render opaque PolyLines with opaque pipepline

This commit is contained in:
Andrew Meadows 2019-08-22 08:12:25 -07:00
parent 81eaf157a6
commit 8957cc5b2b
5 changed files with 41 additions and 14 deletions

View file

@ -55,23 +55,41 @@ void PolyLineEntityRenderer::updateModelTransformAndBound() {
} }
} }
void PolyLineEntityRenderer::buildPipelines() { bool PolyLineEntityRenderer::isTransparent() const {
// FIXME: opaque pipelines return _glow || (_textureLoaded && _texture->getGPUTexture() && _texture->getGPUTexture()->getUsage().isAlpha());
}
void PolyLineEntityRenderer::buildPipelines() {
static const std::vector<std::pair<render::Args::RenderMethod, bool>> keys = { static const std::vector<std::pair<render::Args::RenderMethod, bool>> keys = {
{ render::Args::DEFERRED, false }, { render::Args::DEFERRED, true }, { render::Args::FORWARD, false }, { render::Args::FORWARD, true }, { render::Args::DEFERRED, false }, { render::Args::DEFERRED, true }, { render::Args::FORWARD, false }, { render::Args::FORWARD, true },
}; };
for (auto& key : keys) { for (auto& key : keys) {
gpu::ShaderPointer program = gpu::Shader::createProgram(key.first == render::Args::DEFERRED ? shader::entities_renderer::program::paintStroke : shader::entities_renderer::program::paintStroke_forward); gpu::ShaderPointer program;
render::Args::RenderMethod renderMethod = key.first;
bool transparent = key.second;
if (renderMethod == render::Args::DEFERRED) {
if (transparent) {
program = gpu::Shader::createProgram(shader::entities_renderer::program::paintStroke_translucent);
} else {
program = gpu::Shader::createProgram(shader::entities_renderer::program::paintStroke);
}
} else { // render::Args::FORWARD
program = gpu::Shader::createProgram(shader::entities_renderer::program::paintStroke_forward);
}
gpu::StatePointer state = gpu::StatePointer(new gpu::State()); gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setCullMode(gpu::State::CullMode::CULL_NONE); state->setCullMode(gpu::State::CullMode::CULL_NONE);
state->setDepthTest(true, !key.second, gpu::LESS_EQUAL); state->setDepthTest(true, !transparent, gpu::LESS_EQUAL);
PrepareStencil::testMask(*state); if (transparent) {
PrepareStencil::testMask(*state);
} else {
PrepareStencil::testMaskDrawShape(*state);
}
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, state->setBlendFunction(transparent, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE); gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
_pipelines[key] = gpu::Pipeline::create(program, state); _pipelines[key] = gpu::Pipeline::create(program, state);
@ -79,11 +97,16 @@ void PolyLineEntityRenderer::buildPipelines() {
} }
ItemKey PolyLineEntityRenderer::getKey() { ItemKey PolyLineEntityRenderer::getKey() {
return ItemKey::Builder::transparentShape().withTypeMeta().withTagBits(getTagMask()).withLayer(getHifiRenderLayer()); return isTransparent() ?
ItemKey::Builder::transparentShape().withTypeMeta().withTagBits(getTagMask()).withLayer(getHifiRenderLayer()) :
ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(getTagMask()).withLayer(getHifiRenderLayer());
} }
ShapeKey PolyLineEntityRenderer::getShapeKey() { ShapeKey PolyLineEntityRenderer::getShapeKey() {
auto builder = ShapeKey::Builder().withOwnPipeline().withTranslucent().withoutCullFace(); auto builder = ShapeKey::Builder().withOwnPipeline().withoutCullFace();
if (isTransparent()) {
builder.withTranslucent();
}
if (_primitiveMode == PrimitiveMode::LINES) { if (_primitiveMode == PrimitiveMode::LINES) {
builder.withWireframe(); builder.withWireframe();
} }
@ -308,7 +331,7 @@ void PolyLineEntityRenderer::doRender(RenderArgs* args) {
buildPipelines(); buildPipelines();
} }
batch.setPipeline(_pipelines[{args->_renderMethod, _glow}]); batch.setPipeline(_pipelines[{args->_renderMethod, isTransparent()}]);
batch.setModelTransform(transform); batch.setModelTransform(transform);
batch.setResourceTexture(0, texture); batch.setResourceTexture(0, texture);
batch.draw(gpu::TRIANGLE_STRIP, (gpu::uint32)(2 * numVertices), 0); batch.draw(gpu::TRIANGLE_STRIP, (gpu::uint32)(2 * numVertices), 0);

View file

@ -27,8 +27,7 @@ public:
void updateModelTransformAndBound() override; void updateModelTransformAndBound() override;
// FIXME: shouldn't always be transparent: take into account texture and glow virtual bool isTransparent() const override;
virtual bool isTransparent() const override { return true; }
protected: protected:
virtual bool needsRenderUpdate() const override; virtual bool needsRenderUpdate() const override;

View file

@ -1 +1 @@
DEFINES forward DEFINES translucent:f forward

View file

@ -34,7 +34,11 @@ void main(void) {
texel.a *= mix(1.0, pow(1.0 - min(1.0, abs(_distanceFromCenter)), 10.0), _polylineData.faceCameraGlow.y); texel.a *= mix(1.0, pow(1.0 - min(1.0, abs(_distanceFromCenter)), 10.0), _polylineData.faceCameraGlow.y);
<@if not HIFI_USE_FORWARD@> <@if not HIFI_USE_FORWARD@>
packDeferredFragmentTranslucent((2.0 * float(gl_FrontFacing) - 1.0) * _normalWS, texel.a, texel.rgb, DEFAULT_ROUGHNESS); <@if HIFI_USE_TRANSLUCENT@>
packDeferredFragmentTranslucent((2.0 * float(gl_FrontFacing) - 1.0) * _normalWS, texel.a, texel.rgb, DEFAULT_ROUGHNESS);
<@else@>
packDeferredFragmentUnlit((2.0 * float(gl_FrontFacing) - 1.0) * _normalWS, texel.a, texel.rgb);
<@endif@>
<@else@> <@else@>
_fragColor0 = texel; _fragColor0 = texel;
<@endif@> <@endif@>

View file

@ -52,7 +52,8 @@ void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 albedo, float r
} }
void packDeferredFragmentUnlit(vec3 normal, float alpha, vec3 color) { void packDeferredFragmentUnlit(vec3 normal, float alpha, vec3 color) {
if (alpha < 1.0) { // to reduce texel flickering for floating point error we discard when alpha is "almost one"
if (alpha < 0.999999) {
discard; discard;
} }
_fragColor0 = vec4(color, packUnlit()); _fragColor0 = vec4(color, packUnlit());