _blendNumber;
int _appliedBlendNumber;
static ProgramObject _program;
static ProgramObject _normalMapProgram;
static ProgramObject _specularMapProgram;

View file

@ -192,9 +192,17 @@ int main (int argc, char** argv) {
targetStringStream << "#ifndef scribe_" << targetName << "_h" << std::endl;
targetStringStream << "#define scribe_" << targetName << "_h" << std::endl << std::endl;
targetStringStream << "const char " << targetName << "[] = R\"XXXX(" << destStringStream.str() << ")XXXX\";";
// targetStringStream << "const char " << targetName << "[] = R\"XXXX(" << destStringStream.str() << ")XXXX\";";
std::istringstream destStringStreamAgain(destStringStream.str());
targetStringStream << "const char " << targetName << "[] = \n";
while (!destStringStreamAgain.eof()) {
std::string lineToken;
std::getline(destStringStreamAgain, lineToken);
// targetStringStream << "\"" << lineToken << "\"\n";
targetStringStream << "R\"X(" << lineToken << ")X\"\"\\n\"\n";
}
targetStringStream << std::endl << std::endl;
targetStringStream << ";\n" << std::endl << std::endl;
targetStringStream << "#endif" << std::endl;
} else {
targetStringStream << destStringStream.str();