mirror of
https://github.com/lubosz/overte.git
synced 2025-04-27 17:55:27 +02:00
Fixing the emissive on overlayfor models
This commit is contained in:
parent
7a4ec35b99
commit
709c2e4240
5 changed files with 135 additions and 73 deletions
libraries/render-utils/src
scripts/developer/utilities/render
|
@ -153,22 +153,25 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
|
|||
const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
|
||||
addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
|
||||
|
||||
{ // DEbug the bounds of the rendered items, still look at the zbuffer
|
||||
addJob<DrawBounds>("DrawMetaBounds", metas);
|
||||
addJob<DrawBounds>("DrawOpaqueBounds", opaques);
|
||||
addJob<DrawBounds>("DrawTransparentBounds", transparents);
|
||||
}
|
||||
|
||||
// Overlays
|
||||
const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).hasVarying();
|
||||
const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).hasVarying();
|
||||
addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
|
||||
addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
|
||||
|
||||
{ // DEbug the bounds of the rendered OVERLAY items, still look at the zbuffer
|
||||
addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);
|
||||
addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);
|
||||
}
|
||||
|
||||
// Debugging stages
|
||||
// Debugging stages
|
||||
{
|
||||
|
||||
|
||||
// Bounds do not draw on stencil buffer, so they must come last
|
||||
addJob<DrawBounds>("DrawMetaBounds", metas);
|
||||
addJob<DrawBounds>("DrawOverlaysOpaques", overlayOpaques);
|
||||
addJob<DrawBounds>("DrawOverlaysTransparents", overlayTransparents);
|
||||
|
||||
// Debugging Deferred buffer job
|
||||
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer));
|
||||
addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
|
||||
|
|
|
@ -51,6 +51,7 @@
|
|||
#include "overlay3D_vert.h"
|
||||
#include "overlay3D_frag.h"
|
||||
#include "overlay3D_model_frag.h"
|
||||
#include "overlay3D_model_translucent_frag.h"
|
||||
#include "overlay3D_translucent_frag.h"
|
||||
#include "overlay3D_unlit_frag.h"
|
||||
#include "overlay3D_translucent_unlit_frag.h"
|
||||
|
@ -72,17 +73,19 @@ void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch);
|
|||
void initOverlay3DPipelines(ShapePlumber& plumber) {
|
||||
auto vertex = gpu::Shader::createVertex(std::string(overlay3D_vert));
|
||||
auto vertexModel = gpu::Shader::createVertex(std::string(model_vert));
|
||||
auto pixel = gpu::Shader::createPixel(std::string(overlay3D_model_frag));
|
||||
auto pixel = gpu::Shader::createPixel(std::string(overlay3D_frag));
|
||||
auto pixelTranslucent = gpu::Shader::createPixel(std::string(overlay3D_translucent_frag));
|
||||
auto pixelUnlit = gpu::Shader::createPixel(std::string(overlay3D_unlit_frag));
|
||||
auto pixelTranslucentUnlit = gpu::Shader::createPixel(std::string(overlay3D_translucent_unlit_frag));
|
||||
auto pixelMaterial = gpu::Shader::createPixel(std::string(overlay3D_model_frag));
|
||||
auto pixelModel = gpu::Shader::createPixel(std::string(overlay3D_model_frag));
|
||||
auto pixelModelTranslucent = gpu::Shader::createPixel(std::string(overlay3D_model_translucent_frag));
|
||||
|
||||
auto opaqueProgram = gpu::Shader::createProgram(vertex, pixel);
|
||||
auto translucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucent);
|
||||
auto unlitOpaqueProgram = gpu::Shader::createProgram(vertex, pixelUnlit);
|
||||
auto unlitTranslucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucentUnlit);
|
||||
auto opaqueMaterialProgram = gpu::Shader::createProgram(vertexModel, pixelMaterial);
|
||||
auto materialOpaqueProgram = gpu::Shader::createProgram(vertexModel, pixelModel);
|
||||
auto materialTranslucentProgram = gpu::Shader::createProgram(vertexModel, pixelModelTranslucent);
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
bool isCulled = (i & 1);
|
||||
|
@ -114,8 +117,9 @@ void initOverlay3DPipelines(ShapePlumber& plumber) {
|
|||
|
||||
auto simpleProgram = isOpaque ? opaqueProgram : translucentProgram;
|
||||
auto unlitProgram = isOpaque ? unlitOpaqueProgram : unlitTranslucentProgram;
|
||||
auto materialProgram = isOpaque ? materialOpaqueProgram : materialTranslucentProgram;
|
||||
|
||||
plumber.addPipeline(builder.withoutUnlit().withMaterial().build().key(), opaqueMaterialProgram, state, &lightBatchSetter);
|
||||
plumber.addPipeline(builder.withMaterial().build().key(), materialProgram, state, &lightBatchSetter);
|
||||
plumber.addPipeline(builder.withoutUnlit().withoutMaterial().build().key(), simpleProgram, state, &lightBatchSetter);
|
||||
plumber.addPipeline(builder.withUnlit().withoutMaterial().build().key(), unlitProgram, state, &batchSetter);
|
||||
}
|
||||
|
|
|
@ -11,15 +11,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
<@include model/Light.slh@>
|
||||
<$declareLightBuffer()$>
|
||||
<$declareLightAmbientBuffer()$>
|
||||
|
||||
<@include LightingModel.slh@>
|
||||
|
||||
<@include LightDirectional.slh@>
|
||||
<$declareLightingDirectional()$>
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
<$declareEvalSkyboxGlobalColor()$>
|
||||
|
||||
<@include model/Material.slh@>
|
||||
|
||||
|
@ -29,35 +22,6 @@
|
|||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
|
||||
|
||||
vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 fresnel, float roughness, float opacity) {
|
||||
|
||||
// Need the light now
|
||||
Light light = getLight();
|
||||
vec3 lightDirection = getLightDirection(light);
|
||||
vec3 lightIrradiance = getLightIrradiance(light);
|
||||
|
||||
LightAmbient ambient = getLightAmbient();
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragNormal;
|
||||
<$transformEyeToWorldDir(cam, normal, fragNormal)$>
|
||||
vec3 fragEyeVectorView = normalize(-position);
|
||||
vec3 fragEyeDir;
|
||||
<$transformEyeToWorldDir(cam, fragEyeVectorView, fragEyeDir)$>
|
||||
|
||||
vec3 color = opacity * albedo * getLightColor(light) * getLightAmbientIntensity(ambient);
|
||||
|
||||
// Directional
|
||||
vec3 directionalDiffuse;
|
||||
vec3 directionalSpecular;
|
||||
evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation);
|
||||
color += directionalDiffuse * isDiffuseEnabled() * isDirectionalEnabled();
|
||||
color += directionalSpecular * isSpecularEnabled() * isDirectionalEnabled();
|
||||
|
||||
return vec4(color, opacity);
|
||||
}
|
||||
|
||||
|
||||
in vec2 _texCoord0;
|
||||
in vec2 _texCoord1;
|
||||
in vec4 _position;
|
||||
|
@ -98,27 +62,13 @@ void main(void) {
|
|||
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
vec3 fragNormal = normalize(_normal);
|
||||
//vec3 fragNormal = normalize(_normal);
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragNormal;
|
||||
<$transformEyeToWorldDir(cam, _normal, fragNormal)$>;
|
||||
|
||||
vec4 color = evalGlobalColor(occlusionTex,
|
||||
fragPosition,
|
||||
fragNormal,
|
||||
albedo,
|
||||
metallic,
|
||||
fresnel,
|
||||
roughness,
|
||||
opacity);
|
||||
|
||||
color.rgb += emissive;
|
||||
color.rgb += vec3(1, 0.0, 0.0);
|
||||
// Apply standard tone mapping
|
||||
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), 1.0);
|
||||
//_fragColor = vec4(albedo, 0.5);
|
||||
// _fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
|
||||
|
||||
/*_fragColor = vec4(evalGlobalLightingAlphaBlended(
|
||||
vec4 color = vec4(evalSkyboxGlobalColor(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
occlusionTex,
|
||||
|
@ -127,10 +77,12 @@ void main(void) {
|
|||
albedo,
|
||||
fresnel,
|
||||
metallic,
|
||||
emissive,
|
||||
roughness, opacity),
|
||||
roughness),
|
||||
opacity);
|
||||
|
||||
// And emissive
|
||||
color.rgb += emissive * isEmissiveEnabled();
|
||||
|
||||
// Apply standard tone mapping
|
||||
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);*/
|
||||
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
|
||||
}
|
83
libraries/render-utils/src/overlay3D_model_translucent.slf
Normal file
83
libraries/render-utils/src/overlay3D_model_translucent.slf
Normal file
|
@ -0,0 +1,83 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// overlay3D_model_transparent.slf
|
||||
//
|
||||
// Created by Sam Gateau on 2/27/2017.
|
||||
// Copyright 2017 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
|
||||
<@include model/Material.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
|
||||
|
||||
in vec2 _texCoord0;
|
||||
in vec2 _texCoord1;
|
||||
in vec4 _position;
|
||||
in vec3 _normal;
|
||||
in vec3 _color;
|
||||
in float _alpha;
|
||||
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
Material mat = getMaterial();
|
||||
int matKey = getMaterialKey(mat);
|
||||
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$>
|
||||
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
|
||||
|
||||
float opacity = 1.0;
|
||||
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
|
||||
|
||||
vec3 albedo = getMaterialAlbedo(mat);
|
||||
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
|
||||
albedo *= _color;
|
||||
|
||||
float metallic = getMaterialMetallic(mat);
|
||||
vec3 fresnel = vec3(0.03); // Default Di-electric fresnel value
|
||||
if (metallic <= 0.5) {
|
||||
metallic = 0.0;
|
||||
} else {
|
||||
fresnel = albedo;
|
||||
metallic = 1.0;
|
||||
}
|
||||
|
||||
float roughness = getMaterialRoughness(mat);
|
||||
<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
|
||||
|
||||
vec3 emissive = getMaterialEmissive(mat);
|
||||
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
|
||||
|
||||
|
||||
vec3 fragPosition = _position.xyz;
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 fragNormal;
|
||||
<$transformEyeToWorldDir(cam, _normal, fragNormal)$>
|
||||
|
||||
vec4 color = vec4(evalGlobalLightingAlphaBlended(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
occlusionTex,
|
||||
fragPosition,
|
||||
fragNormal,
|
||||
albedo,
|
||||
fresnel,
|
||||
metallic,
|
||||
emissive,
|
||||
roughness, opacity),
|
||||
opacity);
|
||||
|
||||
// Apply standard tone mapping
|
||||
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
|
||||
}
|
|
@ -159,13 +159,33 @@ Column {
|
|||
}
|
||||
}
|
||||
|
||||
Row {
|
||||
Column {
|
||||
id: metas
|
||||
CheckBox {
|
||||
text: "Draw Meta Bounds"
|
||||
text: "Metas"
|
||||
checked: Render.getConfig("DrawMetaBounds")["enabled"]
|
||||
onCheckedChanged: { Render.getConfig("DrawMetaBounds")["enabled"] = checked }
|
||||
}
|
||||
CheckBox {
|
||||
text: "Opaques"
|
||||
checked: Render.getConfig("DrawOpaqueBounds")["enabled"]
|
||||
onCheckedChanged: { Render.getConfig("DrawOpaqueBounds")["enabled"] = checked }
|
||||
}
|
||||
CheckBox {
|
||||
text: "Transparents"
|
||||
checked: Render.getConfig("DrawTransparentBounds")["enabled"]
|
||||
onCheckedChanged: { Render.getConfig("DrawTransparentBounds")["enabled"] = checked }
|
||||
}
|
||||
CheckBox {
|
||||
text: "Overlay Opaques"
|
||||
checked: Render.getConfig("DrawOverlayOpaqueBounds")["enabled"]
|
||||
onCheckedChanged: { Render.getConfig("DrawOverlayOpaqueBounds")["enabled"] = checked }
|
||||
}
|
||||
CheckBox {
|
||||
text: "Overlay Transparents"
|
||||
checked: Render.getConfig("DrawOverlayTransparentBounds")["enabled"]
|
||||
onCheckedChanged: { Render.getConfig("DrawOverlayTransparentBounds")["enabled"] = checked }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue