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Fixing the emissive on overlayfor models

This commit is contained in:
sam 2017-02-27 02:52:00 -08:00
parent 7a4ec35b99
commit 709c2e4240
5 changed files with 135 additions and 73 deletions

View file

@ -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);

View file

@ -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);
}

View file

@ -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);
}

View 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);
}

View file

@ -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 }
}
}
}